AddAnimation(Castor::String const &p_name) | Castor3D::AnimatedObjectGroup | |
AddObject(MovableObject &p_object, Castor::String const &p_name) | Castor3D::AnimatedObjectGroup | |
AddObject(Mesh &p_object, Castor::String const &p_name) | Castor3D::AnimatedObjectGroup | |
AddObject(Skeleton &p_object, Castor::String const &p_name) | Castor3D::AnimatedObjectGroup | |
AddObject(AnimatedObjectSPtr p_object) | Castor3D::AnimatedObjectGroup | |
AnimatedObjectGroup(Castor::String const &p_name, Scene &p_scene) | Castor3D::AnimatedObjectGroup | |
GetAnimations() const | Castor3D::AnimatedObjectGroup | inline |
GetObjects() const | Castor3D::AnimatedObjectGroup | inline |
PauseAllAnimations() | Castor3D::AnimatedObjectGroup | |
PauseAnimation(Castor::String const &p_name) | Castor3D::AnimatedObjectGroup | |
SetAnimationLooped(Castor::String const &p_name, bool p_looped) | Castor3D::AnimatedObjectGroup | |
SetAnimationScale(Castor::String const &p_name, float p_scale) | Castor3D::AnimatedObjectGroup | |
StartAllAnimations() | Castor3D::AnimatedObjectGroup | |
StartAnimation(Castor::String const &p_name) | Castor3D::AnimatedObjectGroup | |
StopAllAnimations() | Castor3D::AnimatedObjectGroup | |
StopAnimation(Castor::String const &p_name) | Castor3D::AnimatedObjectGroup | |
Update() | Castor3D::AnimatedObjectGroup | |
~AnimatedObjectGroup() | Castor3D::AnimatedObjectGroup | |