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ACG::SceneGraph::MeshNodeT< Mesh > Member List

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

ACG_CLASSNAME(MeshNode) (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >
Active enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
add_face_RenderObjects(IRenderer *_renderer, const RenderObject *_baseObj, bool _nonindexed=false)ACG::SceneGraph::MeshNodeT< Mesh >private
add_line_RenderObjects(IRenderer *_renderer, const RenderObject *_baseObj)ACG::SceneGraph::MeshNodeT< Mesh >inlineprivate
add_point_RenderObjects(IRenderer *_renderer, const RenderObject *_baseObj)ACG::SceneGraph::MeshNodeT< Mesh >inlineprivate
ALLPASSES enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
anyPickingBaseIndex_ACG::SceneGraph::MeshNodeT< Mesh >private
applyRenderObjectSettings(DrawModes::DrawModePrimitive _primitive, RenderObject *_obj) const ACG::SceneGraph::ACG::SceneGraph::BaseNode
ArrayType enum nameACG::SceneGraph::MeshNodeT< Mesh >private
availableDrawModes() const ACG::SceneGraph::MeshNodeT< Mesh >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
bbMax_ACG::SceneGraph::MeshNodeT< Mesh >private
bbMin_ACG::SceneGraph::MeshNodeT< Mesh >private
boundingBox(Vec3d &_bbMin, Vec3d &_bbMax)ACG::SceneGraph::MeshNodeT< Mesh >virtual
ChildIter typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
childrenBegin()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenBegin() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenEnd()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenEnd() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
ChildrenFirst enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
childrenRBegin()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenRBegin() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenREnd()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
childrenREnd() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
ChildRIter typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
className() const =0ACG::SceneGraph::ACG::SceneGraph::BaseNodepure virtual
Color typedef (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
ColorScalar typedef (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
colorsEnabled()ACG::SceneGraph::MeshNodeT< Mesh >inline
ConstChildIter typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
ConstChildRIter typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
delete_subtree()ACG::SceneGraph::ACG::SceneGraph::BaseNode
draw(GLState &_state, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::MeshNodeT< Mesh >
ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase::draw(GLState &, const DrawModes::DrawMode &)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
draw_faces()ACG::SceneGraph::MeshNodeT< Mesh >private
draw_halfedges()ACG::SceneGraph::MeshNodeT< Mesh >inlineprivate
draw_lines()ACG::SceneGraph::MeshNodeT< Mesh >inlineprivate
draw_vertices()ACG::SceneGraph::MeshNodeT< Mesh >inlineprivate
draw_with_offset_ (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
drawMesh_ (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
drawMeshBase_ (defined in ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase)ACG::SceneGraph::ACG::SceneGraph::MeshNodeBaseprotected
drawMode() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
drawMode(DrawModes::DrawMode _drawMode)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
edgePickingBaseIndex_ACG::SceneGraph::MeshNodeT< Mesh >private
enable_arrays(unsigned int _arrays)ACG::SceneGraph::MeshNodeT< Mesh >
enableColors(bool _enable)ACG::SceneGraph::MeshNodeT< Mesh >inline
enableColors_ACG::SceneGraph::MeshNodeT< Mesh >private
enabled_arrays_ACG::SceneGraph::MeshNodeT< Mesh >private
enableNormals(bool _enable)ACG::SceneGraph::MeshNodeT< Mesh >inline
enableNormals_ACG::SceneGraph::MeshNodeT< Mesh >private
enablePicking(bool _enable)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
enter(GLState &, const DrawModes::DrawMode &)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
enterPick(GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::ACG::SceneGraph::BaseNodevirtual
facePickingBaseIndex_ACG::SceneGraph::MeshNodeT< Mesh >private
find(BaseNode *_node)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
find(const std::string &_name)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
getDrawMesh()ACG::SceneGraph::MeshNodeT< Mesh >
getMemoryUsage()ACG::SceneGraph::MeshNodeT< Mesh >
getRenderObjectModifier()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
getRenderObjects(IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat)ACG::SceneGraph::MeshNodeT< Mesh >
ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase::getRenderObjects(IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
getRenderObjectUniformPool()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
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
id() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
indexPropertyName() const ACG::SceneGraph::MeshNodeT< Mesh >
isDirty() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
leave(GLState &, const DrawModes::DrawMode &)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
leavePick(GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::ACG::SceneGraph::BaseNodevirtual
mesh() const ACG::SceneGraph::MeshNodeT< Mesh >inline
mesh_ACG::SceneGraph::MeshNodeT< Mesh >private
MeshNodeBase(BaseNode *_parent, std::string _name) (defined in ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase)ACG::SceneGraph::ACG::SceneGraph::MeshNodeBaseprotected
MeshNodeT(Mesh &_mesh, BaseNode *_parent=0, std::string _name="<MeshNode>")ACG::SceneGraph::MeshNodeT< Mesh >
