Searched refs:EcsObject (Results 1 - 12 of 12) sorted by relevance
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/ |
H A D | ecs_object.cpp | 45 class EcsObject class 46 : public META_NS::ObjectFwd<EcsObject, ClassId::EcsObject, META_NS::ClassId::Object, IEcsObject, IEcsProxyObject> { 48 META_NS::ObjectFwd<EcsObject, ClassId::EcsObject, META_NS::ClassId::Object, IEcsObject, IEcsProxyObject>; 124 ~EcsObject() override 172 auto obj = const_cast<EcsObject*>(this); in UpdateMetaCache() 282 EcsObject(const META_NS::IMetadata::Ptr& data) {} in EcsObject() function in EcsObject 283 EcsObject() {} in EcsObject() function in EcsObject 308 META_NS::GetObjectRegistry().RegisterObjectType<EcsObject>(); in RegisterEcsObject() [all...] |
H A D | mesh_impl.cpp | 116 EcsObject()->GetEntity(), META_ACCESS_PROPERTY(SubMeshes), GetSelf<INodeEcsInterfacePrivate>()); 162 interface_pointer_cast<SCENE_NS::IEcsProxyObject>(self->EcsObject())) { 165 self->EcsObject()->DefineTargetProperties(self->PropertyNameMask()); 166 self->EcsObject()->SetEntity(sceneHolder->GetEcs(), meshEntinty); 313 auto entityName = SceneHolder()->GetMaterialName(EcsObject()->GetEntity(), index); 340 SCENE_NS::ClassId::EcsObject); 399 auto existingEntity = privateIntf->EcsObject()->GetEntity(); in UpdateMeshFromArrays() 452 privateIntf->EcsObject()->GetEntity(), source, index);
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H A D | multimesh_impl.cpp | 105 if (!mesh || !mesh->EcsObject()) { 112 sceneHolder->SetMeshMultimeshArray(mm, mesh->EcsObject()->GetEntity()); 137 if (!material || !material->EcsObject()) { 144 mm, material->EcsObject()->GetEntity());
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H A D | material_impl.cpp | 188 if (auto proxyIf = interface_pointer_cast<SCENE_NS::IEcsProxyObject>(self->EcsObject())) { 191 self->EcsObject()->DefineTargetProperties(self->PropertyNameMask()); 192 self->EcsObject()->SetEntity(sceneHolder->GetEcs(), materialEntity); 245 [uri, entityId = EcsObject()->GetEntity().id, arrayIndex](auto sh) { in ApplyTextureInfoImage() 258 [entity = EcsObject()->GetEntity(), arrayIndex](auto sh) { in ApplyTextureInfoImage() 272 // EcsObject would provide use entity ref while we would like to use the enums to define which in SubscribeToTextureInfo() 281 [value = prop->GetValue(), entityId = EcsObject()->GetEntity().id, arrayIndex](auto sh) { in SubscribeToTextureInfo() 455 [entity = EcsObject()->GetEntity(), arrayIx, w_info](SceneHolder::Ptr sh) { in CheckImageHandle() 954 auto entity = EcsObject()->GetEntity(); in UpdateInputs() 955 auto ecs = EcsObject() in UpdateInputs() [all...] |
H A D | node_impl.cpp | 364 auto clone = sceneHolder->CloneEntity(self->EcsObject()->GetEntity(), name, false); in CloneEcs() 406 SCENE_NS::IEcsObject::Ptr NodeImpl::EcsObject() const in EcsObject() function in NodeImpl 457 sceneHolder->ReindexEntity(self->EcsObject()->GetEntity(), index); in SetIndex() 483 sceneHolder->RenameEntity(self->EcsObject()->GetEntity(), name); in RenameEntity() 618 if (priv->EcsObject()) { in BindObject() 742 if (!self->EcsObject()->GetEcs()) { in SetPathWithEcsNode() 750 auto ecsObject = self->EcsObject(); in SetPathWithEcsNode() 793 if (auto proxyIf = interface_cast<SCENE_NS::IEcsProxyObject>(self->EcsObject())) { in SetPathWithoutNode() 796 self->EcsObject()->DefineTargetProperties(self->PropertyNameMask()); in SetPathWithoutNode() 797 self->EcsObject() in SetPathWithoutNode() [all...] |
H A D | render_configuration_impl.cpp | 51 ecsObject_ = META_NS::GetObjectRegistry().Create<SCENE_NS::IEcsObject>(SCENE_NS::ClassId::EcsObject);
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H A D | intf_node_private.h | 41 virtual SCENE_NS::IEcsObject::Ptr EcsObject() const = 0;
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H A D | node_impl.h | 165 SCENE_NS::IEcsObject::Ptr EcsObject() const override;
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H A D | postprocess_impl.cpp | 162 ecsObject_ = META_NS::GetObjectRegistry().Create<SCENE_NS::IEcsObject>(SCENE_NS::ClassId::EcsObject);
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H A D | scene_impl.cpp | 327 // Create EcsObject. When running asynchronously, we have no way of knowing if we can rely that existing 623 // Create EcsObject. When running asynchronously, we have no way of knowing if we should create 658 // Create EcsObject. When running asynchronously, we have no way of knowing if we should create 895 if (auto object = META_NS::GetObjectRegistry().Create(SCENE_NS::ClassId::EcsObject)) { in CreateNewEcsObject() 1121 if (nodeInterface->EcsObject() && CORE_NS::EntityUtil::IsValid(nodeInterface->EcsObject()->GetEntity())) {
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H A D | camera_impl.cpp | 137 if (auto ecsObject = EcsObject(); scene && ecsObject) {
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/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/interface/ |
H A D | intf_ecs_object.h | 53 REGISTER_CLASS(EcsObject, "067c9c4f-ecde-417b-b3be-d4e48dfe4d14", META_NS::ObjectCategoryBits::NO_CATEGORY)
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