Developer Documentation
ACG::SceneGraph::BaseNode Member List

This is the complete list of members for ACG::SceneGraph::BaseNode, including all inherited members.

Active enum valueACG::SceneGraph::BaseNode
ALLPASSES enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
applyRenderObjectSettings(DrawModes::DrawModePrimitive _primitive, RenderObject *_obj) const ACG::SceneGraph::BaseNode
availableDrawModes() const ACG::SceneGraph::BaseNodeinlinevirtual
BaseNode(BaseNode *_parent=0, std::string _name="<unknown>")ACG::SceneGraph::BaseNode
BaseNode(BaseNode *_parent, BaseNode *_child, std::string _name="<unknown>")ACG::SceneGraph::BaseNode
BaseNode(const BaseNode &)ACG::SceneGraph::BaseNodeprivate
boundingBox(Vec3d &, Vec3d &)ACG::SceneGraph::BaseNodeinlinevirtual
ChildIter typedefACG::SceneGraph::BaseNode
children_ACG::SceneGraph::BaseNodeprivate
childrenBegin()ACG::SceneGraph::BaseNodeinline
childrenBegin() const ACG::SceneGraph::BaseNodeinline
childrenEnd()ACG::SceneGraph::BaseNodeinline
childrenEnd() const ACG::SceneGraph::BaseNodeinline
ChildrenFirst enum valueACG::SceneGraph::BaseNode
childrenRBegin()ACG::SceneGraph::BaseNodeinline
childrenRBegin() const ACG::SceneGraph::BaseNodeinline
childrenREnd()ACG::SceneGraph::BaseNodeinline
childrenREnd() const ACG::SceneGraph::BaseNodeinline
ChildRIter typedefACG::SceneGraph::BaseNode
className() const =0ACG::SceneGraph::BaseNodepure virtual
ConstChildIter typedefACG::SceneGraph::BaseNode
ConstChildRIter typedefACG::SceneGraph::BaseNode
delete_subtree()ACG::SceneGraph::BaseNode
dirty_ACG::SceneGraph::BaseNodeprivate
draw(GLState &, const DrawModes::DrawMode &)ACG::SceneGraph::BaseNodeinlinevirtual
drawMode() const ACG::SceneGraph::BaseNodeinline
drawMode(DrawModes::DrawMode _drawMode)ACG::SceneGraph::BaseNodeinline
drawMode_ACG::SceneGraph::BaseNodeprivate
enablePicking(bool _enable)ACG::SceneGraph::BaseNodeinline
enter(GLState &, const DrawModes::DrawMode &)ACG::SceneGraph::BaseNodeinlinevirtual
enter(IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::BaseNodeinlinevirtual
enterPick(GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::BaseNodevirtual
find(BaseNode *_node)ACG::SceneGraph::BaseNodeinline
find(const std::string &_name)ACG::SceneGraph::BaseNodeinline
getRenderObjectModifier()ACG::SceneGraph::BaseNodeinline
getRenderObjects(IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat)ACG::SceneGraph::BaseNodeinlinevirtual
getRenderObjectUniformPool()ACG::SceneGraph::BaseNodeinline
hidden()ACG::SceneGraph::BaseNodeinline
hide()ACG::SceneGraph::BaseNodeinline
HideChildren enum valueACG::SceneGraph::BaseNode
HideNode enum valueACG::SceneGraph::BaseNode
HideSubtree enum valueACG::SceneGraph::BaseNode
id() const ACG::SceneGraph::BaseNodeinline
id_ACG::SceneGraph::BaseNodeprivate
isDirty() const ACG::SceneGraph::BaseNodeinline
last_id_used__ACG::SceneGraph::BaseNodeprivatestatic
leave(GLState &, const DrawModes::DrawMode &)ACG::SceneGraph::BaseNodeinlinevirtual
leave(IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::BaseNodeinlinevirtual
leavePick(GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)ACG::SceneGraph::BaseNodevirtual
mouseEvent(GLState &, QMouseEvent *)ACG::SceneGraph::BaseNodeinlinevirtual
MultipassBitMask typedefACG::SceneGraph::BaseNode