mouseEvent(GLState &, QMouseEvent *)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
MultipassBitMask typedefACG::SceneGraph::ACG::SceneGraph::BaseNode
multipassNode() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
multipassNodeActive(const unsigned int _i) const ACG::SceneGraph::ACG::SceneGraph::BaseNode
multipassNodeSetActive(const unsigned int _i, bool _active)ACG::SceneGraph::ACG::SceneGraph::BaseNode
multipassStatus() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
multipassStatusActive(const unsigned int _i) const ACG::SceneGraph::ACG::SceneGraph::BaseNode
multipassStatusSetActive(const unsigned int _i, bool _active)ACG::SceneGraph::ACG::SceneGraph::BaseNode
name() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
name(const std::string &_name)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
nChildren() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
NodeFirst enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
NONE enum value (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
NOPASS enum value (defined in ACG::SceneGraph::ACG::SceneGraph::BaseNode)ACG::SceneGraph::ACG::SceneGraph::BaseNode
Normal typedef (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
NormalScalar typedef (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
normalsEnabled()ACG::SceneGraph::MeshNodeT< Mesh >inline
parent()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
parent() const ACG::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
PER_EDGE_COLOR_ARRAY enum value (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
PER_EDGE_VERTEX_ARRAY enum value (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
PER_HALFEDGE_COLOR_ARRAY enum value (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
PER_HALFEDGE_VERTEX_ARRAY enum value (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
perFaceTextureCoordsAvailable_ACG::SceneGraph::MeshNodeT< Mesh >private
perFaceTextureIndexAvailable_ACG::SceneGraph::MeshNodeT< Mesh >private
pick(GLState &_state, PickTarget _target)ACG::SceneGraph::MeshNodeT< Mesh >
ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase::pick(GLState &, PickTarget)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinlinevirtual
pick_any(GLState &_state)ACG::SceneGraph::MeshNodeT< Mesh >private
pick_edges(GLState &_state, bool _front=false)ACG::SceneGraph::MeshNodeT< Mesh >private
pick_faces(GLState &_state)ACG::SceneGraph::MeshNodeT< Mesh >private
pick_vertices(GLState &_state, bool _front=false)ACG::SceneGraph::MeshNodeT< Mesh >private
pickingEnabled()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
Point typedefACG::SceneGraph::MeshNodeT< Mesh >private
PointScalar typedef (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >private
polyEdgeBuf_ (defined in ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase)ACG::SceneGraph::ACG::SceneGraph::MeshNodeBaseprotected
polyEdgeBufSize_ (defined in ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase)ACG::SceneGraph::ACG::SceneGraph::MeshNodeBaseprotected
polyEdgeBufTex_ (defined in ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase)ACG::SceneGraph::ACG::SceneGraph::MeshNodeBaseprotected
push_back(BaseNode *_node)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
remove(ChildIter _pos)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
SecondPass enum valueACG::SceneGraph::ACG::SceneGraph::BaseNode
set_offset(bool enable) (defined in ACG::SceneGraph::MeshNodeT< Mesh >)ACG::SceneGraph::MeshNodeT< Mesh >inline
set_parent(BaseNode *_parent)ACG::SceneGraph::ACG::SceneGraph::BaseNode
set_property_map(std::map< int, std::string > *_map)ACG::SceneGraph::MeshNodeT< Mesh >inline
set_status(StatusMode _s)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
setDirty(bool _dirty=true)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
setHalfedgeTextcoordPropertyName(std::string _halfedgeTextcoordPropertyName)ACG::SceneGraph::MeshNodeT< Mesh >
setIndexPropertyName(std::string _indexPropertyName)ACG::SceneGraph::MeshNodeT< Mesh >
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
setTextureMap(std::map< int, GLuint > *_map)ACG::SceneGraph::MeshNodeT< Mesh >inline
setTraverseMode(unsigned int _mode)ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
show()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
status() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
StatusMode enum nameACG::SceneGraph::ACG::SceneGraph::BaseNode
supplyDrawMesh(DrawMeshBase *drawMeshBase) (defined in ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase)ACG::SceneGraph::ACG::SceneGraph::MeshNodeBaseprotected
textureMap_ACG::SceneGraph::MeshNodeT< Mesh >private
traverseMode() const ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
TraverseMode enum nameACG::SceneGraph::ACG::SceneGraph::BaseNode
update_color()ACG::SceneGraph::MeshNodeT< Mesh >
update_geometry()ACG::SceneGraph::MeshNodeT< Mesh >
update_textures()ACG::SceneGraph::MeshNodeT< Mesh >
update_topology()ACG::SceneGraph::MeshNodeT< Mesh >
updateAnyPicking_ACG::SceneGraph::MeshNodeT< Mesh >private
updateEdgePicking_ACG::SceneGraph::MeshNodeT< Mesh >private
updateFacePicking_ACG::SceneGraph::MeshNodeT< Mesh >private
updatePolyEdgeBuf() (defined in ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase)ACG::SceneGraph::ACG::SceneGraph::MeshNodeBase
updateVertexPicking_ACG::SceneGraph::MeshNodeT< Mesh >private
vertexPickingBaseIndex_ACG::SceneGraph::MeshNodeT< Mesh >private
visible()ACG::SceneGraph::ACG::SceneGraph::BaseNodeinline
~BaseNode()ACG::SceneGraph::ACG::SceneGraph::BaseNodevirtual
~MeshNodeT()ACG::SceneGraph::MeshNodeT< Mesh >virtual