Lysa Nodes  0.0
Lysa Nodes — Scene Graph for the Lysa 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< CollisionShape > &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
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(const std::shared_ptr< T > &child, bool async=false)Nodeinline
addToGroup(const std::string &group)Nodeinline
copy() constNodevirtual
duplicate(bool recursiveFilter=false) constNode
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()Nodeinline
getChildren() constNodeinline
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
getRelativePath(const std::shared_ptr< T > &root) constNodeinline
getRightVector() constNodeinline
getRotation() constNode
getRotationEulerAngles() constNodeinline
getRotationEulerAnglesGlobal() constNodeinline
getRotationGlobal() constNode
getRotationGlobalX() constNode
getRotationGlobalY() constNode
getRotationGlobalZ() constNode
getRotationX() constNode
getRotationY() constNode
getRotationZ() constNode
getScale() constNode
getScaleGlobal() constNode
getScene() constNodeinline
getSharedPtr()Nodeinline
getTransform() constNodeinline
getTransformGlobal() constNodeinline
getType() constNodeinline
getUp() constCharacterinline
getUpVector() constNodeinline
getVelocity() constCharacter
globalTransformNodeprotected
haveChild(const std::shared_ptr< T > &child, const bool recursive=true) constNodeinline
haveParent() constNodeinline
heightCharacterprotected
isGround(const CollisionObject &object) constCharacter
isInGroup(const std::string &group) constNodeinline
isOnGround() constCharacter
isProcessed() const overrideCollisionObjectinlineoverride
lysa::nodes::Node::isProcessed() constNode
isVisible() const overrideCollisionObjectinlineoverride
lysa::nodes::Node::isVisible() constNodeinlinevirtual
localTransformNodeprotected
lookAt(const float3 &target)Node
onEnterScene()Nodeinlinevirtual
onExitScene()Nodeinlinevirtual
onInput(const InputEvent &inputEvent)Nodeinlinevirtual
onPhysicsProcess(const float delta)Nodeinlinevirtual
onProcess(const float alpha)Nodeinlinevirtual
onReady()Nodeinlinevirtual
printTree(int tab=0) constNode
radiusCharacterprotected
removeAllChildren(bool async=false)Node
removeChild(const std::shared_ptr< T > &child)Nodeinline
removeFromGroup(const std::string &group)Nodeinline
rotate(const quaternion &quaternion)Node
rotateGlobalX(float angle)Node
rotateGlobalY(float angle)Node
rotateGlobalZ(float angle)Node
rotateX(float angle)Node
rotateY(float angle)Node
rotateZ(float angle)Node
sanitizeName(const std::string &name)Nodestatic
scale(float scale) overrideCollisionObjectoverride
lysa::nodes::Node::scale(float scale)Nodevirtual
sceneNodeprotected
setCollisionLayer(collision_layer layer) overrideCharacteroverride
setLuaThis() overrideNodeoverride
setMaxSlopeAngle(float angle)Character
setName(const std::string &nodeName)Nodeinline
setPosition(const float3 &position)Nodevirtual
setPosition(const float x, const float y, const float z)Nodeinlinevirtual
setPositionAndRotation(const float3 &position, const quaternion &rotation) overrideCharacteroverrideprotected
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) overrideCollisionObjectoverride
lysa::nodes::Node::setProperty(const std::string &property, const std::string &value)Nodevirtual
setRotation(const quaternion &quat)Node
setRotation(const float3 &rot)Node
setRotationGlobal(const quaternion &quat)Node
setRotationGlobalX(float angle)Node
setRotationGlobalY(float angle)Node
setRotationGlobalZ(float angle)Node
setRotationX(float angle)Node
setRotationY(float angle)Node
setRotationZ(float angle)Node
setScale(const float3 &scale)Node
setShape(float height, float radius)Character
setTransform(const float4x4 &transform)Node
setUp(const float3 &vector)Character
setVelocity(const float3 &velocity)Character
setVisible(bool visible=true) overrideCollisionObjectoverride
lysa::nodes::Node::setVisible(bool visible=true)Nodevirtual
toGlobal(const float3 &local) constNode
toLocal(const float3 &global) constNode
translate(const float3 &localOffset)Node
translate(const float x, const float y, const float z)Nodeinline
upVectorCharacterprotected
updateGlobalTransform() overrideCollisionObjectoverride
lysa::nodes::Node::updateGlobalTransform()Nodeprotectedvirtual
yDeltaCharacterprotected
~Character() override = defaultCharacteroverridedefault
~CollisionObject() overrideCollisionObjectoverride
~Node() = defaultNodevirtualdefault