RigsofRods
Soft-body Physics Simulation
|
OGRE-AngelScript bindings; Actually named Ogre
in the scripts, just changed for docs to separate things.
More...
Data Structures | |
class | AnimationState |
Represents a single named skeletal animation track present in the mesh. More... | |
class | AnimationStateSet |
A manager for skeletal animation tracks in the entity. More... | |
class | Entity |
Defines an instance of a discrete, movable object based on a Mesh. More... | |
class | MovableObject |
Abstract class defining a movable object in a scene. More... | |
class | Node |
class | Root |
a singleton - use Ogre::Root::getSingleton() to retrieve instance. More... | |
class | SceneManager |
Encapsulates everything renderable by OGRE - use game.getSceneManager() to get it. More... | |
class | SceneNode |
Class representing a node in the scene graph. More... | |
class | TextureManager |
a singleton - use Ogre::TextureManager::getSingleton() to retrieve instance. More... | |
class | TexturePtr |
Variables | |
class AngelOgre::AnimationState | Slerp |
OGRE-AngelScript bindings; Actually named Ogre
in the scripts, just changed for docs to separate things.
Each of these objects is a loose subset of it's OGRE counterpart, see OGRE API Docs.