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  | U4DModel () | 
|   | Constructor for the class. 
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  | ~U4DModel () | 
|   | Destructor for the class. 
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  | U4DModel (const U4DModel &value) | 
|   | Copy constructor for the class. 
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| U4DModel &  | operator= (const U4DModel &value) | 
|   | Copy constructor for the class.  More...
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| virtual void  | update (double dt) | 
|   | Method which updates the state of the 3D model.  More...
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| void  | updateAllUniforms () | 
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| void  | render (id< MTLRenderCommandEncoder > uRenderEncoder) | 
|   | Renders the current entity.  More...
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| bool  | getBoneRestPose (std::string uBoneName, U4DMatrix4n &uBoneRestPoseMatrix) | 
|   | returns the rest pose of the bone. Note, an armature must be present  More...
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| bool  | getBoneAnimationPose (std::string uBoneName, U4DAnimation *uAnimation, U4DMatrix4n &uBoneAnimationPoseMatrix) | 
|   | returns the animation pose of the bone. Note, an armature must be present and an animation must currently be playing.  More...
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| bool  | loadModel (const char *uModelName) | 
|   | Method which loads Digital Asset data into the game character. Note, the mesh asset binary data must be loaded before calling this method.  More...
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| bool  | loadAnimationToModel (U4DAnimation *uAnimation, const char *uAnimationName) | 
|   | Method which loads Animation data into the game character. Note, the animation asset binary data must be loaded before calling this method.  More...
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| void  | loadIntoVisibilityManager (U4DEntityManager *uEntityManager) | 
|   | self load 3d model into the visibility manager  More...
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| U4DVector3n  | getModelDimensions () | 
|   | Get the 3D dimensions.  More...
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| void  | setNormalMapTexture (std::string uTexture) | 
|   | sets the Normal Map texture used for the 3d model  More...
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| void  | setEnableNormalMap (bool uValue) | 
|   | enable Normal Map rendering  More...
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| bool  | getEnableNormalMap () | 
|   | gets if Normal Map rendering is enabled  More...
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| void  | setHasNormalMap (bool uValue) | 
|   | Informs the engine that the 3d model contains Normal Map texture.  More...
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| bool  | getHasNormalMap () | 
|   | returns true if the 3D model has Normal Map texture  More...
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| void  | computeNormalMapTangent () | 
|   | computes the Normal map tangent vectors  More...
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| void  | setHasMaterial (bool uValue) | 
|   | Informs the engine that the 3D model contains material color information.  More...
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| void  | setHasTexture (bool uValue) | 
|   | Informs the engine that the 3D model contains texture information.  More...
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| void  | setHasAnimation (bool uValue) | 
|   | Method to inform the engine that the 3D model contains animation information.  More...
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| void  | setHasArmature (bool uValue) | 
|   | Method to inform the engine that the 3D model contains armature information.  More...
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| bool  | getHasMaterial () | 
|   | Method which returns true if the 3D model has material color information.  More...
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| bool  | getHasTexture () | 
|   | Method which returns true if the 3D model has texture information.  More...
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| bool  | getHasAnimation () | 
|   | Method which returns true if the 3D model has animation information.  More...
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| bool  | getHasArmature () | 
|   | Method which returns true if the 3D model has armature information.  More...
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| U4DVector3n  | getViewInDirection () | 
|   | Method which returns a 3D vector representing the current view-direction of the 3D model.  More...
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| void  | viewInDirection (U4DVector3n &uDestinationPoint) | 
|   | Method which sets the view-direction of the 3D model.  More...
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| U4DDualQuaternion  | getBoneAnimationSpace (std::string uName) | 
|   | Gets the pose animation space of the bone.  More...
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void  | setModelVisibility (bool uValue) | 
|   | set if the model should be rendered or not depending if it lies within frustum 
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| void  | initCullingBoundingVolume () | 
|   | Method which initialized the boundary volume used for frustum culling.  More...
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| void  | setCullingPhaseBoundingVolumeVisibility (bool uValue) | 
|   | Methods which sets the visibility of the Culling-Phase bounding volume.  More...
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void  | updateCullingPhaseBoundingVolumeSpace () | 
|   | Method which updates the culling-phase bounding volume space. 
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| U4DBoundingVolume *  | getCullingPhaseBoundingVolume () | 
|   | Method which returns the culling-phase bounding volume.  More...
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| bool  | getCullingPhaseBoundingVolumeVisibility () | 
|   | Method which returns if the engine should render the culling-phase bounding volume.  More...
