addAnimation(AnimationPtr animation) | castor3d::AnimableT< AnimableHanlerT > | |
AnimableT(AnimableHanlerT &owner) | castor3d::AnimableT< AnimableHanlerT > | inlineexplicitprotected |
AnimableT(AnimableT &&rhs)=default | castor3d::AnimableT< AnimableHanlerT > | protected |
AnimableT(AnimableT const &rhs)=delete | castor3d::AnimableT< AnimableHanlerT > | protected |
Animation typedef | castor3d::AnimableT< AnimableHanlerT > | protected |
AnimationPtr typedef | castor3d::AnimableT< AnimableHanlerT > | protected |
AnimationPtrStrMap typedef | castor3d::AnimableT< AnimableHanlerT > | protected |
attachTo(SceneNode &node) override | castor3d::Light | virtual |
bind(castor::Point4f *buffer) const | castor3d::Light | |
bind(uint32_t index, castor::Point4f *buffer) | castor3d::Light | inline |
cleanupAnimations() | castor3d::AnimableT< AnimableHanlerT > | inline |
detach() | castor3d::MovableObject | |
disable() | castor3d::Light | inline |
doGetAnimation(castor::String const &name) | castor3d::AnimableT< AnimableHanlerT > | inlineprotected |
doRemoveAnimation(castor::String const &name) | castor3d::AnimableT< AnimableHanlerT > | inlineprotected |
enable() | castor3d::Light | inline |
getAnimation(castor::String const &name) const | castor3d::AnimableT< AnimableHanlerT > | inline |
getAnimation(castor::String const &name) | castor3d::AnimableT< AnimableHanlerT > | inline |
getAnimations() const | castor3d::AnimableT< AnimableHanlerT > | inline |
getBoundingBox() const | castor3d::Light | inline |
getBufferIndex() const | castor3d::Light | inline |
getCategory() const | castor3d::Light | inline |
getColour() const | castor3d::Light | inline |
getDiffuseIntensity() const | castor3d::Light | inline |
getDirectionalLight() const | castor3d::Light | |
getExpectedGlobalIlluminationType() const | castor3d::Light | inline |
getFarPlane() const | castor3d::Light | inline |
getGlobalIlluminationType() const | castor3d::Light | inline |
getIntensity() const | castor3d::Light | inline |
getLightType() const | castor3d::Light | inline |
getLpvConfig() const | castor3d::Light | inline |
getLpvConfig() | castor3d::Light | inline |
getParent() const | castor3d::MovableObject | inline |
getPointLight() const | castor3d::Light | |
getRsmConfig() const | castor3d::Light | inline |
getRsmConfig() | castor3d::Light | inline |
getScene() const | castor3d::MovableObject | inline |
getShadowConfig() const | castor3d::Light | inline |
getShadowMap() const | castor3d::Light | inline |
getShadowMapIndex() const | castor3d::Light | inline |
getShadowPcfOffsets() const | castor3d::Light | inline |
getShadowRawOffsets() const | castor3d::Light | inline |
getShadowType() const | castor3d::Light | inline |
getShadowVariance() const | castor3d::Light | inline |
getSpecularIntensity() const | castor3d::Light | inline |
getSpotLight() const | castor3d::Light | |
getType() const | castor3d::MovableObject | inline |
getVolumetricScatteringFactor() const | castor3d::Light | inline |
getVolumetricSteps() const | castor3d::Light | inline |
hasAnimation(castor::String const &name) const | castor3d::AnimableT< AnimableHanlerT > | inline |
hasChanged() const | castor3d::Light | inline |
isEnabled() const | castor3d::Light | inline |
isExpectedShadowProducer() const | castor3d::Light | inline |
isShadowProducer() const | castor3d::Light | inline |
Light(castor::String const &name, Scene &scene, SceneNode &node, LightFactory &factory, LightType lightType) | castor3d::Light | |
m_animations | castor3d::AnimableT< AnimableHanlerT > | protected |
m_bufferIndex | castor3d::Light | protected |
m_category | castor3d::Light | protected |
m_currentGlobalIllumination | castor3d::Light | protected |
m_currentShadowCaster | castor3d::Light | protected |
m_dirty | castor3d::Light | protected |
m_enabled | castor3d::Light | protected |
m_notifyIndex | castor3d::MovableObject | protected |
m_scene | castor3d::MovableObject | protected |
m_sceneNode | castor3d::MovableObject | protected |
m_shadowCaster | castor3d::Light | protected |
m_shadowMap | castor3d::Light | protected |
m_shadowMapIndex | castor3d::Light | protected |
m_shadows | castor3d::Light | protected |
m_strNodeName | castor3d::MovableObject | protected |
m_type | castor3d::MovableObject | protected |
MovableObject(castor::String const &name, Scene &scene, MovableType type, SceneNode &node) | castor3d::MovableObject | |
MovableObject(castor::String const &name, Scene &scene, MovableType type) | castor3d::MovableObject | |
needsRsmShadowMaps() const | castor3d::Light | inline |
onChanged | castor3d::Light | |
onNodeChanged(SceneNode const &node) | castor3d::Light | protected |
operator=(AnimableT &&rhs)=delete | castor3d::AnimableT< AnimableHanlerT > | protected |
operator=(AnimableT const &rhs)=delete | castor3d::AnimableT< AnimableHanlerT > | protected |
setColour(float *values) | castor3d::Light | inline |
setColour(float r, float g, float b) | castor3d::Light | inline |
setColour(castor::Point3f const &value) | castor3d::Light | inline |
setColour(castor::RgbColour const &value) | castor3d::Light | inline |
setDiffuseIntensity(float value) | castor3d::Light | inline |
setEnabled(bool value) | castor3d::Light | inline |
setGlobalIlluminationType(GlobalIlluminationType value) | castor3d::Light | inline |
setIntensity(float *values) | castor3d::Light | inline |
setIntensity(float d, float s) | castor3d::Light | inline |
setIntensity(castor::Point2f const &value) | castor3d::Light | inline |
setPcfMaxSlopeOffset(float value) | castor3d::Light | inline |
setPcfMinOffset(float value) | castor3d::Light | inline |
setRawMaxSlopeOffset(float value) | castor3d::Light | inline |
setRawMinOffset(float value) | castor3d::Light | inline |
setShadowMap(ShadowMapRPtr value, uint32_t index=0u) | castor3d::Light | inline |
setShadowProducer(bool value) | castor3d::Light | inline |
setShadowType(ShadowType value) | castor3d::Light | inline |
setSpecularIntensity(float value) | castor3d::Light | inline |
setVolumetricScatteringFactor(float value) | castor3d::Light | inline |
setVolumetricSteps(uint32_t value) | castor3d::Light | inline |
setVsmMaxVariance(float value) | castor3d::Light | inline |
setVsmVarianceBias(float value) | castor3d::Light | inline |
update(CpuUpdater &updater) | castor3d::Light | |
~AnimableT()=default | castor3d::AnimableT< AnimableHanlerT > | protectedvirtual |
~Light() | castor3d::Light | |
~MovableObject() | castor3d::MovableObject | virtual |