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class | ActorNode |
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class | AngularEulerIntegrator |
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class | AngularForce |
| pure virtual parent of all quat-based forces. More...
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class | AngularIntegrator |
| Pure virtual base class for physical modeling. Takes physically modelable objects and applies forces to them. More...
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class | AngularVectorForce |
| a simple directed torque force, the angular equivalent of simple vector force. More...
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class | ArcEmitter |
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class | BaseForce |
| pure virtual base class for all forces that could POSSIBLY exist. More...
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class | BaseIntegrator |
| pure virtual integrator class that holds cached matrix information that really should be common to any possible child implementation. More...
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class | BaseParticleEmitter |
| Describes a physical region in space in which particles are randomly generated. More...
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class | BaseParticleFactory |
| Pure Virtual base class for creating particles. More...
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class | BaseParticleRenderer |
| Pure virtual particle renderer base class. More...
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class | BoxEmitter |
| Describes a voluminous box region in which particles are generated. More...
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class | ColorInterpolationFunction |
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class | ColorInterpolationFunctionConstant |
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class | ColorInterpolationFunctionLinear |
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class | ColorInterpolationFunctionSinusoid |
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class | ColorInterpolationFunctionStepwave |
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class | ColorInterpolationManager |
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class | ColorInterpolationSegment |
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class | DiscEmitter |
| Describes a planar disc region from which particles are generated. More...
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class | ForceNode |
| A force that lives in the scene graph and is therefore subject to local coordinate systems. An example of this would be simulating gravity in a rotating space station. or something. More...
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class | GeomParticleRenderer |
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class | LinearControlForce |
| Simple directed vector force. This force is different from the others in that it can be global and still only affect a single object. That might not make sense for a physics simulation, but it's very handy for a game. I.e. this is the force applied by user on the selected object. More...
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class | LinearCylinderVortexForce |
| Defines a cylinder inside of which all forces are tangential to the theta of the particle wrt the z-axis in local coord. space. This happens by assigning the force a node by which the cylinder is transformed. Be warned- this will suck anything that it can reach directly into orbit and will NOT let go. More...
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class | LinearDistanceForce |
| Pure virtual class for sinks and sources. More...
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class | LinearEulerIntegrator |
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class | LinearForce |
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class | LinearFrictionForce |
| Friction-based drag force. More...
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class | LinearIntegrator |
| Pure virtual base class for physical modeling. Takes physically modelable objects and applies forces to them. More...
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class | LinearJitterForce |
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class | LinearNoiseForce |
| Repeating noise force vector. More...
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class | LinearRandomForce |
| Pure virtual, parent to noiseForce and jitterForce. More...
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class | LinearSinkForce |
| Attractor force. Think black hole. More...
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class | LinearSourceForce |
| Repellant force. More...
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class | LinearUserDefinedForce |
| a programmable force that takes an evaluator fn. More...
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class | LinearVectorForce |
| Simple directed vector force. Suitable for gravity, non-turbulent wind, etc... More...
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class | LineEmitter |
| Describes a linear region in which particles are generated. More...
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class | LineParticleRenderer |
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class | ParticleSystem |
| Contains and manages a particle system. More...
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class | ParticleSystemManager |
| Manages a set of individual ParticleSystem objects, so that each individual one doesn't have to be updated and rendered every frame See Also : particleSystemManager.cxx. More...
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class | Physical |
| Defines a set of physically modeled attributes. If you want physics applied to your class, derive it from this. More...
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class | PhysicalNode |
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class | PhysicsCollisionHandler |
| A specialized kind of CollisionHandler that simply pushes back on things that attempt to move into solid walls. This also puts forces onto the physics objects. More...
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class | PhysicsManager |
| Physics don't get much higher-level than this. Attach as many Physicals (particle systems, etc..) as you want, pick an integrator and go. More...
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class | PhysicsObject |
| A body on which physics will be applied. If you're looking to add physical motion to your class, do NOT derive from this. Derive from Physical instead. More...
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class | PhysicsObjectCollection |
| This is a set of zero or more PhysicsObjects. It's handy for returning from functions that need to return multiple PhysicsObjects. More...
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class | PointEmitter |
| Describes a planar ring region in which particles are generated. More...
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class | PointParticleFactory |
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class | PointParticleRenderer |
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class | RectangleEmitter |
| Describes a planar square region in which particles are generated. More...
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class | RingEmitter |
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class | SparkleParticleRenderer |
| pretty sparkly things. More...
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class | SphereSurfaceEmitter |
| Describes a curved space in which particles are generated. More...
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class | SphereVolumeEmitter |
| Describes a voluminous spherical region in which particles are generated. More...
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class | SpriteAnim |
| Helper class used by SpriteParticleRenderer to keep track of its textures and their respective UVs and source types. More...
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class | SpriteParticleRenderer |
| Renders a particle system with high-speed nasty trick sprites. More...
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class | TangentRingEmitter |
| Describes a planar ring region in which tangent particles are generated, and particles fly off tangential to the ring. More...
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class | ZSpinParticleFactory |
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