Duckcpp 2.1.0
Duckcpp is a high-performance c++ graphics engine.
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dcpp::scene::IMeshManipulator Member List

This is the complete list of members for dcpp::scene::IMeshManipulator, including all inherited members.

apply(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate=false) constdcpp::scene::IMeshManipulatorinline
apply(const Functor &func, IMesh *mesh, bool boundingBoxUpdate=false) constdcpp::scene::IMeshManipulatorinline
apply_(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate, const IVertexManipulator &typeTest) constdcpp::scene::IMeshManipulatorinlineprotected
createAnimatedMesh(IMesh *mesh, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) const =0dcpp::scene::IMeshManipulatorpure virtual
createForsythOptimizedMesh(const IMesh *mesh) const =0dcpp::scene::IMeshManipulatorpure virtual
createMeshCopy(IMesh *mesh) const =0dcpp::scene::IMeshManipulatorpure virtual
createMeshUniquePrimitives(IMesh *mesh) const =0dcpp::scene::IMeshManipulatorpure virtual
createMeshWelded(IMesh *mesh, f32 tolerance=nub::ROUNDING_ERROR_f32) const =0dcpp::scene::IMeshManipulatorpure virtual
createMeshWith1TCoords(IMesh *mesh) const =0dcpp::scene::IMeshManipulatorpure virtual
createMeshWith2TCoords(IMesh *mesh) const =0dcpp::scene::IMeshManipulatorpure virtual
createMeshWithTangents(IMesh *mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false, bool recalculateTangents=true) const =0dcpp::scene::IMeshManipulatorpure virtual
drop() constdcpp::IReferenceCountedinline
flipSurfaces(IMesh *mesh) const =0dcpp::scene::IMeshManipulatorpure virtual
getDebugName() constdcpp::IReferenceCountedinline
getPolyCount(IMesh *mesh) const =0dcpp::scene::IMeshManipulatorpure virtual
getPolyCount(IAnimatedMesh *mesh) const =0dcpp::scene::IMeshManipulatorpure virtual
getReferenceCount() constdcpp::IReferenceCountedinline
grab() constdcpp::IReferenceCountedinline
heightmapOptimizeMesh(IMesh *const mesh, const f32 tolerance=nub::ROUNDING_ERROR_f32) const =0dcpp::scene::IMeshManipulatorpure virtual
heightmapOptimizeMesh(IMeshBuffer *const mb, const f32 tolerance=nub::ROUNDING_ERROR_f32) const =0dcpp::scene::IMeshManipulatorpure virtual
IReferenceCounted()dcpp::IReferenceCountedinline
makePlanarTextureMapping(IMesh *mesh, f32 resolution=0.001f) const =0dcpp::scene::IMeshManipulatorpure virtual
makePlanarTextureMapping(scene::IMeshBuffer *meshbuffer, f32 resolution=0.001f) const =0dcpp::scene::IMeshManipulatorpure virtual
makePlanarTextureMapping(scene::IMesh *mesh, f32 resolutionS, f32 resolutionT, u8 axis, const nub::vector3df &offset) const =0dcpp::scene::IMeshManipulatorpure virtual
makePlanarTextureMapping(scene::IMeshBuffer *buffer, f32 resolutionS, f32 resolutionT, u8 axis, const nub::vector3df &offset) const =0dcpp::scene::IMeshManipulatorpure virtual
recalculateNormals(IMesh *mesh, bool smooth=false, bool angleWeighted=false) const =0dcpp::scene::IMeshManipulatorpure virtual
recalculateNormals(IMeshBuffer *buffer, bool smooth=false, bool angleWeighted=false) const =0dcpp::scene::IMeshManipulatorpure virtual
recalculateTangents(IMesh *mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const =0dcpp::scene::IMeshManipulatorpure virtual
recalculateTangents(IMeshBuffer *buffer, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const =0dcpp::scene::IMeshManipulatorpure virtual
scale(IMesh *mesh, const nub::vector3df &factor) constdcpp::scene::IMeshManipulatorinline
scale(IMeshBuffer *buffer, const nub::vector3df &factor) constdcpp::scene::IMeshManipulatorinline
scaleMesh(IMesh *mesh, const nub::vector3df &factor) constdcpp::scene::IMeshManipulatorinline
scaleTCoords(scene::IMesh *mesh, const nub::vector2df &factor, u32 level=1) constdcpp::scene::IMeshManipulatorinline
scaleTCoords(scene::IMeshBuffer *buffer, const nub::vector2df &factor, u32 level=1) constdcpp::scene::IMeshManipulatorinline
setDebugName(const c8 *newName)dcpp::IReferenceCountedinlineprotected
setVertexColorAlpha(IMesh *mesh, i32 alpha) constdcpp::scene::IMeshManipulatorinline
setVertexColorAlpha(IMeshBuffer *buffer, i32 alpha) constdcpp::scene::IMeshManipulatorinline
setVertexColors(IMesh *mesh, video::SColor color) constdcpp::scene::IMeshManipulatorinline
setVertexColors(IMeshBuffer *buffer, video::SColor color) constdcpp::scene::IMeshManipulatorinline
transform(IMesh *mesh, const nub::matrix4 &m, u32 normalsUpdate=0, bool normalizeNormals=false) constdcpp::scene::IMeshManipulatorinline
transform(IMeshBuffer *buffer, const nub::matrix4 &m, u32 normalsUpdate=0, bool normalizeNormals=false) constdcpp::scene::IMeshManipulatorinline
transformMesh(IMesh *mesh, const nub::matrix4 &m) constdcpp::scene::IMeshManipulatorinlinevirtual
~IReferenceCounted()dcpp::IReferenceCountedinlinevirtual

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