# USpeedGameEngine::Surface2D Member List

This is the complete list of members for USpeedGameEngine::Surface2D, including all inherited members.

applyParameters() | USpeedGameEngine::Surface2D |
attachTo(Object3D *parent, USGE_Float3 const &translate) | USpeedGameEngine::Object3D |
boundingBox | USpeedGameEngine::Object3D |
boundingSphere | USpeedGameEngine::Object3D |
clear() | USpeedGameEngine::Surface2D |
computeBB() | USpeedGameEngine::Object3D |
detach() | USpeedGameEngine::Object3D |
getDefaultSmooth() | USpeedGameEngine::Object3D | `[static]`
getPhysicState() | USpeedGameEngine::Object3D |
getRotation(USGE_Float3 &pRotation) | USpeedGameEngine::Object3D |
getRotation() | USpeedGameEngine::Object3D |
getScale(USGE_Float3 &pScale) | USpeedGameEngine::Object3D |
getScale() | USpeedGameEngine::Object3D |
getSmooth() | USpeedGameEngine::Object3D |
getTranslation(USGE_Float3 &pTranslation) | USpeedGameEngine::Object3D |
getTranslation() | USpeedGameEngine::Object3D |
getVertex(unsigned long int num) | USpeedGameEngine::Object3D |
getVerticesCount() | USpeedGameEngine::Object3D |
hasPhysicState() | USpeedGameEngine::Object3D |
load3D(const char *filename) | USpeedGameEngine::Object3D |
load3DFromBuffer(const char *data, unsigned long int dataSize) | USpeedGameEngine::Object3D |
loadBox(USGE_Float3 const &min, USGE_Float3 const &max, std::vector< float * > *uvMap) | USpeedGameEngine::Object3D |
loadBox(USGE_Float3 const &min, USGE_Float3 const &max) | USpeedGameEngine::Object3D |
loadBox(USGE_Float3 const &dim) | USpeedGameEngine::Object3D |
loadCube() | USpeedGameEngine::Object3D |
loadSurface() | USpeedGameEngine::Surface2D |
material | USpeedGameEngine::Object3D |
Object3D() | USpeedGameEngine::Object3D |
parentAttach | USpeedGameEngine::Object3D |
physicState | USpeedGameEngine::Object3D |
render() | USpeedGameEngine::Object3D |
render(bool noCamera) | USpeedGameEngine::Object3D |
renderShadow(USGE_Float3 const &lightPosition) | USpeedGameEngine::Object3D |
rotation | USpeedGameEngine::Object3D |
scale | USpeedGameEngine::Object3D |
scaleTo(float scale) | USpeedGameEngine::Object3D |
scaleTo(USGE_Float3 const &scale) | USpeedGameEngine::Object3D |
scaleToUnit() | USpeedGameEngine::Object3D |
screenRatio() | USpeedGameEngine::Surface2D | `[static]`
setCenter(float x, float y, bool computeSurface) | USpeedGameEngine::Surface2D |
setCenter(float x, float y) | USpeedGameEngine::Surface2D |
setDefaultSmooth(bool activate) | USpeedGameEngine::Object3D | `[static]`
setMaterial(Material *pMat) | USpeedGameEngine::Object3D |
setPhysicState(Physic::PhysicState *phyState) | USpeedGameEngine::Object3D |
setPosition(float x, float y, bool computeSurface) | USpeedGameEngine::Surface2D |
setPosition(float x, float y) | USpeedGameEngine::Surface2D |
setRotation(USGE_Float3 const &rot, bool add) | USpeedGameEngine::Object3D |
setRotation(USGE_Float3 const &rot) | USpeedGameEngine::Object3D |
setScale(float scale) | USpeedGameEngine::Object3D |
setScale(USGE_Float3 const &scale) | USpeedGameEngine::Object3D |
setSize(float x, float y, bool computeSurface) | USpeedGameEngine::Surface2D |
setSize(float x, float y) | USpeedGameEngine::Surface2D |
setSmooth(bool activate) | USpeedGameEngine::Object3D |
setTexturePart(float xStart, float yStart, float xEnd, float yEnd) | USpeedGameEngine::Surface2D |
setTranslation(USGE_Float3 const &trans, bool add, bool computeSurface) | USpeedGameEngine::Surface2D |
setTranslation(USGE_Float3 const &trans, bool add) | USpeedGameEngine::Surface2D |
setTranslation(USGE_Float3 const &trans) | USpeedGameEngine::Surface2D |
setVertices(USGE_Vertex *vList, unsigned long int vCount) | USpeedGameEngine::Object3D |
setVertices(USGE_Vertex *vList, unsigned long int vCount, bool copy) | USpeedGameEngine::Object3D |
smooth | USpeedGameEngine::Object3D |
Surface2D() | USpeedGameEngine::Surface2D |
translation | USpeedGameEngine::Object3D |
vertices | USpeedGameEngine::Object3D |
verticesCount | USpeedGameEngine::Object3D |
~Object3D() | USpeedGameEngine::Object3D |
~Surface2D() | USpeedGameEngine::Surface2D |