Engine
Frameworkcreatedbymeusableforthecreationofsimplegames.CurrentlysupportsOpenGL(Verysimple)andVulkan.
Engine::Skeleton Member List

This is the complete list of members for Engine::Skeleton, including all inherited members.

animatedEngine::Skeletonprotected
Animation_t typedefEngine::Skeletonprotected
animationMapEngine::Skeletonprotected
AnimationNode_t typedefEngine::Skeletonprotected
animationsEngine::Skeletonprotected
Bone_t typedefEngine::Skeleton
boneDataEngine::Skeletonprotected
boneMapEngine::Skeletonprotected
currentAnimationEngine::Skeletonprotected
currentAnimationIndexEngine::Skeletonprotected
DestroyBone(Bone_t *bone)Engine::Skeletonprotected
GetAnimationData(size_t animation)Engine::Skeleton
GetAnimationDuration(size_t animation)Engine::Skeleton
GetAnimationIndex(eastl::string animation)Engine::Skeleton
GetAnimations()Engine::Skeleton
GetAnimationTicksPerSecond(size_t animation)Engine::Skeleton
GetBoneMap()Engine::Skeleton
GetName()Engine::Skeleton
GetRootBone()Engine::Skeleton
HasAnimations()Engine::Skeleton
InterpolatePosition(float time, AnimationNode_t node)Engine::Skeletonprotected
InterpolateRotation(float time, AnimationNode_t node)Engine::Skeletonprotected
InterpolateScale(float time, AnimationNode_t node)Engine::Skeletonprotected
LoadAnimationSet(const aiScene *scene, eastl::vector< eastl::string > names={})Engine::Skeleton
loopingEngine::Skeletonprotected
nameEngine::Skeletonprotected
pausedEngine::Skeletonprotected
ReadBones(Bone_t *bone, aiNode *node)Engine::Skeletonprotected
rootBoneEngine::Skeletonprotected
sceneEngine::Skeletonprotected
SetAnimation(eastl::string animation, bool resetTime)Engine::Skeleton
SetBoneTransform(eastl::string bone, glm::mat4 transform)Engine::Skeletonprotected
SetBoneTransform(Bone_t *bone, glm::mat4 transform)Engine::Skeletonprotected
SetName(eastl::string name)Engine::Skeleton
Skeleton(const aiScene *scene)Engine::Skeleton
speedEngine::Skeletonprotected
timeEngine::Skeletonprotected
TransformToMat4(aiMatrix4x4 transform)Engine::Skeletonprotected
Update(float deltaTime)Engine::Skeletonprotected
UpdateBoneBuffers()Engine::Skeletonprotectedvirtual
UpdateBoneTransformData(Bone_t *bone)Engine::Skeletonprotected
UpdateBoneTreeTransformData()Engine::Skeletonprotected
~Skeleton()Engine::Skeletonvirtual