#include <SceneCuller.hpp>
◆ SceneCuller()
C3D_API castor3d::SceneCuller::SceneCuller |
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Scene & |
scene, |
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Camera * |
camera, |
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std::optional< bool > |
isStatic = std::nullopt |
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) |
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◆ ~SceneCuller()
virtual C3D_API castor3d::SceneCuller::~SceneCuller |
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virtual |
◆ areAnyChanged()
bool castor3d::SceneCuller::areAnyChanged |
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const |
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inline |
◆ areCulledChanged()
bool castor3d::SceneCuller::areCulledChanged |
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const |
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inline |
◆ getBillboards()
◆ getCamera() [1/2]
Camera & castor3d::SceneCuller::getCamera |
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inline |
◆ getCamera() [2/2]
Camera const & castor3d::SceneCuller::getCamera |
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const |
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inline |
◆ getScene()
Scene & castor3d::SceneCuller::getScene |
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const |
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inline |
◆ getSubmeshes()
◆ hasCamera()
bool castor3d::SceneCuller::hasCamera |
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const |
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inline |
◆ hasNodes()
bool castor3d::SceneCuller::hasNodes |
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const |
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inline |
◆ removeCulled() [1/2]
◆ removeCulled() [2/2]
◆ resetCamera()
C3D_API void castor3d::SceneCuller::resetCamera |
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Camera * |
camera | ) |
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◆ update()
◆ m_anyChanged
bool castor3d::SceneCuller::m_anyChanged { true } |
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protected |
◆ m_camera
Camera* castor3d::SceneCuller::m_camera |
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protected |
◆ m_culledBillboards
◆ m_culledChanged
bool castor3d::SceneCuller::m_culledChanged { true } |
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protected |
◆ m_culledSubmeshes
◆ m_first
bool castor3d::SceneCuller::m_first { true } |
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protected |
◆ m_index
uint32_t castor3d::SceneCuller::m_index |
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protected |
◆ m_isStatic
std::optional< bool > castor3d::SceneCuller::m_isStatic |
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protected |
◆ m_timer
FramePassTimerUPtr castor3d::SceneCuller::m_timer |
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protected |
◆ m_timerCompute
FramePassTimerUPtr castor3d::SceneCuller::m_timerCompute |
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protected |
◆ m_timerDirty
FramePassTimerUPtr castor3d::SceneCuller::m_timerDirty |
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protected |
◆ onCompute
La documentation de cette classe a été générée à partir du fichier suivant :