Unravel Engine C++ Reference
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unravel::model Member List

This is the complete list of members for unravel::model, including all inherited members.

as_derived() -> entt::meta_anycrtp_meta_type< model >inlinevirtual
calculate_lod_data(lod_data &data, const math::bbox &world_bounds, const camera &cam, float dt) const -> boolunravel::model
calculate_submesh_lod(const mesh &m, uint32_t submesh_index, uint32_t base_lod, const math::mat4 &world_matrix, const camera &cam) const -> uint32_tunravel::model
calculate_submesh_lod_from_world_bounds(const mesh &m, uint32_t submesh_index, uint32_t base_lod, const math::bbox &world_bounds, const camera &cam) const -> uint32_tunravel::model
compute_lod_index(const math::bbox &world_bounds, const camera &cam, float extra_bias=0.0f) const -> uint32_tunravel::model
default_material() -> asset_handle< material > &unravel::modelstatic
fallback_material() -> asset_handle< material > &unravel::modelstatic
get_lod(uint32_t lod) const -> asset_handle< mesh >unravel::model
get_lod_auto_screen_size_power_base() const -> floatunravel::model
get_lod_hysteresis() const -> floatunravel::model
get_lod_override_enabled() const -> boolunravel::model
get_lod_override_level() const -> uint32_tunravel::model
get_lod_screen_size_min() const -> floatunravel::model
get_lod_screen_sizes() const -> const std::vector< float > &unravel::model
get_lod_selection_bias() const -> floatunravel::model
get_lod_transition_time() const -> seconds_tunravel::model
get_lods() const -> const std::vector< asset_handle< mesh > > &unravel::model
get_lods_count() const -> uint32_tunravel::model
get_material(uint32_t index) const -> asset_handle< material >unravel::model
get_material_instance(uint32_t index) const -> material::sptrunravel::model
get_material_instances() const -> const std::vector< material::sptr > &unravel::model
get_materials() const -> const std::vector< asset_handle< material > > &unravel::model
get_meta_type() const -> entt::meta_typecrtp_meta_type< model >inlinevirtual
get_or_emplace_material_instance(uint32_t index) -> material::sptrunravel::model
get_static_meta_type() -> entt::meta_typecrtp_meta_type< model >inlinestatic
is() const -> boolcrtp_meta_type< model >inline
is(const entt::meta_type &type) const -> boolcrtp_meta_type< model >inline
is_valid() const -> boolunravel::model
recalulate_lod_screen_size_limits(uint32_t lod_count)unravel::model
seconds_t typedefunravel::model
set_lod(asset_handle< mesh > mesh, uint32_t lod)unravel::model
set_lod_auto_screen_size_power_base(float value)unravel::model
set_lod_hysteresis(float hysteresis)unravel::model
set_lod_override_enabled(bool enabled)unravel::model
set_lod_override_level(uint32_t level)unravel::model
set_lod_screen_size_min(float value)unravel::model
set_lod_screen_sizes(const std::vector< float > &sizes)unravel::model
set_lod_selection_bias(float bias)unravel::model
set_lod_transition_time(seconds_t time)unravel::model
set_lods(const std::vector< asset_handle< mesh > > &lods)unravel::model
set_material(asset_handle< material > material, uint32_t index)unravel::model
set_material_instance(material::sptr material, uint32_t index)unravel::model
set_material_instances(const std::vector< material::sptr > &materials)unravel::model
set_materials(const std::vector< asset_handle< material > > &materials)unravel::model
submit(const math::mat4 &world_transform, const submesh_pose_mat4 &submesh_transforms, const pose_mat4 &bone_transforms, const std::vector< pose_mat4 > &skinning_transforms, unsigned int lod, const submit_callbacks &callbacks, const math::frustum *frustum=nullptr, const camera *view=nullptr, const model_submit_extras &extras={}) constunravel::model
submit_for_batching(batch_collector &collector, const math::mat4 &world_transform, const submesh_pose_mat4 &submesh_transforms, uint32_t lod_index, float lod_param=0.0f, const math::frustum *frustum=nullptr, const camera *view=nullptr, const model_submit_extras &extras={}) constunravel::model
submit_for_shadow_batching_cascaded(std::vector< shadow_batch_collector > &collectors, uint8_t cascade_count, const math::mat4 &world_transform, const submesh_pose_mat4 &submesh_transforms, uint32_t lod_index, float lod_param, const math::frustum *frustums, bool nested_cascades, const model_submit_extras &extras={}) const -> boolunravel::model
submit_for_vertex_pulling(const math::mat4 &world_transform, const submesh_pose_mat4 &submesh_transforms, const std::vector< pose_mat4 > &skinning_transforms, unsigned int lod, const submit_vertex_pulling_callbacks &callbacks, const math::frustum *frustum=nullptr, const camera *view=nullptr, const model_submit_extras &extras={}) constunravel::model