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void  | updateShaderParameterContainer (int uPosition, U4DVector4n &uParamater) | 
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std::vector< U4DVector4n >  | getModelShaderParameterContainer () | 
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void  | setTexture0 (std::string uTexture0) | 
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void  | setTexture1 (std::string uTexture1) | 
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void  | setRawImageData (std::vector< unsigned char > uRawImageData) | 
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void  | setImageWidth (unsigned int uImageWidth) | 
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void  | setImageHeight (unsigned int uImageHeight) | 
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| void  | enableMeshManager (int uSubDivisions) | 
|   | Enables the mesh manager to build an octree.  More...
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U4DMeshOctreeManager *  | getMeshOctreeManager () | 
|   | gets a pointer to the mesh manager in charge of building an octree 
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  | U4DVisibleEntity () | 
|   | Constructor for the class. 
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virtual  | ~U4DVisibleEntity () | 
|   | Destructor for the class. 
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  | U4DVisibleEntity (const U4DVisibleEntity &value) | 
|   | Copy constructor for the visible entity. 
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| U4DVisibleEntity &  | operator= (const U4DVisibleEntity &value) | 
|   | Copy constructor for the visible entity.  More...
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void  | loadRenderingInformation () | 
|   | Method which loads all rendering information for the entiy. 
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| std::string  | getFragmentShader () | 
|   | get the name of the fragment shader  More...
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U4DRenderEntity *  | getRenderEntity () | 
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void  | setPipelineForPass (std::string uPipelineName, int uRenderPassKey) | 
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| void  | setPipeline (std::string uPipelineName) | 
|   | sets the pipeline for the default final pass  More...
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  | U4DEntity () | 
|   | Entity Constructor. It creates the entity with the local orientation set to zero and local position set to the origin. The forwad vector is set to (0.0,0.0,-1.0). Parent and Next pointer set to null. 
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  | ~U4DEntity () | 
|   | Entity Destructor. 
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  | U4DEntity (const U4DEntity &value) | 
|   | Entity Copy Constructor. 
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| U4DEntity &  | operator= (const U4DEntity &value) | 
|   | Entity Copy Constructor.  More...
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| void  | setName (std::string uName) | 
|   | Method which sets the name of the Entity.  More...
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| std::string  | getName () | 
|   | Method which returns the name of the Entity.  More...
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| void  | setEntityType (ENTITYTYPE uType) | 
|   | Method which sets the type of the Entity.  More...
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| ENTITYTYPE  | getEntityType () | 
|   | Method which returns the type of the Entity.  More...
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| void  | setLocalSpace (U4DDualQuaternion &uLocalSpace) | 
|   | Method which sets the local space of the Entity.  More...
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| void  | setLocalSpace (U4DMatrix4n &uMatrix) | 
|   | Method which sets the local space of the Entity.  More...
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U4DDualQuaternion  | getLocalSpace () | 
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| U4DDualQuaternion  | getAbsoluteSpace () | 
|   | Method which returns the absolute space of the Entity.  More...
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| U4DQuaternion  | getLocalSpaceOrientation () | 
|   | Method which returns the local orientation space of the Entity.  More...
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| U4DQuaternion  | getLocalSpacePosition () | 
|   | Method which returns the local position space of the Entity.  More...
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| U4DQuaternion  | getAbsoluteSpaceOrientation () | 
|   | Method which returns the absolute orientation space of the Entity.  More...
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| U4DQuaternion  | getAbsoluteSpacePosition () | 
|   | Method which returns the absolute position space of the Entity.  More...
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| void  | setLocalSpaceOrientation (U4DQuaternion &uOrientation) | 
|   | Method which sets the local space orientation of the Entity.  More...
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| void  | setLocalSpacePosition (U4DQuaternion &uPosition) | 
|   | Method which sets the local space position of the Entity.  More...
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| U4DVector3n  | getLocalOrientation () | 
|   | Method which returns the Local orientation of the Entity.  More...
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| U4DVector3n  | getLocalPosition () | 
|   | Method which returns the local position of the Entity.  More...
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| U4DVector3n  | getAbsoluteOrientation () | 
|   | Method which returns the absolute orientation of the Entity.  More...
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| U4DVector3n  | getAbsolutePosition () | 
|   | Method which returns the absolute position of the Entity.  More...
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| U4DVector3n  | getEntityForwardVector () | 
|   | Method which returns the forwad vector of the Entity.  More...
