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Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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This is the complete list of members for Divide::PhysicsAsset, including all inherited members.
_context | Divide::PhysicsAsset | protected |
_parentComponent | Divide::PhysicsAsset | protected |
getOrientation(Quaternion< F32 > &quatOut) const =0 | Divide::ITransform | pure virtual |
getParent() const noexcept | Divide::PhysicsAsset | inline |
getPosition(vec3< F32 > &posOut) const =0 | Divide::ITransform | pure virtual |
getScale(vec3< F32 > &scaleOut) const =0 | Divide::ITransform | pure virtual |
PhysicsAsset(RigidBodyComponent &parent) noexcept | Divide::PhysicsAsset | explicit |
physicsCollisionGroup(PhysicsGroup group) | Divide::PhysicsAsset | virtual |
rotate(const vec3< F32 > &axis, Angle::DEGREES< F32 > degrees)=0 | Divide::ITransform | pure virtual |
rotate(Angle::DEGREES< F32 > pitch, Angle::DEGREES< F32 > yaw, Angle::DEGREES< F32 > roll)=0 | Divide::ITransform | pure virtual |
rotate(const Quaternion< F32 > &quat)=0 | Divide::ITransform | pure virtual |
rotate(F32 xAxis, F32 yAxis, F32 zAxis, Angle::DEGREES< F32 > degrees) | Divide::ITransform | inline |
rotate(const vec3< F32 > &euler) | Divide::ITransform | inline |
rotateSlerp(const Quaternion< F32 > &quat, D64 deltaTime)=0 | Divide::ITransform | pure virtual |
rotateX(Angle::DEGREES< F32 > angle)=0 | Divide::ITransform | pure virtual |
rotateY(Angle::DEGREES< F32 > angle)=0 | Divide::ITransform | pure virtual |
rotateZ(Angle::DEGREES< F32 > angle)=0 | Divide::ITransform | pure virtual |
scale(const vec3< F32 > &axisFactors)=0 | Divide::ITransform | pure virtual |
scale(F32 amount) | Divide::ITransform | inline |
scale(F32 x, F32 y, F32 z) | Divide::ITransform | inline |
scaleX(F32 amount)=0 | Divide::ITransform | pure virtual |
scaleY(F32 amount)=0 | Divide::ITransform | pure virtual |
scaleZ(F32 amount)=0 | Divide::ITransform | pure virtual |
setPosition(const vec3< F32 > &position)=0 | Divide::ITransform | pure virtual |
setPosition(F32 x, F32 y, F32 z)=0 | Divide::ITransform | pure virtual |
setPositionX(F32 positionX)=0 | Divide::ITransform | pure virtual |
setPositionY(F32 positionY)=0 | Divide::ITransform | pure virtual |
setPositionZ(F32 positionZ)=0 | Divide::ITransform | pure virtual |
setRotation(const vec3< F32 > &axis, Angle::DEGREES< F32 > degrees)=0 | Divide::ITransform | pure virtual |
setRotation(Angle::DEGREES< F32 > pitch, Angle::DEGREES< F32 > yaw, Angle::DEGREES< F32 > roll)=0 | Divide::ITransform | pure virtual |
setRotation(const Quaternion< F32 > &quat)=0 | Divide::ITransform | pure virtual |
setRotationEuler(const vec3< F32 > &euler) | Divide::ITransform | inline |
setRotationX(Angle::DEGREES< F32 > angle)=0 | Divide::ITransform | pure virtual |
setRotationY(Angle::DEGREES< F32 > angle)=0 | Divide::ITransform | pure virtual |
setRotationZ(Angle::DEGREES< F32 > angle)=0 | Divide::ITransform | pure virtual |
setScale(const vec3< F32 > &amount)=0 | Divide::ITransform | pure virtual |
setScale(F32 amount) | Divide::ITransform | inline |
setScale(F32 x, F32 y, F32 z) | Divide::ITransform | inline |
setScaleX(F32 amount)=0 | Divide::ITransform | pure virtual |
setScaleY(F32 amount)=0 | Divide::ITransform | pure virtual |
setScaleZ(F32 amount)=0 | Divide::ITransform | pure virtual |
translate(const vec3< F32 > &axisFactors)=0 | Divide::ITransform | pure virtual |
translate(F32 x, F32 y, F32 z) | Divide::ITransform | inline |
translateX(F32 positionX) | Divide::ITransform | inline |
translateY(F32 positionY) | Divide::ITransform | inline |
translateZ(F32 positionZ) | Divide::ITransform | inline |
~ITransform()=default | Divide::ITransform | virtual |