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Duckcpp 2.1.0
Duckcpp is a high-performance c++ graphics engine.
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This is the complete list of members for dcpp::scene::IMeshManipulator, including all inherited members.
apply(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate=false) const | dcpp::scene::IMeshManipulator | inline |
apply(const Functor &func, IMesh *mesh, bool boundingBoxUpdate=false) const | dcpp::scene::IMeshManipulator | inline |
apply_(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate, const IVertexManipulator &typeTest) const | dcpp::scene::IMeshManipulator | inlineprotected |
createAnimatedMesh(IMesh *mesh, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
createForsythOptimizedMesh(const IMesh *mesh) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
createMeshCopy(IMesh *mesh) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
createMeshUniquePrimitives(IMesh *mesh) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
createMeshWelded(IMesh *mesh, f32 tolerance=nub::ROUNDING_ERROR_f32) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
createMeshWith1TCoords(IMesh *mesh) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
createMeshWith2TCoords(IMesh *mesh) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
createMeshWithTangents(IMesh *mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false, bool recalculateTangents=true) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
drop() const | dcpp::IReferenceCounted | inline |
flipSurfaces(IMesh *mesh) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
getDebugName() const | dcpp::IReferenceCounted | inline |
getPolyCount(IMesh *mesh) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
getPolyCount(IAnimatedMesh *mesh) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
getReferenceCount() const | dcpp::IReferenceCounted | inline |
grab() const | dcpp::IReferenceCounted | inline |
heightmapOptimizeMesh(IMesh *const mesh, const f32 tolerance=nub::ROUNDING_ERROR_f32) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
heightmapOptimizeMesh(IMeshBuffer *const mb, const f32 tolerance=nub::ROUNDING_ERROR_f32) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
IReferenceCounted() | dcpp::IReferenceCounted | inline |
makePlanarTextureMapping(IMesh *mesh, f32 resolution=0.001f) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
makePlanarTextureMapping(scene::IMeshBuffer *meshbuffer, f32 resolution=0.001f) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
makePlanarTextureMapping(scene::IMesh *mesh, f32 resolutionS, f32 resolutionT, u8 axis, const nub::vector3df &offset) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
makePlanarTextureMapping(scene::IMeshBuffer *buffer, f32 resolutionS, f32 resolutionT, u8 axis, const nub::vector3df &offset) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
recalculateNormals(IMesh *mesh, bool smooth=false, bool angleWeighted=false) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
recalculateNormals(IMeshBuffer *buffer, bool smooth=false, bool angleWeighted=false) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
recalculateTangents(IMesh *mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
recalculateTangents(IMeshBuffer *buffer, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const =0 | dcpp::scene::IMeshManipulator | pure virtual |
scale(IMesh *mesh, const nub::vector3df &factor) const | dcpp::scene::IMeshManipulator | inline |
scale(IMeshBuffer *buffer, const nub::vector3df &factor) const | dcpp::scene::IMeshManipulator | inline |
scaleMesh(IMesh *mesh, const nub::vector3df &factor) const | dcpp::scene::IMeshManipulator | inline |
scaleTCoords(scene::IMesh *mesh, const nub::vector2df &factor, u32 level=1) const | dcpp::scene::IMeshManipulator | inline |
scaleTCoords(scene::IMeshBuffer *buffer, const nub::vector2df &factor, u32 level=1) const | dcpp::scene::IMeshManipulator | inline |
setDebugName(const c8 *newName) | dcpp::IReferenceCounted | inlineprotected |
setVertexColorAlpha(IMesh *mesh, i32 alpha) const | dcpp::scene::IMeshManipulator | inline |
setVertexColorAlpha(IMeshBuffer *buffer, i32 alpha) const | dcpp::scene::IMeshManipulator | inline |
setVertexColors(IMesh *mesh, video::SColor color) const | dcpp::scene::IMeshManipulator | inline |
setVertexColors(IMeshBuffer *buffer, video::SColor color) const | dcpp::scene::IMeshManipulator | inline |
transform(IMesh *mesh, const nub::matrix4 &m, u32 normalsUpdate=0, bool normalizeNormals=false) const | dcpp::scene::IMeshManipulator | inline |
transform(IMeshBuffer *buffer, const nub::matrix4 &m, u32 normalsUpdate=0, bool normalizeNormals=false) const | dcpp::scene::IMeshManipulator | inline |
transformMesh(IMesh *mesh, const nub::matrix4 &m) const | dcpp::scene::IMeshManipulator | inlinevirtual |
~IReferenceCounted() | dcpp::IReferenceCounted | inlinevirtual |