Untold Engine  Beta v0.0.16
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U4DEngine::U4DWorld Member List

This is the complete list of members for U4DEngine::U4DWorld, including all inherited members.

absoluteOrientationU4DEngine::U4DEntityprotected
absolutePositionU4DEngine::U4DEntityprotected
absoluteSpaceU4DEngine::U4DEntity
addChild(U4DEntity *uChild)U4DEngine::U4DEntityNode< U4DEntity >
addChild(U4DEntity *uChild, U4DEntity *uNext) (defined in U4DEngine::U4DEntityNode< U4DEntity >)U4DEngine::U4DEntityNode< U4DEntity >
addChild(U4DEntity *uChild, int uZDepth)U4DEngine::U4DEntityNode< U4DEntity >
bodyCoordinatesU4DEngine::U4DWorld
buildGrid()U4DEngine::U4DWorld
changeLastDescendant(U4DEntity *uNewLastDescendant)U4DEngine::U4DEntityNode< U4DEntity >
changeState(INPUTELEMENTACTION uInputAction, U4DVector2n uPosition) (defined in U4DEngine::U4DEntity)U4DEngine::U4DEntityinlinevirtual
changeVisibilityInterval(float uValue)U4DEngine::U4DWorld
entityForwardVectorU4DEngine::U4DEntity
entityManagerU4DEngine::U4DWorld
getAbsoluteMatrixOrientation()U4DEngine::U4DEntity
getAbsoluteOrientation()U4DEngine::U4DEntity
getAbsolutePosition()U4DEngine::U4DEntity
getAbsoluteSpace()U4DEngine::U4DEntity
getAbsoluteSpaceOrientation()U4DEngine::U4DEntity
getAbsoluteSpacePosition()U4DEngine::U4DEntity
getEntityForwardVector()U4DEngine::U4DEntity
getEntityManager()U4DEngine::U4DWorld
getEntityType()U4DEngine::U4DEntity
getFirstChild()U4DEngine::U4DEntityNode< U4DEntity >
getFragmentShader()U4DEngine::U4DVisibleEntity
getGameController()U4DEngine::U4DWorld
getGameLogic()U4DEngine::U4DWorld
getLastChild()U4DEngine::U4DEntityNode< U4DEntity >
getLocalMatrixOrientation()U4DEngine::U4DEntity
getLocalOrientation()U4DEngine::U4DEntity
getLocalPosition()U4DEngine::U4DEntity
getLocalSpace() (defined in U4DEngine::U4DEntity)U4DEngine::U4DEntity
getLocalSpaceOrientation()U4DEngine::U4DEntity
getLocalSpacePosition()U4DEngine::U4DEntity
getName()U4DEngine::U4DEntity
getNextSibling()U4DEngine::U4DEntityNode< U4DEntity >
getParent()U4DEngine::U4DEntityNode< U4DEntity >
getPrevSibling()U4DEngine::U4DEntityNode< U4DEntity >
getRenderEntity() (defined in U4DEngine::U4DVisibleEntity)U4DEngine::U4DVisibleEntityvirtual
getRootParent()U4DEngine::U4DEntityNode< U4DEntity >
getViewInDirection()U4DEngine::U4DEntityinlinevirtual
getZDepth()U4DEngine::U4DEntity
init()U4DEngine::U4DWorldinlinevirtual
isLeaf()U4DEngine::U4DEntityNode< U4DEntity >
isRoot()U4DEngine::U4DEntityNode< U4DEntity >
lastDescendantU4DEngine::U4DEntityNode< U4DEntity >
loadRenderingInformation()U4DEngine::U4DVisibleEntity
localOrientationU4DEngine::U4DEntityprotected
localPositionU4DEngine::U4DEntityprotected
localSpaceU4DEngine::U4DEntity
nextU4DEngine::U4DEntityNode< U4DEntity >
nextInPreOrderTraversal()U4DEngine::U4DEntityNode< U4DEntity >
operator=(const U4DWorld &value)U4DEngine::U4DWorld
U4DEngine::U4DVisibleEntity::operator=(const U4DVisibleEntity &value)U4DEngine::U4DVisibleEntity
U4DEngine::U4DEntity::operator=(const U4DEntity &value)U4DEngine::U4DEntity
parentU4DEngine::U4DEntityNode< U4DEntity >
