Nebula
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This is the complete list of members for Game::World, including all inherited members.
AddComponent(Entity entity) | Game::World | inline |
AddComponent(Entity entity, ComponentId component) | Game::World | |
AddStagedComponentsToEntity(Entity entity, AddStagedComponentCommand *cmds, SizeT numCmds) | Game::World | private |
addStagedQueue | Game::World | private |
AllocateEntityId() | Game::World | |
AllocateInstance(Entity entity, MemDb::TableId table, Util::Blob const *const data=nullptr) | Game::World | |
AllocateInstance(Entity entity, BlueprintId blueprint) | Game::World | |
AllocateInstance(Entity entity, TemplateId templateId, bool performInitialize) | Game::World | |
allocQueue | Game::World | private |
BeginFrame() | Game::World | private |
BlueprintManager class | Game::World | friend |
blueprintToTableMap | Game::World | private |
cacheValid | Game::World | private |
ClearDecayBuffers() | Game::World | private |
componentDecayTable | Game::World | private |
componentInitializationEnabled | Game::World | |
componentStageAllocator | Game::World | private |
CreateEntity(bool immediate=true) | Game::World | |
CreateEntity(EntityCreateInfo const &info) | Game::World | |
CreateEntityTable(EntityTableCreateInfo const &info) | Game::World | |
db | Game::World | private |
DeallocateEntityId(Entity entity) | Game::World | |
DeallocateInstance(MemDb::TableId table, MemDb::RowId instance) | Game::World | |
DeallocateInstance(Entity entity) | Game::World | |
deallocQueue | Game::World | private |
DecayComponent(ComponentId component, MemDb::TableId tableId, MemDb::ColumnIndex column, MemDb::RowId instance) | Game::World | private |
defaultTableId | Game::World | private |
Defragment(MemDb::TableId tableId) | Game::World | |
DeleteEntity(Entity entity) | Game::World | |
EndFrame() | Game::World | private |
entityMap | Game::World | private |
ExecuteAddComponentCommands() | Game::World | |
ExecuteRemoveComponentCommands() | Game::World | private |
ExportLevel(Util::String const &path) | Game::World | |
FinalizeAllocate(Entity entity) | Game::World | |
GameServer class | Game::World | friend |
GetColumnData(MemDb::TableId const tableId, uint16_t partitionId, MemDb::ColumnIndex const column) | Game::World | |
GetComponent(Entity entity) | Game::World | inline |
GetComponent(Entity entity) | Game::World | |
GetComponent(Entity entity) | Game::World | |
GetComponent(Entity entity) | Game::World | |
GetComponent(Entity entity) | Game::World | |
GetComponent(Entity entity) | Game::World | |
GetComponent(Entity entity) | Game::World | |
GetDatabase() | Game::World | |
GetDecayBuffer(ComponentId component) | Game::World | |
GetEntityMapping(Entity entity) const | Game::World | |
GetFramePipeline() | Game::World | |
GetInstance(Entity entity) const | Game::World | |
GetInstanceBuffer(MemDb::TableId const tableId, uint16_t partitionId, ComponentId const component) | Game::World | |
GetNumInstances(MemDb::TableId tid) | Game::World | private |
GetWorldHash() const | Game::World | inline |
GetWorldId() const | Game::World | inline |
HasComponent(Entity entity) const | Game::World | inline |
HasComponent(Entity entity, ComponentId component) const | Game::World | |
hash | Game::World | private |
HasInstance(Entity entity) const | Game::World | |
InitializeAllComponents(Entity entity, MemDb::TableId tableId, MemDb::RowId row) | Game::World | private |
IsValid(Entity entity) const | Game::World | |
ManageEntities() | Game::World | private |
MarkAsModified(Game::Entity entity) | Game::World | |
Migrate(Entity entity, MemDb::TableId newTable) | Game::World | private |
Migrate(Util::Array< Entity > const &entities, MemDb::TableId fromTable, MemDb::TableId newTable, Util::FixedArray< MemDb::RowId > &newInstances) | Game::World | private |
MoveInstance(MemDb::Table::Partition *partition, MemDb::RowId from, MemDb::RowId to) | Game::World | private |
numEntities | Game::World | private |
OnLoad() | Game::World | private |
OnSave() | Game::World | private |
Override(World *src, World *dst) | Game::World | static |
PackedLevel class | Game::World | friend |
pipeline | Game::World | private |
pool | Game::World | private |
PrefilterProcessors() | Game::World | private |
PreloadLevel(Util::String const &path) | Game::World | |
Query(Filter filter) | Game::World | |
Query(Filter filter, Util::Array< MemDb::TableId > &tids) | Game::World | |
ReinitializeComponent(Entity entity, ComponentId component, void *value, uint64_t size) | Game::World | |
RemoveComponent(Entity entity) | Game::World | inline |
RemoveComponent(Entity entity, ComponentId component) | Game::World | |
removeComponentQueue | Game::World | private |
RemoveComponentsFromEntity(Entity entity, RemoveComponentCommand *cmds, SizeT numCmds) | Game::World | private |
RenderDebug() | Game::World | |
Reset() | Game::World | private |
SetComponent(Entity entity, TYPE const &value) | Game::World | inline |
SetComponent(Entity entity, Game::Position const &value) | Game::World | |
SetComponent(Entity entity, Game::Orientation const &value) | Game::World | |
SetComponent(Entity entity, Game::Scale const &value) | Game::World | |
SetComponent(Entity entity, Game::Position const &) | Game::World | |
SetComponent(Entity entity, Game::Orientation const &) | Game::World | |
SetComponent(Entity entity, Game::Scale const &) | Game::World | |
SetComponentValue(Entity entity, ComponentId component, void *value, uint64_t size) | Game::World | |
SimFrame() | Game::World | private |
Start() | Game::World | private |
UnloadLevel(PackedLevel *level) | Game::World | |
World(WorldHash hash, WorldId id) | Game::World | |
worldId | Game::World | private |
~World() | Game::World |