_CeilMode | NL3D::CVisualCollisionEntity | [private] |
_CurrentBBoxValidity | NL3D::CVisualCollisionEntity | [private] |
_GroundMode | NL3D::CVisualCollisionEntity | [private] |
_LandscapeQuadGrid | NL3D::CVisualCollisionEntity | [private] |
_LastGPTPosInput | NL3D::CVisualCollisionEntity | [private] |
_LastGPTPosOutput | NL3D::CVisualCollisionEntity | [private] |
_LastGPTTrianglePatch | NL3D::CVisualCollisionEntity | [private] |
_LastGPTValid | NL3D::CVisualCollisionEntity | [private] |
_Owner | NL3D::CVisualCollisionEntity | [private] |
_PatchQuadBlocks | NL3D::CVisualCollisionEntity | [private] |
_SnapToRenderedTesselation | NL3D::CVisualCollisionEntity | [private] |
_StartPatchQuadBlockSize | NL3D::CVisualCollisionEntity | [private, static] |
_TmpBlockIds | NL3D::CVisualCollisionEntity | [private, static] |
_TmpPatchQuadBlocks | NL3D::CVisualCollisionEntity | [private, static] |
BBoxRadius | NL3D::CVisualCollisionEntity | [static] |
BBoxRadiusZ | NL3D::CVisualCollisionEntity | [static] |
computeUvForPos(const CTrianglePatch &tri, const CVector &pos, CUV &uv) | NL3D::CVisualCollisionEntity | [private, static] |
CVisualCollisionEntity(CVisualCollisionManager *owner) | NL3D::CVisualCollisionEntity | |
displayDebugGrid(IDriver &drv) const | NL3D::CVisualCollisionEntity | |
doComputeLandscape(const CVector &pos) | NL3D::CVisualCollisionEntity | [private] |
getCeilMode() const | NL3D::CVisualCollisionEntity | [inline] |
getGroundMode() const | NL3D::CVisualCollisionEntity | [inline] |
getPatchTriangleUnderUs(const CVector &pos, CVector &res) | NL3D::CVisualCollisionEntity | [private] |
getSnapToRenderedTesselation() const | NL3D::CVisualCollisionEntity | [inline] |
getStaticLightSetup(const CVector &pos, std::vector< CPointLightInfluence > &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &localAmbient) | NL3D::CVisualCollisionEntity | |
getSurfaceInfo(const CVector &pos, CSurfaceInfo &info) | NL3D::CVisualCollisionEntity | |
setCeilMode(bool ceilMode) | NL3D::CVisualCollisionEntity | [inline] |
setGroundMode(bool groundMode) | NL3D::CVisualCollisionEntity | [inline] |
setSnapToRenderedTesselation(bool snapMode) | NL3D::CVisualCollisionEntity | [inline] |
snapToGround(CVector &pos) | NL3D::CVisualCollisionEntity | |
snapToGround(CVector &pos, CVector &normal) | NL3D::CVisualCollisionEntity | |
snapToLandscapeCurrentTesselation(CVector &pos, const CTrianglePatch &tri) | NL3D::CVisualCollisionEntity | [private] |
testComputeLandscape(const CVector &pos) | NL3D::CVisualCollisionEntity | [private] |
triangleIntersect(CTriangle &tri, const CVector &pos0, const CVector &pos1, CVector &hit) | NL3D::CVisualCollisionEntity | [private] |
triangleIntersect2DCeil(CTriangle &tri, const CVector &pos0) | NL3D::CVisualCollisionEntity | [private] |
triangleIntersect2DGround(CTriangle &tri, const CVector &pos0) | NL3D::CVisualCollisionEntity | [private] |
~CVisualCollisionEntity() | NL3D::CVisualCollisionEntity | |