, including all inherited members.
AddChild(VR3Obj *c, GLfloat x, GLfloat y, GLfloat z) | VR3Obj | |
AddChild(VR3Obj *c) | VR3Obj | |
Draw(const GLfloat *modelmat, int flags) | VR3Obj | [private] |
Draw(int flags=0) | VR3Obj | |
GetMesh(int lod=0) | VR3Obj | |
GetParent() | VR3Obj | [inline] |
GetPivotPoint(GLfloat *vec) | VR3Obj | |
GetPosition(GLfloat *p) | VR3Obj | |
GetRotationMatrix(GLfloat *m) | VR3Obj | |
GetScale(GLfloat *s) | VR3Obj | |
Hide() | VR3Obj | [inline] |
Init() | VR3Obj | [private] |
IsRoot() | VR3Obj | [inline] |
LinkToMesh(VR3Mesh *m, GLfloat dist=0.0f) | VR3Obj | |
LocalToWorld(const GLfloat *inpoint, GLfloat *outpoint) | VR3Obj | |
m_children | VR3Obj | [private] |
m_ishidden | VR3Obj | [private] |
m_lod_activations | VR3Obj | [private] |
m_lod_count | VR3Obj | [private] |
m_meshes | VR3Obj | [private] |
m_parent | VR3Obj | [private] |
m_pivot | VR3Obj | [private] |
m_pos | VR3Obj | [private] |
m_rotation_matrix | VR3Obj | [private] |
m_scale | VR3Obj | [private] |
Normalize(GLfloat size) | VR3Obj | |
operator=(const VR3Obj &) | VR3Obj | [private] |
PointInBBox(GLfloat x, GLfloat y, GLfloat z) | VR3Obj | |
PointInBBox(const GLfloat *p) | VR3Obj | [inline] |
RemoveChild(VR3Obj *c) | VR3Obj | |
RotateGlobal(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) | VR3Obj | |
RotateGlobal(GLfloat angle, const GLfloat *axis) | VR3Obj | [inline] |
RotateLocal(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) | VR3Obj | |
RotateLocal(GLfloat angle, GLfloat *axis) | VR3Obj | [inline] |
SetPivotPoint(GLfloat x, GLfloat y, GLfloat z) | VR3Obj | |
SetPivotPoint(const GLfloat *vec) | VR3Obj | |
SetPosition(GLfloat x, GLfloat y, GLfloat z) | VR3Obj | |
SetPosition(const GLfloat *point) | VR3Obj | |
SetRotation(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) | VR3Obj | |
SetRotation(GLfloat angle, GLfloat *axis) | VR3Obj | [inline] |
SetRotationMatrix(const GLfloat *m) | VR3Obj | |
SetScale(GLfloat scx, GLfloat scy, GLfloat scz) | VR3Obj | |
SetScale(const GLfloat *s) | VR3Obj | |
TotModelMatrix(GLfloat *modelmat) const | VR3Obj | [private] |
TranslateGlobal(GLfloat x, GLfloat y, GLfloat z) | VR3Obj | |
TranslateGlobal(const GLfloat *vec) | VR3Obj | [inline] |
TranslateLocal(GLfloat x, GLfloat y, GLfloat z) | VR3Obj | |
TranslateLocal(const GLfloat *vec) | VR3Obj | [inline] |
UnHide() | VR3Obj | [inline] |
VR3Obj(const VR3Obj &) | VR3Obj | [private] |
VR3Obj() | VR3Obj | |
VR3Obj(const char *mesh_file, GLfloat x=0.0f, GLfloat y=0.0f, GLfloat z=0.0f, const char *mesh_name=0, int objID=-1) | VR3Obj | |
VR3Obj(VR3Mesh *mesh) | VR3Obj | |
VR3PhysicsSimulator class | VR3Obj | [friend] |
~VR3Obj() | VR3Obj | |