Lysa  0.0
Lysa 3D Engine
Character Member List

This is the complete list of members for Character, including all inherited members.

ANIMATION_PLAYER enum valueNode
CAMERA enum valueNode
CHARACTER enum valueNode
COLLISION_AREA enum valueNode
COLLISION_OBJECT enum valueNode
Character(float height, float radius, collision_layer layer, const std::string &name=TypeNames[CHARACTER])Characterexplicit
CollisionObject(const CollisionObject &)CollisionObject
CollisionObject(const std::shared_ptr< Shape > &shape, collision_layer layer, const std::string &name=TypeNames[COLLISION_OBJECT], Type type=COLLISION_OBJECT)CollisionObjectprotected
CollisionObject(collision_layer layer, const std::string &name=TypeNames[COLLISION_OBJECT], Type type=COLLISION_OBJECT)CollisionObjectprotected
DIRECTIONAL_LIGHT enum valueNode
ENVIRONMENT enum valueNode
KINEMATIC_BODY enum valueNode
LIGHT enum valueNode
MESH_INSTANCE enum valueNode
NODE enum valueNode
Node(const Node &node)Node
Node(const std::string &name=TypeNames[NODE], Type type=NODE)Node
OMNI_LIGHT enum valueNode
Object() = defaultObjectdefault
PHYSICS_BODY enum valueNode
RAYCAST enum valueNode
RIGID_BODY enum valueNode
SKYBOX enum valueNode
SPOT_LIGHT enum valueNode
STATIC_BODY enum valueNode
Type enum nameNode
TypeNamesNodestaticconstexpr
VIEWPORT enum valueNode
addChild(std::shared_ptr< Node > child, bool async=false)Node
addToGroup(const std::string &group)Nodeinline
attachToViewport(Viewport *viewport) overrideCharacteroverrideprotectedvirtual
collisionLayerCollisionObjectprotected
connect(const Signal::signal &name, const Signal::Handler &handler)Object
connect(const Signal::signal &name, const std::function< void ()> &handler)Object
createPropertyTween(typename PropertyTween< T >::Setter set, const T initial, const T final, float duration, const TransitionType ttype=TransitionType::LINEAR, const Tween::Callback &callback=nullptr)Nodeinline
decrementUpdates()Updatableinline
detachFromViewport()Nodeprotectedvirtual
duplicate(bool recursiveFilter=false) constNode
duplicateInstance() constNodeprotectedvirtual
emit(const Signal::signal &name, void *params=nullptr)Object
enterScene() overrideCharacteroverrideprotectedvirtual
exitScene() overrideCollisionObjectoverrideprotectedvirtual
findAllChildren(const bool recursive=true) constNodeinline
findAllChildren(const std::string &name, const bool recursive=true) constNodeinline
findAllChildrenByGroup(const std::string &groupName, const bool recursive=true) constNodeinline
findFirstChild(const std::string &name) constNodeinline
findFirstChild(const bool recursive=true) constNodeinline
getBackVector() constNodeinline
getChild(const std::string &name) constNodeinline
getChildByPath(const std::string &path) constNodeinline
getChildren() constNodeinline
getCollisionLayer() constCollisionObjectinline
getCollisions() constCharacter
getDownVector() constNodeinline
getFrontVector() constNodeinline
getGround() constCharacter
getGroundVelocity() constCharacter
getGroups() constNodeinline
getHeight() constCharacterinline
getId() constNodeinline
getLeftVector() constNodeinline
getName() constNodeinline
getParent() constNodeinline
getPath() constNode
getPosition() constNodeinline
getPositionGlobal() constNodeinline
getRadius() constCharacterinline
getRightVector() constNodeinline
getRotation() constNode
getRotationEulerAngles() constNode
getRotationEulerAnglesGlobal() constNode
getRotationGlobal() constNode
getRotationX() constNode
getRotationY() constNode
getRotationZ() constNode
getScale() constNode
getScaleGlobal() constNode
getSharedPtr()Nodeinline
getTransform() constNodeinline
getTransformGlobal() constNodeinline
getType() constNodeinline
getUp() constCharacterinline
getUpVector() constNodeinline
getVelocity() constCharacter
getViewport() constNodeinline
globalTransformNodeprotected
haveChild(const std::shared_ptr< Node > &child, bool recursive) constNode
heightCharacterprotected
isGround(const CollisionObject &object) constCharacter
isInGroup(const std::string &group) constNodeinline
isOnGround() constCharacter
isProcessed() constNode
isUpdated() constUpdatableinline
isVisible() constNodeinline
killTween(const std::shared_ptr< Tween > &tween)Node
localTransformNodeprotected
lookAt(const float3 &target)Node
maxUpdatesUpdatable
onEnterScene()Nodeinlinevirtual
onExitScene()Nodeinlinevirtual
onInput(InputEvent &inputEvent)Nodeinlinevirtual
onPhysicsProcess(const float delta)Nodeinlinevirtual
onProcess(const float alpha)Nodeinlinevirtual
onReady()Nodeinlinevirtual
on_collisionCharacterinlinestatic
on_collision_persistsCollisionObjectinlinestatic
on_collision_startsCollisionObjectinlinestatic
pause() overrideCollisionObjectoverrideprotectedvirtual
pendingUpdatesUpdatable
physicsProcess(float delta) overrideCharacteroverrideprotectedvirtual
printTree(int tab=0) constNode
process(float alpha) overrideCharacteroverrideprotectedvirtual
radiusCharacterprotected
ready()Nodeprotectedvirtual
releaseResources()CollisionObjectprotected
removeAllChildren(bool async=false)Node
removeChild(const std::shared_ptr< Node > &child, bool async=false)Node
removeFromGroup(const std::string &group)Nodeinline
resume() overrideCharacteroverrideprotectedvirtual
rotateX(float angle)Node
rotateY(float angle)Node
rotateZ(float angle)Node
scale(float scale) overrideCollisionObjectoverridevirtual
setCollisionLayer(collision_layer layer) overrideCharacteroverridevirtual
setMaxSlopeAngle(float angle)Character
setMaxUpdates(const uint32 maxUpdates)Updatableinline
setName(const std::string &nodeName)Nodeinline
setPosition(const float3 &position)Nodevirtual
setPosition(const float x, const float y, const float z)Nodeinlinevirtual
setPositionAndRotation() overrideCharacteroverrideprotectedvirtual
setPositionGlobal(const float3 &position)Nodevirtual
setPositionGlobal(const float x, const float y, const float z)Nodeinlinevirtual
setProcessMode(const ProcessMode mode)Nodeinline
setProperty(const std::string &property, const std::string &value) overrideCollisionObjectoverridevirtual
setRotation(const quaternion &quat)Node
setRotationGlobal(const quaternion &quat)Node
setRotationX(float angle)Node
setRotationY(float angle)Node
setRotationZ(float angle)Node
setShape(float height, float radius)Character
setTransformLocal(const float4x4 &transform)Node
setUp(const float3 &vector)Character
setUpdated()Updatable
setVelocity(const float3 &velocity)Character
setVisible(bool visible=true) overrideCharacteroverridevirtual
shapeCollisionObjectprotected
toGlobal(const float3 &local) constNode
toLocal(const float3 &global) constNode
toString() constObjectinlinevirtual
translate(const float3 &localOffset)Node
translate(float x, float y, float z)Node
upVectorCharacterprotected
updateGlobalTransform() overrideCollisionObjectoverrideprotectedvirtual
updatingCollisionObjectprotected
wereInContact(const CollisionObject *obj) constCollisionObject
yDeltaCharacterprotected
~Character() override = defaultCharacteroverridedefault
~CollisionObject() overrideCollisionObjectoverride
~Node() override = defaultNodeoverridedefault
~Object() = defaultObjectvirtualdefault