Here is a list of all functions with links to the classes they belong to:
- r -
- Rat() : Engine::Entities::Rat
- raycastClosest() : Engine::Core::PhysicsEngine
- readyFuture() : Asset::Ref< Key, AssetClass >
- rebuild() : Engine::Components::Collision
- rebuildCollisionShape() : Engine::Components::PhysicsBody
- rebuildIfDirty() : Engine::Components::PhysicsBody
- rebuildOwnedCollision() : Engine::Components::CollidableMesh
- Record() : Asset::Record< Key, AssetClass >
- recordBufferCopyMultiple() : VulkanHelper
- recordDebugLineDraws() : Engine::Rendering::Renderer
- recordParallelLodSelectionPipeline() : Engine::Rendering::Renderer
- recordRenderPass() : Engine::Rendering::Renderer
- recordSkyGradientDraw() : Engine::Rendering::Renderer
- recordSunShadowPass() : Engine::Rendering::Renderer
- recordSunShadowPipelineDraws() : Engine::Rendering::Renderer
- recordSunShadowVertexShaderDraws() : Engine::Rendering::Renderer
- recordSunShadowVisibilityPipeline() : Engine::Rendering::Renderer
- recordTonemapToSwapchain() : Engine::Rendering::Renderer
- recordTransfer() : Engine::Rendering::Renderer
- recordVertexShaderDraws() : Engine::Rendering::Renderer
- recordVisibilityComputeToGraphicsBarriers() : Engine::Rendering::Renderer
- recordVSInstancedDrawingPipeline() : Engine::Rendering::Renderer
- Ref() : Asset::Ref< Key, AssetClass >
- registerCollision() : Engine::Components::PhysicsBody
- registerGameObject() : Engine::Core::SceneManager
- registerTexture() : Engine::Core::AssetManager
- registerTextureFromPrepared() : Engine::Core::AssetManager
- registerType() : EngineCore::Factory
- registerWindTrailEmitter() : Engine::Rendering::Renderer
- registerWithBody() : Engine::Components::Collision
- registerWithEcs() : Engine::Entities::SceneNode
- Registrar() : EngineCore::Registrar< T >
- RegistryManager() : Engine::Ecs::RegistryManager
- remove_left() : BidirectionalMap< T, U >
- remove_right() : BidirectionalMap< T, U >
- removeCallback() : Input::InputManager
- removeChild() : Engine::Entities::SceneNode
- removeComponent() : Engine::Entities::Entity
- removeFirstComponent() : Engine::Entities::Entity
- removeOwnedCollision() : Engine::Components::CollidableMesh
- removeRigidBody() : Engine::Core::PhysicsEngine
- Renderer() : Engine::Rendering::Renderer
- Rendering() : Engine::Exceptions::Rendering
- renderToXr() : Engine::Rendering::Renderer
- replaceTextureFromPrepared() : Engine::Core::AssetManager
- requestExitSession() : Engine::Rendering::Headset
- requestExrHeaders() : Engine::Ecs::TextureAssetPipeline
- requestLoad() : Asset::AssetBase
- reserve() : BidirectionalMap< T, U >
- reserveActorCapacity() : Engine::Entities::Scene
- reserveAdditional() : Engine::Ecs::RendererDirtyList
- reserveRootChildren() : Engine::Entities::SceneGraph
- reset() : Asset::Path, Engine::Assets::RuntimeTexture, Engine::Core::DescriptorIndexAllocator
- resetFrameTimer() : Engine::Rendering::Renderer
- resetFuture() : Asset::Record< Key, AssetClass >
- resetGliderStateTo() : Engine::Components::VrGlider
- resetHandles() : Engine::Assets::CubemapTexture
- resetMeshletCullingDispatchBuffers() : Engine::Rendering::Renderer
- resetMeshletUnpackingDispatchBuffers() : Engine::Rendering::Renderer
- resetPosesToRest() : Engine::Entities::SkeletalMeshActor
- resetToLastSafeLanding() : Engine::Components::VrGlider
- resetToSpawn() : Engine::Components::VrGlider
- resetVisibilityBuffers() : Engine::Rendering::Renderer
- resolve() : Asset::AssetManager< Key, AssetClass >
- resolveBone() : Engine::Entities::SkeletalMeshActor
- resolveDescriptorIndex() : Engine::Assets::Textures::TextureHandleRegistry
- resolveTrackedPoses() : Input::XrRig
- restartRenderCommandBuffers() : Engine::Rendering::Renderer
- retrieveDecodedAudio() : Engine::Ecs::AudioAssetPipeline
- retrieveImageData() : Engine::Ecs::TextureAssetPipeline
- retrieveXrSystemId() : Engine::Core::ApplicationContext
- RootNode() : Engine::Entities::RootNode
- rotateActor() : Engine::Entities::Actor
- rotateWorld() : Engine::Entities::SceneNode
- rotationAroundPoint() : Engine::OpenXrHelper
- run() : Engine::EngineKern
- RuntimeTexture() : Engine::Assets::RuntimeTexture