Polyphase Game Engine
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World Member List

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

AddLine(const Line &line)World
AddNewlyRegisteredNode(Node *node)World
BuildNavigationData()World
Clear()World
DespawnScene(Node *sceneRoot)World
Destroy()World
DestroyRootNode()World
DirtyAllWidgets()World
EnableAutoNavRebuild(bool enable)World
EnableInternalEdgeSmoothing(bool enable)World
FindCameraForScreen(uint8_t targetScreen)World
FindClosestNavPoint(glm::vec3 inPoint, glm::vec3 &outPoint)World
FindNavPath(glm::vec3 start, glm::vec3 end, std::vector< glm::vec3 > &outPath)World
FindNode(const std::string &name)World
FindNode()Worldinline
FindNodeByUuid(uint64_t uuid)World
FindNodes(std::vector< T * > &outNodes)Worldinline
FindNodesWithName(const char *name)World
FindNodesWithTag(const char *tag)World
FindRandomNavPoint(glm::vec3 &outPoint)World
GatherNodes()World
GatherNodes(std::vector< Node * > &outNodes)World
GetActiveCamera()World
GetAmbientLightColor() constWorld
GetAudioReceiver()World
GetAudios() constWorld
GetBroadphase()World
GetCameraOverride() constWorldinline
GetDynamicsWorld()World
GetFadingLights()World
GetFogSettings() constWorld
GetGravity() constWorld
GetIndex() constWorld
GetLights()World
GetLines() constWorld
GetLoadedSceneName() constWorldinline
GetLoadedSceneNames(std::vector< std::string > &outNames)World
GetMainCamera()World
GetNetNode(NetId netId)World
GetRootNode()World
GetRootNodePtr()World
GetShadowColor() constWorld
InvalidateNavMesh()World
IsAutoNavRebuildEnabled() constWorld
IsInternalEdgeSmoothingEnabled() constWorld
LoadScene(const char *name, bool instant)World
OverrideDynamicsWorld(btDiscreteDynamicsWorld *world)World
PlaceNewlySpawnedNode(NodePtr node, glm::vec3 position)World
PurgeOverlaps(Primitive3D *prim)World
QueueRootNode(Node *node)World
QueueRootScene(const char *name)World
RayTest(glm::vec3 start, glm::vec3 end, uint8_t collisionMask, RayTestResult &outResult, uint32_t numIgnoredObjects=0, btCollisionObject **ignoreObjects=nullptr, bool ignorePureOverlap=true)World
RayTestMulti(glm::vec3 start, glm::vec3 end, uint8_t collisionMask, bool ignorePureOverlap, RayTestMultiResult &outResult)World
RegisterNode(Node *node, bool subRoot)World
RegisterNodeUuid(Node *node)World
RemoveAllLines()World
RemoveLine(const Line &line)World
RestoreDynamicsWorld()World
SetActiveCamera(Camera3D *activeCamera)World
SetAmbientLightColor(glm::vec4 color)World
SetAudioReceiver(Node3D *newReceiver)World
SetCameraOverride(Camera3D *camera)Worldinline
SetFogSettings(const FogSettings &settings)World
SetGravity(glm::vec3 gravity)World
SetRootNode(Node *node)World
SetShadowColor(glm::vec4 shadowColor)World
SpawnDefaultCamera()World
SpawnDefaultRoot()World
SpawnNode(TypeId actorType, glm::vec3 position={})World
SpawnNode(const char *typeName, glm::vec3 position={})World
SpawnNode(glm::vec3 position={})Worldinline
SpawnParticle(ParticleSystem *sys, glm::vec3 position)World
SpawnParticle(ParticleSystem *sys, glm::vec3 position, glm::vec3 velocity)World
SpawnScene(const char *sceneName, glm::vec3 position={})World
SpawnScene(Scene *scene, glm::vec3 position={})World
SweepTest(Primitive3D *primComp, glm::vec3 start, glm::vec3 end, uint8_t collisionMask, SweepTestResult &outResult)World
SweepTest(btConvexShape *convexShape, glm::vec3 start, glm::vec3 end, glm::quat rotation, uint8_t collisionMask, SweepTestResult &outResult, uint32_t numIgnoreObjects=0, btCollisionObject **ignoreObjects=nullptr)World
UnregisterNode(Node *node, bool subRoot)World
UnregisterNodeUuid(Node *node)World
Update(float deltaTime)World
UpdateRenderSettings()World
World()World
~World()World