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() constbtKinematicCharacterControllervirtual
computeReflectionDirection(const btVector3 &direction, const btVector3 &normal)btKinematicCharacterControllerprotected
debugDraw(btIDebugDraw *debugDrawer)btKinematicCharacterControllervirtual
full_dropbtKinematicCharacterControllerprotected
getAngularDamping() constbtKinematicCharacterControllerinline
getAngularVelocity() constbtKinematicCharacterControllervirtual
getFallSpeed() constbtKinematicCharacterControllerinline
getFixedBody()btActionInterfaceprotectedstatic
getGhostObject()btKinematicCharacterController
getGravity() constbtKinematicCharacterController
getJumpSpeed() constbtKinematicCharacterControllerinline
getLinearDamping() constbtKinematicCharacterControllerinline
getLinearVelocity() constbtKinematicCharacterControllervirtual
getMaxPenetrationDepth() constbtKinematicCharacterController
getMaxSlope() constbtKinematicCharacterController
getRotation(btVector3 &v0, btVector3 &v1) constbtKinematicCharacterControllerprotected
getStepHeight() constbtKinematicCharacterControllerinline
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() constbtKinematicCharacterControllervirtual
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