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sys::Camera Member List

This is the complete list of members for sys::Camera, including all inherited members.

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
addChildLua(std::unique_ptr< GameObject > &newChild) -> boolGameObject
calculateAllTransforms(int width, int height)sys::Camerastatic
calculateFormattedName() const -> voidGameObjectprivate
calculateProjection(int width, int height, Eigen::Vector3f cameraPos) -> voidsys::Cameraprivatestatic
calculateScreen(int w, int h) -> voidsys::Cameraprivatestatic
Camera()sys::Camera
Camera(const Camera &other)=defaultsys::Camera
Camera(Camera &&other) noexceptsys::Camera
checkAddToSceneHook() -> voidGameObjectprotected
clone() const -> std::unique_ptr< GameObject > overridesys::Camerainlinevirtual
coolerGetUUID() const -> unsigned intGameObject
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overridesys::Camerainlinevirtual
EngineGameObject
EntityGameObject
farPlanesys::Camerastatic
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
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 * > >GameObjectprotectedvirtual
getEnum() -> Typesys::Camerainlinestatic
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObject
getInternalParent() const -> GameObject *GameObject
getKey() const -> Key overrideSystemvirtual
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getObjectType() const -> gobj::TypeGameObject
getParent() const -> GameObject *overrideSystemvirtual
getUUID() const -> gobj::UUIDGameObject
inEngineGameObjectprivate
init(GLFWwindow *window, int width, int height) -> voidsys::Camerastatic
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(const Stream &stream) -> void overridesys::Cameravirtual
lookAt(const Eigen::Vector3f &eye, const Eigen::Vector3f center, const Eigen::Vector3f up) -> Eigen::Matrix4fsys::Cameraprivatestatic
nameEquals(const std::string &compareString) const -> boolGameObject
NDCToScreensys::Cameraprivatestatic
nearPlanesys::Camerastatic
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overridesys::Cameravirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overridesys::Cameravirtual
operator=(const Camera &other) -> Camera &sys::Camera
operator=(Camera &&other) noexcept -> Camera &=defaultsys::Camera
System::operator=(const GameObject &other) -> GameObject &GameObject
System::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
projection() -> const Eigen::Matrix4f &sys::Camerastatic
projectionTransformsys::Cameraprivatestatic
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
resizeViewport(GLFWwindow *window, int width, int height) -> voidsys::Cameraprivatestatic
save(Stream &stream) const -> void overridesys::Cameravirtual
screen() -> const Eigen::Matrix4f &sys::Camerastatic
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 overrideSystemvirtual
System(const std::string &typeName, Type systemType)Systemprotected
systemShowMenu() -> void overridesys::Cameraprotectedvirtual
Type enum nameSystem
typeSystemprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
view() -> const Eigen::Matrix4f &sys::Camerastatic
viewTransformsys::Cameraprivatestatic
~Camera() override=defaultsys::Camera
~GameObject()GameObjectvirtual