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TriangleMesh Member List

This is the complete list of members for TriangleMesh, including all inherited members.

addTriangle(const btVector3 &t1, const btVector3 &t2, const btVector3 &t3, const btVector3 &n1, const btVector3 &n2, const btVector3 &n3, const Material *m)TriangleMesh
castRay(const btVector3 &from, const btVector3 &to, btVector3 *xyz, const Material **material, btVector3 *normal=NULL, bool interpolate_normal=false) constTriangleMesh
copyFrom(const TriangleMesh &tm) (defined in TriangleMesh)TriangleMeshinline
createCollisionShape(bool create_collision_object=true, const char *serialized_bhv=NULL)TriangleMesh
createPhysicalBody(float friction, btCollisionObject::CollisionFlags flags=(btCollisionObject::CollisionFlags) 0, const char *serializedBhv=NULL)TriangleMesh
dummy1 (defined in TriangleMesh)TriangleMeshprivate
dummy2 (defined in TriangleMesh)TriangleMeshprivate
getBody() const (defined in TriangleMesh)TriangleMeshinline
getCollisionShape() const (defined in TriangleMesh)TriangleMeshinline
getCollisionShape() (defined in TriangleMesh)TriangleMeshinline
getInterpolatedNormal(unsigned int index, const btVector3 &position) constTriangleMesh
getMaterial(int n) const (defined in TriangleMesh)TriangleMeshinline
getNormals(unsigned int indx, btVector3 *n1, btVector3 *n2, btVector3 *n3) constTriangleMeshinline
getP1P2P3(unsigned int indx) constTriangleMeshinline
getTriangle(unsigned int indx, btVector3 *p1, btVector3 *p2, btVector3 *p3) constTriangleMeshinline
m_body (defined in TriangleMesh)TriangleMeshprivate
m_can_be_transformedTriangleMeshprivate
m_collision_object (defined in TriangleMesh)TriangleMeshprivate
m_collision_shape (defined in TriangleMesh)TriangleMeshprivate
m_free_bodyTriangleMeshprivate
m_mesh (defined in TriangleMesh)TriangleMeshprivate
m_motion_state (defined in TriangleMesh)TriangleMeshprivate
m_normalsTriangleMeshprivate
m_p1p2p3TriangleMeshprivate
m_triangleIndex2Material (defined in TriangleMesh)TriangleMeshprivate
m_user_pointer (defined in TriangleMesh)TriangleMeshprivate
removeAll()TriangleMesh
removeCollisionObject() (defined in TriangleMesh)TriangleMesh
setBody(btRigidBody *body)TriangleMeshinline
TriangleMesh(bool can_be_transformed)TriangleMesh
~TriangleMesh()TriangleMesh