TDME2 1.9.121
SceneConnector Member List

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

addScene(Engine *engine, Scene *scene, bool addEmpties, bool addTrigger, bool addEnvironmentMapping, bool pickable, bool enable=true, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f), ProgressCallback *progressCallback=nullptr)SceneConnectorstatic
addScene(World *world, Scene *scene, bool enable=true, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f), ProgressCallback *progressCallback=nullptr)SceneConnectorstatic
addSounds(Audio *audio, Prototype *prototype, const string &id, const int poolSize=1)SceneConnectorstatic
createBody(World *world, Prototype *prototype, const string &id, const Transformations &transformations, uint16_t collisionTypeId=0, int index=-1, PrototypePhysics_BodyType *overrideType=nullptr)SceneConnectorstatic
createBody(World *world, SceneEntity *sceneEntity, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f), uint16_t collisionTypeId=0, int index=-1, PrototypePhysics_BodyType *overrideType=nullptr)SceneConnectorstatic
createEmpty(const string &id, const Transformations &transformations)SceneConnectorstatic
createEntity(Prototype *prototype, const string &id, const Transformations &transformations, int instances=1, Entity *parentEntity=nullptr)SceneConnectorstatic
createEntity(SceneEntity *sceneEntity, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f), int instances=1, Entity *parentEntity=nullptr)SceneConnectorstatic
createParticleSystem(PrototypeParticleSystem *particleSystem, const string &id, bool enableDynamicShadows=true)SceneConnectorstatic
disableScene(Engine *engine, Scene *scene)SceneConnectorstatic
disableScene(World *world, Scene *scene)SceneConnectorstatic
emptyModelSceneConnectorprivatestatic
enableEarlyZRejectionSceneConnectorstatic
enableScene(Engine *engine, Scene *scene, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f))SceneConnectorstatic
enableScene(World *world, Scene *scene, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f))SceneConnectorstatic
getRenderGroupsLod2MinDistance()SceneConnectorinlinestatic
getRenderGroupsLod2ReduceBy()SceneConnectorinlinestatic
getRenderGroupsLod3MinDistance()SceneConnectorinlinestatic
getRenderGroupsLod3ReduceBy()SceneConnectorinlinestatic
getRenderGroupsLodLevels()SceneConnectorinlinestatic
getRenderGroupsPartitionDepth()SceneConnectorinlinestatic
getRenderGroupsPartitionHeight()SceneConnectorinlinestatic
getRenderGroupsPartitionWidth()SceneConnectorinlinestatic
getRenderGroupsReduceBy()SceneConnectorinlinestatic
isEnableEarlyZRejection()SceneConnectorinlinestatic
renderGroupsLOD2MinDistanceSceneConnectorstatic
renderGroupsLOD2ReduceBySceneConnectorstatic
renderGroupsLOD3MinDistanceSceneConnectorstatic
renderGroupsLOD3ReduceBySceneConnectorstatic
renderGroupsLODLevelsSceneConnectorstatic
renderGroupsPartitionDepthSceneConnectorstatic
renderGroupsPartitionHeightSceneConnectorstatic
renderGroupsPartitionWidthSceneConnectorstatic
renderGroupsReduceBySceneConnectorstatic
resetEngine(Engine *engine, Scene *scene)SceneConnectorstatic
RIGIDBODY_TYPEID_COLLISIONSceneConnectorstatic
RIGIDBODY_TYPEID_DYNAMICSceneConnectorstatic
RIGIDBODY_TYPEID_STATICSceneConnectorstatic
RIGIDBODY_TYPEID_TRIGGERSceneConnectorstatic
setEnableEarlyZRejection(bool enableEarlyZRejection)SceneConnectorinlinestatic
setLights(Engine *engine, Scene *scene, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f))SceneConnectorstatic
setRenderGroupsLod2MinDistance(float minDistance)SceneConnectorinlinestatic
setRenderGroupsLod2ReduceBy(int reduceBy)SceneConnectorinlinestatic
setRenderGroupsLod3MinDistance(float minDistance)SceneConnectorinlinestatic
setRenderGroupsLod3ReduceBy(int reduceBy)SceneConnectorinlinestatic
setRenderGroupsLodLevels(int lodLevels)SceneConnectorinlinestatic
setRenderGroupsPartitionDepth(float renderNodesPartitionDepth)SceneConnectorinlinestatic
setRenderGroupsPartitionHeight(float renderNodesPartitionHeight)SceneConnectorinlinestatic
setRenderGroupsPartitionWidth(float renderNodesPartitionWidth)SceneConnectorinlinestatic
setRenderGroupsReduceBy(int reduceBy)SceneConnectorinlinestatic