Polyphase Game Engine
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Particle3D Member List

This is the complete list of members for Particle3D, including all inherited members.

AddAngularVelocity(glm::vec3 deltaVelocity)Primitive3D
AddChild(Node *child, int32_t index=-1)Node
AddChild(const SharedPtr< T > &child, int32_t index=-1)Nodeinline
AddForce(glm::vec3 force)Primitive3D
AddImpulse(glm::vec3 impulse)Primitive3D
AddLinearVelocity(glm::vec3 deltaVelocity)Primitive3D
AddRotation(glm::quat rotation)Node3D
AddRotation(glm::vec3 rotation)Node3D
AddTag(const std::string &tag)Node
AddWorldRotation(glm::quat rotation)Node3D
AddWorldRotation(glm::vec3 rotation)Node3D
ApplyPropertyOverrides(const std::vector< Property > &overs)Node
AreOverlapsEnabled() constPrimitive3D
As() constObjectinline
Attach(Node *parent, bool keepWorldTransform=false, int32_t index=-1) overrideNode3Dvirtual
AttachToBone(SkeletalMesh3D *parent, const char *boneName, bool keepWorldTransform=false, int32_t childIndex=-1)Node3D
AttachToBone(SkeletalMesh3D *parent, int32_t boneIndex, bool keepWorldTransform=false, int32_t childIndex=-1)Node3D
Awake()Nodevirtual
BeginOverlap(Primitive3D *thisComp, Primitive3D *otherComp)Nodevirtual
BreakSceneLink()Node
CallFunction(const std::string &name, const std::vector< Datum > &args={})Node
CheckNetRelevance(Node *playerNode) overrideNode3Dvirtual
ClassRuntimeName()Objectinlinestatic
ClearForcedReplication()Node
ClearForces()Primitive3D
Clone(bool recurse, bool instantiateLinkedScene=true, bool resolveNodePaths=false)Node
ConnectSignal(const std::string &name, Node *listener, SignalHandlerFP func)Node
ConnectSignal(const std::string &name, Node *listener, const ScriptFunc &func)Node
Construct(const std::string &name)Nodestatic
Construct(TypeId typeId)Nodestatic
Construct()Nodeinlinestatic
Copy(Node *srcNode, bool recurse)Nodevirtual
Create() overrideParticle3Dvirtual
CreateChild(TypeId nodeType)Node
CreateChild(const char *typeName)Node
CreateChild()Nodeinline
CreateChild(const char *name)Nodeinline
CreateChildClone(Node *srcNode, bool recurse)Node
CreateChildSp()Nodeinline
CreateChildSp(const char *name)Nodeinline
DECLARE_FACTORY(Node, Node)Node
DECLARE_FACTORY_MANAGER(Node)Node
DECLARE_NODE(Particle3D, Primitive3D)Particle3D
Primitive3D::DECLARE_NODE(Node3D, Node)Node3D
DECLARE_OBJECT(Primitive3D, Node3D)Primitive3D
Node3D::DECLARE_OBJECT(Node, Object)Node
DECLARE_SCRIPT_LINK_BASE(Node)Node
Deleter(Node *node)Nodestatic
Destroy() overrideParticle3Dvirtual
DestroyAllChildren()Node
DestroyComponentCollisionShape()Primitive3Dprotected
DestroyDeferred()Node
Destruct(Node *node)Nodestatic
Detach(bool keepWorldTransform=false)Node
DisconnectSignal(const std::string &name, Node *listener)Node
DoChildrenHaveUniqueNames() constNode
Doom()Node
DrawCustomProperty(Property &prop)Objectinlinevirtual
EditorTick(float deltaTime) overrideParticle3Dvirtual
EmitSignal(const std::string &name, const std::vector< Datum > &args)Node
EnableAutoDestroy(bool enable)Particle3D
EnableAutoEmit(bool enable)Particle3D
EnableCastShadows(bool enable)Primitive3D
EnableCollision(bool enable)Primitive3D
EnableEmission(bool enable)Particle3D
EnableLateTick(bool enable)Node
EnableOverlaps(bool enable)Primitive3D
EnablePhysics(bool enable)Primitive3D
EnableReceiveShadows(bool enable)Primitive3D
EnableReceiveSimpleShadows(bool enable)Primitive3D
