Polyphase Game Engine
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SkeletalMesh Member List

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

As() constObjectinline
Asset()Asset
ClassRuntimeName()Objectinlinestatic
Copy(Asset *srcAsset)Assetvirtual
CopyBindPose(std::vector< glm::mat4 > &outTransforms)SkeletalMesh
Create() overrideSkeletalMeshvirtual
DECLARE_ASSET(SkeletalMesh, Asset)SkeletalMesh
DECLARE_FACTORY(Asset, Asset)Asset
DECLARE_FACTORY_MANAGER(Asset)Asset
DECLARE_OBJECT(Asset, Object)Asset
DecrementRefCount()Asset
Destroy() overrideSkeletalMeshvirtual
DrawCustomProperty(Property &prop)Objectinlinevirtual
EnsureUuid()Asset
Equals(const Object *rhs) constObjectinlinevirtual
FinalizeBoneTransforms(std::vector< glm::mat4 > &inoutTransforms)SkeletalMesh
FindBoneIndex(const std::string &name) constSkeletalMesh
GatherProperties(std::vector< Property > &outProps) overrideSkeletalMeshvirtual
GetAnimation(const char *name)SkeletalMesh
GetAnimationDuration(const char *name)SkeletalMesh
GetAnimationLookupMesh()SkeletalMesh
GetAnimations() constSkeletalMesh
GetBindPoseMatrix(int32_t boneIndex) constSkeletalMesh
GetBone(int32_t index) constSkeletalMesh
GetBones() constSkeletalMesh
GetBounds() constSkeletalMesh
GetDirectoryFromPath(const std::string &path)Assetstatic
GetIndices() constSkeletalMesh
GetInvRootTransform() constSkeletalMesh
GetMaterial()SkeletalMesh
GetName() constAsset
GetNameFromPath(const std::string &path)Assetstatic
GetNameFromTypeId(TypeId id)Assetstatic
GetNumBones() constSkeletalMesh
GetNumFaces()SkeletalMesh
GetNumIndices()SkeletalMesh
GetNumVertices()SkeletalMesh
GetRefCount() constAsset
GetResource()SkeletalMesh
GetTypeColor() overrideSkeletalMeshvirtual
GetTypeIdFromName(const char *name)Assetstatic
GetTypeImportExt() overrideSkeletalMeshvirtual
GetTypeName() overrideSkeletalMeshvirtual
GetUuid() constAsset
GetVertices() constSkeletalMesh
HandlePropChange(Datum *datum, uint32_t index, const void *newValue)SkeletalMeshstatic
Import(const std::string &path, ImportOptions *options) overrideSkeletalMeshvirtual
IncrementRefCount()Asset
InstanceRuntimeId() const =0Objectpure virtual
Is(RuntimeId id) constObjectinlinevirtual
Is(const char *name) constObjectinlinevirtual
IsEmbedded() constAsset
IsEngineAsset() constAsset
IsLoaded() constAsset
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) overrideSkeletalMeshvirtual
mEmbeddedAssetprotected
mEnableRefCountAssetprotected
mEngineAssetAssetprotected
mLoadedAssetprotected
mNameAssetprotected
mRefCountAssetprotected
mTransientAssetprotected
mTypeAssetprotected
mUuidAssetprotected
mVersionAssetprotected
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) overrideSkeletalMeshvirtual
SetAnimationLookupMesh(SkeletalMesh *lookupMesh)SkeletalMesh
SetEmbedded(bool embed)Asset
SetEngineAsset(bool engineAsset)Asset
SetMaterial(class Material *newMaterial)SkeletalMesh
SetName(const std::string &name)Asset
SetTransient(bool transient)Asset
SetUuid(uint64_t uuid)Asset
ShouldSnapshotForPie() constAssetinlinevirtual
SkeletalMesh()SkeletalMesh
WriteHeader(Stream &stream)Asset
~Asset()Assetvirtual
~Object()=defaultObjectvirtual
~SkeletalMesh()SkeletalMesh