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gameplay::Joint Member List
This is the complete list of members for gameplay::Joint, including all inherited members.
_agentgameplay::Node [mutable, protected]
_audioSourcegameplay::Node [protected]
_boundsgameplay::Node [mutable, protected]
_cameragameplay::Node [protected]
_childCountgameplay::Node [protected]
_collisionObjectgameplay::Node [protected]
_dirtyBitsgameplay::Node [mutable, protected]
_drawablegameplay::Node [protected]
_enabledgameplay::Node [protected]
_firstChildgameplay::Node [protected]
_idgameplay::Node [protected]
_lightgameplay::Node [protected]
_listenersgameplay::Transform [protected]
_matrixgameplay::Transform [mutable, protected]
_matrixDirtyBitsgameplay::Transform [mutable, protected]
_nextSiblinggameplay::Node [protected]
_parentgameplay::Node [protected]
_prevSiblinggameplay::Node [protected]
_rotationgameplay::Transform [protected]
_scalegameplay::Transform [protected]
_scenegameplay::Node [protected]
_scriptCallbacksgameplay::ScriptTarget [protected]
_scriptRegistriesgameplay::ScriptTarget [protected]
_scriptsgameplay::ScriptTarget [protected]
_tagsgameplay::Node [protected]
_targetTypegameplay::AnimationTarget [protected]
_translationgameplay::Transform [protected]
_userObjectgameplay::Node [protected]
_worldgameplay::Node [mutable, protected]
addChannel(Animation::Channel *channel)gameplay::AnimationTarget [protected]
addChild(Node *child)gameplay::Node [virtual]
addListener(Transform::Listener *listener, long cookie=0)gameplay::Transform
addRef()gameplay::Ref
addScript(const char *path)gameplay::ScriptTarget
addScriptCallback(const Event *event, const char *function)gameplay::ScriptTarget
ANIMATE_ROTATEgameplay::Transform [static]
ANIMATE_ROTATE_TRANSLATEgameplay::Transform [static]
ANIMATE_SCALEgameplay::Transform [static]
ANIMATE_SCALE_ROTATEgameplay::Transform [static]
ANIMATE_SCALE_ROTATE_TRANSLATEgameplay::Transform [static]
ANIMATE_SCALE_TRANSLATEgameplay::Transform [static]
ANIMATE_SCALE_UNITgameplay::Transform [static]
ANIMATE_SCALE_Xgameplay::Transform [static]
ANIMATE_SCALE_Ygameplay::Transform [static]
ANIMATE_SCALE_Zgameplay::Transform [static]
ANIMATE_TRANSLATEgameplay::Transform [static]
ANIMATE_TRANSLATE_Xgameplay::Transform [static]
ANIMATE_TRANSLATE_Ygameplay::Transform [static]
ANIMATE_TRANSLATE_Zgameplay::Transform [static]
AnimationTarget()gameplay::AnimationTarget [protected]
clearScripts()gameplay::ScriptTarget
clone() const gameplay::Node
cloneInto(Node *node, NodeCloneContext &context) const gameplay::Node [protected]
gameplay::Transform::cloneInto(Transform *transform, NodeCloneContext &context) const gameplay::Transform [protected]
gameplay::AnimationTarget::cloneInto(AnimationTarget *target, NodeCloneContext &context) const gameplay::AnimationTarget [protected]
cloneRecursive(NodeCloneContext &context) const gameplay::Node [protected]
cloneSingleNode(NodeCloneContext &context) const gameplay::Joint [protected, virtual]
create(const char *id)gameplay::Joint [protected, static]
createAnimation(const char *id, int propertyId, unsigned int keyCount, unsigned int *keyTimes, float *keyValues, Curve::InterpolationType type)gameplay::AnimationTarget
createAnimation(const char *id, int propertyId, unsigned int keyCount, unsigned int *keyTimes, float *keyValues, float *keyInValue, float *keyOutValue, Curve::InterpolationType type)gameplay::AnimationTarget
createAnimation(const char *id, const char *url)gameplay::AnimationTarget
createAnimation(const char *id, Properties *animationProperties)gameplay::AnimationTarget