EnableRigidBody(bool enable)Primitive3Dprotected
EnableSimulation(bool simulate)Particle3D
EnableTick(bool enable)Node
EndOverlap(Primitive3D *thisComp, Primitive3D *otherComp)Nodevirtual
EnsurePersistentUuid()Node
Equals(const Object *rhs) constObjectinlinevirtual
FindAncestor(const std::string &name)Node
FindChild(const std::string &name, bool recurse) constNode
FindChild(const std::string &name, bool recurse)Nodeinline
FindChildIndex(const std::string &name) constNode
FindChildIndex(Node *child) constNode
FindChildWithTag(const std::string &name, bool recurse) constNode
FindDescendant(const std::string &name)Node
FindNetFunc(const char *name)Node
FindNetFunc(uint16_t index)Node
FindParentNodeIndex() constNode
ForceReplication()Node
ForEach(T func, bool inverted=false)Nodeinline
FullSyncRigidBodyTransform()Primitive3D
GatherNetFuncs(std::vector< NetFunc > &outFuncs)Nodevirtual
GatherProperties(std::vector< Property > &outProps) overrideParticle3Dvirtual
GatherPropertyOverrides(std::vector< Property > &outOverrides)Node
GatherProxyDraws(std::vector< DebugDraw > &inoutDraws) overrideParticle3Dvirtual
GatherReplicatedData(std::vector< NetDatum > &outData)Node3Dvirtual
GetAngularDamping() constPrimitive3D
GetAngularFactor() constPrimitive3D
GetAngularVelocity() constPrimitive3D
GetBaseVelocity() constParticle3D
GetBounds() constPrimitive3D
GetCachedEulerRotation() constNode3D
GetChild(int32_t index) constNode
GetChildByType(TypeId type) constNode
GetChildren() constNode
GetCollisionDebugColor()Primitive3D
GetCollisionGroup() constPrimitive3D
GetCollisionMask() constPrimitive3D
GetCollisionShape()Primitive3D
GetCullDistance() constPrimitive3D
GetDrawData() overrideParticle3Dvirtual
GetElapsedTime() constParticle3D
GetEmptyCollisionShape()Primitive3Dprotectedstatic
GetField(const std::string &key)Node
GetField(int32_t key)Node
GetForwardVector()Node3D
GetFriction() constPrimitive3D
GetHitCheckId() constNode
GetInheritTransform() constNode3D
GetLastTickedFrame() constNode
GetLightingChannels() constPrimitive3D
GetLinearDamping() constPrimitive3D
GetLinearFactor() constPrimitive3D
GetLinearVelocity() constPrimitive3D
GetLocalBounds() const overrideParticle3Dvirtual
GetMass() constPrimitive3D
GetMaterial()Particle3D
GetMaterialOverride()Particle3D
GetName() constNode
GetNetId() constNode
GetNodeId() constNode
GetNumChildren() constNode
GetNumParticles()Particle3D
GetNumVertices()Particle3D
GetOwningHost() constNode
GetParent()Node
GetParent() constNode
GetParentBoneIndex() constNode3D
GetParentTransform()Node3D
GetParticleOrientation()Particle3D
GetParticlePosition(int32_t index)Particle3D
GetParticles()Particle3D
GetParticleSystem()Particle3D
GetParticleVelocity(int32_t index)Particle3D
GetPersistentUuid() constNode
GetPosition() constNode3D
GetPositionRef()Node3D
GetReplicatedData()Node
GetResource()Particle3D
GetRestitution() constPrimitive3D
GetRightVector()Node3D
GetRigidBody()Primitive3D
GetRollingFriction()Primitive3D
GetRoot()Node
GetRotationEuler() constNode3D
GetRotationEulerRef()Node3D
GetRotationQuat() constNode3D
GetRotationQuatRef()Node3D
GetScale() constNode3D
GetScaleRef()Node3D
GetScene()Node
GetScript()Node
GetSelfPtr() constNodeinline
GetSubRoot()Node
GetTargetScreen() constNodeinline
GetTimeMultiplier() constParticle3D
GetTransform()Node3D
GetTypeName() const overrideParticle3Dvirtual
GetUpVector()Node3D
