Polyphase Game Engine
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World Class Reference

#include <World.h>

Public Member Functions

 World ()
 
 ~World ()
 
void Destroy ()
 
void Update (float deltaTime)
 
Camera3DGetMainCamera ()
 
Camera3DGetActiveCamera ()
 
Node3DGetAudioReceiver ()
 
void SetActiveCamera (Camera3D *activeCamera)
 
void SetCameraOverride (Camera3D *camera)
 
void SetAudioReceiver (Node3D *newReceiver)
 
NodeSpawnNode (TypeId actorType, glm::vec3 position={})
 
NodeSpawnNode (const char *typeName, glm::vec3 position={})
 
NodeSpawnScene (const char *sceneName, glm::vec3 position={})
 
NodeSpawnScene (Scene *scene, glm::vec3 position={})
 
void DespawnScene (Node *sceneRoot)
 
Particle3DSpawnParticle (ParticleSystem *sys, glm::vec3 position)
 
Particle3DSpawnParticle (ParticleSystem *sys, glm::vec3 position, glm::vec3 velocity)
 
template<class NodeClass >
NodeClass * SpawnNode (glm::vec3 position={})
 
NodeGetRootNode ()
 
void SetRootNode (Node *node)
 
NodePtr GetRootNodePtr ()
 
void DestroyRootNode ()
 
NodeFindNode (const std::string &name)
 
NodeGetNetNode (NetId netId)
 
std::vector< Node * > FindNodesWithTag (const char *tag)
 
std::vector< Node * > FindNodesWithName (const char *name)
 
std::vector< Node * > GatherNodes ()
 
void GatherNodes (std::vector< Node * > &outNodes)
 
NodeFindNodeByUuid (uint64_t uuid)
 
void RegisterNodeUuid (Node *node)
 
void UnregisterNodeUuid (Node *node)
 
bool FindNavPath (glm::vec3 start, glm::vec3 end, std::vector< glm::vec3 > &outPath)
 
bool FindRandomNavPoint (glm::vec3 &outPoint)
 
bool FindClosestNavPoint (glm::vec3 inPoint, glm::vec3 &outPoint)
 
void BuildNavigationData ()
 
void EnableAutoNavRebuild (bool enable)
 
bool IsAutoNavRebuildEnabled () const
 
void InvalidateNavMesh ()
 
void Clear ()
 
int32_t GetIndex () const
 
void AddLine (const Line &line)
 
void RemoveLine (const Line &line)
 
void RemoveAllLines ()
 
const std::vector< Line > & GetLines () const
 
const std::vector< class Light3D * > & GetLights ()
 
std::vector< FadingLight > & GetFadingLights ()
 
void SetAmbientLightColor (glm::vec4 color)
 
glm::vec4 GetAmbientLightColor () const
 
void SetShadowColor (glm::vec4 shadowColor)
 
glm::vec4 GetShadowColor () const
 
void SetFogSettings (const FogSettings &settings)
 
const FogSettingsGetFogSettings () const
 
void SetGravity (glm::vec3 gravity)
 
glm::vec3 GetGravity () const
 
btDynamicsWorld * GetDynamicsWorld ()
 
btDbvtBroadphase * GetBroadphase ()
 
void PurgeOverlaps (Primitive3D *prim)
 
void RayTest (glm::vec3 start, glm::vec3 end, uint8_t collisionMask, RayTestResult &outResult, uint32_t numIgnoredObjects=0, btCollisionObject **ignoreObjects=nullptr, bool ignorePureOverlap=true)
 
void RayTestMulti (glm::vec3 start, glm::vec3 end, uint8_t collisionMask, bool ignorePureOverlap, RayTestMultiResult &outResult)
 
void SweepTest (Primitive3D *primComp, glm::vec3 start, glm::vec3 end, uint8_t collisionMask, SweepTestResult &outResult)
 
void SweepTest (btConvexShape *convexShape, glm::vec3 start, glm::vec3 end, glm::quat rotation, uint8_t collisionMask, SweepTestResult &outResult, uint32_t numIgnoreObjects=0, btCollisionObject **ignoreObjects=nullptr)
 
void RegisterNode (Node *node, bool subRoot)
 
void UnregisterNode (Node *node, bool subRoot)
 
const std::vector< Audio3D * > & GetAudios () const
 
void LoadScene (const char *name, bool instant)
 
void QueueRootScene (const char *name)
 
void QueueRootNode (Node *node)
 
void EnableInternalEdgeSmoothing (bool enable)
 
bool IsInternalEdgeSmoothingEnabled () const
 
void DirtyAllWidgets ()
 
void UpdateRenderSettings ()
 
void AddNewlyRegisteredNode (Node *node)
 