createAnimationFromBy(const char *id, int propertyId, float *from, float *by, Curve::InterpolationType type, unsigned long duration)gameplay::AnimationTarget
createAnimationFromTo(const char *id, int propertyId, float *from, float *to, Curve::InterpolationType type, unsigned long duration)gameplay::AnimationTarget
destroyAnimation(const char *id=NULL)gameplay::AnimationTarget
dirty(char matrixDirtyBits)gameplay::Transform [protected]
DIRTY_NOTIFY enum value (defined in gameplay::Transform)gameplay::Transform [protected]
DIRTY_ROTATION enum value (defined in gameplay::Transform)gameplay::Transform [protected]
DIRTY_SCALE enum value (defined in gameplay::Transform)gameplay::Transform [protected]
DIRTY_TRANSLATION enum value (defined in gameplay::Transform)gameplay::Transform [protected]
findNode(const char *id, bool recursive=true, bool exactMatch=true) const gameplay::Node
findNodes(const char *id, std::vector< Node * > &nodes, bool recursive=true, bool exactMatch=true) const gameplay::Node
fireScriptEvent(const Event *event,...)gameplay::ScriptTarget
getActiveCameraTranslationView() const gameplay::Node
getActiveCameraTranslationWorld() const gameplay::Node
getAgent() const gameplay::Node
getAnimation(const char *id=NULL) const gameplay::Node
getAnimationPropertyComponentCount(int propertyId) const gameplay::Transform [virtual]
getAnimationPropertyValue(int propertyId, AnimationValue *value)gameplay::Transform [virtual]
getAudioSource() const gameplay::Node
getBackVector() const gameplay::Transform
getBackVector(Vector3 *dst) const gameplay::Transform
getBoundingSphere() const gameplay::Node
getCamera() const gameplay::Node
getChannel(const char *id) const gameplay::AnimationTarget [protected]
getChildCount() const gameplay::Node
getCollisionObject() const gameplay::Node
getDownVector() const gameplay::Transform
getDownVector(Vector3 *dst) const gameplay::Transform
getDrawable() const gameplay::Node
getFirstChild() const gameplay::Node
getForwardVector() const gameplay::Transform
getForwardVector(Vector3 *dst) const gameplay::Transform
getForwardVectorView() const gameplay::Node
getForwardVectorWorld() const gameplay::Node
getId() const gameplay::Node
getInverseBindPose() const gameplay::Joint
getInverseTransposeWorldMatrix() const gameplay::Node
getInverseTransposeWorldViewMatrix() const gameplay::Node
getInverseViewMatrix() const gameplay::Node
getInverseViewProjectionMatrix() const gameplay::Node
getLeftVector() const gameplay::Transform
getLeftVector(Vector3 *dst) const gameplay::Transform
getLight() const gameplay::Node
getMatrix() const gameplay::Transform
getNextSibling() const gameplay::Node
getParent() const gameplay::Node
getPreviousSibling() const gameplay::Node
getProjectionMatrix() const gameplay::Node
getPropertyId(TargetType type, const char *propertyIdStr)gameplay::AnimationTarget [protected, virtual]
getRefCount() const gameplay::Ref
getRightVector() const gameplay::Transform
getRightVector(Vector3 *dst) const gameplay::Transform
getRightVectorWorld() const gameplay::Node
getRootNode() const gameplay::Node
getRotation() const gameplay::Transform
getRotation(Quaternion *rotation) const gameplay::Transform
getRotation(Matrix *rotation) const gameplay::Transform
getRotation(Vector3 *axis) const gameplay::Transform
getScale() const gameplay::Transform
getScale(Vector3 *scale) const gameplay::Transform
getScaleX() const gameplay::Transform
getScaleY() const gameplay::Transform
getScaleZ() const gameplay::Transform
getScene() const gameplay::Joint [virtual]