GetUseLocalSpace() constParticle3D
GetVertexType() const overrideParticle3Dvirtual
GetVertices()Particle3D
GetWorld()Node
GetWorldPosition()Node3D
GetWorldRotationEuler()Node3D
GetWorldRotationQuat()Node3D
GetWorldScale()Node3D
HandlePropChange(Datum *datum, uint32_t index, const void *newValue)Particle3Dstatic
HasAncestor(Node *node)Node
HasAuthority() constNode
HasAwoken() constNode
HasStarted() constNode
HasTag(const std::string &tag)Node
InstanceRuntimeId() const =0Objectpure virtual
InstantiateParticleSystem()Particle3D
InvokeNetFunc(const char *name)Node
InvokeNetFunc(const char *name, Datum param0)Node
InvokeNetFunc(const char *name, Datum param0, Datum param1)Node
InvokeNetFunc(const char *name, Datum param0, Datum param1, Datum param2)Node
InvokeNetFunc(const char *name, Datum param0, Datum param1, Datum param2, Datum param3)Node
InvokeNetFunc(const char *name, Datum param0, Datum param1, Datum param2, Datum param3, Datum param4)Node
InvokeNetFunc(const char *name, Datum param0, Datum param1, Datum param2, Datum param3, Datum param4, Datum param5)Node
InvokeNetFunc(const char *name, Datum param0, Datum param1, Datum param2, Datum param3, Datum param4, Datum param5, Datum param6)Node
InvokeNetFunc(const char *name, Datum param0, Datum param1, Datum param2, Datum param3, Datum param4, Datum param5, Datum param6, Datum param7)Node
InvokeNetFunc(const char *name, const std::vector< Datum > &params)Node
Is(RuntimeId id) constObjectinlinevirtual
Is(const char *name) constObjectinlinevirtual
IsActive(bool recurse=false) constNode
IsAlwaysRelevant() constNode
IsAutoDestroyEnabled() constParticle3D
IsAutoEmitEnabled() constParticle3D
IsCollisionEnabled() constPrimitive3D
IsDefault() constNode
IsDestroyed() constNode
IsDoomed() constNode
IsEmissionEnabled() constParticle3D
IsForeign() constNode
IsLateTickEnabled() constNode
IsLight3D() constNodevirtual
IsLocallyControlled() constNode
IsNode3D() const overrideNode3Dvirtual
IsOwned() constNode
IsPendingDestroy() constNode
IsPersistent() constNode
IsPhysicsEnabled() constPrimitive3D
IsPrimitive3D() const overridePrimitive3Dvirtual
IsReplicated() constNode
IsRigidBodyInWorld() constPrimitive3Dprotected
IsSceneLinked(bool ignoreInPie=true) constNode
IsSceneLinkedChild(bool ignoreInPie=true)Node
IsSimulationEnabled() constParticle3D
IsTickEnabled() constNode
IsTransformDirty() constNode3D
IsTransformReplicated() constNode
IsTransient() constNodevirtual
IsUserdataCreated() constNode
IsVisible(bool recurse=false) constNode
IsWidget() constNodevirtual
IsWorldRoot() constNode
KillExpiredParticles(float deltaTime)Particle3Dprotected
LoadStream(Stream &stream, Platform platform, uint32_t version)Nodevirtual
LookAt(glm::vec3 target, glm::vec3 up)Node3D
mActiveNodeprotected
mAlwaysRelevantNodeprotected
mAlwaysSimulateParticle3Dprotected
MarkTransformDirty()Node3D
mAutoDestroyParticle3Dprotected
mAutoEmitParticle3Dprotected
mBaseVelocityParticle3Dprotected
mCastShadowsPrimitive3Dprotected
mChildNameMapNodeprotected
mChildrenNodeprotected
mCollisionEnabledPrimitive3Dprotected
mCollisionGroupPrimitive3Dprotected
mCollisionMaskPrimitive3Dprotected
mCollisionShapePrimitive3Dprotected
mCullDistancePrimitive3Dprotected
mDefaultNodeprotected
mDestroyedNodeprotected
mElapsedTimeParticle3Dprotected
mEmissionCounterParticle3Dprotected
mEmitParticle3Dprotected
mEnableSimulationParticle3Dprotected
mForceReplicateNodeprotected
