#include <Transform.h>
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| | Transform () |
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| | ~Transform () |
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| glm::vec3 | getRotatedForwardVector () |
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| glm::vec3 | getParentedVector (glm::vec3 Vector) |
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| glm::vec3 | eulerAngles () |
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| glm::quat | LookAt (glm::vec3 target, GLfloat x, GLfloat y, GLfloat z) |
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| glm::quat | LookAt (glm::vec3 target, glm::vec3 EyeAxis=glm::vec3(0, 1, 0)) |
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| glm::quat | EulerRotation (GLfloat x, GLfloat y, GLfloat z) |
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| glm::quat | EulerRotation (glm::vec3 euleAngles) |
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| void | getModelMatrixDecompose (glm::vec3 &Translation, glm::quat &Rotation, glm::vec3 scale) |
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| glm::vec3 | getModelMatrixTranslation () |
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| glm::quat | getModelMatrixRotation () |
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| glm::vec3 | getModelMatrixScale () |
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| char * | getTypeName () override |
| | INFO. More...
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◆ Transform()
| _NL::Component::Transform::Transform |
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◆ ~Transform()
| _NL::Component::Transform::~Transform |
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◆ eulerAngles()
| glm::vec3 _NL::Component::Transform::eulerAngles |
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◆ EulerRotation() [1/2]
| glm::quat _NL::Component::Transform::EulerRotation |
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GLfloat |
x, |
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GLfloat |
y, |
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GLfloat |
z |
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) |
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◆ EulerRotation() [2/2]
| glm::quat _NL::Component::Transform::EulerRotation |
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glm::vec3 |
euleAngles | ) |
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◆ getModelMatrixDecompose()
| void _NL::Component::Transform::getModelMatrixDecompose |
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glm::vec3 & |
Translation, |
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glm::quat & |
Rotation, |
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glm::vec3 |
scale |
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) |
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◆ getModelMatrixRotation()
| glm::quat _NL::Component::Transform::getModelMatrixRotation |
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◆ getModelMatrixScale()
| glm::vec3 _NL::Component::Transform::getModelMatrixScale |
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◆ getModelMatrixTranslation()
| glm::vec3 _NL::Component::Transform::getModelMatrixTranslation |
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◆ getParentedVector()
| glm::vec3 _NL::Component::Transform::getParentedVector |
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glm::vec3 |
Vector | ) |
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◆ getRotatedForwardVector()
| glm::vec3 _NL::Component::Transform::getRotatedForwardVector |
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◆ getTypeName()
| char * _NL::Component::Transform::getTypeName |
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overridevirtual |
◆ LookAt() [1/2]
| glm::quat _NL::Component::Transform::LookAt |
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glm::vec3 |
target, |
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GLfloat |
x, |
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GLfloat |
y, |
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GLfloat |
z |
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) |
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◆ LookAt() [2/2]
| glm::quat _NL::Component::Transform::LookAt |
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glm::vec3 |
target, |
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glm::vec3 |
EyeAxis = glm::vec3(0,1,0) |
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) |
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◆ bactive
| bool _NL::Component::Transform::bactive = true |
◆ forwardVector
| glm::vec3 _NL::Component::Transform::forwardVector = glm::vec3(0,0,-1) |
◆ ModelMatrix
| glm::mat4 _NL::Component::Transform::ModelMatrix = glm::mat4(1.0f) |
◆ transform
The documentation for this class was generated from the following files:
- X:/NewHDD/Games/GAME DEVELOPMENT/C++/Projects3/NamelessEngineRepo/NamelessEngine/NamelessEngine/Transform.h
- X:/NewHDD/Games/GAME DEVELOPMENT/C++/Projects3/NamelessEngineRepo/NamelessEngine/NamelessEngine/Transform.cpp