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Searched refs:entityRef (Results 1 - 4 of 4) sorted by relevance

/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Dentity_collection.cpp144 for (auto entityRef = entities_.cbegin(); entityRef != entities_.cend();) { in RemoveEntityRecursive()
145 if (entity == *entityRef) { in RemoveEntityRecursive()
146 entityRef = entities_.erase(entityRef); in RemoveEntityRecursive()
148 entityRef++; in RemoveEntityRecursive()
152 for (auto entityRef = namedEntities_.cbegin(); entityRef != namedEntities_.cend();) { in RemoveEntityRecursive()
153 if (entityRef->second == entity) { in RemoveEntityRecursive()
154 entityRef in RemoveEntityRecursive()
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H A Dasset_loader.cpp643 for (auto& entityRef : tracks) { in GltfImportFinished()
644 animationTracks.emplace_back(entityRef); in GltfImportFinished()
H A Dscene_holder.cpp805 // anything Presumably it is ok to keep it out of the serialization auto entityRef = in ResetScene()
2002 CORE_NS::EntityReference entityRef; in SetGraphicsState() local
2005 entityRef = readHandle->materialShader.graphicsState; in SetGraphicsState()
2007 entityRef = readHandle->depthShader.graphicsState; in SetGraphicsState()
2011 auto rh = rhComponentManager_->GetRenderHandleReference(entityRef); in SetGraphicsState()
2034 CORE_NS::EntityReference entityRef; in GetGraphicsState() local
2037 entityRef = readHandle->materialShader.graphicsState; in GetGraphicsState()
2039 entityRef = readHandle->depthShader.graphicsState; in GetGraphicsState()
2042 auto rh = rhComponentManager_->GetRenderHandleReference(entityRef); in GetGraphicsState()
/foundation/graphic/graphic_3d/lume/LumeEcsSerializer/EcsSerializer/src/ecs_serializer/
H A Decs_asset_loader.cpp489 for (auto& entityRef : tracks) { in GltfImportFinished()
490 animationTracks.emplace_back(entityRef); in GltfImportFinished()

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