Irrlicht 3D Engine
irr::scene::IMeshManipulator Member List
This is the complete list of members for irr::scene::IMeshManipulator, including all inherited members.
apply(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate=false) const irr::scene::IMeshManipulator [inline]
apply(const Functor &func, IMesh *mesh, bool boundingBoxUpdate=false) const irr::scene::IMeshManipulator [inline]
apply_(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate, const IVertexManipulator &typeTest) const irr::scene::IMeshManipulator [inline, protected]
createAnimatedMesh(IMesh *mesh, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) const =0irr::scene::IMeshManipulator [pure virtual]
createForsythOptimizedMesh(const IMesh *mesh) const =0irr::scene::IMeshManipulator [pure virtual]
createMeshCopy(IMesh *mesh) const =0irr::scene::IMeshManipulator [pure virtual]
createMeshUniquePrimitives(IMesh *mesh) const =0irr::scene::IMeshManipulator [pure virtual]
createMeshWelded(IMesh *mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const =0irr::scene::IMeshManipulator [pure virtual]
createMeshWith1TCoords(IMesh *mesh) const =0irr::scene::IMeshManipulator [pure virtual]
createMeshWith2TCoords(IMesh *mesh) const =0irr::scene::IMeshManipulator [pure virtual]
createMeshWithTangents(IMesh *mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false, bool recalculateTangents=true) const =0irr::scene::IMeshManipulator [pure virtual]
drop() const irr::IReferenceCounted [inline]
flipSurfaces(IMesh *mesh) const =0irr::scene::IMeshManipulator [pure virtual]
getDebugName() const irr::IReferenceCounted [inline]
getPolyCount(IMesh *mesh) const =0irr::scene::IMeshManipulator [pure virtual]
getPolyCount(IAnimatedMesh *mesh) const =0irr::scene::IMeshManipulator [pure virtual]
getReferenceCount() const irr::IReferenceCounted [inline]
grab() const irr::IReferenceCounted [inline]
IReferenceCounted()irr::IReferenceCounted [inline]
makePlanarTextureMapping(IMesh *mesh, f32 resolution=0.001f) const =0irr::scene::IMeshManipulator [pure virtual]
makePlanarTextureMapping(scene::IMeshBuffer *meshbuffer, f32 resolution=0.001f) const =0irr::scene::IMeshManipulator [pure virtual]
makePlanarTextureMapping(scene::IMesh *mesh, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df &offset) const =0irr::scene::IMeshManipulator [pure virtual]
makePlanarTextureMapping(scene::IMeshBuffer *buffer, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df &offset) const =0irr::scene::IMeshManipulator [pure virtual]
recalculateNormals(IMesh *mesh, bool smooth=false, bool angleWeighted=false) const =0irr::scene::IMeshManipulator [pure virtual]
recalculateNormals(IMeshBuffer *buffer, bool smooth=false, bool angleWeighted=false) const =0irr::scene::IMeshManipulator [pure virtual]
recalculateTangents(IMesh *mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const =0irr::scene::IMeshManipulator [pure virtual]
recalculateTangents(IMeshBuffer *buffer, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const =0irr::scene::IMeshManipulator [pure virtual]
scale(IMesh *mesh, const core::vector3df &factor) const irr::scene::IMeshManipulator [inline]
scale(IMeshBuffer *buffer, const core::vector3df &factor) const irr::scene::IMeshManipulator [inline]
scaleMesh(IMesh *mesh, const core::vector3df &factor) const irr::scene::IMeshManipulator [inline]
scaleTCoords(scene::IMesh *mesh, const core::vector2df &factor, u32 level=1) const irr::scene::IMeshManipulator [inline]
scaleTCoords(scene::IMeshBuffer *buffer, const core::vector2df &factor, u32 level=1) const irr::scene::IMeshManipulator [inline]
setDebugName(const c8 *newName)irr::IReferenceCounted [inline, protected]
setVertexColorAlpha(IMesh *mesh, s32 alpha) const irr::scene::IMeshManipulator [inline]
setVertexColorAlpha(IMeshBuffer *buffer, s32 alpha) const irr::scene::IMeshManipulator [inline]
setVertexColors(IMesh *mesh, video::SColor color) const irr::scene::IMeshManipulator [inline]
setVertexColors(IMeshBuffer *buffer, video::SColor color) const irr::scene::IMeshManipulator [inline]
transform(IMesh *mesh, const core::matrix4 &m) const irr::scene::IMeshManipulator [inline]
transform(IMeshBuffer *buffer, const core::matrix4 &m) const irr::scene::IMeshManipulator [inline]
transformMesh(IMesh *mesh, const core::matrix4 &m) const irr::scene::IMeshManipulator [inline, virtual]
~IReferenceCounted()irr::IReferenceCounted [inline, virtual]