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Open source Starshatter engine
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Asteroid Member List

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

accelPhysicalprotected
Acceleration() const Physicalinline
Activate(Scene &scene)SimObjectvirtual
activeSimObjectprotected
AeroFrame(double seconds)Physicalvirtual
alphaPhysicalprotected
Alpha() const Physicalinline
AltitudeAGL() const Debrisvirtual
AngularFrame(double seconds)Physicalvirtual
ApplyForce(const Point &force)Physicalvirtual
ApplyPitch(double pitch_acc)Physicalvirtual
ApplyRoll(double roll_acc)Physicalvirtual
ApplyTorque(const Point &torque)Physicalvirtual
ApplyYaw(double yaw_acc)Physicalvirtual
arcade_velocityPhysicalprotected
ArcadeFrame(double seconds)Physicalvirtual
Asteroid(int type, const Vec3 &pos, double mass)Asteroid
BeamLine() const Physicalinline
CalcFlightPath()Physicalvirtual
Cam() const Physicalinline
camPhysicalprotected
CDPhysicalprotected
CLPhysicalprotected
CloneCam(const Camera &cam)Physicalvirtual
Close()Asteroidstatic
CollidesWith(Physical &o)Physicalvirtual
Deactivate(Scene &scene)SimObjectvirtual
Debris(Model *model, const Vec3 &pos, const Vec3 &vel, double mass)Debris
dirPhysicalprotected
DoPhysicalprotected
dpPhysicalprotected
dp_accPhysicalprotected
dp_drgPhysicalprotected
drPhysicalprotected
dr_accPhysicalprotected
dr_drgPhysicalprotected
Drag() const Physicalinline
dragPhysicalprotected
dyPhysicalprotected
dy_accPhysicalprotected
dy_drgPhysicalprotected
ElasticCollision(Physical &a, Physical &b)Physicalstatic
ExecFrame(double seconds)Debrisvirtual
flight_path_pitchPhysicalprotected
flight_path_yawPhysicalprotected
FlightPathPitchAngle() const Physicalinline
FlightPathYawAngle() const Physicalinline
g_accelPhysicalprotected
GetAngularDrag(double &r, double &p, double &y)Physicalvirtual
GetAngularRates(double &r, double &p, double &y)Physicalvirtual
GetAngularThrust(double &r, double &p, double &y)Physicalvirtual
GetBaseDensity() const Physicalinlinevirtual
GetDensity() const Physicalvirtual
GetDirector() const Physicalinline
GetObjID() const SimObjectinlinevirtual
GetRegion() const SimObjectinlinevirtual
GetSubFrameLength()Physicalinlinestatic
Heading() const Physicalinline
HitBy(Shot *shot, Point &impact)Debrisvirtual
idPhysicalprotected
id_keyPhysicalprotectedstatic
Identity() const Physicalinline
InelasticCollision(Physical &a, Physical &b)Physicalstatic
InflictDamage(double damage, int type=0)Physicalvirtual
Initialize()Asteroidstatic
Integrity() const Physicalinline
integrityPhysicalprotected
IsHostileTo(const SimObject *o) const SimObjectinlinevirtual
lat_thrustPhysicalprotected
Life() const Physicalinline
lifePhysicalprotected
LiftLine() const Physicalinline
lightPhysicalprotected
LightSrc() const Physicalinline
LinearFrame(double seconds)Physicalvirtual
Location() const Physicalinline
LookAt(const Point &dst)Physicalvirtual
Mass() const Physicalinline
massPhysicalprotected
MoveTo(const Point &new_loc)Physicalvirtual
namePhysicalprotected
Name() const Physicalinline
NAMELEN enum valuePhysical
Notify()SimObjectvirtual
notifyingSimObjectprotected
obj_typePhysicalprotected
objidSimObjectprotected
observersSimObjectprotected
operator==(const Physical &p) const Physicalinline
Physical()Physical
Physical(const char *n, int t=0)Physical
Pitch() const Physicalinline
pitchPhysicalprotected
pitch_ratePhysicalprotected
primary_locPhysicalprotected
primary_massPhysicalprotected
Radius() const Physicalinline
radiusPhysicalprotected
regionSimObjectprotected
Register(SimObserver *obs)SimObjectvirtual
repPhysicalprotected
Rep() const Physicalinline
rollPhysicalprotected
Roll() const Physicalinline
roll_ratePhysicalprotected
Rotation() const Physicalinline
SemiElasticCollision(Physical &a, Physical &b)Physicalstatic
SetAbsoluteOrientation(double roll, double pitch, double yaw)Physicalvirtual
SetAngularDrag(double r, double p, double y)Physicalvirtual
SetAngularRates(double r, double p, double y)Physicalvirtual
SetBaseDensity(double d)Physicalvirtual
SetDrag(double d)Physicalinlinevirtual
SetGravity(double g)Physicalvirtual
SetHeading(double r, double p, double y)Physicalvirtual
SetLife(int seconds)Debrisinline
SetObjID(DWORD id)SimObjectinlinevirtual
SetPrimary(const Point &loc, double mass)Physicalvirtual
SetRegion(SimRegion *rgn)SimObjectinlinevirtual
SetSubFrameLength(double seconds)Physicalinlinestatic
SetThrust(double t)Physicalvirtual
SetTransX(double t)Physicalvirtual
SetTransY(double t)Physicalvirtual
SetTransZ(double t)Physicalvirtual
SetVelocity(const Point &v)Physicalinlinevirtual
shakePhysicalprotected
Shake() const Physicalinline
SIM_ASTEROID enum valueSimObject
SIM_DEBRIS enum valueSimObject
SIM_DRONE enum valueSimObject
SIM_EXPLOSION enum valueSimObject
SIM_SHIP enum valueSimObject
SIM_SHOT enum valueSimObject
SimObject()SimObjectinline
SimObject(const char *n, int t=0)SimObjectinline
stallPhysicalprotected
straightPhysicalprotected
sub_framePhysicalprotectedstatic
Thrust() const Physicalinline
thrustPhysicalprotected
trans_xPhysicalprotected
trans_yPhysicalprotected
trans_zPhysicalprotected
TranslateBy(const Point &ref)Physicalvirtual
TransX() const Physicalinline
TransY() const Physicalinline
TransZ() const Physicalinline
Type() const Physicalinline
TYPENAME()SimObjectinlinestatic
TYPES enum nameSimObject
Unregister(SimObserver *obs)SimObjectvirtual
Velocity() const Physicalinline
velocityPhysicalprotected
Vibration() const Physicalinline
vibrationPhysicalprotected
yawPhysicalprotected
Yaw() const Physicalinline
yaw_ratePhysicalprotected
~Physical()Physicalvirtual
~SimObject()SimObjectvirtual