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mesh_filter const & | current_animation_frame (animation_filter const &aAnimationFilter) |
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mat44 const & | to_transformation_matrix (animation_filter const &aAnimationFilter) |
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constexpr collision_detection_cycle | operator| (collision_detection_cycle aLhs, collision_detection_cycle aRhs) |
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constexpr collision_detection_cycle | operator& (collision_detection_cycle aLhs, collision_detection_cycle aRhs) |
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bool | operator== (const color &lhs, const color &rhs) |
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template<typename... Systems> |
std::shared_ptr< ecs > | make_ecs (ecs_flags aCreationFlags=ecs_flags::Default) |
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bool | batchable (const filter &lhs, const filter &rhs) |
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bool | batchable (const gradient &lhs, const gradient &rhs) |
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bool | batchable (const material &lhs, const material &rhs) |
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mesh | operator* (const mat44 &aLhs, const mesh &aRhs) |
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rect | bounding_rect (const vertices &aVertices, const mat44 &aTransformation=mat44::identity()) |
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template<typename Container , typename T > |
rect | bounding_rect (const Container &aVertices, const basic_matrix< T, 4, 4 > &aTransformation=basic_matrix< T, 4, 4 >::identity()) |
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rect | bounding_rect (const vertices &aVertices, const faces &aFaces, const mat44 &aTransformation=mat44::identity(), vertices::size_type aOffset=0) |
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template<typename Container , typename T > |
rect | bounding_rect (const Container &aVertices, const faces &aFaces, const basic_matrix< T, 4, 4 > &aTransformation=basic_matrix< T, 4, 4 >::identity(), vertices::size_type aOffset=0) |
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rect | bounding_rect (const mesh &aMesh, const mat44 &aTransformation=mat44::identity()) |
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faces | default_faces (uint32_t aVertexCount, uint32_t aOffset=0u) |
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faces | default_faces (const vertices &aVertices, uint32_t aOffset=0u) |
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bool | is_render_cache_valid_no_lock (component< game::mesh_render_cache > const &aCache, entity_id aEntity) |
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bool | is_render_cache_dirty_no_lock (component< game::mesh_render_cache > const &aCache, entity_id aEntity) |
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bool | is_render_cache_clean_no_lock (component< game::mesh_render_cache > const &aCache, entity_id aEntity) |
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void | set_render_cache_invalid_no_lock (component< game::mesh_render_cache > &aCache, entity_id aEntity) |
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void | set_render_cache_dirty_no_lock (component< game::mesh_render_cache > &aCache, entity_id aEntity) |
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void | set_render_cache_clean_no_lock (component< game::mesh_render_cache > &aCache, entity_id aEntity) |
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bool | is_render_cache_valid_no_lock (i_ecs const &aEcs, entity_id aEntity) |
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bool | is_render_cache_dirty_no_lock (i_ecs const &aEcs, entity_id aEntity) |
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bool | is_render_cache_clean_no_lock (i_ecs const &aEcs, entity_id aEntity) |
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void | set_render_cache_invalid_no_lock (i_ecs &aEcs, entity_id aEntity) |
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void | set_render_cache_dirty_no_lock (i_ecs &aEcs, entity_id aEntity) |
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void | set_render_cache_clean_no_lock (i_ecs &aEcs, entity_id aEntity) |
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bool | is_render_cache_valid (component< game::mesh_render_cache > const &aCache, entity_id aEntity) |
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bool | is_render_cache_dirty (component< game::mesh_render_cache > const &aCache, entity_id aEntity) |
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bool | is_render_cache_clean (component< game::mesh_render_cache > const &aCache, entity_id aEntity) |
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void | set_render_cache_invalid (component< game::mesh_render_cache > &aCache, entity_id aEntity) |
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void | set_render_cache_dirty (component< game::mesh_render_cache > &aCache, entity_id aEntity) |
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void | set_render_cache_clean (component< game::mesh_render_cache > &aCache, entity_id aEntity) |
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bool | is_render_cache_valid (i_ecs const &aEcs, entity_id aEntity) |
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bool | is_render_cache_dirty (i_ecs const &aEcs, entity_id aEntity) |
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bool | is_render_cache_clean (i_ecs const &aEcs, entity_id aEntity) |
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void | set_render_cache_invalid (i_ecs &aEcs, entity_id aEntity) |
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void | set_render_cache_dirty (i_ecs &aEcs, entity_id aEntity) |
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void | set_render_cache_clean (i_ecs &aEcs, entity_id aEntity) |
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bool | batchable (const mesh_renderer &lhs, const mesh_renderer &rhs) |
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mat44 | to_transformation_matrix (const game::rigid_body &aRigidBody, bool aIncludeTranslation=true) |
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bool | batchable (const texture &lhs, const texture &rhs) |
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