getScriptEvent(const char *eventName) const gameplay::ScriptTarget
getTag(const char *name) const gameplay::Node
getTranslation() const gameplay::Transform
getTranslation(Vector3 *translation) const gameplay::Transform
getTranslationView() const gameplay::Node
getTranslationWorld() const gameplay::Node
getTranslationX() const gameplay::Transform
getTranslationY() const gameplay::Transform
getTranslationZ() const gameplay::Transform
getType() const gameplay::Joint [virtual]
getTypeName() const gameplay::Node [virtual]
getUpVector() const gameplay::Transform
getUpVector(Vector3 *dst) const gameplay::Transform
getUpVectorWorld() const gameplay::Node
getUserObject() const gameplay::Node
getViewMatrix() const gameplay::Node
getViewProjectionMatrix() const gameplay::Node
getWorldMatrix() const gameplay::Node [virtual]
getWorldViewMatrix() const gameplay::Node
getWorldViewProjectionMatrix() const gameplay::Node
hasScriptListener(const char *eventName) const gameplay::ScriptTarget
hasScriptListener(const Event *event) const gameplay::ScriptTarget
hasTag(const char *name) const gameplay::Node
hierarchyChanged()gameplay::Node [protected]
isDirty(char matrixDirtyBits) const gameplay::Transform [protected]
isEnabled() const gameplay::Node
isEnabledInHierarchy() const gameplay::Node
isStatic() const gameplay::Node [virtual]
isTransformChangedSuspended()gameplay::Transform [static]
JOINT enum value (defined in gameplay::Node)gameplay::Node
Joint(const char *id)gameplay::Joint [protected]
MatrixDirtyBits enum namegameplay::Transform [protected]
Node(const char *id)gameplay::Node [protected]
NODE enum value (defined in gameplay::Node)gameplay::Node
Ref()gameplay::Ref [protected]
Ref(const Ref &copy)gameplay::Ref [protected]
registerEvents(EventRegistry *registry)gameplay::ScriptTarget [protected]
release()gameplay::Ref
remove()gameplay::Node [protected]
removeAllChildren()gameplay::Node [virtual]
removeChannel(Animation::Channel *channel)gameplay::AnimationTarget [protected]
removeChild(Node *child)gameplay::Node [virtual]
removeListener(Transform::Listener *listener)gameplay::Transform
removeScript(const char *path)gameplay::ScriptTarget
removeScript(ScriptEntry *entry)gameplay::ScriptTarget [protected]
removeScriptCallback(const Event *event, const char *function)gameplay::ScriptTarget
resumeTransformChanged()gameplay::Transform [static]
rotate(float qx, float qy, float qz, float qw)gameplay::Transform
rotate(const Quaternion &rotation)gameplay::Transform
rotate(const Vector3 &axis, float angle)gameplay::Transform
rotate(const Matrix &rotation)gameplay::Transform
rotateX(float angle)gameplay::Transform
rotateY(float angle)gameplay::Transform
rotateZ(float angle)gameplay::Transform
SCALAR enum value (defined in gameplay::AnimationTarget)gameplay::AnimationTarget [protected]
scale(float scale)gameplay::Transform
scale(float sx, float sy, float sz)gameplay::Transform
scale(const Vector3 &scale)gameplay::Transform
scaleX(float sx)gameplay::Transform
scaleY(float sy)gameplay::Transform
scaleZ(float sz)gameplay::Transform
ScriptTarget()gameplay::ScriptTarget [protected]
set(const Vector3 &scale, const Quaternion &rotation, const Vector3 &translation)gameplay::Transform
set(const Vector3 &scale, const Matrix &rotation, const Vector3 &translation)gameplay::Transform
set(const Vector3 &scale, const Vector3 &axis, float angle, const Vector3 &translation)gameplay::Transform
set(const Transform &transform)gameplay::Transform
setAgent(AIAgent *agent)gameplay::Node
setAnimationPropertyValue(int propertyId, AnimationValue *value, float blendWeight=1.0f)gameplay::Transform [virtual]
