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Functions474 in github.com/Davidster/ikari

↓ 2 callersMethodcompress_raw_image
(&self, args: TextureCompressionArgs)
ikari/src/texture_compression.rs:121
↓ 2 callersMethoddestroy
(&self, scene: &mut Scene, physics_state: &mut PhysicsState)
example_game/src/physics_ball.rs:92
↓ 2 callersMethoddevice_sample_rate
(&self)
ikari/src/audio.rs:550
↓ 2 callersFunctiondo_cubic_interpolation
see https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#appendix-c-interpolation
ikari/src/animation.rs:307
↓ 2 callersFunctionenv_var_is_defined
(var: &str)
clikari/src/main.rs:191
↓ 2 callersFunctionenv_var_is_defined
(var: &str)
example_game/src/main.rs:143
↓ 2 callersMethodfinal_directional_light_shadow_map_resolution
(&self)
ikari/src/renderer.rs:1064
↓ 2 callersMethodfinal_point_light_shadow_map_resolution
(&self)
ikari/src/renderer.rs:1055
↓ 2 callersMethodfully_contains_sphere
(&self, sphere: Sphere)
ikari/src/collisions.rs:158
↓ 2 callersFunctiongenerate_tangents_for_mesh
tangent_collector must give triangles. other face types are not supported
ikari/src/mesh.rs:398
↓ 2 callersFunctiongenerate_wireframe_indices
(indices: &[T])
ikari/src/gltf_loader.rs:1327
↓ 2 callersMethodget_all_nodes_impl
(&self, node: &SceneTreeNode, acc: &mut Vec<GameNodeId>)
ikari/src/scene_tree.rs:272
↓ 2 callersMethodget_node_ancestry_list
(&self, node_id: GameNodeId)
ikari/src/scene.rs:377
↓ 2 callersMethodget_node_bounding_sphere
( &self, node_id: GameNodeId, renderer_data: &RendererData, )
ikari/src/scene.rs:344
↓ 2 callersFunctionget_point_light_frustum_collider
()
ikari/src/renderer.rs:350
↓ 2 callersMethodget_sampler
(&mut self, device: &Device, a_descriptor: &SamplerDescriptor)
ikari/src/sampler_cache.rs:87
↓ 2 callersMethodget_skeleton_node_ancestry_list
( &self, node_id: GameNodeId, skeleton_root_node_id: GameNodeId, )
ikari/src/scene.rs:383
↓ 2 callersFunctionget_vec3_at_moment
( channel: &Channel, animation_time_seconds: f32, previous_keyframe: Option<KeyframeTime>, nex
ikari/src/animation.rs:139
↓ 2 callersMethodisometry
(&self)
ikari/src/renderer.rs:389
↓ 2 callersMethodload_audio
(&self, params: AudioAssetLoadParams)
ikari/src/asset_loader.rs:206
↓ 2 callersFunctionload_skybox_image_raw
( face_image_paths: &[GameFilePath; 6], )
ikari/src/asset_loader.rs:537
↓ 2 callersMethodloosen_aabb
(&self, aabb: &Aabb)
ikari/src/scene_tree.rs:289
↓ 2 callersFunctionmake_bindable_skybox
(paths: &SkyboxPaths)
ikari/src/asset_loader.rs:559
↓ 2 callersFunctionmake_directional_light_uniform_buffer
( lights: &[DirectionalLight], all_resolved_cascades: &[Vec<ResolvedDirectionalLightCascade>], )
ikari/src/renderer.rs:261
↓ 2 callersFunctionmake_pbr_shader_options_uniform_buffer
( shadow_settings: ShadowSettings, enable_shadow_debug: bool, enable_cascade_debug: bool, )
ikari/src/renderer.rs:417
↓ 2 callersMethodmake_signal
(&self, sound_data: &SoundData, params: &SoundParams)
ikari/src/audio.rs:568
↓ 2 callersMethodon_frame_started
(&mut self)
ikari/src/time_tracker.rs:43
↓ 2 callersMethodplay_sound
(&mut self, sound_index: usize)
ikari/src/audio.rs:493
↓ 2 callersMethodpos_seconds
(&self)
ikari/src/audio.rs:832
↓ 2 callersMethodposition
(&self, physics_state: &PhysicsState)
ikari/src/player_controller.rs:369
↓ 2 callersMethodread
(&self, base_path: &GameFilePath)
ikari/src/gltf_loader.rs:448
↓ 2 callersMethodread_chunk
(&mut self, max_chunk_size: usize)
ikari/src/audio.rs:313
↓ 2 callersMethodresize_surface
( &mut self, surface_data: &SurfaceData, new_unscaled_framebuffer_size: winit::dpi::Ph
ikari/src/renderer.rs:3197
↓ 2 callersMethodresolve_relative_path
(&self, base_path: &GameFilePath)
ikari/src/gltf_loader.rs:435
↓ 2 callersFunctionrun
( mut window: Arc<Window>, event_loop: EventLoop<()>, mut game_state: GameStateType, mut engin
ikari/src/gameloop.rs:34
↓ 2 callersFunctionrun