Camera3DSpawnDefaultCamera ()
 
NodeSpawnDefaultRoot ()
 
void PlaceNewlySpawnedNode (NodePtr node, glm::vec3 position)
 
void OverrideDynamicsWorld (btDiscreteDynamicsWorld *world)
 
void RestoreDynamicsWorld ()
 
template<typename T >
T * FindNode ()
 
template<typename T >
void FindNodes (std::vector< T * > &outNodes)
 

Constructor & Destructor Documentation

◆ World()

World::World ( )

◆ ~World()

World::~World ( )

Member Function Documentation

◆ AddLine()

void World::AddLine ( const Line line)

◆ AddNewlyRegisteredNode()

void World::AddNewlyRegisteredNode ( Node node)

◆ BuildNavigationData()

void World::BuildNavigationData ( )

◆ Clear()

void World::Clear ( )

◆ DespawnScene()

void World::DespawnScene ( Node sceneRoot)

◆ Destroy()

void World::Destroy ( )

◆ DestroyRootNode()

void World::DestroyRootNode ( )

◆ DirtyAllWidgets()

void World::DirtyAllWidgets ( )

◆ EnableAutoNavRebuild()

void World::EnableAutoNavRebuild ( bool  enable)

◆ EnableInternalEdgeSmoothing()

void World::EnableInternalEdgeSmoothing ( bool  enable)

◆ FindClosestNavPoint()

bool World::FindClosestNavPoint ( glm::vec3  inPoint,
glm::vec3 &  outPoint 
)

◆ FindNavPath()

bool World::FindNavPath ( glm::vec3  start,
glm::vec3  end,
std::vector< glm::vec3 > &  outPath 
)

◆ FindNode() [1/2]

template<typename T >
T * World::FindNode ( )
inline

◆ FindNode() [2/2]

Node * World::FindNode ( const std::string &  name)

◆ FindNodeByUuid()

Node * World::FindNodeByUuid ( uint64_t  uuid)

◆ FindNodes()

template<typename T >
void World::FindNodes ( std::vector< T * > &  outNodes)
inline

◆ FindNodesWithName()

std::vector< Node * > World::FindNodesWithName ( const char *  name)

◆ FindNodesWithTag()

std::vector< Node * > World::FindNodesWithTag ( const char *  tag)

◆ FindRandomNavPoint()

bool World::FindRandomNavPoint ( glm::vec3 &  outPoint)

◆ GatherNodes() [1/2]

std::vector< Node * > World::GatherNodes ( )

◆ GatherNodes() [2/2]

void World::GatherNodes ( std::vector< Node * > &  outNodes)

◆ GetActiveCamera()

Camera3D * World::GetActiveCamera ( )

◆ GetAmbientLightColor()

glm::vec4 World::GetAmbientLightColor ( ) const

◆ GetAudioReceiver()

Node3D * World::GetAudioReceiver ( )

◆ GetAudios()

const std::vector< Audio3D * > & World::GetAudios ( ) const

◆ GetBroadphase()

btDbvtBroadphase * World::GetBroadphase ( )

◆ GetDynamicsWorld()

btDynamicsWorld * World::GetDynamicsWorld ( )

◆ GetFadingLights()

std::vector< FadingLight > & World::GetFadingLights ( )

◆ GetFogSettings()

const FogSettings & World::GetFogSettings ( ) const

◆ GetGravity()

glm::vec3 World::GetGravity ( ) const

◆ GetIndex()

int32_t World::GetIndex ( ) const

◆ GetLights()

const std::vector< Light3D * > & World::GetLights ( )

◆ GetLines()

const std::vector< Line > & World::GetLines ( ) const

◆ GetMainCamera()

Camera3D * World::GetMainCamera ( )

◆ GetNetNode()

Node * World::GetNetNode ( NetId  netId)

◆ GetRootNode()

Node * World::GetRootNode ( )

◆ GetRootNodePtr()

NodePtr World::GetRootNodePtr ( )

◆ GetShadowColor()

glm::vec4 World::GetShadowColor ( ) const

◆ InvalidateNavMesh()

void World::InvalidateNavMesh ( )

