Lysa  0.0
Lysa 3D Engine
CollisionObject Member List

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

ANIMATION_PLAYER enum valueNode
CAMERA enum valueNode
CHARACTER enum valueNode
COLLISION_AREA enum valueNode
COLLISION_OBJECT enum valueNode
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) overrideCollisionObjectoverrideprotectedvirtual
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() overrideCollisionObjectoverrideprotectedvirtual
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
getDownVector() constNodeinline
getFrontVector() constNodeinline
getGroups() constNodeinline
getId() constNodeinline
getLeftVector() constNodeinline
getName() constNodeinline
getParent() constNodeinline
getPath() constNode
getPosition() constNodeinline
getPositionGlobal() constNodeinline
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
getUpVector() constNodeinline
getViewport() constNodeinline
globalTransformNodeprotected
haveChild(const std::shared_ptr< Node > &child, bool recursive) constNode
isInGroup(const std::string &group) constNodeinline
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_collision_persistsCollisionObjectinlinestatic
on_collision_startsCollisionObjectinlinestatic
pause() overrideCollisionObjectoverrideprotectedvirtual
pendingUpdatesUpdatable
physicsProcess(float delta)Nodeprotectedvirtual
printTree(int tab=0) constNode
process(float alpha) overrideCollisionObjectoverrideprotectedvirtual
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() overrideCollisionObjectoverrideprotectedvirtual
rotateX(float angle)Node
rotateY(float angle)Node
rotateZ(float angle)Node
scale(float scale) overrideCollisionObjectoverridevirtual
setCollisionLayer(uint32 layer)CollisionObjectvirtual
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()CollisionObjectprotectedvirtual
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
setTransformLocal(const float4x4 &transform)Node
setUpdated()Updatable
setVisible(bool visible=true) overrideCollisionObjectoverridevirtual
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
updateGlobalTransform() overrideCollisionObjectoverrideprotectedvirtual
updatingCollisionObjectprotected
wereInContact(const CollisionObject *obj) constCollisionObject
~CollisionObject() overrideCollisionObjectoverride
~Node() override = defaultNodeoverridedefault
~Object() = defaultObjectvirtualdefault