Blender V2.61 - r43446

KX_EmptyObject Member List

This is the complete list of members for KX_EmptyObject, including all inherited members.
ActivateGraphicController(bool recurse)KX_GameObject
AddActuator(SCA_IActuator *act)SCA_IObject
AddBack(SG_DList *item)SG_DList [inline]
AddController(SCA_IController *act)SCA_IObject
AddFront(SG_DList *item)SG_DList [inline]
addLinearVelocity(const MT_Vector3 &lin_vel, bool local)KX_GameObject
AddMesh(RAS_MeshObject *mesh)KX_GameObject [inline]
AddMeshUser()KX_GameObject
AddRef()CValue [inline]
AddSensor(SCA_ISensor *act)SCA_IObject
AlignAxisToVect(const MT_Vector3 &vect, int axis=2, float fac=1.0)KX_GameObject
AllocationTYPE enum nameCValue
ApplyForce(const MT_Vector3 &force, bool local)KX_GameObject
ApplyMovement(const MT_Vector3 &dloc, bool local)KX_GameObject
ApplyRotation(const MT_Vector3 &drot, bool local)KX_GameObject
ApplyTorque(const MT_Vector3 &torque, bool local)KX_GameObject
Back()SG_DList [inline]
Back() const SG_DList [inline]
Calc(VALUE_OPERATOR op, CValue *val)KX_GameObject [virtual]
CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)KX_GameObject [virtual]
ClearProperties()CValue [virtual]
CValue()CValue
Delink()SG_DList [inline]
DisableRefCount()CValue [protected, virtual]
DrawTYPE enum nameCValue
Empty()SG_DList [inline]
ENDFRAME enum valueCValue
Execute(const CAction &a)CValue [inline]
FindActuator(const STR_String &actuatorname)SCA_IObject
FindController(const STR_String &controllername)SCA_IObject
FindIdentifier(const STR_String &identifiername)CValue [virtual]
FindSensor(const STR_String &sensorname)SCA_IObject
GetActionFrame(short layer)KX_GameObject
GetActionManager()KX_GameObject [protected]
GetActiveActuators()SCA_IObject [inline]
GetActuators()SCA_IObject [inline]
GetAngularVelocity(bool local=false)KX_GameObject
GetBlenderGroupObject()KX_GameObject [inline]
GetBlenderObject()KX_GameObject [inline]
GetChildren()KX_GameObject
GetChildrenRecursive()KX_GameObject
getClientInfo()KX_GameObject [inline]
GetClientObject(KX_ClientObjectInfo *info)KX_GameObject [static]
GetControllers()SCA_IObject [inline]
GetCulled(void)KX_GameObject [inline]
GetCurrentAction(short layer)KX_GameObject
GetDeformer()KX_GameObject [inline, virtual]
GetGameObjectType()SCA_IObject [inline, virtual]
GetGraphicController()KX_GameObject [inline]
GetIgnoreActivityCulling()SCA_IObject [inline]
GetLayer(void)KX_GameObject
GetLinearVelocity(bool local=false)KX_GameObject
GetLocalInertia()KX_GameObject
GetMass()KX_GameObject
GetMesh(int num) const KX_GameObject [inline]
GetMeshCount() const KX_GameObject [inline]
GetName()KX_GameObject [virtual]
GetNumber()KX_GameObject [virtual]
GetObjectColor()KX_GameObject
GetOccluder(void)KX_GameObject [inline]
GetOpenGLMatrix()KX_GameObject
GetOpenGLMatrixPtr()KX_GameObject [inline]
GetParent()KX_GameObject
GetPhysicsController()KX_GameObject
GetProperty(const char *inName)CValue [virtual]
GetProperty(const STR_String &inName)CValue [virtual]
GetProperty(int inIndex)CValue [virtual]
GetPropertyCount()CValue [virtual]
GetPropertyNames()CValue [virtual]
