Castor3D 0.15.0
Multiplatform 3D engine
castor3d::SceneNode Liste des membres

Liste complète des membres de castor3d::SceneNode, y compris les membres hérités :

addAnimation(AnimationPtr animation)castor3d::AnimableT< Engine >
addChild(SceneNode &child)castor3d::SceneNode
AnimableT(Engine &owner)castor3d::AnimableT< Engine >inlineexplicitprotected
AnimableT(AnimableT &&rhs)=defaultcastor3d::AnimableT< Engine >protected
AnimableT(AnimableT const &rhs)=deletecastor3d::AnimableT< Engine >protected
Animation typedefcastor3d::AnimableT< Engine >protected
AnimationPtr typedefcastor3d::AnimableT< Engine >protected
AnimationsMap typedefcastor3d::AnimableT< Engine >protected
attachObject(MovableObject &object)castor3d::SceneNode
attachTo(SceneNode &parent)castor3d::SceneNode
cleanupAnimations()castor3d::AnimableT< Engine >inline
Countcastor3d::SceneNodestatic
createAnimation(castor::String const &name)castor3d::SceneNode
detach(bool cleanup)castor3d::SceneNode
detachChild(SceneNode &child)castor3d::SceneNode
detachChild(castor::String const &childName)castor3d::SceneNode
detachChildren(bool cleanup)castor3d::SceneNode
detachObject(MovableObject &object)castor3d::SceneNode
doGetAnimation(castor::String const &name)castor3d::AnimableT< Engine >inlineprotected
doGetAnimation(castor::String const &name) constcastor3d::AnimableT< Engine >inlineprotected
doRemoveAnimation(castor::String const &name)castor3d::AnimableT< Engine >inlineprotected
getAnimation(castor::String const &name) constcastor3d::AnimableT< Engine >inline
getAnimation(castor::String const &name)castor3d::AnimableT< Engine >inline
getAnimations() constcastor3d::AnimableT< Engine >inline
getAxisAngle(castor::Point3f &axis, castor::Angle &angle) constcastor3d::SceneNodeinline
getChild(castor::String const &name) constcastor3d::SceneNode
getChildren() constcastor3d::SceneNode
getDerivedOrientation() constcastor3d::SceneNode
getDerivedPosition() constcastor3d::SceneNode
getDerivedScale() constcastor3d::SceneNode
getDerivedTransformationMatrix() constcastor3d::SceneNode
getId() constcastor3d::SceneNodeinline
getObjects() constcastor3d::SceneNode
getOrientation() constcastor3d::SceneNodeinline
getParent() constcastor3d::SceneNodeinline
getPosition() constcastor3d::SceneNodeinline
getScale() constcastor3d::SceneNodeinline
getScene() constcastor3d::SceneNodeinline
getTransformationMatrix() constcastor3d::SceneNode
hasAnimation() constcastor3d::AnimableT< Engine >inline
hasAnimation(castor::String const &name) constcastor3d::AnimableT< Engine >inline
hasChild(castor::String const &name) constcastor3d::SceneNode
isDisplayable() constcastor3d::SceneNodeinline
isModified() constcastor3d::SceneNodeinline
isSerialisable() constcastor3d::SceneNodeinline
isStatic() constcastor3d::SceneNodeinline
isVisible() constcastor3d::SceneNode
m_animationscastor3d::AnimableT< Engine >protected
MovableArray typedefcastor3d::SceneNode
onParentChangedcastor3d::SceneNode
operator=(AnimableT &&rhs)=deletecastor3d::AnimableT< Engine >protected
operator=(AnimableT const &rhs)=deletecastor3d::AnimableT< Engine >protected
pitch(castor::Angle const &angle)castor3d::SceneNode
removeAnimation(castor::String const &name)castor3d::SceneNode
roll(castor::Angle const &angle)castor3d::SceneNode
rotate(castor::Quaternion const &quat)castor3d::SceneNode
scale(castor::Point3f const &s)castor3d::SceneNode
SceneNode(castor::String const &name, Scene &scene, SceneNode *parent, castor::Point3f position, castor::Quaternion orientation, castor::Point3f scale, bool isStatic=true)castor3d::SceneNode
SceneNode(castor::String const &name, Scene &scene)castor3d::SceneNode
SceneNodeMap typedefcastor3d::SceneNode
setOrientation(castor::Quaternion const &orientation)castor3d::SceneNode
setPosition(castor::Point3f const &position)castor3d::SceneNode
setScale(castor::Point3f const &scale)castor3d::SceneNode
setSerialisable(bool value)castor3d::SceneNodeinline
setTransformationMatrix(castor::Matrix4x4f const &transform)castor3d::SceneNode
setVisible(bool visible)castor3d::SceneNode
translate(castor::Point3f const &t)castor3d::SceneNode
update()castor3d::SceneNode
yaw(castor::Angle const &angle)castor3d::SceneNode
~AnimableT()=defaultcastor3d::AnimableT< Engine >virtual
~SceneNode() overridecastor3d::SceneNode