Searched refs:m_Children (Results 1 – 3 of 3) sorted by relevance
| /NW4C-2.0.3/include/nw/ut/ |
| D | ut_Children.h | 110 Children() : m_Children(), m_Deleter() {} in Children() 126 : m_Parent(parent), m_Children(elements, size, allocator, kind), m_Deleter(allocator) {} in m_Parent() 140 : m_Parent(parent), m_Children(size, allocator, kind), m_Deleter(allocator) {} in m_Parent() 150 : m_Parent(parent), m_Children(allocator), m_Deleter(allocator) {} in Children() 160 m_Children(children.m_Children), in Children() 168 std::for_each(this->m_Children.begin(), this->m_Children.end(), m_Deleter); in ~Children() 174 operator SafeBool() const { return m_Children; } in SafeBool() 180 iterator begin() { return m_Children.begin(); } in begin() 181 const_iterator begin() const { return m_Children.begin(); } in begin() 182 iterator end() { return m_Children.end(); } in end() [all …]
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| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_SceneNode.h | 235 SceneNodeChildren::iterator end = this->m_Children.end(); in DestroyBranch() 236 for (SceneNodeChildren::iterator child = this->m_Children.begin(); child != end; ++child) in DestroyBranch() 328 return m_Children.Attach(child); in AttachChild() 340 m_Children.Detach(child); in DetachChild() 344 SceneNodeChildren::iterator GetChildBegin() { return m_Children.begin(); } in GetChildBegin() 347 SceneNodeChildren::const_iterator GetChildBegin() const { return m_Children.begin(); } in GetChildBegin() 350 SceneNodeChildren::iterator GetChildEnd() { return m_Children.end(); } in GetChildEnd() 353 SceneNodeChildren::const_iterator GetChildEnd() const { return m_Children.end(); } in GetChildEnd() 356 void DetachAllChildren() { m_Children.clear(); } in DetachAllChildren() 625 NW_FOREACH(SceneNode* child, m_Children) in AcceptChildren() [all …]
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_SceneNode.cpp | 162 m_Children = SceneNodeChildren(NULL, NULL, 0, NULL); in CreateChildren() 175 m_Children = SceneNodeChildren(NULL, memory, m_Description.maxChildren, allocator); in CreateChildren() 180 m_Children = SceneNodeChildren(NULL, allocator); in CreateChildren() 229 this->m_Children.SetParent(this); in Initialize()
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