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

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

MeshInstance(const shared_ptr< Mesh > &mesh, const string &name=TypeNames[MESH_INSTANCE])MeshInstanceexplicit
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
getAABB() constMeshInstancenodiscardinline
getBackVector() constNodenodiscardinline
getChild(const string &name) constNodenodiscardinline
getChildByPath(const string &path) constNodenodiscardinline
getChildren() constNodeinline
getDownVector() constNodenodiscardinline
getFrontVector() constNodenodiscardinline
getGroups() constNodeinline
getId() constNodenodiscardinline
getLeftVector() constNodenodiscardinline
getMesh() constMeshInstancenodiscardinline
getName() constNodeinline
getOutlineMaterial()MeshInstancenodiscardinline
getParent() constNodenodiscardinline
getPath() constNode
getPosition() constNodenodiscardinline
getPositionGlobal() constNodenodiscardinline
getProcessMode() constNodenodiscardinline
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() constNodenodiscardinline
haveChild(const shared_ptr< Node > &child, bool recursive) constNodenodiscard
isInGroup(const string &group) constNodeinline
isInsideTree() constNodeinline
isOutlined() constMeshInstancenodiscardinline
isProcessed() constNodenodiscard
isValid() constMeshInstancenodiscardinline
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
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
setName(const string &nodeName)Nodeinline
setOutlineMaterial(const shared_ptr< ShaderMaterial > &material)MeshInstanceinline
setOutlined(const bool o)MeshInstanceinline
setPosition(vec3 position)Nodevirtual
setPositionGlobal(const vec3 &position)Nodevirtual
setProcessMode(const ProcessMode mode)Nodeinline
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
setVisible(bool visible=true)Nodevirtual
toGlobal(vec3 local) constNodenodiscard
toLocal(vec3 global) constNodenodiscard
toString() const overrideNodenodiscardinlineoverridevirtual
translate(const vec3 &localOffset)Node