Bullet Collision Detection & Physics Library
btKinematicCharacterController Member List

This is the complete list of members for btKinematicCharacterController, including all inherited members.

applyImpulse(const btVector3 &v)btKinematicCharacterControllerinline
bounce_fixbtKinematicCharacterControllerprotected
BT_DECLARE_ALIGNED_ALLOCATOR()btKinematicCharacterController
btCharacterControllerInterface()btCharacterControllerInterfaceinline
btKinematicCharacterController(btPairCachingGhostObject *ghostObject, btConvexShape *convexShape, btScalar stepHeight, const btVector3 &up=btVector3(1.0, 0.0, 0.0))btKinematicCharacterController
canJump() const btKinematicCharacterControllervirtual
computeReflectionDirection(const btVector3 &direction, const btVector3 &normal)btKinematicCharacterControllerprotected
debugDraw(btIDebugDraw *debugDrawer)btKinematicCharacterControllervirtual
full_dropbtKinematicCharacterControllerprotected
getAngularDamping() const btKinematicCharacterControllerinline
getAngularVelocity() const btKinematicCharacterControllervirtual
getFallSpeed() const btKinematicCharacterControllerinline
getFixedBody()btActionInterfaceprotectedstatic
getGhostObject()btKinematicCharacterController
getGravity() const btKinematicCharacterController
getJumpSpeed() const btKinematicCharacterControllerinline
getLinearDamping() const btKinematicCharacterControllerinline
getLinearVelocity() const btKinematicCharacterControllervirtual
getMaxPenetrationDepth() const btKinematicCharacterController
getMaxSlope() const btKinematicCharacterController
getRotation(btVector3 &v0, btVector3 &v1) const btKinematicCharacterControllerprotected
getStepHeight() const btKinematicCharacterControllerinline
getUp()btKinematicCharacterControllerinline
getUpAxisDirections()btKinematicCharacterControllerprotectedstatic
jump(const btVector3 &v=btVector3(0, 0, 0))btKinematicCharacterControllervirtual
m_addedMarginbtKinematicCharacterControllerprotected
m_angularDampingbtKinematicCharacterControllerprotected
m_AngVelbtKinematicCharacterControllerprotected
m_convexShapebtKinematicCharacterControllerprotected
m_currentOrientationbtKinematicCharacterControllerprotected
m_currentPositionbtKinematicCharacterControllerprotected
m_currentStepOffsetbtKinematicCharacterControllerprotected
m_fallSpeedbtKinematicCharacterControllerprotected
m_ghostObjectbtKinematicCharacterControllerprotected
m_gravitybtKinematicCharacterControllerprotected
m_halfHeightbtKinematicCharacterControllerprotected
m_interpolateUpbtKinematicCharacterControllerprotected
m_jumpAxisbtKinematicCharacterControllerprotected
m_jumpPositionbtKinematicCharacterControllerprotected
m_jumpSpeedbtKinematicCharacterControllerprotected
m_linearDampingbtKinematicCharacterControllerprotected
m_manifoldArraybtKinematicCharacterControllerprotected
m_maxJumpHeightbtKinematicCharacterControllerprotected
m_maxPenetrationDepthbtKinematicCharacterControllerprotected
m_maxSlopeCosinebtKinematicCharacterControllerprotected
m_maxSlopeRadiansbtKinematicCharacterControllerprotected
m_normalizedDirectionbtKinematicCharacterControllerprotected
m_SetjumpSpeedbtKinematicCharacterControllerprotected
m_stepHeightbtKinematicCharacterControllerprotected
m_targetOrientationbtKinematicCharacterControllerprotected
m_targetPositionbtKinematicCharacterControllerprotected
m_touchingContactbtKinematicCharacterControllerprotected
m_touchingNormalbtKinematicCharacterControllerprotected
m_turnAnglebtKinematicCharacterControllerprotected
m_upbtKinematicCharacterControllerprotected
m_useGhostObjectSweepTestbtKinematicCharacterControllerprotected
m_useWalkDirectionbtKinematicCharacterControllerprotected
m_velocityTimeIntervalbtKinematicCharacterControllerprotected
m_verticalOffsetbtKinematicCharacterControllerprotected
m_verticalVelocitybtKinematicCharacterControllerprotected
m_walkDirectionbtKinematicCharacterControllerprotected
m_wasJumpingbtKinematicCharacterControllerprotected
m_wasOnGroundbtKinematicCharacterControllerprotected
needsCollision(const btCollisionObject *body0, const btCollisionObject *body1)btKinematicCharacterControllerprotectedvirtual
onGround() const btKinematicCharacterControllervirtual
parallelComponent(const btVector3 &direction, const btVector3 &normal)btKinematicCharacterControllerprotected
perpindicularComponent(const btVector3 &direction, const btVector3 &normal)btKinematicCharacterControllerprotected
playerStep(btCollisionWorld *collisionWorld, btScalar dt)btKinematicCharacterControllervirtual
preStep(btCollisionWorld *collisionWorld)btKinematicCharacterControllervirtual
recoverFromPenetration(btCollisionWorld *collisionWorld)btKinematicCharacterControllerprotected
reset(btCollisionWorld *collisionWorld)btKinematicCharacterControllervirtual
setAngularDamping(btScalar d)btKinematicCharacterControllerinline
setAngularVelocity(const btVector3 &velocity)btKinematicCharacterControllervirtual
setFallSpeed(btScalar fallSpeed)btKinematicCharacterController
setGravity(const btVector3 &gravity)btKinematicCharacterController
setJumpSpeed(btScalar jumpSpeed)btKinematicCharacterController
setLinearDamping(btScalar d)btKinematicCharacterControllerinline
setLinearVelocity(const btVector3 &velocity)btKinematicCharacterControllervirtual
setMaxJumpHeight(btScalar maxJumpHeight)btKinematicCharacterController
setMaxPenetrationDepth(btScalar d)btKinematicCharacterController
setMaxSlope(btScalar slopeRadians)btKinematicCharacterController
setStepHeight(btScalar h)btKinematicCharacterController
setUp(const btVector3 &up)btKinematicCharacterController
setUpInterpolate(bool value)btKinematicCharacterControllervirtual
setUpVector(const btVector3 &up)btKinematicCharacterControllerprotected
setUseGhostSweepTest(bool useGhostObjectSweepTest)btKinematicCharacterControllerinline
setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval)btKinematicCharacterControllervirtual
setWalkDirection(const btVector3 &walkDirection)btKinematicCharacterControllervirtual
stepDown(btCollisionWorld *collisionWorld, btScalar dt)btKinematicCharacterControllerprotected
stepForwardAndStrafe(btCollisionWorld *collisionWorld, const btVector3 &walkMove)btKinematicCharacterControllerprotected
stepUp(btCollisionWorld *collisionWorld)btKinematicCharacterControllerprotected
updateAction(btCollisionWorld *collisionWorld, btScalar deltaTime)btKinematicCharacterControllerinlinevirtual
updateTargetPositionBasedOnCollision(const btVector3 &hit_normal, btScalar tangentMag=btScalar(0.0), btScalar normalMag=btScalar(1.0))btKinematicCharacterControllerprotected
warp(const btVector3 &origin)btKinematicCharacterControllervirtual
~btActionInterface()btActionInterfaceinlinevirtual
~btCharacterControllerInterface()btCharacterControllerInterfaceinlinevirtual
~btKinematicCharacterController()btKinematicCharacterController