ZeroZero Game Engine  v0.0
A 3D game engine using Vulkan & Jolt
Character Member List

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

Character(float height, float radius, uint32_t layer, const string &name=TypeNames[CHARACTER])Characterexplicit
Node(const Node &orig)Node
Node(const string &nodeName="Node", Type type=NODE)Nodeexplicit
Type enum nameNode
addChild(shared_ptr< Node > child, bool async=false)Node
addToGroup(const string &group)Nodeinline
connect(const Signal::signal &name, const Signal::Handler &handler)Object
connect(const Signal::signal &name, const function< void ()> &handler)Object
createPropertyTween(PropertyTween< T >::Setter set, T initial, T final, float duration, const TransitionType ttype=TransitionType::LINEAR, const Tween::Callback &callback=nullptr)Nodeinline
duplicate(bool recursiveFilter=false) constNodenodiscard
emit(const Signal::signal &name, void *params=nullptr)Object
findAllChildren(const bool recursive=true) constNodenodiscardinline
findAllChildrenByGroup(const string &groupName, const bool recursive=true) constNodenodiscardinline
findFirstChild(const string &name) constNodenodiscardinline
findFirstChild(const bool recursive=true) constNodenodiscardinline
getBackVector() constNodenodiscardinline
getChild(const string &name) constNodenodiscardinline
getChildByPath(const string &path) constNodenodiscardinline
getChildren() constNodeinline
getCollisionLayer() constCollisionObjectnodiscardinline
getCollisions() constCharacternodiscard
getDownVector() constNodenodiscardinline
getFrontVector() constNodenodiscardinline
getGround() constCharacternodiscard
getGroundVelocity() constCharacternodiscard
getGroups() constNodeinline
getHeight() constCharacterinline
getId() constNodenodiscardinline
getLeftVector() constNodenodiscardinline
getName() constNodeinline
getParent() constNodenodiscardinline
getPath() constNode
getPosition() constNodenodiscardinline
getPositionGlobal() constNodenodiscardinline
getProcessMode() constNodenodiscardinline
getRadius() constCharacterinline
getRightVector() constNodenodiscardinline
getRotation() constNodenodiscard
getRotationGlobal() constNodenodiscard
getRotationQuaternion() constNodenodiscardinline
getRotationQuaternionGlobal() constNodenodiscardinline
getRotationX() constNodenodiscardinline
getRotationY() constNodenodiscardinline
getRotationZ() constNodenodiscardinline
getScale() constNodenodiscard
getScaleGlobal() constNode
getTransformGlobal() constNodenodiscardinline
getTransformLocal() constNodenodiscardinline
getType() constNodeinline
getUpVector() constCharacternodiscardinline
z0::CollisionObject::getUpVector() constNodenodiscardinline
getVelocity() constCharacter
haveChild(const shared_ptr< Node > &child, bool recursive) constNodenodiscard
isGround(const CollisionObject &object) constCharacternodiscardinline
isInGroup(const string &group) constNodeinline
isInsideTree() constNodeinline
isOnGround() constCharacternodiscardinline
isProcessed() constNodenodiscard
isVisible() constNodeinline
killTween(const shared_ptr< Tween > &tween)Node
makeFrom()Nodeinline
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
printTree(int tab=0) constNode
removeAllChildren(bool async=false)Node
removeChild(const shared_ptr< Node > &child, bool async=false)Node
removeFromGroup(const string &group)Nodeinline
rotate(quat quaternion)Node
rotateTowards(const quat &targetRotation, float maxAngle)Node
rotateX(float angle)Node
rotateY(float angle)Node
rotateZ(float angle)Node
setCastShadows(bool castShadows)Node
setCollisionLayer(uint32_t layer) overrideCharacteroverride
z0::CollisionObject::setCollisionLayer(uint32_t layer)CollisionObjectvirtual
setMaxSlopeAngle(float angle) constCharacter
setName(const string &nodeName)Nodeinline
setPosition(vec3 position)Nodevirtual
setPositionGlobal(const vec3 &position)Nodevirtual
setProcessMode(const ProcessMode mode)Nodeinline
z0::Node::setProperty(const string &property, const string &value)Nodevirtual
setRotation(const quat &quater)Node
setRotation(const vec3 &rot)Node
setRotationGlobal(const quat &quater)Node
setRotationX(float angle)Node
setRotationY(float angle)Node
setRotationZ(float angle)Node
setScale(const vec3 &scale)Nodevirtual
setScale(float scale)Node
setShape(float height, float radius)Character
setUpVector(const vec3 &vector)Character
setVelocity(const vec3 &velocity)Character
setVisible(bool visible=true) overrideCharacteroverride
z0::CollisionObject::z0::Node::setVisible(bool visible=true)Nodevirtual
sharedPtr()CollisionObjectinline
toGlobal(vec3 local) constNodenodiscard
toLocal(vec3 global) constNodenodiscard
toString() const overrideNodenodiscardinlineoverridevirtual
translate(const vec3 &localOffset)Node
wereInContact(const CollisionObject *obj) constCollisionObjectnodiscard