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Physics Member List

This is the complete list of members for Physics, including all inherited members.

_accelerationPhysicsprivate
_prevTranslationPhysicsprivate
_rotationalVelocityPhysicsprivate
_velocityPhysicsprivate
acceleration(const Vector4D &acceleration) -> voidPhysics
acceleration(void) const -> const Vector4D &Physics
addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
addChildLua(std::unique_ptr< GameObject > &newChild) -> boolGameObject
bindLuaTypes(sol::state &lua) -> voidPhysicsstatic
calculateFormattedName() const -> voidGameObjectprivate
cErrorType enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
clone() const -> std::unique_ptr< GameObject > overridePhysicsvirtual
cNewComponentStub enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overridePhysicsvirtual
ComponentTypeEnum enum nameComponent
coolerGetUUID() const -> unsigned intGameObject
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overridePhysicsinlinevirtual
EngineGameObject
EntityGameObject
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
from_json(const json &j, Physics &p) ->voidPhysicsfriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
getChildren() const -> std::shared_ptr< std::vector< GameObject * > > overrideComponentprotectedvirtual
getComponentJson() const -> jsonComponentprotected
getEntityParent() const -> Entity *Component
getEnum() -> ComponentTypeEnumPhysicsinlinestatic
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObject
getInternalParent() const -> GameObject *GameObject
getKey() const -> Key overrideComponentvirtual
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getObjectType() const -> gobj::TypeGameObject
getParent() const -> GameObject *GameObjectvirtual
getType() const -> ComponentTypeEnumComponentinline
getUUID() const -> gobj::UUIDGameObject
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(const Stream &stream) -> void overridePhysicsvirtual
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
nlohmann::adl_serializer< Physics >Physicsfriend
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overridePhysicsvirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overridePhysicsvirtual
operator=(const Physics &p) -> Physics &=defaultPhysics
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
Physics()Physics
Physics(const Physics &p)=defaultPhysics
pop() const -> std::unique_ptr< Component >Component
prevTranslation(const Vector4D &oldTranslation) -> voidPhysics
prevTranslation(void) const -> const Vector4D &Physics
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
rotationalVelocity(float rotationalVelocity) -> voidPhysics
rotationalVelocity(void) const -> floatPhysics
save(Stream &stream) const -> void overridePhysicsvirtual
setActive(bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObject
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setShouldReceiveMessages(bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(bool _shouldUpdate) -> voidGameObjectvirtual
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideComponentvirtual
to_json(json &j, const Physics &p) ->voidPhysicsfriend
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
velocity(const Vector4D &velocity) -> voidPhysics
velocity(void) const -> const Vector4D &Physics
~GameObject()GameObjectvirtual