multipassNode() const ACG::SceneGraph::BaseNodeinline
multipassNode_ACG::SceneGraph::BaseNodeprivate
multipassNodeActive(const unsigned int _i) const ACG::SceneGraph::BaseNode
multipassNodeSetActive(const unsigned int _i, bool _active)ACG::SceneGraph::BaseNode
multipassStatus() const ACG::SceneGraph::BaseNodeinline
multipassStatus_ACG::SceneGraph::BaseNodeprivate
multipassStatusActive(const unsigned int _i) const ACG::SceneGraph::BaseNode
multipassStatusSetActive(const unsigned int _i, bool _active)ACG::SceneGraph::BaseNode
name() const ACG::SceneGraph::BaseNodeinline
name(const std::string &_name)ACG::SceneGraph::BaseNodeinline
name_ACG::SceneGraph::BaseNodeprivate
nChildren() const ACG::SceneGraph::BaseNodeinline
NodeFirst enum valueACG::SceneGraph::BaseNode
NOPASS enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
operator=(const BaseNode &)ACG::SceneGraph::BaseNodeprivate
parent()ACG::SceneGraph::BaseNodeinline
parent() const ACG::SceneGraph::BaseNodeinline
parent_ACG::SceneGraph::BaseNodeprivate
PASS_1 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_2 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_3 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_4 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_5 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_6 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_7 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASS_8 enum value (defined in ACG::SceneGraph::BaseNode)ACG::SceneGraph::BaseNode
PASSES enum nameACG::SceneGraph::BaseNode
pick(GLState &, PickTarget)ACG::SceneGraph::BaseNodeinlinevirtual
pickingEnabled()ACG::SceneGraph::BaseNodeinline
pickingEnabled_ACG::SceneGraph::BaseNodeprivate
push_back(BaseNode *_node)ACG::SceneGraph::BaseNodeinline
remove(ChildIter _pos)ACG::SceneGraph::BaseNodeinline
renderModifier_ACG::SceneGraph::BaseNodeprivate
SecondPass enum valueACG::SceneGraph::BaseNode
set_parent(BaseNode *_parent)ACG::SceneGraph::BaseNode
set_status(StatusMode _s)ACG::SceneGraph::BaseNodeinline
setDirty(bool _dirty=true)ACG::SceneGraph::BaseNodeinline
setMultipassNode(const MultipassBitMask _passNode)ACG::SceneGraph::BaseNodeinline
setMultipassStatus(const MultipassBitMask _passStatus)ACG::SceneGraph::BaseNodeinline
setRenderObjectModifier(RenderObjectModifier *_modifier)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::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::BaseNode
setRenderObjectTexture(int _samplerSlot, GLuint _texId, GLenum _texType=GL_TEXTURE_2D)ACG::SceneGraph::BaseNode
setRenderObjectUniformPool(const GLSL::UniformPool *_pool)ACG::SceneGraph::BaseNodeinline
setTraverseMode(unsigned int _mode)ACG::SceneGraph::BaseNodeinline
shaderSettings_ACG::SceneGraph::BaseNodeprivate
show()ACG::SceneGraph::BaseNodeinline
status() const ACG::SceneGraph::BaseNodeinline
status_ACG::SceneGraph::BaseNodeprivate
StatusMode enum nameACG::SceneGraph::BaseNode
textureSettings_ACG::SceneGraph::BaseNodeprivate
traverseMode() const ACG::SceneGraph::BaseNodeinline
TraverseMode enum nameACG::SceneGraph::BaseNode
traverseMode_ACG::SceneGraph::BaseNodeprivate
uniformPool_ACG::SceneGraph::BaseNodeprivate
visible()ACG::SceneGraph::BaseNodeinline
~BaseNode()ACG::SceneGraph::BaseNodevirtual