Vulkan Schnee 0.0.1
High-performance rendering engine
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Engine::Entities::SkeletalMeshActor Member List

This is the complete list of members for Engine::Entities::SkeletalMeshActor, including all inherited members.

Actor(std::shared_ptr< SceneNode > sceneNode, Scene *owningScene)Engine::Entities::Actorexplicit
addComponent(Args &&... args)Engine::Entities::Entityinline
allowTicking_Engine::Entities::Entityprotected
applyBoneTransforms()Engine::Entities::SkeletalMeshActor
beginPlay()Engine::Entities::Actorvirtual
canEverTick() constEngine::Entities::Entity
canTick() constEngine::Entities::Entity
components_Engine::Entities::Entityprotected
currentPoses_Engine::Entities::SkeletalMeshActorprivate
data_Engine::Entities::Entityprotected
enableTick(bool enable)Engine::Entities::Entity
endPlay()Engine::Entities::Actorvirtual
ensurePosesInitialized()Engine::Entities::SkeletalMeshActorprivate
Entity()Engine::Entities::Entity
getActorLocation() constEngine::Entities::Actor
getActorName() constEngine::Entities::Actorvirtual
getActorRotation() constEngine::Entities::Actor
getActorScale() constEngine::Entities::Actor
getAllComponents() constEngine::Entities::Entityinline
getBonePosition(const std::string &boneName) constEngine::Entities::SkeletalMeshActor
getBoneRotation(const std::string &boneName) constEngine::Entities::SkeletalMeshActor
getBoneScale(const std::string &boneName) constEngine::Entities::SkeletalMeshActor
getComponent() constEngine::Entities::Entityinline
getComponents() constEngine::Entities::Entityinline
getEcsEntity() constEngine::Entities::Entityinline
getOwningScene() constEngine::Entities::Actor
getSceneNode() constEngine::Entities::Actor
getSkin() constEngine::Entities::SkeletalMeshActorprivate
getTickPriority() constEngine::Entities::Entityinline
getUUID() constEngine::Entities::Entityinlineprotected
getUuidString() constEngine::Entities::Entityprotected
getWorldTransform() constEngine::Entities::Actor
hasComponent() constEngine::Entities::Entityinline
hasEndedPlay_Engine::Entities::Actorprivate
meshComponentEngine::Entities::SkeletalMeshActorprivate
owningScene_Engine::Entities::Actorprivate
posesInitialized_Engine::Entities::SkeletalMeshActorprivate
postTick()Engine::Core::ITickableinlinevirtual
preTick()Engine::Core::ITickableinlinevirtual
removeComponent(Components::Logic *component)Engine::Entities::Entityinline
removeFirstComponent()Engine::Entities::Entityinline
resetPosesToRest()Engine::Entities::SkeletalMeshActor
resolveBone(const std::string &boneName) constEngine::Entities::SkeletalMeshActorprivate
rootComponent_Engine::Entities::Actorprivate
rotateActor(glm::vec3 deltaRotation) constEngine::Entities::Actor
sceneNodeEngine::Entities::Actorprotected
setActorLocation(glm::vec3 newLocation) constEngine::Entities::Actor
setActorRotation(glm::vec3 newRotation) constEngine::Entities::Actor
setActorScale(glm::vec3 newScale) constEngine::Entities::Actor
setBonePosition(const std::string &boneName, const glm::vec3 &position)Engine::Entities::SkeletalMeshActor
setBoneRotation(const std::string &boneName, const glm::quat &rotation)Engine::Entities::SkeletalMeshActor
setBoneScale(const std::string &boneName, const glm::vec3 &scale)Engine::Entities::SkeletalMeshActor
setTickPriority(int32_t priority)Engine::Entities::Entity
SkeletalMeshActor(const std::shared_ptr< SceneNode > &node, Scene *owningScene, Asset::Path meshPath)Engine::Entities::SkeletalMeshActorexplicit
tick(double deltaTime) overrideEngine::Entities::Actorvirtual
tickPriority_Engine::Entities::Entityprotected
uuid_Engine::Entities::Entityprivate
~Actor() override=defaultEngine::Entities::Actor
~Entity() overrideEngine::Entities::Entity
~ITickable()=defaultEngine::Core::ITickablevirtual