Polyphase Game Engine
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StaticMesh Member List

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

As() constObjectinline
Asset()Asset
ClassRuntimeName()Objectinlinestatic
Copy(Asset *srcAsset)Assetvirtual
Create() overrideStaticMeshvirtual
CreateRaw(uint32_t numVertices, Vertex *vertices, uint32_t numIndices, IndexType *indices)StaticMesh
CreateRawColor(uint32_t numVertices, VertexColor *vertices, uint32_t numIndices, IndexType *indices)StaticMesh
DECLARE_ASSET(StaticMesh, Asset)StaticMesh
DECLARE_FACTORY(Asset, Asset)Asset
DECLARE_FACTORY_MANAGER(Asset)Asset
DECLARE_OBJECT(Asset, Object)Asset
DecrementRefCount()Asset
Destroy() overrideStaticMeshvirtual
DrawCustomProperty(Property &prop)Objectinlinevirtual
EnsureUuid()Asset
Equals(const Object *rhs) constObjectinlinevirtual
GatherProperties(std::vector< Property > &outProps) overrideStaticMeshvirtual
GetBounds() constStaticMesh
GetCollisionShape()StaticMesh
GetColorVertices()StaticMesh
GetDirectoryFromPath(const std::string &path)Assetstatic
GetIndices()StaticMesh
GetMaterial()StaticMesh
GetName() constAsset
GetNameFromPath(const std::string &path)Assetstatic
GetNameFromTypeId(TypeId id)Assetstatic
GetNumFaces() constStaticMesh
GetNumIndices() constStaticMesh
GetNumVertices() constStaticMesh
GetRefCount() constAsset
GetResource()StaticMesh
GetTriangleCollisionShape()StaticMesh
GetTypeColor() overrideStaticMeshvirtual
GetTypeIdFromName(const char *name)Assetstatic
GetTypeImportExt() overrideStaticMeshvirtual
GetTypeName() overrideStaticMeshvirtual
GetUuid() constAsset
GetVertexSize() constStaticMesh
GetVertices()StaticMesh
HandlePropChange(Datum *datum, uint32_t index, const void *newValue)StaticMeshstatic
HasVertexColor() constStaticMesh
Import(const std::string &path, ImportOptions *options) overrideStaticMeshvirtual
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
IsTriangleCollisionMeshEnabled() constStaticMesh
LoadEmbedded(const EmbeddedFile *embeddedAsset, AsyncLoadRequest *request=nullptr)Asset
LoadFile(const char *path, AsyncLoadRequest *request=nullptr)Asset
LoadStream(Stream &stream, Platform platform) overrideStaticMeshvirtual
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) overrideStaticMeshvirtual
SetCollisionShape(btCollisionShape *shape)StaticMesh
SetCollisionShapes(uint32_t numCollisionShapes, btCollisionShape **collisionShapes, btTransform *transforms, bool compound)StaticMesh
SetEmbedded(bool embed)Asset
SetEngineAsset(bool engineAsset)Asset
SetGenerateTriangleCollisionMesh(bool generate)StaticMesh
SetMaterial(class Material *newMaterial)StaticMesh
SetName(const std::string &name)Asset
SetTransient(bool transient)Asset
SetUuid(uint64_t uuid)Asset
ShouldSnapshotForPie() constAssetinlinevirtual
StaticMesh()StaticMesh
WriteHeader(Stream &stream)Asset
~Asset()Assetvirtual
~Object()=defaultObjectvirtual
~StaticMesh()StaticMesh