| _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 | |