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void | Draw (Shader *shader, State *state, Material *defaultMat, const glm::mat4 &viewProj, bool drawMats=false) override |
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void | DrawShadows (Shader *shader, State *state) override |
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const std::vector< V > & | GetVertices () const |
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const std::vector< I > & | GetIndices () const |
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| IPrimitive (const std::string &name, const std::string &scope, Material *material=nullptr, const float lineWidth=0.1f, const bool drawOver=false, const glm::vec3 &pos=glm::vec3(0.0f), const glm::vec3 &rot=glm::vec3(0.0f), const glm::vec3 &scale=glm::vec3(1.0f)) |
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| IPrimitive (const std::string &name, const std::string &scope="", std::string material="", const float lineWidth=0.1f, const bool drawOver=false, const glm::vec3 &pos=glm::vec3(0.0f), const glm::vec3 &rot=glm::vec3(0.0f), const glm::vec3 &scale=glm::vec3(1.0f)) |
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| ~IPrimitive () |
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virtual const glm::vec3 | GetPos () |
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virtual const glm::vec3 | GetRot () |
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virtual const glm::vec3 | GetScale () |
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virtual Material * | GetMaterial () |
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const glm::vec3 | GetUp () |
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const glm::vec3 | GetRight () |
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const glm::vec3 | GetFront () |
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void | Translate (const glm::vec3 &delta) |
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void | Rotate (const glm::vec3 &delta) |
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void | Scale (const glm::vec3 &delta) |
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const glm::vec3 | GetWorldPos () |
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virtual void | SetPos (const glm::vec3 &pos) |
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virtual void | SetRot (const glm::vec3 &rot) |
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virtual void | SetScale (const glm::vec3 &scale) |
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void | CalcBasis () |
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void | LoadMaterial (MaterialContainer *materials) |
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virtual void | SetMaterial (Material *material) |
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bool | IsEnabled () |
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bool | IsEnabledInHierarchy () |
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void | Enable (bool shouldEnable=true) |
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void | EnableParent (bool shouldEnable) |
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bool | ToggleEnabled () |
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virtual void | SetParentModelMatrix (const glm::mat4 &parentModelMatrix) |
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const glm::mat4 & | GetModelMatrix () |
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const glm::mat4 & | GetParentModelMatrix () |
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const glm::mat4 & | GetSelfModelMatrix () |
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const glm::mat3 & | GetNormalModelMatrix () |
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| IEntity (const std::string &name="", const std::string &scope="", Material *material=nullptr, bool drawOver=false, const glm::vec3 &pos=glm::vec3(0.0f), const glm::vec3 &rot=glm::vec3(0.0f), const glm::vec3 &scale=glm::vec3(1.0f)) |
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| IEntity (const std::string &name, const std::string &scope, const std::string &material, bool drawOver=false, const glm::vec3 &pos=glm::vec3(0.0f), const glm::vec3 &rot=glm::vec3(0.0f), const glm::vec3 &scale=glm::vec3(1.0f)) |
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virtual void | Cleanup () |
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virtual SelectableType | GetSelectableType () |
| Returns the type of the selectable.
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| ISelectable (SelectableType type=SelectableType::NONE) |
| Sets the type of the selectable.
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virtual void | Rename (const std::string &newName, bool includeScope=true) |
| Renames the object, setting the scope to be the scoped part of the name.
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virtual void | SetName (const std::string &name) |
| Sets the name of the object. Note: Does not set the scope variable. If renaming based on raw input, use Rename() instead to set the scope.
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virtual void | SetScope (const std::string &scope) |
| Sets the scope of the object.
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std::string | GetUnscopedName () |
| Returns the unscoped name of the object.
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std::string | GetScope () |
| Returns the scope of the object.
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std::string | GetScopedName () |
| Returns the scoped name of the object.
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void | InitName (const std::string &name, const std::string &scope="") |
| Initializes the nameable object with the given name and scope.
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| INameable () |
| Creates a default nameable object without name or scope.
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