| AddChild(GameObject *child) | Sleak::GameObject | |
| AddComponent(Args &&... args) | Sleak::GameObject | inline |
| bIsInitialized | Sleak::GameObject | protected |
| BuildGPUData() const =0 | Sleak::Light | pure virtual |
| CreateCapsule(Math::Vector3D position, int segments=16, int rings=8, float height=1, float radius=0.5) | Sleak::GameObject | static |
| CreateCube(Math::Vector3D position) | Sleak::GameObject | static |
| CreateCylinder(Math::Vector3D position, int segments=16, float height=1, float radius=0.5) | Sleak::GameObject | static |
| CreatePlane(Math::Vector3D position, int width=100, int height=100) | Sleak::GameObject | static |
| CreateSphere(Math::Vector3D position, int stack=16, int slices=16) | Sleak::GameObject | static |
| CreateTorus(Math::Vector3D position, int segments=16, int rings=8, float innerRadius=8, float outerRadius=9) | Sleak::GameObject | static |
| FixedUpdate(float fixedDeltaTime) | Sleak::GameObject | virtual |
| GameObject(const std::string &name="GameObject") | Sleak::GameObject | inline |
| GetCastShadows() const | Sleak::Light | inline |
| GetChildren() const | Sleak::GameObject | inline |
| GetColor() const | Sleak::Light | inline |
| GetComponent() | Sleak::GameObject | inline |
| GetIntensity() const | Sleak::Light | inline |
| GetLightSize() const | Sleak::Light | inline |
| GetName() const | Sleak::Object | inline |
| GetParent() const | Sleak::GameObject | inline |
| GetShadowBias() const | Sleak::Light | inline |
| GetShadowNormalBias() const | Sleak::Light | inline |
| GetShadowStrength() const | Sleak::Light | inline |
| GetTag() const | Sleak::GameObject | inline |
| GetUniqueID() const | Sleak::Object | inline |
| HasChildren() const | Sleak::GameObject | inline |
| HasComponent() | Sleak::GameObject | inline |
| HasParent() const | Sleak::GameObject | inline |
| Initialize() | Sleak::GameObject | virtual |
| IsActive() const | Sleak::GameObject | inline |
| IsEnabled() const | Sleak::Light | inline |
| IsLight() const override | Sleak::Light | inlinevirtual |
| IsPendingDestroy() const | Sleak::GameObject | inline |
| LateUpdate(float deltaTime) | Sleak::GameObject | virtual |
| Light(const std::string &name="Light") | Sleak::Light | explicit |
| m_castShadows | Sleak::Light | protected |
| m_color | Sleak::Light | protected |
| m_intensity | Sleak::Light | protected |
| m_lightEnabled | Sleak::Light | protected |
| m_lightSize | Sleak::Light | protected |
| m_shadowBias | Sleak::Light | protected |
| m_shadowNormalBias | Sleak::Light | protected |
| m_shadowStrength | Sleak::Light | protected |
| MarkForDestroy() | Sleak::GameObject | inline |
| Object(const std::string &name="Object") | Sleak::Object | inline |
| RemoveChild(GameObject *child) | Sleak::GameObject | |
| RemoveComponent() | Sleak::GameObject | inline |
| SetActive(bool active) | Sleak::GameObject | |
| SetCastShadows(bool cast) | Sleak::Light | inline |
| SetColor(float r, float g, float b) | Sleak::Light | |
| SetColor(const Math::Color &color) | Sleak::Light | |
| SetEnabled(bool enabled) | Sleak::Light | inline |
| SetIntensity(float intensity) | Sleak::Light | inline |
| SetLightSize(float size) | Sleak::Light | inline |
| SetName(const std::string &value) | Sleak::Object | inline |
| SetParent(GameObject *parent) | Sleak::GameObject | |
| SetShadowBias(float bias) | Sleak::Light | inline |
| SetShadowNormalBias(float bias) | Sleak::Light | inline |
| SetShadowStrength(float strength) | Sleak::Light | inline |
| SetTag(const std::string &tag) | Sleak::GameObject | inline |
| Update(float deltaTime) | Sleak::GameObject | virtual |
| ~GameObject() override | Sleak::GameObject | |
| ~Light() override=default | Sleak::Light | |
| ~Object()=default | Sleak::Object | virtual |