GetPropertyNumber(const STR_String &inName, float defnumber)CValue
GetPropertyText(const STR_String &inName)CValue
GetRefCount()CValue [inline]
GetReplica()KX_GameObject [virtual]
GetSensors()SCA_IObject [inline]
GetSGNode()KX_GameObject [inline]
GetSGNode() const KX_GameObject [inline]
GetState(void)SCA_IObject [inline]
GetText()KX_GameObject [virtual]
GetVector3(bool bGetTransformedVec=false)CValue [virtual]
GetVelocity(const MT_Point3 &position)KX_GameObject
GetVisible(void)KX_GameObject
HEAPVALUE enum valueCValue
InitIPO(bool ipo_as_force, bool ipo_add, bool ipo_local)KX_GameObject
INTERFRAME enum valueCValue
InvalidateProxy()PyObjectPlus
IsActionDone(short layer)KX_GameObject
IsAffected()CValue [inline, virtual]
IsAnyPropertyModified()CValue [virtual]
IsCustomFlag1()CValue [inline, virtual]
IsCustomFlag2()CValue [inline, virtual]
IsDupliGroup()KX_GameObject [inline]
IsDynamic() const KX_GameObject [inline]
IsError()CValue [inline]
IsModified()CValue [inline, virtual]
IsNegativeScaling(void)KX_GameObject [inline]
IsReleaseRequested()CValue [inline]
IsSelected()CValue [inline, virtual]
IsVertexParent()KX_GameObject [inline]
IsVisible()CValue [inline, virtual]
KX_EmptyObject(void *sgReplicationInfo, SG_Callbacks callbacks)KX_EmptyObject [inline]
KX_GameObject(void *sgReplicationInfo, SG_Callbacks callbacks)KX_GameObject
KX_StateActuator classSCA_IObject [friend]
m_actionManagerKX_GameObject [protected]
m_activeActuatorsSCA_IObject [protected]
m_activeBookmarkedControllersSCA_IObject [protected, static]
m_activeControllersSCA_IObject [protected]
m_actuatorsSCA_IObject [protected]
m_bCulledKX_GameObject [protected]
m_bDynaKX_GameObject [protected]
m_bIsNegativeScalingKX_GameObject [protected]
m_blinkSG_DList [protected]
m_bOccluderKX_GameObject [protected]
m_bqlinkSG_QList [protected]
m_bSuspendDynamicsKX_GameObject [protected]
m_bUseObjectColorKX_GameObject [protected]
m_bVisibleKX_GameObject [protected]
m_controllersSCA_IObject [protected]
m_firstStateSCA_IObject [protected]
m_flinkSG_DList [protected]
m_fqlinkSG_QList [protected]
m_ignore_activity_cullingSCA_IObject [protected]
m_ignore_deprecation_warningsPyObjectPlus [static]
m_initStateSCA_IObject [protected]
m_isDeformableKX_GameObject
m_layerKX_GameObject [protected]
m_meshesKX_GameObject [protected]
m_meshSlotsKX_GameObject [protected]
m_nameKX_GameObject [protected]
m_objectColorKX_GameObject [protected]
m_OpenGL_4x4MatrixKX_GameObject [protected]
m_pBlenderGroupObjectKX_GameObject [protected]
m_pBlenderObjectKX_GameObject [protected]
m_pClient_infoKX_GameObject [protected]
m_pGraphicControllerKX_GameObject [protected]
m_pHitObjectKX_GameObject [protected]
m_pObstacleSimulationKX_GameObject [protected]
m_pPhysicsController1KX_GameObject [protected]
m_pSGNodeKX_GameObject [protected]
m_registeredActuatorsSCA_IObject [protected]
m_registeredObjectsSCA_IObject [protected]
m_sDummySCA_IObject [protected, static]
m_sensorsSCA_IObject [protected]
m_stateSCA_IObject [protected]
m_suspendedSCA_IObject [protected]
m_testPropNameKX_GameObject [protected]
m_textKX_GameObject [protected]