◆ IsAutoNavRebuildEnabled()

bool World::IsAutoNavRebuildEnabled ( ) const

◆ IsInternalEdgeSmoothingEnabled()

bool World::IsInternalEdgeSmoothingEnabled ( ) const

◆ LoadScene()

void World::LoadScene ( const char *  name,
bool  instant 
)

◆ OverrideDynamicsWorld()

void World::OverrideDynamicsWorld ( btDiscreteDynamicsWorld *  world)

◆ PlaceNewlySpawnedNode()

void World::PlaceNewlySpawnedNode ( NodePtr  node,
glm::vec3  position 
)

◆ PurgeOverlaps()

void World::PurgeOverlaps ( Primitive3D prim)

◆ QueueRootNode()

void World::QueueRootNode ( Node node)

◆ QueueRootScene()

void World::QueueRootScene ( const char *  name)

◆ RayTest()

void World::RayTest ( glm::vec3  start,
glm::vec3  end,
uint8_t  collisionMask,
RayTestResult outResult,
uint32_t  numIgnoredObjects = 0,
btCollisionObject **  ignoreObjects = nullptr,
bool  ignorePureOverlap = true 
)

◆ RayTestMulti()

void World::RayTestMulti ( glm::vec3  start,
glm::vec3  end,
uint8_t  collisionMask,
bool  ignorePureOverlap,
RayTestMultiResult outResult 
)

◆ RegisterNode()

void World::RegisterNode ( Node node,
bool  subRoot 
)

◆ RegisterNodeUuid()

void World::RegisterNodeUuid ( Node node)

◆ RemoveAllLines()

void World::RemoveAllLines ( )

◆ RemoveLine()

void World::RemoveLine ( const Line line)

◆ RestoreDynamicsWorld()

void World::RestoreDynamicsWorld ( )

◆ SetActiveCamera()

void World::SetActiveCamera ( Camera3D activeCamera)

◆ SetAmbientLightColor()

void World::SetAmbientLightColor ( glm::vec4  color)

◆ SetAudioReceiver()

void World::SetAudioReceiver ( Node3D newReceiver)

◆ SetCameraOverride()

void World::SetCameraOverride ( Camera3D camera)
inline

◆ SetFogSettings()

void World::SetFogSettings ( const FogSettings settings)

◆ SetGravity()

void World::SetGravity ( glm::vec3  gravity)

◆ SetRootNode()

void World::SetRootNode ( Node node)

◆ SetShadowColor()

void World::SetShadowColor ( glm::vec4  shadowColor)

◆ SpawnDefaultCamera()

Camera3D * World::SpawnDefaultCamera ( )

◆ SpawnDefaultRoot()

Node * World::SpawnDefaultRoot ( )

◆ SpawnNode() [1/3]

Node * World::SpawnNode ( const char *  typeName,
glm::vec3  position = {} 
)

◆ SpawnNode() [2/3]

template<class NodeClass >
NodeClass * World::SpawnNode ( glm::vec3  position = {})
inline

◆ SpawnNode() [3/3]

Node * World::SpawnNode ( TypeId  actorType,
glm::vec3  position = {} 
)

◆ SpawnParticle() [1/2]

Particle3D * World::SpawnParticle ( ParticleSystem sys,
glm::vec3  position 
)

◆ SpawnParticle() [2/2]

Particle3D * World::SpawnParticle ( ParticleSystem sys,
glm::vec3  position,
glm::vec3  velocity 
)

◆ SpawnScene() [1/2]

Node * World::SpawnScene ( const char *  sceneName,
glm::vec3  position = {} 
)

◆ SpawnScene() [2/2]

Node * World::SpawnScene ( Scene scene,
glm::vec3  position = {} 
)

◆ SweepTest() [1/2]

void 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 
)

◆ SweepTest() [2/2]

void World::SweepTest ( Primitive3D primComp,
glm::vec3  start,
glm::vec3  end,
uint8_t  collisionMask,
SweepTestResult outResult 
)

◆ UnregisterNode()

void World::UnregisterNode ( Node node,
bool  subRoot 
)

◆ UnregisterNodeUuid()

void World::UnregisterNodeUuid ( Node node)

◆ Update()

void World::Update ( float  deltaTime)

◆ UpdateRenderSettings()

void World::UpdateRenderSettings ( )

The documentation for this class was generated from the following files: