applyCollision(CollisionInstance *mi) | Teddy::SpaceGame::CollisionInstance | [virtual] |
collision_group | Teddy::SpaceGame::CollisionInstance | |
collisionCheck(CollisionInstance *mi) | Teddy::SpaceGame::CollisionInstance | [virtual] |
CollisionInstance(const char *name, Mesh *mesh=NULL) | Teddy::SpaceGame::CollisionInstance | |
lock() | Teddy::SpaceGame::Simulated | [virtual] |
mutex | Teddy::SpaceGame::Simulated | [protected] |
setCollisionGroup(CollisionGroup *cg) | Teddy::SpaceGame::CollisionInstance | |
Simulated() | Teddy::SpaceGame::Simulated | |
SimulatedInstance(const char *name, Mesh *mesh=NULL) | Teddy::SpaceGame::SimulatedInstance | |
tick() | Teddy::SpaceGame::CollisionInstance | [virtual] |
tick_local_rotation | Teddy::SpaceGame::SimulatedInstance | |
tick_local_rotation_delta | Teddy::SpaceGame::SimulatedInstance | |
tick_rotation | Teddy::SpaceGame::SimulatedInstance | |
tick_rotation_delta | Teddy::SpaceGame::SimulatedInstance | |
tick_translation | Teddy::SpaceGame::SimulatedInstance | |
tick_translation_delta | Teddy::SpaceGame::SimulatedInstance | |
unlock() | Teddy::SpaceGame::Simulated | [virtual] |
~CollisionInstance() | Teddy::SpaceGame::CollisionInstance | [virtual] |
~Simulated() | Teddy::SpaceGame::Simulated | [virtual] |
~SimulatedInstance() | Teddy::SpaceGame::SimulatedInstance | [virtual] |