Developer Documentation
ACG::SceneGraph::SkeletonNodeT< SkeletonType > Member List

This is the complete list of members for ACG::SceneGraph::SkeletonNodeT< SkeletonType >, including all inherited members.

ACG_CLASSNAME(SkeletonNodeT) (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >
Active enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
activePose()ACG::SceneGraph::SkeletonNodeT< SkeletonType >
addBoneToRenderer(IRenderer *_renderer, RenderObject &_base, const Point &_parent, const Point &_axis)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
ALLPASSES enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
applyRenderObjectSettings(DrawModes::DrawModePrimitive _primitive, RenderObject *_obj) constACG::SceneGraph::ACG::SceneGraph::BaseNode
availableDrawModes() const overrideACG::SceneGraph::SkeletonNodeT< SkeletonType >virtual
BaseNode(BaseNode *_parent=0, std::string _name="<unknown>")ACG::SceneGraph::ACG::SceneGraph::BaseNode
BaseNode(BaseNode *_parent, BaseNode *_child, std::string _name="<unknown>")ACG::SceneGraph::ACG::SceneGraph::BaseNode
bCoordFramesVisible_ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
boneInstanceData_ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
boneInstanceDecl_ (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
boundingBox(Vec3d &_bbMin, Vec3d &_bbMax) overrideACG::SceneGraph::SkeletonNodeT< SkeletonType >virtual
ChildIter typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
childrenBegin()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenBegin() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenEnd()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenEnd() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
ChildrenFirst enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
childrenRBegin()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenRBegin() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenREnd()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenREnd() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
ChildRIter typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
className() const =0ACG::SceneGraph::ACG::SceneGraph::BaseNodepure virtual
computeConeMatrices(const GLMatrixf &_modelView, const Point &_parent, const Point &_axis, GLMatrixf *_outCone0, GLMatrixf *_outCone1)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
cone_ (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
ConstChildIter typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
ConstChildRIter typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
coordFramesVisible() (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >
cylinder_ (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
delete_subtree()ACG::SceneGraph::ACG::SceneGraph::BaseNode
draw(GLState &_state, const DrawModes::DrawMode &_drawMode) overrideACG::SceneGraph::SkeletonNodeT< SkeletonType >
ACG::SceneGraph::ACG::SceneGraph::BaseNode::draw(GLState &, const DrawModes::DrawMode &)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
draw_bone(GLState &_state, DrawModes::DrawMode _drawMode, const Point &_parent, const Point &_axis)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
drawMode() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
drawMode(DrawModes::DrawMode _drawMode)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
enablePicking(bool _enable)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
enter(GLState &, const DrawModes::DrawMode &)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
enter(IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
enterPick(GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::ACG::SceneGraph::BaseNodevirtual
fFrameSize_ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
find(BaseNode *_node)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
find(const std::string &_name)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
frameSize()ACG::SceneGraph::SkeletonNodeT< SkeletonType >
getJointColor(const Vec4f &_baseColor, Vec4f &_result)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
getRenderObjectModifier()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
getRenderObjects(IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat) overrideACG::SceneGraph::SkeletonNodeT< SkeletonType >
ACG::SceneGraph::ACG::SceneGraph::BaseNode::getRenderObjects(IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
getRenderObjectUniformPool()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
hAni_ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
hidden()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
hide()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
HideChildren enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
HideNode enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
HideSubtree enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
HSVtoRGB(const Vec4f &_HSV, Vec4f &_RGB)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
id() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
isDirty() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
Joint typedef (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >
leave(GLState &, const DrawModes::DrawMode &)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
leave(IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
leavePick(GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::ACG::SceneGraph::BaseNodevirtual
Matrix typedef (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >
mouseEvent(GLState &, QMouseEvent *)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
MultipassBitMask typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
multipassNode() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
multipassNodeActive(const unsigned int _i) constACG::SceneGraph::ACG::SceneGraph::BaseNode
multipassNodeSetActive(const unsigned int _i, bool _active)ACG::SceneGraph::ACG::SceneGraph::BaseNode
multipassStatus() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
multipassStatusActive(const unsigned int _i) constACG::SceneGraph::ACG::SceneGraph::BaseNode
multipassStatusSetActive(const unsigned int _i, bool _active)ACG::SceneGraph::ACG::SceneGraph::BaseNode
name() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
name(const std::string &_name)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
nChildren() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
NodeFirst enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
NOPASS enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
NormalizeCoordinateFrame(Matrix &_mat)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
parent()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
parent() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
PASS_1 enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
PASS_2 enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
PASS_3 enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
PASS_4 enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
PASS_5 enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
PASS_6 enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
PASS_7 enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
PASS_8 enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
PASSES enum nameACG::SceneGraph::ACG::SceneGraph::BaseNode
pick(GLState &_state, PickTarget _target) overrideACG::SceneGraph::SkeletonNodeT< SkeletonType >
ACG::SceneGraph::ACG::SceneGraph::BaseNode::pick(GLState &, PickTarget)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
pick_edges(GLState &_state)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
pick_vertices(GLState &_state)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
pickingEnabled()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
Point typedef (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >
pointInstanceData_ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
pointInstanceDecl_ (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
Pose typedef (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >
push_back(BaseNode *_node)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
remove(ChildIter _pos)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
RGBtoHSV(const Vec4f &_RGB, Vec4f &_HSV)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
SecondPass enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
set_parent(BaseNode *_parent)ACG::SceneGraph::ACG::SceneGraph::BaseNode
set_status(StatusMode _s)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
setActivePose(const AnimationHandle &_hAni)ACG::SceneGraph::SkeletonNodeT< SkeletonType >
setDirty(bool _dirty=true)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
setMultipassNode(const MultipassBitMask _passNode)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
setMultipassStatus(const MultipassBitMask _passStatus)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
setRenderObjectModifier(RenderObjectModifier *_modifier)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
setRenderObjectShaders(const std::string &_vertexShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON)ACG::SceneGraph::ACG::SceneGraph::BaseNode
setRenderObjectShaders(const std::string &_vertexShaderFile, const std::string &_tessControlShaderFile, const std::string &_tessEvalShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON)ACG::SceneGraph::ACG::SceneGraph::BaseNode
setRenderObjectTexture(int _samplerSlot, GLuint _texId, GLenum _texType=GL_TEXTURE_2D)ACG::SceneGraph::ACG::SceneGraph::BaseNode
setRenderObjectUniformPool(const GLSL::UniformPool *_pool)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
setTraverseMode(unsigned int _mode)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
show()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
showCoordFrames(bool _bVisible=true)ACG::SceneGraph::SkeletonNodeT< SkeletonType >
skeleton()ACG::SceneGraph::SkeletonNodeT< SkeletonType >
skeleton_ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
SkeletonNodeT(SkeletonType &_skeleton, BaseNode *_parent=0, std::string _name="<SkeletonNode>")ACG::SceneGraph::SkeletonNodeT< SkeletonType >
slices_ (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
sphere_ (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
stacks_ (defined in ACG::SceneGraph::SkeletonNodeT< SkeletonType >)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
status() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
StatusMode enum nameACG::SceneGraph::ACG::SceneGraph::BaseNode
traverseMode() constACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
TraverseMode enum nameACG::SceneGraph::ACG::SceneGraph::BaseNode
unprojectPointSize(double _pointSize, const Vec3d &_point, GLState &_state)ACG::SceneGraph::SkeletonNodeT< SkeletonType >private
visible()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
~BaseNode()ACG::SceneGraph::ACG::SceneGraph::BaseNodevirtual
~SkeletonNodeT()ACG::SceneGraph::SkeletonNodeT< SkeletonType >