addChild(SPTR< Node > _child) | Node | |
calcWorldMatrix(D3DXMATRIX &pMatWorld) | Node | [virtual] |
getAbsBoxCenter() | Node | |
getAbsMaxBBox() | Node | |
getAbsMinBBox() | Node | |
getAbsoluteDirectionVector(Vector &dirOut, Vector &dirIn) | Node | [virtual] |
getAbsolutePosition() | Node | |
getAbsoluteVector(Vector &pOut, Vector &pin) | Node | [virtual] |
getChildren() | Node | |
getFather() | Node | |
getPosition() | Node | |
getRenderer() | Node | [virtual] |
getRotationX() | Node | |
getRotationY() | Node | |
getRotationZ() | Node | |
getWorldMatrix() | Node | |
hasRenderer() | Node | |
isA(int _nodeType) | Node | |
isVisible() | Node | |
killMe() | Node | [virtual] |
myPosition | Node | |
myRotation | Node | |
myScene | Node | |
Node(void) | Node | |
onStandBy() | Node | |
removeAllChildren() | Node | [virtual] |
removeChild(std::list< SPTR< Node > >::iterator _it) | Node | [virtual] |
removeChild(SPTR< Node > _child) | Node | [virtual] |
removeRenderer() | Node | [virtual] |
rotate(float dalpha, float dbeta, float dgamma) | Node | [virtual] |
setEnableMatrixCalculation(bool _enableMatrixCalculation) | Node | |
setPosition(float x, float y, float z) | Node | [virtual] |
setPosition(Vector &p) | Node | [virtual] |
setRenderer(SPTR< Renderer > &_myRenderer) | Node | [virtual] |
setRotation(float alpha, float beta, float gamma) | Node | [virtual] |
setRotation(Vector &r) | Node | [virtual] |
setScene(Scene &scene) | Node | |
setStandBy(bool _standBy) | Node | |
setVisible(bool _visible) | Node | |
setWorldMatrix(D3DXMATRIXA16 &worldMatrix) | Node | |
testAgainstFrustum | Node | |
translate(float dx, float dy, float dz) | Node | [virtual] |
translate(Vector &tv) | Node | [virtual] |
update(float dt) | Node | [virtual] |
updateBBox() | Node | [virtual] |
~Node(void) | Node | |