mFrictionPrimitive3Dprotected
mHasAwokenNodeprotected
mHasSimulatedThisFrameParticle3Dprotected
mHasStartedNodeprotected
mHasUpdatedVerticesThisFrameParticle3Dprotected
mInheritTransformNode3Dprotected
mLastTickedFrameNodeprotected
mLateTickNodeprotected
mLightingChannelsPrimitive3Dprotected
mLoopParticle3Dprotected
mMassPrimitive3Dprotected
mMaterialOverrideParticle3Dprotected
mMotionStatePrimitive3Dprotected
mNameNodeprotected
mNetIdNodeprotected
mNodeIdNodeprotected
mOrientationParticle3Dprotected
mOverlapsEnabledPrimitive3Dprotected
mOwningHostNodeprotected
mParentNodeprotected
mParentBoneIndexNode3Dprotected
mParticlesParticle3Dprotected
mParticleSystemParticle3Dprotected
mPersistentNodeprotected
mPersistentUuidNodeprotected
mPhysicsEnabledPrimitive3Dprotected
mPositionNode3Dprotected
mReceiveShadowsPrimitive3Dprotected
mReceiveSimpleShadowsPrimitive3Dprotected
mReplicateNodeprotected
mReplicatedDataNodeprotected
mReplicateTransformNodeprotected
mResourceParticle3Dprotected
mRestitutionPrimitive3Dprotected
mRigidBodyPrimitive3Dprotected
mRotationEulerNode3Dprotected
mRotationQuatNode3Dprotected
mScaleNode3Dprotected
mSceneNodeprotected
mScriptNodeprotected
mScriptFileNodeprotected
mSelfNodeprotected
mSignalMapNodeprotected
mTagsNodeprotected
mTargetScreenNodeprotected
mTickEnabledNodeprotected
mTimeMultiplierParticle3Dprotected
mTransformNode3Dprotected
mTransformDirtyNode3Dprotected
mTransientNodeprotected
mUseLocalSpaceParticle3Dprotected
mUserdataCreatedNodeprotected
mVerticesParticle3Dprotected
mVisibleNodeprotected
mWorldNodeprotected
NeedsForcedReplication()Node
Node()Node
Node3D()Node3D
OnCollision(Primitive3D *thisComp, Primitive3D *otherComp, glm::vec3 impactPoint, glm::vec3 impactNormal, btPersistentManifold *manifold)Nodevirtual
OnInstanced()Nodevirtual
OnRep_OwningHost(Datum *datum, uint32_t index, const void *newValue)Nodeprotectedstatic
OnRep_RootPosition(Datum *datum, uint32_t index, const void *newValue)Node3Dstatic
OnRep_RootRotation(Datum *datum, uint32_t index, const void *newValue)Node3Dstatic
OnRep_RootScale(Datum *datum, uint32_t index, const void *newValue)Node3Dstatic
Particle3D()Particle3D
PrepareTick(std::vector< NodePtrWeak > &outTickNodes, bool game, bool recurse)Nodevirtual
Primitive3D()Primitive3D
ProcessPendingDestroys()Nodestatic
QueryInterface(RuntimeId id) constObjectinlinevirtual
RegisterNetFuncs(Node *node)Nodestatic
RemoveChild(Node *child)Node
RemoveChild(int32_t index)Node
RemoveChild(const SharedPtr< Node > &child)Nodeinline
RemoveTag(const std::string &tag)Node
Render() overrideParticle3Dvirtual
Node3D::Render(PipelineConfig pipelineConfig)Nodevirtual
RenderSelected(bool renderChildren)Node
RenderShadow()Node
Reset()Particle3D
RotateAround(glm::vec3 pivot, glm::vec3 axis, float degrees)Node3D
RuntimeName() const =0Objectpure virtual
RuntimeParentName() const =0Objectpure virtual
SaveStream(Stream &stream, Platform platform)Nodevirtual
SendNetFunc(NetFunc *func, uint32_t numParams, const Datum **params)Nodeprotected
SetActive(bool active)Nodevirtual
SetAlwaysRelevant(bool alwaysRelevant)Node
SetAlwaysSimulate(bool alwaysSimulate)Particle3D
SetAngularDamping(float angularDamping)Primitive3D
SetAngularFactor(glm::vec3 angularFactor)Primitive3D
SetAngularVelocity(glm::vec3 angularVelocity)Primitive3D
SetBaseVelocity(glm::vec3 velocity)Particle3D
SetCollisionGroup(uint8_t group)Primitive3D