(args: SkyboxProcessorArgs)
clikari/src/skybox_processor.rs:23
↓ 2 callersFunctionsampler_wrapping_mode_to_wgpu
(wrapping_mode: gltf::texture::WrappingMode)
ikari/src/gltf_loader.rs:760
↓ 2 callersMethodset_monitor_refresh_rate
(&mut self, monitor_refresh_rate_hertz: Option<f32>)
ikari/src/framerate_limiter.rs:23
↓ 2 callersMethodset_volume
(&mut self, master_volume: f32, volume: f32)
ikari/src/audio.rs:810
↓ 2 callersFunctionshow_error_div
(error_message: &str)
example_game/src/main.rs:182
↓ 2 callersMethodtranscode_float_image
(&self, img_bytes: &[u8])
ikari/src/texture_compression.rs:30
↓ 2 callersMethodunpadded_bytes_per_row
(&self, mip_level: Option<u32>)
ikari/src/texture.rs:28
↓ 2 callersMethodupdate
(&mut self, window: &Window)
ikari/src/ui.rs:159
↓ 1 callersMethodadd_debug_nodes
( &self, data: &mut RendererData, private_data: &mut RendererPrivateData, engi
ikari/src/renderer.rs:3458
↓ 1 callersMethodadd_sound
( &mut self, file_path: GameFilePath, sound_data: SoundData, l
ikari/src/audio.rs:474
↓ 1 callersFunctionadd_static_box
( physics_state: &mut PhysicsState, scene: &Scene, renderer_data: &RendererData, node_id: Game
example_game/src/game.rs:2101
↓ 1 callersMethodas_index
(&self)
ikari/src/renderer.rs:961
↓ 1 callersFunctionbasis_u_texture_format_to_wgpu
Warning: this will give the wrong result for Astc-formatted hdr textures
ikari/src/texture_compression.rs:73
↓ 1 callersMethodbox_transform
creates a transform that transforms a 2x2 cube centered at the origin to become this volume
ikari/src/renderer.rs:197
↓ 1 callersMethodbuild
(self)
ikari/src/transform.rs:233
↓ 1 callersFunctionbuild_cubemap_face_frusta
( position: Vec3, near_plane_distance: f32, far_plane_distance: f32, )
ikari/src/camera.rs:195
↓ 1 callersFunctioncan_generate_profile_dump
()
ikari/src/profile_dump.rs:17
↓ 1 callersFunctioncompress_file
( img_path: &Path, is_srgb: bool, is_normal_map: bool, threads: u32, )
clikari/src/texture_compressor.rs:202
↓ 1 callersFunctioncopy_text_to_clipboard
(text: &str)
build_web/src/main.rs:299
↓ 1 callersFunctioncreate_audio_manager
( enable_audio: bool, )
ikari/src/audio.rs:77
↓ 1 callersFunctioncreate_audio_stream_from_file
( is_audio_enabled: bool, device_sample_rate: u32, file_path: GameFilePath, )
ikari/src/audio.rs:102
↓ 1 callersFunctioncreate_null_audio_manager
()
ikari/src/audio.rs:932
↓ 1 callersMethoddisable_collision_box_display
(&mut self, scene: &mut Scene)
example_game/src/character.rs:141
↓ 1 callersMethodenable_collision_box_display
(&mut self, scene: &mut Scene)
example_game/src/character.rs:126
↓ 1 callersMethodfind_closest_surface_point
Taken from https://gamedev.stackexchange.com/questions/156870/how-do-i-implement-a-aabb-sphere-collision ClosestPtPointAABB
ikari/src/collisions.rs:127
↓ 1 callersFunctionfind_dangling_texture_paths
( search_folder: &Path, exclude_list: HashSet<PathBuf>, )
clikari/src/texture_compressor.rs:182
↓ 1 callersFunctionfind_gltf_texture_paths
(search_folder: &Path)
clikari/src/texture_compressor.rs:131
↓ 1 callersMethodfire
(&mut self, scene: &mut Scene)
example_game/src/revolver.rs:120
↓ 1 callersFunctiongenerate_mipmaps_for_texture
( base_renderer: &BaseRenderer, mut mip_encoder: wgpu::CommandEncoder, texture: &wgpu::Texture,
ikari/src/texture.rs:1260
↓ 1 callersFunctiongenerate_profile_dump
()
ikari/src/profile_dump.rs:21
↓ 1 callersFunctiongenerate_profile_dump_internal
()
ikari/src/profile_dump.rs:40
↓ 1 callersFunctionget_all_bone_data
( scene: &Scene, min_storage_buffer_offset_alignment: u32, )
ikari/src/skinning.rs:20
↓ 1 callersFunctionget_animations
( document: &gltf::Document, buffers: &[gltf::buffer::Data], )
ikari/src/gltf_loader.rs:584
↓ 1 callersFunctionget_bone_skeleton_space_transform
( scene: &Scene, skin: &Skin, skeleton_skin_node_id: GameNodeId, bone_index: usize, bone_n
ikari/src/skinning.rs:103
↓ 1 callersFunctionget_dynamic_pbr_params
