Brunot
Loading...
Searching...
No Matches
Transform Member List

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

_absoluteMatrixTransformprivate
_matrixTransformprivate
_rotationTransformprivate
_scaleTransformprivate
_translationTransformprivate
addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
addChildLua(std::unique_ptr< GameObject > &newChild) -> boolGameObject
adjustScale(float x, float y) -> voidTransform
bindLuaTypes(sol::state &lua) -> voidTransformstatic
calculateAbsoluteMatrix() -> boolTransformprivate
calculateFormattedName() const -> voidGameObjectprivate
cErrorType enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
clone() const -> std::unique_ptr< GameObject > overrideTransformvirtual
cNewComponentStub enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideTransformvirtual
ComponentTypeEnum enum nameComponent
coolerGetUUID() const -> unsigned intGameObject
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overrideTransforminlinevirtual
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, Transform &p) ->voidTransformfriend
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() -> ComponentTypeEnumTransforminlinestatic
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
getParentTransform() const -> Transform *Transformprivate
getType() const -> ComponentTypeEnumComponentinline
getUUID() const -> gobj::UUIDGameObject
getWorldRotationAndScale() -> Eigen::Matrix3fTransformprivate
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isDirtyTransformprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(const Stream &stream) -> void overrideTransformvirtual
lockedScaleTransformprivate
makeMat3Rotation(float rotation) -> Eigen::Matrix3fTransform
markDirty()Transform
matrix() -> AffineMatrix &Transform
move(float x, float y) -> voidTransform
move(const Vector4D &vec) -> voidTransform
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overrideTransformvirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overrideTransformvirtual
operator=(const Transform &rhs) -> Transform &=defaultTransform
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> bool overrideTransformvirtual
parentTypeGameObjectprivate
pop() const -> std::unique_ptr< Component >Component
recalculateMatrix() -> voidTransformprivate
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
rotation() const -> floatTransform
rotation(float rotation) -> voidTransform
save(Stream &stream) const -> void overrideTransformvirtual
scale() const -> const Vector4D &Transform
scale(const Vector4D &scale) -> voidTransform
scale(float x, float y) -> voidTransform
setActive(bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObject
setGlobalRotationAndScale(const Eigen::Matrix3f &) -> voidTransformprivate
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setMatrix(AffineMatrix &newMat) -> voidTransform
setNickname(const std::string &newNickname) -> voidGameObject
setRotationViaMatrix(AffineMatrix &newMat) -> voidTransform
setShouldReceiveMessages(bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(bool _shouldUpdate) -> voidGameObjectvirtual
setX(float x) -> voidTransform
setY(float y) -> voidTransform
setZ(float z) -> voidTransform
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideComponentvirtual
to_json(json &j, const Transform &p) ->voidTransformfriend
Transform()Transform
Transform(const Transform &)Transform
Transform(Transform &&) noexceptTransform
translation() const -> const Point2D &Transform
translation(const Vector4D &translation) -> voidTransform
translation(float x, float y) -> voidTransform
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
worldRotation() -> floatTransform
worldRotation(float rotation) -> voidTransform
worldScale() -> Vector4DTransform
worldScale(const Vector4D &scale) -> voidTransform
worldTranslation() -> Point2DTransform
worldTranslation(const Point2D &translation) -> voidTransform
x() const -> floatTransform
y() const -> floatTransform
z() const -> floatTransform
~GameObject()GameObjectvirtual
~Transform() override=defaultTransform