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| void  | setEntityForwardVector (U4DVector3n &uForwardVector) | 
|   | Method which sets the forward vectof of the Entity. The default value is (0.0,0.0,-1.0)  More...
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| U4DMatrix3n  | getAbsoluteMatrixOrientation () | 
|   | Method which returns the absolute orientation of the Entity.  More...
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| U4DMatrix3n  | getLocalMatrixOrientation () | 
|   | Method which returns the local orientation of the Entity.  More...
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| void  | translateTo (U4DVector3n &translation) | 
|   | Method which translates entity to a new position.  More...
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| void  | translateTo (float x, float y, float z) | 
|   | Method which translates entity to a new position.  More...
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| void  | translateTo (U4DVector2n &translation) | 
|   | Method which translates entity to a new position.  More...
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| void  | translateBy (float x, float y, float z) | 
|   | Method which translates entity by certain amount.  More...
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| void  | translateBy (U4DVector3n &translation) | 
|   | Method which translates entity by a certain amount.  More...
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| void  | rotateTo (U4DQuaternion &rotation) | 
|   | Method which rotates entity to a new orientation.  More...
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| void  | rotateBy (U4DQuaternion &rotation) | 
|   | Method which rotates entity by a certain amount.  More...
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| void  | rotateTo (float angle, U4DVector3n &axis) | 
|   | Method which rotates entity to a new orientation.  More...
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| void  | rotateBy (float angle, U4DVector3n &axis) | 
|   | Method which rotates entity by certain amount.  More...
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| void  | rotateTo (float angleX, float angleY, float angleZ) | 
|   | Method which rotates entity to a new orientation.  More...
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| void  | rotateBy (float angleX, float angleY, float angleZ) | 
|   | Method which rotates entity by a certain amount.  More...
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| void  | rotateAboutAxis (float angle, U4DVector3n &axisOrientation, U4DVector3n &axisPosition) | 
|   | Method which rotates entity about an axis.  More...
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| void  | rotateAboutAxis (U4DQuaternion &uOrientation, U4DVector3n &axisPosition) | 
|   | Method which rotates entity about an axis.  More...
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| void  | setZDepth (int uZDepth) | 
|   | Loads all rendering information for the entiy / virtual void loadRenderingInformation(){};.  More...
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| int  | getZDepth () | 
|   | Gets the z-depth value used for rendering ordering.  More...
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virtual bool  | changeState (INPUTELEMENTACTION uInputAction, U4DVector2n uPosition) | 
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  | U4DEntityNode () | 
|   | Constructor for the class. 
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  | U4DEntityNode (std::string uNodeName) | 
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  | ~U4DEntityNode () | 
|   | Destructor for the class. 
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| void  | addChild (U4DEntity *uChild) | 
|   | Method which adds a child node to a scenegraph.  More...
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void  | addChild (U4DEntity *uChild, U4DEntity *uNext) | 
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| void  | addChild (U4DEntity *uChild, int uZDepth) | 
|   | Method which adds a child entity to a scenegraph at a particular location.  More...
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| void  | removeChild (U4DEntity *uChild) | 
|   | Method which removes a child node from the scenegraph.  More...
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| void  | changeLastDescendant (U4DEntity *uNewLastDescendant) | 
|   | Method which changes the node's last descendant in the scenegraph.  More...
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| U4DEntity *  | getFirstChild () | 
|   | Method which returns the node's first child in the scenegraph.  More...
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| U4DEntity *  | getLastChild () | 
|   | Method which returns the node's last child in the scenegraph.  More...
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| U4DEntity *  | getNextSibling () | 
|   | Method which returns the node's next sibling in the scenegraph.  More...
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| U4DEntity *  | getPrevSibling () | 
|   | Method which returns the node's previous sibling in the scenegraph.  More...
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| U4DEntity *  | prevInPreOrderTraversal () | 
|   | Method which returns the node's previous sibling in pre-order traversal order.  More...
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| U4DEntity *  | nextInPreOrderTraversal () | 
|   | Method which returns the node's next pointer in pre-order traversal order.  More...
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| bool  | isLeaf () | 
|   | Method which returns true if the node represents a leaf node in the scenegraph.  More...
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| bool  | isRoot () | 
|   | Method which returns true if the node represents a root node in the scenegraph.  More...
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| U4DEntity *  | getParent () | 
|   | Gets the parent to the entity.  More...
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| U4DEntity *  | getRootParent () | 
|   | Gets the root parent (top parent in the scenegraph) of the entity.  More...
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U4DEntity *  | searchChild (std::string uName) | 
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