Irrlicht 3D Engine
irr::scene::SAnimatedMesh Member List
This is the complete list of members for irr::scene::SAnimatedMesh, including all inherited members.
addMesh(IMesh *mesh)irr::scene::SAnimatedMesh [inline]
Boxirr::scene::SAnimatedMesh
drop() const irr::IReferenceCounted [inline]
FramesPerSecondirr::scene::SAnimatedMesh
getAnimationSpeed() const irr::scene::SAnimatedMesh [inline, virtual]
getBoundingBox() const irr::scene::SAnimatedMesh [inline, virtual]
getDebugName() const irr::IReferenceCounted [inline]
getFrameCount() const irr::scene::SAnimatedMesh [inline, virtual]
getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1)irr::scene::SAnimatedMesh [inline, virtual]
getMeshBuffer(u32 nr) const irr::scene::SAnimatedMesh [inline, virtual]
getMeshBuffer(const video::SMaterial &material) const irr::scene::SAnimatedMesh [inline, virtual]
getMeshBufferCount() const irr::scene::SAnimatedMesh [inline, virtual]
getMeshType() const irr::scene::SAnimatedMesh [inline, virtual]
getReferenceCount() const irr::IReferenceCounted [inline]
grab() const irr::IReferenceCounted [inline]
IReferenceCounted()irr::IReferenceCounted [inline]
Meshesirr::scene::SAnimatedMesh
recalculateBoundingBox()irr::scene::SAnimatedMesh [inline]
SAnimatedMesh(scene::IMesh *mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN)irr::scene::SAnimatedMesh [inline]
setAnimationSpeed(f32 fps)irr::scene::SAnimatedMesh [inline, virtual]
setBoundingBox(const core::aabbox3df &box)irr::scene::SAnimatedMesh [inline, virtual]
setDebugName(const c8 *newName)irr::IReferenceCounted [inline, protected]
setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)irr::scene::SAnimatedMesh [inline, virtual]
setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)irr::scene::SAnimatedMesh [inline, virtual]
setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)irr::scene::SAnimatedMesh [inline, virtual]
Typeirr::scene::SAnimatedMesh
~IReferenceCounted()irr::IReferenceCounted [inline, virtual]
~SAnimatedMesh()irr::scene::SAnimatedMesh [inline, virtual]