m_xrayKX_GameObject [protected]
NeedRayCast(KX_ClientObjectInfo *client)KX_GameObject
NodeGetLocalOrientation() const KX_GameObject
NodeGetLocalPosition() const KX_GameObject
NodeGetLocalScaling() const KX_GameObject
NodeGetWorldOrientation() const KX_GameObject
NodeGetWorldPosition() const KX_GameObject
NodeGetWorldScaling() const KX_GameObject
NodeSetGlobalOrientation(const MT_Matrix3x3 &rot)KX_GameObject
NodeSetLocalOrientation(const MT_Matrix3x3 &rot)KX_GameObject
NodeSetLocalPosition(const MT_Point3 &trans)KX_GameObject
NodeSetLocalScale(const MT_Vector3 &scale)KX_GameObject
NodeSetRelativeScale(const MT_Vector3 &scale)KX_GameObject
NodeSetWorldPosition(const MT_Point3 &trans)KX_GameObject
NodeUpdateGS(double time)KX_GameObject
OBJ_ARMATURE enum valueSCA_IObject
OBJ_CAMERA enum valueSCA_IObject
OBJ_LIGHT enum valueSCA_IObject
ObjectTypes enum nameSCA_IObject
ObjectTypes typedefSCA_IObject
op2str(VALUE_OPERATOR op)CValue
Peek()SG_DList [inline]
Peek() const SG_DList [inline]
PlayAction(const char *name, float start, float end, short layer=0, short priority=0, float blendin=0.f, short play_mode=0, float layer_weight=0.f, short ipo_flags=0, float playback_speed=1.f)KX_GameObject
ProcessReplica()KX_GameObject [virtual]
PyObjectPlus()PyObjectPlus
QAddBack(SG_QList *item)SG_QList [inline]
QAddFront(SG_QList *item)SG_QList [inline]
QBack()SG_QList [inline]
QDelink()SG_QList [inline]
QEmpty()SG_QList [inline]
QPeek()SG_QList [inline]
QRemove()SG_QList [inline]
RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *const data)KX_GameObject
RegisterActuator(SCA_IActuator *act)SCA_IObject
RegisterObject(SCA_IObject *objs)SCA_IObject
RegisterObstacle(KX_ObstacleSimulation *obstacleSimulation)KX_GameObject [inline]
Release()CValue [inline]
Relink(CTR_Map< CTR_HashedPtr, void * > *map)KX_GameObject [virtual]
Remove()SG_DList [inline]
RemoveMeshes()KX_GameObject
RemoveParent(KX_Scene *scene)KX_GameObject
RemoveProperty(const char *inName)CValue [virtual]
ReParentLogic()SCA_IObject [virtual]
ReserveActuator(int num)SCA_IObject [inline]
ReserveController(int num)SCA_IObject [inline]
ReserveSensor(int num)SCA_IObject [inline]
ResetDebugColor()KX_GameObject
ResetState(void)SCA_IObject [inline]
ResolveCombinedVelocities(const MT_Vector3 &lin_vel, const MT_Vector3 &ang_vel, bool lin_vel_local, bool ang_vel_local)KX_GameObject
RestoreDynamics(void)KX_GameObject [inline]
Resume(void)KX_GameObject
SCA_IActuator classSCA_IObject [friend]
SCA_IController classSCA_IObject [friend]
SCA_IObject()SCA_IObject
Self()SG_DList [inline]
Self() const SG_DList [inline]
SetActionFrame(short layer, float frame)KX_GameObject
SetAffected(bool bAffected=true)CValue [inline, virtual]
setAngularVelocity(const MT_Vector3 &ang_vel, bool local)KX_GameObject
SetBlenderGroupObject(struct Object *obj)KX_GameObject [inline]
SetBlenderObject(struct Object *obj)KX_GameObject [inline]
SetColorOperator(VALUE_OPERATOR op)CValue [virtual]
SetCulled(bool c)KX_GameObject [inline]
SetCurrentTime(float currentTime)SCA_IObject [inline]
