angleFromSelf() const | rcsc::BallObject | [inline] |
BallObject() | rcsc::BallObject | |
calc_travel_step(const double &distance, const double &first_speed) | rcsc::BallObject | [static] |
distFromSelf() const | rcsc::BallObject | [inline] |
ghostTime() const | rcsc::BallObject | [inline] |
heardPos() const | rcsc::BallObject | [inline] |
heardPosCount() const | rcsc::BallObject | [inline] |
inertiaFinalPoint() const | rcsc::BallObject | |
inertiaFinalTravel() const | rcsc::BallObject | |
inertiaPoint(const int cycle) const | rcsc::BallObject | |
inertiaTravel(const int cycle) const | rcsc::BallObject | |
isWithin(const REGION ®ion) const | rcsc::BallObject | [inline] |
lostCount() const | rcsc::BallObject | [inline] |
pos() const | rcsc::BallObject | [inline] |
posCount() const | rcsc::BallObject | [inline] |
posError() const | rcsc::BallObject | [inline] |
posValid() const | rcsc::BallObject | [inline] |
rpos() const | rcsc::BallObject | [inline] |
rposCount() const | rcsc::BallObject | [inline] |
rposError() const | rcsc::BallObject | [inline] |
rposPrev() const | rcsc::BallObject | [inline] |
rposValid() const | rcsc::BallObject | [inline] |
seenPos() const | rcsc::BallObject | [inline] |
seenPosCount() const | rcsc::BallObject | [inline] |
seenRPos() const | rcsc::BallObject | [inline] |
seenVel() const | rcsc::BallObject | [inline] |
seenVelCount() const | rcsc::BallObject | [inline] |
set_count_thr(const int pos_thr, const int rpos_thr, const int vel_thr) | rcsc::BallObject | [static] |
setGhost(const GameTime ¤t) | rcsc::BallObject | |
setOpponentControlEffect() | rcsc::BallObject | |
update(const ActionEffector &act, const GameMode &game_mode, const GameTime ¤t) | rcsc::BallObject | |
updateAll(const Vector2D &pos, const Vector2D &pos_err, const int pos_count, const Vector2D &rpos, const Vector2D &rpos_err, const Vector2D &vel, const Vector2D &vel_err, const int vel_count) | rcsc::BallObject | |
updateByCollision(const Vector2D &pos, const int pos_count, const Vector2D &rpos, const int rpos_count, const Vector2D &vel, const int vel_count) | rcsc::BallObject | |
updateByFullstate(const Vector2D &pos, const Vector2D &vel, const Vector2D &self_pos) | rcsc::BallObject | |
updateByHear(const Vector2D &heard_pos, const Vector2D &heard_vel, const GameTime ¤t) | rcsc::BallObject | |
updateOnlyRelativePos(const Vector2D &rpos, const Vector2D &rpos_err) | rcsc::BallObject | |
updateOnlyVel(const Vector2D &vel, const Vector2D &vel_err, const int vel_count) | rcsc::BallObject | |
updatePos(const Vector2D &pos, const Vector2D &pos_err, const int pos_count, const Vector2D &rpos, const Vector2D &rpos_err) | rcsc::BallObject | |
updateSelfRelated(const SelfObject &self) | rcsc::BallObject | |
vel() const | rcsc::BallObject | [inline] |
velCount() const | rcsc::BallObject | [inline] |
velError() const | rcsc::BallObject | [inline] |
velValid() const | rcsc::BallObject | [inline] |