eGrid Member List

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

AeGrid [protected]
aeGrid [protected]
AddEdge(eHalfEdge *e)eGrid [protected]
AddFace(eFace *f)eGrid [protected]
AddFaceAll(eFace *f)eGrid [protected]
AddGameObjectInactive(eGameObject *o)eGrid
AddGameObjectInteresting(eGameObject *o)eGrid
AddPoint(ePoint *p)eGrid [protected]
AddRef() const tReferencable< eGrid > [inline]
axiseGrid [protected]
BeGrid [protected]
beGrid [protected]
baseeGrid [protected]
CeGrid [protected]
ceGrid [protected]
CameraDir(int i)eGrid
CameraGlancePos(int i)eGrid
CameraHeight(int i)eGrid
CameraPos(int i)eGrid
Cameras() const eGrid [inline]
cameraseGrid [protected]
Check() const eGrid
Clear()eGrid
Create()eGrid
CurrentGrid()eGrid [static]
DirectionWinding(const eCoord &dir)eGrid
display_simple(int viewer, bool floor, bool sr_upperSky, bool sr_lowerSky, REAL flooralpha, bool eWalls, bool gameObjects, REAL &zNear)eGrid [protected]
DrawLine(ePoint *start, const eCoord &end, eWall *wal=NULL, bool change_grid=1)eGrid
eCamera classeGrid [friend]
edgeseGrid [protected]
eFace classeGrid [friend]
eGameObject classeGrid [friend]
eGrid()eGrid
eHalfEdge classeGrid [friend]
ePoint classeGrid [friend]
eWall classeGrid [friend]
faceseGrid [protected]
FindSurroundingFace(const eCoord &coord, eFace *start=NULL) const eGrid
gameObjectseGrid [protected]
GameObjects() const eGrid [inline]
gameObjectsInactiveeGrid [protected]
GameObjectsInactive() const eGrid [inline]
GameObjectsInteresting() const eGrid [inline]
gameObjectsInterestingeGrid [protected]
GetDirection(int winding)eGrid
GetRefcount() const tReferencable< eGrid > [inline]
Grow()eGrid
Insert(const eCoord &coord, eFace *guessFace=NULL)eGrid
KillEdge(eHalfEdge *e)eGrid [protected]
KillFace(eFace *f)eGrid [protected]
KillPoint(ePoint *p)eGrid [protected]
maxNormSquaredeGrid [protected]
NumberOfCameras()eGrid
operator=(const tReferencable &)tReferencable< eGrid > [inline]
pointseGrid [protected]
ProcessWallsInRange(WallProcessor *proc, const eCoord &pos, REAL range, eFace *startFace)eGrid
Range(REAL range_squared)eGrid
Release() const tReferencable< eGrid > [inline]
RemoveEdge(eHalfEdge *e)eGrid [protected]
RemoveFace(eFace *f)eGrid [protected]
RemoveGameObjectInactive(eGameObject *o)eGrid
RemoveGameObjectInteresting(eGameObject *o)eGrid
RemovePoint(ePoint *p)eGrid [protected]
Render(eCamera *cam, int viewer, REAL &zNear)eGrid
requestCleanupeGrid [protected]
SetWinding(int number)eGrid
SetWinding(int number, eCoord directions[], bool normalise=true)eGrid
SimplifyAll(int count=1)eGrid
SimplifyNum(int e)eGrid
tReferencable()tReferencable< eGrid > [inline]
tReferencable(const tReferencable &)tReferencable< eGrid > [inline]
tReferencable< eGrid > classeGrid [friend]
Turn(int &currentWinding, int direction)eGrid
WallProcessor(eWall *w)eGrid
wallsNotYetInsertedeGrid [protected]
WindingNumber() const eGrid [inline]
ZombifyFace(eFace *f)eGrid [protected]
~eGrid()eGrid [protected]
~tReferencable()tReferencable< eGrid > [inline, protected]


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