SetCustomFlag1(bool bCustomFlag)CValue [inline, virtual]
SetCustomFlag2(bool bCustomFlag)CValue [inline, virtual]
SetDebugColor(unsigned int bgra)KX_GameObject
SetDeformer(class RAS_Deformer *deformer)KX_GameObject [inline, virtual]
SetError(bool err)CValue [inline]
SetGraphicController(PHY_IGraphicController *graphiccontroller)KX_GameObject [inline]
SetIgnoreActivityCulling(bool b)SCA_IObject [inline]
SetInitState(unsigned int initState)SCA_IObject [inline]
SetLayer(int l)KX_GameObject
setLinearVelocity(const MT_Vector3 &lin_vel, bool local)KX_GameObject
SetModified(bool bModified)CValue [inline, virtual]
SetName(const char *name)KX_GameObject [virtual]
SetObjectColor(const MT_Vector4 &rgbavec)KX_GameObject
SetOccluder(bool v, bool recursive)KX_GameObject
SetOwnerExpression(class CExpression *expr)CValue [virtual]
SetParent(KX_Scene *scene, KX_GameObject *obj, bool addToCompound=true, bool ghost=true)KX_GameObject
SetPhysicsController(KX_IPhysicsController *physicscontroller, bool isDynamic)KX_GameObject [inline]
SetPlayMode(short layer, short mode)KX_GameObject
SetPropertiesModified(bool inModified)CValue [virtual]
SetProperty(const STR_String &name, CValue *ioProperty)CValue [virtual]
SetProperty(const char *name, CValue *ioProperty)CValue [virtual]
SetReleaseRequested(bool bReleaseRequested)CValue [inline]
SetSelected(bool bSelected)CValue [inline]
SetSGNode(SG_Node *node)KX_GameObject [inline]
SetState(unsigned int state)SCA_IObject
SetTimes(short layer, float start, float end)KX_GameObject
SetValue(CValue *newval)CValue [virtual]
SetVisible(bool b, bool recursive)KX_GameObject
SCA_IObject::SetVisible(bool vis)CValue [inline]
SG_DList()SG_DList [inline]
SG_DList(const SG_DList &other)SG_DList [inline]
SG_QList()SG_QList [inline]
SG_QList(const SG_QList &other)SG_QList [inline]
STACKVALUE enum valueCValue
STARTFRAME enum valueCValue
StopAction(short layer)KX_GameObject
Suspend(void)KX_GameObject
SuspendDynamics(void)KX_GameObject [inline]
SynchronizeTransform()KX_GameObject
SynchronizeTransformFunc(SG_IObject *node, void *gameobj, void *scene)KX_GameObject [static]
UnlinkObject(SCA_IObject *clientobj)SCA_IObject [inline, virtual]
UnregisterActuator(SCA_IActuator *act)SCA_IObject
UnregisterObject(SCA_IObject *objs)SCA_IObject
UnregisterObstacle()KX_GameObject [inline]
UpdateActionManager(float curtime)KX_GameObject
UpdateBlenderObjectMatrix(Object *blendobj=NULL)KX_GameObject
UpdateBuckets(bool recursive)KX_GameObject
UpdateIPO(float curframetime, bool recurse)KX_GameObject
UpdateMaterialData(dword matname_hash, MT_Vector4 rgba, MT_Vector3 specrgb, MT_Scalar hard, MT_Scalar spec, MT_Scalar ref, MT_Scalar emit, MT_Scalar alpha)KX_GameObject
UpdateTransform()KX_GameObject
UpdateTransformFunc(SG_IObject *node, void *gameobj, void *scene)KX_GameObject [static]
ZeroVector()CValue [inline]
~CValue()CValue [protected, virtual]
~KX_EmptyObject()KX_EmptyObject [virtual]
~KX_GameObject()KX_GameObject [virtual]
~PyObjectPlus()PyObjectPlus [virtual]
~SCA_IObject()SCA_IObject [virtual]
~SG_DList()SG_DList [inline, virtual]
~SG_QList()SG_QList [inline, virtual]