(material: &gltf::material::Material)
ikari/src/gltf_loader.rs:810
↓ 1 callersFunctionget_full_node_list
(scene: gltf::scene::Scene)
ikari/src/gltf_loader.rs:768
↓ 1 callersFunctionget_full_node_list_impl
( node: gltf::scene::Node<'a>, acc: Vec<gltf::scene::Node<'a>>, )
ikari/src/gltf_loader.rs:775
↓ 1 callersMethodget_global_transform_for_node_internal
#[profiling::function]
ikari/src/scene.rs:419
↓ 1 callersMethodget_global_transform_for_node_opt
( &self, node_id: GameNodeId, )
ikari/src/scene.rs:447
↓ 1 callersFunctionget_indexed_pbr_material
(material: &gltf::material::Material)
ikari/src/gltf_loader.rs:789
↓ 1 callersFunctionget_indices
( primitive_group: &gltf::Primitive, buffers: &[gltf::buffer::Data], vertex_position_count: usize,
ikari/src/gltf_loader.rs:1295
↓ 1 callersMethodget_intersecting_nodes_impl
( &self, node: &SceneTreeNode, frustum: Frustum, acc: &mut Vec<GameNodeId>,
ikari/src/scene_tree.rs:180
↓ 1 callersFunctionget_keyframe_times
( sampler: &gltf::animation::Sampler, buffers: &[gltf::buffer::Data], )
ikari/src/gltf_loader.rs:659
↓ 1 callersFunctionget_media_source
( file_path: &GameFilePath, )
ikari/src/audio.rs:209
↓ 1 callersFunctionget_misc_gltf_paths
()
example_game/src/game.rs:213
↓ 1 callersFunctionget_nearby_keyframes
( keyframe_times: &[f32], animation_time_seconds: f32, )
ikari/src/animation.rs:288
↓ 1 callersFunctionget_quat_at_moment
( channel: &Channel, animation_time_seconds: f32, previous_keyframe: Option<KeyframeTime>, nex
ikari/src/animation.rs:213
↓ 1 callersFunctionget_rainbow_img_raw
()
example_game/src/game.rs:244
↓ 1 callersFunctionget_skybox_path
order of the images for a cubemap is documented here: https://www.khronos.org/opengl/wiki/Cubemap_Texture
example_game/src/game.rs:134
↓ 1 callersMethodget_sound_buffered_to_pos_seconds
(&self, sound_index: usize)
ikari/src/audio.rs:532
↓ 1 callersMethodget_sound_file_path
(&self, sound_index: usize)
ikari/src/audio.rs:538
↓ 1 callersMethodget_sound_length_seconds
(&self, sound_index: usize)
ikari/src/audio.rs:520
↓ 1 callersMethodget_sound_pos_seconds
(&self, sound_index: usize)
ikari/src/audio.rs:526
↓ 1 callersMethodget_ui_container
(&mut self)
example_game/src/game_state.rs:63
↓ 1 callersFunctionget_vertex_bone_indices
( primitive_group: &gltf::Primitive, buffers: &[gltf::buffer::Data], vertex_position_count: usize,
ikari/src/gltf_loader.rs:1083
↓ 1 callersFunctionget_vertex_bone_weights
( primitive_group: &gltf::Primitive, buffers: &[gltf::buffer::Data], vertex_position_count: usize,
ikari/src/gltf_loader.rs:1054
↓ 1 callersFunctionget_vertex_colors
( primitive_group: &gltf::Primitive, buffers: &[gltf::buffer::Data], vertex_position_count: usize,
ikari/src/gltf_loader.rs:1203
↓ 1 callersFunctionget_vertex_normals
( primitive_group: &gltf::Primitive, buffers: &[gltf::buffer::Data], triangles: &[IndexedTriangle]
ikari/src/gltf_loader.rs:1132
↓ 1 callersFunctionget_vertex_positions
( primitive_group: &gltf::Primitive, buffers: &[gltf::buffer::Data], )
ikari/src/gltf_loader.rs:1184
↓ 1 callersFunctionget_vertex_tangents
( primitive_group: &gltf::Primitive, buffers: &[gltf::buffer::Data], triangles: &[IndexedTriangle]
ikari/src/gltf_loader.rs:977
↓ 1 callersFunctionget_vertex_tex_coords
( primitive_group: &gltf::Primitive, buffers: &[gltf::buffer::Data], vertex_position_count: usize,
ikari/src/gltf_loader.rs:1271
↓ 1 callersMethodglobal_time
(&self)
ikari/src/time_tracker.rs:93
↓ 1 callersMethodhandle_device_event
(&mut self, window: &Window, event: &DeviceEvent)
ikari/src/ui.rs:149
↓ 1 callersMethodhandle_hit
(&self, scene: &mut Scene, collider_handle: ColliderHandle)
example_game/src/character.rs:108
↓ 1 callersMethodhandle_window_event
( &self, window: &winit::window::Window, event: &winit::event::WindowEvent, )
example_game/src/ui_overlay.rs:776
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