CrystalSpace

Public API Reference

CS::Collisions::iCollisionSystem Member List

This is the complete list of members for CS::Collisions::iCollisionSystem, including all inherited members.
AddRefOwner(void **ref_owner, CS::Threading::Mutex *mutex)=0iBase [pure virtual]
CreateCollider()=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderBox(const csVector3 &size)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderCapsule(float length, float radius)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderConcaveMesh(iTriangleMesh *mesh, bool dynamicEnabled=false)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderConcaveMeshScaled(iColliderConcaveMesh *collider, const csVector3 &scale)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderCone(float length, float radius)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderConvexMesh(iTriangleMesh *mesh)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderCylinder(float length, float radius)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderPlane(const csPlane3 &plane)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderSphere(float radius)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionActorFactory(CS::Collisions::iCollider *collider=nullptr)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionGroup(const char *name)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionObjectFactory(CS::Collisions::iCollider *collider=nullptr)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionSector(iSector *sector=nullptr)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionTerrainFactory(iTerrainFactory *terrain)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateGhostCollisionObjectFactory(CS::Collisions::iCollider *collider=nullptr)=0CS::Collisions::iCollisionSystem [pure virtual]
DecRef()=0iBase [pure virtual]
DeleteAll()=0CS::Collisions::iCollisionSystem [pure virtual]
DeleteCollisionSector(iCollisionSector *sector)=0CS::Collisions::iCollisionSystem [pure virtual]
DeleteCollisionSectors()=0CS::Collisions::iCollisionSystem [pure virtual]
FindCollisionGroup(const char *name) const =0CS::Collisions::iCollisionSystem [pure virtual]
FindCollisionSector(const iSector *sceneSector)=0CS::Collisions::iCollisionSystem [pure virtual]
FindCollisionSector(const char *name)=0CS::Collisions::iCollisionSystem [pure virtual]
GetCollisionGroup(size_t index) const =0CS::Collisions::iCollisionSystem [pure virtual]
GetCollisionGroupCount() const =0CS::Collisions::iCollisionSystem [pure virtual]
GetCollisionSector(size_t index)=0CS::Collisions::iCollisionSystem [pure virtual]
GetCollisionSectorCount() const =0CS::Collisions::iCollisionSystem [pure virtual]
GetInterfaceMetadata()=0iBase [pure virtual]
GetRefCount()=0iBase [pure virtual]
GetSimulationSpeed() const =0CS::Collisions::iCollisionSystem [pure virtual]
IncRef()=0iBase [pure virtual]
QueryInterface(scfInterfaceID iInterfaceID, int iVersion)=0iBase [pure virtual]
QueryPhysicalSystem()=0CS::Collisions::iCollisionSystem [pure virtual]
RemoveRefOwner(void **ref_owner)=0iBase [pure virtual]
SetSimulationSpeed(float speed)=0CS::Collisions::iCollisionSystem [pure virtual]
~iBase()iBase [inline, protected, virtual]

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