VRUT::Scene Member List

This is the complete list of members for VRUT::Scene, including all inherited members.

AddGeometry(Geometry *geometry)VRUT::Scene
AddMaterial(Material *material)VRUT::Scene
bvhVRUT::Scene [private]
Copy(Scene *srcScene, NODE_ID srcID, NODE_ID targetID)VRUT::Scene
Fit(NODE_ID camID, bool updateBVH=true, bool farNearOnly=false)VRUT::Scene
geometriesVRUT::Scene [private]
geometryIDMapVRUT::Scene [private]
GeometryList typedefVRUT::Scene
GetBVH() const VRUT::Scene [inline]
GetGeometries() const VRUT::Scene [inline]
GetGeometry(GEOMETRY_ID gid) const VRUT::Scene [inline]
GetGeometryID(const wxString &name) const VRUT::Scene [inline]
GetID() const VRUT::Scene [inline]
GetImage(const wxString &texPath) const VRUT::Scene
GetLightIDs() const VRUT::Scene [inline]
GetMaterial(MATERIAL_ID mid) const VRUT::Scene [inline]
GetMaterialID(const wxString &name) const VRUT::Scene [inline]
GetMaterials() const VRUT::Scene [inline]
GetName() const VRUT::Scene [inline]
getNode(NODE_ID id) const VRUT::Scene [inline, private]
GetNode(NODE_ID id) const VRUT::Scene [inline]
GetNodeID(const wxString &uid) const VRUT::Scene [inline]
GetNodeIDs(std::vector< NODE_ID > *nodes) const VRUT::Scene
GetNodeMaxID() const VRUT::Scene [inline]
GetRootID() const VRUT::Scene [inline]
Insert(SceneNode *node, NODE_ID targetID)VRUT::Scene
itemsPendingVRUT::Scene [private]
LightNodeIDList typedefVRUT::Scene
lightNodeIDsVRUT::Scene [private]
materialIDMapVRUT::Scene [private]
MaterialList typedefVRUT::Scene
materialsVRUT::Scene [private]
Move(NODE_ID srcID, NODE_ID targetID)VRUT::Scene
msgSinkVRUT::Scene [private]
NodeList typedefVRUT::Scene
Remove(NODE_ID id)VRUT::Scene
RemoveGeometry(GEOMETRY_ID geomID)VRUT::Scene
RemoveMaterial(MATERIAL_ID matID)VRUT::Scene
ResetView(NODE_ID camID, bool updateBVH=true)VRUT::Scene
rootIDVRUT::Scene [private]
Scene(SCENE_ID id, EventHandler *_msgSink)VRUT::Scene
sceneIDVRUT::Scene [private]
sceneManagerVRUT::Scene [private]
SceneManager classVRUT::Scene [friend]
sceneNameVRUT::Scene [private]
sceneNodeIDMapVRUT::Scene [private]
sceneNodesVRUT::Scene [private]
SetGeometry(NODE_ID id, GEOMETRY_ID geometryID)VRUT::Scene
SetInvalid(NODE_ID id) const VRUT::Scene [inline]
SetLight(NODE_ID id, Light *light) const VRUT::Scene
SetMaterial(NODE_ID id, MATERIAL_ID mid) const VRUT::Scene
SetName(const wxString &name)VRUT::Scene [inline]
SetName(NODE_ID id, const wxString &name)VRUT::Scene
setNodeValid(SceneNode *node, bool _valid=true, bool markBVH=true) const VRUT::Scene [private]
SetProjectionParams(NODE_ID camID, unsigned width=0, unsigned height=0, float nearPlane=0.0f, float farPlane=0.0f, float fov=0.0f) const VRUT::Scene
SetTransformation(NODE_ID id, const MATRIX &matrix) const VRUT::Scene
SetUid(NODE_ID id, const wxString &uid)VRUT::Scene
Transform(NODE_ID id, const MATRIX &matrix) const VRUT::Scene
TranslateAbs(NODE_ID id, const VECTOR3 &transl) const VRUT::Scene
UpdateBVH()VRUT::Scene
UpdateTransformation(NODE_ID id) const VRUT::Scene
WriteLock(NODE_ID id)VRUT::Scene [inline]
WriteUnlock(NODE_ID id)VRUT::Scene [inline]
WX_DECLARE_STRING_HASH_MAP(NODE_ID, NodeIDHashMap)VRUT::Scene
WX_DECLARE_STRING_HASH_MAP(GEOMETRY_ID, GeometryIDHashMap)VRUT::Scene
WX_DECLARE_STRING_HASH_MAP(MATERIAL_ID, MaterialIDHashMap)VRUT::Scene
~Scene()VRUT::Scene


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