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Searched refs:effectivelyEnabled (Results 1 - 7 of 7) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/
H A Dnode_component.h41 DEFINE_PROPERTY(bool, effectivelyEnabled, "Effectively Enabled", CORE_NS::PropertyFlags::IS_READONLY, true)
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Dnode_system.cpp667 if (ScopedHandle<const NodeComponent>(handle)->effectivelyEnabled) { in DisableTree()
668 ScopedHandle<NodeComponent>(handle)->effectivelyEnabled = false; in DisableTree()
692 ScopedHandle<NodeComponent>(childHandle)->effectivelyEnabled = true; in EnableTree()
718 if (isEnabled == nodeComponent.effectivelyEnabled) {
719 // if effectivelyEnabled matches the new state, there's no need to update the tree.
743 bool effectivelyEnabled = true; variable
745 effectivelyEnabled = data->effectivelyEnabled;
747 return effectivelyEnabled;
764 const auto effectivelyEnabled variable
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H A Drender_preprocessor_system.cpp298 const bool effectivelyEnabled = nodeManager_->Read(row.components[NC])->effectivelyEnabled; in GatherSortData() local
301 if (effectivelyEnabled && (layerMask != LayerConstants::NONE_LAYER_MASK)) { in GatherSortData()
H A Dmorphing_system.cpp262 if (nodeManager_.Read(row->components[1])->effectivelyEnabled) { in Update()
H A Dskinning_system.cpp237 isEnabled = nodeManager_.Get(skinComponent.skinRoot).effectivelyEnabled; in UpdateSkin()
H A Drender_system.cpp1379 if (nodeMgr_->Get(id).effectivelyEnabled) { in GetRenderConfigurationComponent()
1922 if (!nodeComponent.effectivelyEnabled) {
2170 if (nodeComponent.effectivelyEnabled) {
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Dscene_holder.cpp972 bool effectivelyEnabled = false; in FindMesh() local
974 effectivelyEnabled = readHandle->effectivelyEnabled; in FindMesh()
980 SCENE_PLUGIN_VERBOSE_LOG("name: %s enabled: %i", entityName.c_str(), effectivelyEnabled); in FindMesh()
1026 bool effectivelyEnabled = false; in FindMaterial() local
1028 effectivelyEnabled = readHandle->effectivelyEnabled; in FindMaterial()
1034 SCENE_PLUGIN_VERBOSE_LOG("name: %s enabled: %i", entityName.c_str(), effectivelyEnabled); in FindMaterial()
1098 bool effectivelyEnabled = false; in FindAnimation() local
1100 effectivelyEnabled in FindAnimation()
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