setAudioSource(AudioSource *audio)gameplay::Node
setBoundsDirty()gameplay::Node [protected]
setCamera(Camera *camera)gameplay::Node
setCollisionObject(PhysicsCollisionObject::Type type, const PhysicsCollisionShape::Definition &shape=PhysicsCollisionShape::box(), PhysicsRigidBody::Parameters *rigidBodyParameters=NULL, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT)gameplay::Node
setCollisionObject(const char *url)gameplay::Node
setDrawable(Drawable *drawable)gameplay::Node
setEnabled(bool enabled)gameplay::Node
setId(const char *id)gameplay::Node
setIdentity()gameplay::Transform
setInverseBindPose(const Matrix &m)gameplay::Joint [protected]
setLight(Light *light)gameplay::Node
setRotation(float qx, float qy, float qz, float qw)gameplay::Transform
setRotation(const Quaternion &rotation)gameplay::Transform
setRotation(const Matrix &rotation)gameplay::Transform
setRotation(const Vector3 &axis, float angle)gameplay::Transform
setScale(float scale)gameplay::Transform
setScale(float sx, float sy, float sz)gameplay::Transform
setScale(const Vector3 &scale)gameplay::Transform
setScaleX(float sx)gameplay::Transform
setScaleY(float sy)gameplay::Transform
setScaleZ(float sz)gameplay::Transform
setTag(const char *name, const char *value="")gameplay::Node
setTranslation(const Vector3 &translation)gameplay::Transform
setTranslation(float tx, float ty, float tz)gameplay::Transform
setTranslationX(float tx)gameplay::Transform
setTranslationY(float ty)gameplay::Transform
setTranslationZ(float tz)gameplay::Transform
setUserObject(Ref *obj)gameplay::Node
suspendTransformChange(Transform *transform)gameplay::Transform [protected, static]
suspendTransformChanged()gameplay::Transform [static]
TargetType enum namegameplay::AnimationTarget [protected]
TRANSFORM enum value (defined in gameplay::AnimationTarget)gameplay::AnimationTarget [protected]
Transform()gameplay::Transform
Transform(const Vector3 &scale, const Quaternion &rotation, const Vector3 &translation)gameplay::Transform
Transform(const Vector3 &scale, const Matrix &rotation, const Vector3 &translation)gameplay::Transform
Transform(const Transform &copy)gameplay::Transform
transformChanged()gameplay::Joint [protected, virtual]
transformPoint(Vector3 *point)gameplay::Transform
transformPoint(const Vector3 &point, Vector3 *dst)gameplay::Transform
transformVector(Vector3 *vector)gameplay::Transform
transformVector(const Vector3 &transformVector, Vector3 *dst)gameplay::Transform
transformVector(float x, float y, float z, float w, Vector3 *dst)gameplay::Transform
translate(float tx, float ty, float tz)gameplay::Transform
translate(const Vector3 &translation)gameplay::Transform
translateForward(float amount)gameplay::Transform
translateLeft(float amount)gameplay::Transform
translateSmooth(const Vector3 &target, float elapsedTime, float responseTime)gameplay::Transform
translateUp(float amount)gameplay::Transform
translateX(float tx)gameplay::Transform
translateY(float ty)gameplay::Transform
translateZ(float tz)gameplay::Transform
Type enum namegameplay::Node
update(float elapsedTime)gameplay::Node
updateJointMatrix(const Matrix &bindShape, Vector4 *matrixPalette)gameplay::Joint [protected]
~AnimationTarget()gameplay::AnimationTarget [protected, virtual]
~Joint()gameplay::Joint [protected, virtual]
~Node()gameplay::Node [protected, virtual]
~Ref()gameplay::Ref [protected, virtual]
~ScriptTarget()gameplay::ScriptTarget [protected, virtual]
~Transform()gameplay::Transform [virtual]
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