cCollisionAABB(vector< cTriangle > *a_triangles, bool a_useNeighbors) | cCollisionAABB | |
cGenericCollision() | cGenericCollision | |
computeCollision(cVector3d &a_segmentPointA, cVector3d &a_segmentPointB, cGenericObject *&a_colObject, cTriangle *&a_colTriangle, cVector3d &a_colPoint, double &a_colSquareDistance, int a_proxyCall=-1) | cCollisionAABB | [virtual] |
getDisplayDepth() const | cGenericCollision | [inline] |
getRoot() | cCollisionAABB | [inline] |
initialize() | cCollisionAABB | [virtual] |
m_displayDepth | cGenericCollision | [protected] |
m_lastCollision | cCollisionAABB | [protected] |
m_leaves | cCollisionAABB | [protected] |
m_material | cGenericCollision | |
m_numTriangles | cCollisionAABB | [protected] |
m_root | cCollisionAABB | [protected] |
m_triangles | cCollisionAABB | [protected] |
m_useNeighbors | cCollisionAABB | [protected] |
render() | cCollisionAABB | [virtual] |
setDisplayDepth(unsigned int a_depth) | cGenericCollision | [inline] |
~cCollisionAABB() | cCollisionAABB | [virtual] |
~cGenericCollision() | cGenericCollision | [inline, virtual] |