SetCollisionMask(uint8_t mask)Primitive3D
SetCollisionShape(btCollisionShape *newShape)Primitive3D
SetCullDistance(float cullDistance)Primitive3D
SetDefault(bool isDefault)Node
SetField(const std::string &name, const Datum &value)Node
SetField(int32_t key, const Datum &value)Node
SetFriction(float friction)Primitive3D
SetHitCheckId(uint32_t id)Node
SetInheritTransform(bool inheritTransform)Node3D
SetLightingChannels(uint8_t channels)Primitive3D
SetLinearDamping(float linearDamping)Primitive3D
SetLinearFactor(glm::vec3 linearFactor)Primitive3D
SetLinearVelocity(glm::vec3 linearVelocity)Primitive3D
SetMass(float mass)Primitive3D
SetMaterialOverride(Material *material)Particle3D
SetName(const std::string &newName)Node
SetNetId(NetId id)Node
SetOwningHost(NetHostId hostId, bool setAsPawn=false)Node
SetParent(Node *parent) overrideNode3Dprotectedvirtual
SetParticleOrientation(ParticleOrientation orientation)Particle3D
SetParticlePosition(int32_t index, glm::vec3 position)Particle3D
SetParticleSpeed(int32_t index, float speed)Particle3D
SetParticleSystem(ParticleSystem *particleSystem)Particle3D
SetParticleVelocity(int32_t index, glm::vec3 velocity)Particle3D
SetPersistent(bool persistent)Node
SetPersistentUuid(uint64_t uuid)Node
SetPosition(glm::vec3 position)Node3D
SetReplicate(bool replicate)Node
SetReplicateTransform(bool repTransform)Node
SetRestitution(float restitution)Primitive3D
SetRollingFriction(float rollingFriction)Primitive3D
SetRotation(glm::vec3 rotation)Node3D
SetRotation(glm::quat quat)Node3D
SetScale(glm::vec3 scale)Node3D
SetScene(Scene *scene)Node
SetScriptFile(const std::string &fileName)Node
SetTargetScreen(uint8_t screen)Nodeinline
SetTimeMultiplier(float timeMultiplier)Particle3D
SetTransform(const glm::mat4 &transform) overridePrimitive3Dvirtual
SetTransient(bool transient)Node
SetUseLocalSpace(bool useLocalSpace)Particle3D
SetUserdataCreated(bool created)Node
SetVisible(bool visible)Nodevirtual
SetWorld(World *world, bool subRoot) overridePrimitive3Dvirtual
SetWorldPosition(glm::vec3 position)Node3D
SetWorldRotation(glm::vec3 rotation)Node3D
SetWorldRotation(glm::quat rotation)Node3D
SetWorldScale(glm::vec3 scale)Node3D
ShouldAlwaysSimulate() constParticle3D
ShouldCastShadows() constPrimitive3D
ShouldReceiveShadows() constPrimitive3D
ShouldReceiveSimpleShadows() constPrimitive3D
Simulate(float deltaTime)Particle3D
sNextNodeIdNodeprotectedstatic
SpawnNewParticles(float deltaTime)Particle3Dprotected
sPendingDestroySetNodeprotectedstatic
Start() overrideParticle3Dvirtual
Stop()Nodevirtual
sTypeNetFuncMapNodeprotectedstatic
SweepTest(glm::vec3 position, SweepTestResult &outSweepResult, uint8_t mask=0)Primitive3D
SweepToWorldPosition(glm::vec3 position, SweepTestResult &outSweepResult, uint8_t mask=0, bool testOnly=false)Primitive3D
SyncCollisionFlags()Primitive3D
SyncRigidBodyMass()Primitive3D
SyncRigidBodyTransform()Primitive3D
Tick(float deltaTime) overrideParticle3Dvirtual
TickCommon(float deltaTime)Particle3Dprotected
Traverse(T func, bool inverted=false)Nodeinline
UpdateParticles(float deltaTime)Particle3Dprotected
UpdateTransform(bool updateChildren) overridePrimitive3Dvirtual
UpdateVertexBuffer()Particle3D
ValidateUniqueChildName(Node *newChild)Nodeprotected
~Node()Nodevirtual
~Node3D()Node3Dvirtual
~Object()=defaultObjectvirtual
~Particle3D()Particle3Dvirtual
~Primitive3D()Primitive3Dvirtual