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
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
GetDynamicsWorld()World
GetFadingLights()World
GetFogSettings() constWorld
GetGravity() constWorld
GetIndex() constWorld
GetLights()World
GetLines() constWorld
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