collidesBoundingSpheref(GLbyte *search, GLubyte searchSize, GLbyte *hitJoint, DynamicBoundingSpheref *other, GLbyte *searchOther, GLubyte searchSizeOther, GLbyte *hitJointOther, GLboolean exact, GLbyte stopAtLevel) | ES3D::DynamicBoundingSpheref | |
collidesf(BoundingSpheref *const other, GLboolean exact, GLbyte currentLevel, GLbyte stopAtLevel) | ES3D::DynamicBoundingSpheref | [protected, virtual] |
DynamicBoundingSpheref(Modelf *model, GLbyte level) | ES3D::DynamicBoundingSpheref | |
getCenterf(GLfloat center[3]) const | ES3D::BoundingSpheref | [inline, private] |
getRadiusf(GLvoid) | ES3D::DynamicBoundingSpheref | [inline, virtual] |
ES3D::BoundingSpheref::getRadiusf(GLvoid) const | ES3D::BoundingSpheref | [inline, private, virtual] |
intersectsBoundingSpheref(GLbyte *search, GLubyte searchSize, GLbyte *hitJoint, GLfloat hitPoint[3], GLfloat start[3], GLfloat point[3], GLboolean exact, GLbyte stopAtLevel) | ES3D::DynamicBoundingSpheref | |
intersectsf(GLfloat hitPoint[3], GLfloat start[3], GLfloat point[3], GLboolean exact, GLbyte currentLevel, GLbyte stopAtLevel) | ES3D::DynamicBoundingSpheref | [protected, virtual] |
triangleLimit | ES3D::BoundingSpheref | [private, static] |
updateRadius | ES3D::DynamicBoundingSpheref | |
~DynamicBoundingSpheref() | ES3D::DynamicBoundingSpheref | [virtual] |