prevInPreOrderTraversal()U4DEngine::U4DEntityNode< U4DEntity >
prevSiblingU4DEngine::U4DEntityNode< U4DEntity >
receiveUserInputUpdate(void *uData) (defined in U4DEngine::U4DWorld)U4DEngine::U4DWorld
removeChild(U4DEntity *uChild)U4DEngine::U4DEntityNode< U4DEntity >
render(id< MTLRenderCommandEncoder > uRenderEncoder)U4DEngine::U4DWorldvirtual
renderEntityU4DEngine::U4DVisibleEntity
rotateAboutAxis(float angle, U4DVector3n &axisOrientation, U4DVector3n &axisPosition)U4DEngine::U4DEntity
rotateAboutAxis(U4DQuaternion &uOrientation, U4DVector3n &axisPosition)U4DEngine::U4DEntity
rotateBy(U4DQuaternion &rotation)U4DEngine::U4DEntity
rotateBy(float angle, U4DVector3n &axis)U4DEngine::U4DEntity
rotateBy(float angleX, float angleY, float angleZ)U4DEngine::U4DEntity
rotateTo(U4DQuaternion &rotation)U4DEngine::U4DEntity
rotateTo(float angle, U4DVector3n &axis)U4DEngine::U4DEntity
rotateTo(float angleX, float angleY, float angleZ)U4DEngine::U4DEntity
searchChild(std::string uName) (defined in U4DEngine::U4DEntityNode< U4DEntity >)U4DEngine::U4DEntityNode< U4DEntity >
setEnableGrid(bool uValue)U4DEngine::U4DWorld
setEntityForwardVector(U4DVector3n &uForwardVector)U4DEngine::U4DEntity
setEntityType(ENTITYTYPE uType)U4DEngine::U4DEntity
setGameController(U4DControllerInterface *uGameController)U4DEngine::U4DWorld
setGameLogic(U4DGameLogicInterface *uGameLogic)U4DEngine::U4DWorld
setLocalSpace(U4DDualQuaternion &uLocalSpace)U4DEngine::U4DEntity
setLocalSpace(U4DMatrix4n &uMatrix)U4DEngine::U4DEntity
setLocalSpaceOrientation(U4DQuaternion &uOrientation)U4DEngine::U4DEntity
setLocalSpacePosition(U4DQuaternion &uPosition)U4DEngine::U4DEntity
setName(std::string uName)U4DEngine::U4DEntity
setPipeline(std::string uPipelineName)U4DEngine::U4DVisibleEntity
setPipelineForPass(std::string uPipelineName, int uRenderPassKey) (defined in U4DEngine::U4DVisibleEntity)U4DEngine::U4DVisibleEntity
setZDepth(int uZDepth)U4DEngine::U4DEntity
transformationU4DEngine::U4DEntity
translateBy(float x, float y, float z)U4DEngine::U4DEntity
translateBy(U4DVector3n &translation)U4DEngine::U4DEntity
translateTo(U4DVector3n &translation)U4DEngine::U4DEntity
translateTo(float x, float y, float z)U4DEngine::U4DEntity
translateTo(U4DVector2n &translation)U4DEngine::U4DEntity
U4DEntity()U4DEngine::U4DEntity
U4DEntity(const U4DEntity &value)U4DEngine::U4DEntity
U4DEntityNode()U4DEngine::U4DEntityNode< U4DEntity >
U4DEntityNode(std::string uNodeName) (defined in U4DEngine::U4DEntityNode< U4DEntity >)U4DEngine::U4DEntityNode< U4DEntity >
U4DVisibleEntity()U4DEngine::U4DVisibleEntity
U4DVisibleEntity(const U4DVisibleEntity &value)U4DEngine::U4DVisibleEntity
U4DWorld()U4DEngine::U4DWorld
U4DWorld(const U4DWorld &value)U4DEngine::U4DWorld
update(double dt)U4DEngine::U4DWorldinlinevirtual
updateAllUniforms()U4DEngine::U4DVisibleEntityinlinevirtual
viewInDirection(U4DVector3n &uDestinationPoint)U4DEngine::U4DEntityinlinevirtual
zDepthU4DEngine::U4DEntity
~U4DEntity()U4DEngine::U4DEntity
~U4DEntityNode()U4DEngine::U4DEntityNode< U4DEntity >
~U4DVisibleEntity()U4DEngine::U4DVisibleEntityinlinevirtual
~U4DWorld()U4DEngine::U4DWorldvirtual