| _BuildTransformationMatrix() const | Object::Component::Transform | inlineprivate |
| _dirty | Object::Component::Transform | mutableprivate |
| _position | Object::Component::Transform | private |
| _rotation | Object::Component::Transform | private |
| _scale | Object::Component::Transform | private |
| _transformationMatrixCache | Object::Component::Transform | mutableprivate |
| ComputeTransformationMatrix() const | Object::Component::Transform | inline |
| GetForwardVector() const | Object::Component::Transform | inline |
| GetPosition() const | Object::Component::Transform | inline |
| GetRightVector() const | Object::Component::Transform | inline |
| GetRotation() const | Object::Component::Transform | inline |
| GetScale() const | Object::Component::Transform | inline |
| GetUpVector() const | Object::Component::Transform | inline |
| operator=(const Transform &)=default | Object::Component::Transform | |
| operator=(Transform &&)=default | Object::Component::Transform | |
| SetPosition(const glm::vec3 &newPosition) | Object::Component::Transform | inline |
| SetPosition(float x, float y, float z) | Object::Component::Transform | inline |
| SetRotation(const glm::quat &newRotation) | Object::Component::Transform | inline |
| SetRotation(float x, float y, float z, float w) | Object::Component::Transform | inline |
| SetScale(const glm::vec3 &newScale) | Object::Component::Transform | inline |
| SetScale(float x, float y, float z) | Object::Component::Transform | inline |
| Transform(glm::vec3 position=glm::vec3(0), glm::vec3 scale=glm::vec3(1), glm::quat rotation=glm::quat(1, 0, 0, 0)) | Object::Component::Transform | inline |
| Transform(const Transform &)=default | Object::Component::Transform | |
| Transform(Transform &&)=default | Object::Component::Transform | |