Polyphase Game Engine
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ParticleSystem Member List

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

As() constObjectinline
Asset()Asset
ClassRuntimeName()Objectinlinestatic
Copy(Asset *srcAsset)Assetvirtual
Create() overrideParticleSystemvirtual
DECLARE_ASSET(ParticleSystem, Asset)ParticleSystem
DECLARE_FACTORY(Asset, Asset)Asset
DECLARE_FACTORY_MANAGER(Asset)Asset
DECLARE_OBJECT(Asset, Object)Asset
DecrementRefCount()Asset
Destroy() overrideParticleSystemvirtual
DrawCustomProperty(Property &prop)Objectinlinevirtual
EnsureUuid()Asset
Equals(const Object *rhs) constObjectinlinevirtual
GatherProperties(std::vector< Property > &outProps) overrideParticleSystemvirtual
GetBounds() constParticleSystem
GetBurstCount() constParticleSystem
GetBurstWindow() constParticleSystem
GetDirectoryFromPath(const std::string &path)Assetstatic
GetDuration() constParticleSystem
GetLoops() constParticleSystem
GetMaterial() constParticleSystem
GetMaxParticles() constParticleSystem
GetName() constAsset
GetNameFromPath(const std::string &path)Assetstatic
GetNameFromTypeId(TypeId id)Assetstatic
GetParams() constParticleSystem
GetParams()ParticleSystem
GetRefCount() constAsset
GetSpawnRate() constParticleSystem
GetTypeColor() overrideParticleSystemvirtual
GetTypeIdFromName(const char *name)Assetstatic
GetTypeImportExt()Assetvirtual
GetTypeName() overrideParticleSystemvirtual
GetUuid() constAsset
HandlePropChange(Datum *datum, uint32_t index, const void *newValue)ParticleSystemstatic
Import(const std::string &path, ImportOptions *options) overrideParticleSystemvirtual
IncrementRefCount()Asset
InstanceRuntimeId() const =0Objectpure virtual
Is(RuntimeId id) constObjectinlinevirtual
Is(const char *name) constObjectinlinevirtual
IsEmbedded() constAsset
IsEngineAsset() constAsset
IsLoaded() constAsset
IsRadialSpawn() constParticleSystem
IsRadialVelocity() constParticleSystem
IsRatioLocked() constParticleSystem
IsRefCounted() constAsset
IsTransient() constAsset
LoadEmbedded(const EmbeddedFile *embeddedAsset, AsyncLoadRequest *request=nullptr)Asset
LoadFile(const char *path, AsyncLoadRequest *request=nullptr)Asset
LoadStream(Stream &stream, Platform platform) overrideParticleSystemvirtual
mBoundsParticleSystemprotected
mBurstCountParticleSystemprotected
mBurstWindowParticleSystemprotected
mDurationParticleSystemprotected
mEmbeddedAssetprotected
mEnableRefCountAssetprotected
mEngineAssetAssetprotected
mLoadedAssetprotected
mLockedRatioParticleSystemprotected
mLoopModeParticleSystemprotected
mLoopsParticleSystemprotected
mMaterialParticleSystemprotected
mMaxParticlesParticleSystemprotected
mNameAssetprotected
mParamsParticleSystemprotected
mRadialSpawnParticleSystemprotected
mRadialVelocityParticleSystemprotected
mRefCountAssetprotected
mSpawnRateParticleSystemprotected
mTransientAssetprotected
mTypeAssetprotected
mUuidAssetprotected
mVersionAssetprotected
ParticleSystem()ParticleSystem
QueryInterface(RuntimeId id) constObjectinlinevirtual
ReadHeader(Stream &stream)Assetstatic
RuntimeName() const =0Objectpure virtual
RuntimeParentName() const =0Objectpure virtual
SaveFile(const char *path, Platform platform)Asset
SaveStream(Stream &stream, Platform platform) overrideParticleSystemvirtual
SetBurstCount(uint32_t burstCount)ParticleSystem
SetBurstWindow(float window)ParticleSystem
SetDuration(float duration)ParticleSystem
SetEmbedded(bool embed)Asset
SetEngineAsset(bool engineAsset)Asset
SetLockedRatio(bool lockedRatio)ParticleSystem
SetLoops(uint32_t loops)ParticleSystem
SetMaterial(Material *material)ParticleSystem
SetMaxParticles(uint32_t maxParticles)ParticleSystem
SetName(const std::string &name)Asset
SetParams(const ParticleParams &params)ParticleSystem
SetRadialSpawn(bool radial)ParticleSystem
SetRadialVelocity(bool radial)ParticleSystem
SetSpawnRate(float spawnRate)ParticleSystem
SetTransient(bool transient)Asset
SetUuid(uint64_t uuid)Asset
ShouldSnapshotForPie() const overrideParticleSysteminlinevirtual
WriteHeader(Stream &stream)Asset
~Asset()Assetvirtual
~Object()=defaultObjectvirtual
~ParticleSystem()ParticleSystem