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Lamp::CharacterModel Member List

This is the complete list of members for Lamp::CharacterModel, including all inherited members.
addMesh(Mesh *mesh)Lamp::CharacterModel [virtual]
boneArray_Lamp::CharacterModel [protected]
boneHash_Lamp::CharacterModel [protected]
boneScaled_Lamp::CharacterModel [protected]
buildBoneMatrix(bool forceCalculation=false)Lamp::CharacterModel [virtual]
buildBoneMatrixTick_Lamp::CharacterModel [protected]
buildDeformMatrixArray()Lamp::CharacterModel [protected, virtual]
castCamera() constLamp::SceneObject [inline, virtual]
castCharacterModel() constLamp::Model [inline, virtual]
castLight() constLamp::SceneObject [inline, virtual]
castMaterial() constLamp::SceneObject [inline, virtual]
castMesh() constLamp::SceneObject [inline, virtual]
castMeshData() constLamp::SceneObject [inline, virtual]
castModel() constLamp::SceneObject [inline, virtual]
castPicture() constLamp::SceneObject [inline, virtual]
castSceneLeaf() constLamp::SceneObject [inline, virtual]
castSceneNode() constLamp::SceneObject [inline, virtual]
castStandardModel() constLamp::Model [inline, virtual]
castTexture() constLamp::SceneObject [inline, virtual]
CharacterModel(const String &name, Scene *scene)Lamp::CharacterModel [protected]
clearBone()Lamp::CharacterModel [virtual]
copy(u_int copyMask=0) constLamp::CharacterModel [inline, virtual]
copyCharacterModel(u_int copyMask=0) constLamp::CharacterModel [virtual]
CopyMask enum nameLamp::SceneObject
copyMaterial enum valueLamp::SceneObject
copyMeshData enum valueLamp::SceneObject
copyModel(u_int copyMask=0) constLamp::CharacterModel [inline, virtual]
copyModelValue(Model *destination, u_int copyMask) constLamp::Model [protected, virtual]
copyPicture enum valueLamp::SceneObject
copySceneLeafValue(SceneLeaf *destination) constLamp::SceneLeaf [protected, virtual]
copyTexture enum valueLamp::SceneObject
createBone(const String &boneName)Lamp::CharacterModel [virtual]
deformMatrixArraySize_Lamp::CharacterModel [protected]
deformMatrixArrayTick_Lamp::CharacterModel [protected]
destroyBone(Bone *bone)Lamp::CharacterModel [virtual]
getBone(int index) constLamp::CharacterModel [inline, virtual]
getBoneCount() constLamp::CharacterModel [inline, virtual]
getBoneIndex(Bone *bone) constLamp::CharacterModel [inline, virtual]
getMesh(int index) constLamp::Model [inline, virtual]
getMeshCount() constLamp::Model [inline, virtual]
getName() constLamp::SceneObject [inline, virtual]
getNormalDeformMatrixArray(bool forceCalculation=false)Lamp::CharacterModel [virtual]
getParent() constLamp::SceneLeaf [inline, virtual]
getPositionDeformMatrixArray(bool forceCalculation=false)Lamp::CharacterModel [virtual]
getReferenceCount() constLamp::SceneLeaf [inline, virtual]
getScene() constLamp::SceneObject [inline, virtual]
isBoneScaled() constLamp::CharacterModel [inline, virtual]
isCamera() constLamp::SceneObject [inline, virtual]
isCharacterModel() constLamp::CharacterModel [inline, virtual]
isEnabled() constLamp::SceneLeaf [inline, virtual]
isGlobalEnabled() constLamp::SceneLeaf [inline, virtual]
isLight() constLamp::SceneObject [inline, virtual]
isMaterial() constLamp::SceneObject [inline, virtual]
isMesh() constLamp::SceneObject [inline, virtual]
isMeshData() constLamp::SceneObject [inline, virtual]
isModel() constLamp::Model [inline, virtual]
isPicture() constLamp::SceneObject [inline, virtual]
isSceneLeaf() constLamp::SceneLeaf [inline, virtual]
isSceneNode() constLamp::SceneObject [inline, virtual]
isStandardModel() constLamp::Model [inline, virtual]
isTexture() constLamp::SceneObject [inline, virtual]
maxBoneCountLamp::CharacterModel [static]
Model(const String &name, Scene *scene)Lamp::Model [protected]
ModelManager (defined in Lamp::CharacterModel)Lamp::CharacterModel [friend]
name_Lamp::SceneObject [protected]
normalDeformMatrixArray_Lamp::CharacterModel [protected]
positionDeformMatrixArray_Lamp::CharacterModel [protected]
recursiveDestroy(Model *model)Lamp::Model [static]
Lamp::SceneLeaf::recursiveDestroy(SceneLeaf *leaf)Lamp::SceneLeaf [static]
removeMesh(Mesh *mesh)Lamp::Model [virtual]
removeParent(SceneNode *parent)Lamp::SceneLeaf [inline, protected, virtual]
scene_Lamp::SceneObject [protected]
SceneLeaf(const String &name, Scene *scene)Lamp::SceneLeaf [protected]
SceneObject(const String &name, Scene *scene)Lamp::SceneObject [inline, protected]
searchBone(const String &boneName) constLamp::CharacterModel [inline, virtual]
setEnabled(bool enabled)Lamp::SceneLeaf [inline, virtual]
setParent(SceneNode *parent)Lamp::SceneLeaf [inline, protected, virtual]
traverse(const Matrix34 &parentMatrix, bool parentEnabled, bool parentScaled, bool parentChanged)Lamp::Model [protected, virtual]
~CharacterModel()Lamp::CharacterModel [protected, virtual]
~Model()Lamp::Model [protected, virtual]
~SceneLeaf()Lamp::SceneLeaf [protected, virtual]
~SceneObject()Lamp::SceneObject [inline, protected, virtual]

Generated on Wed Mar 16 10:29:45 2005 for Lamp by doxygen 1.3.2