Rasterfarm-SDK
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Engine::Raster::Skeletal Member List

This is the complete list of members for Engine::Raster::Skeletal, including all inherited members.

aaBoxShape::Skeletalprotected
addFace(const Face &face=Face())Mesh::TriangleMesh
addHalfEdge(const HalfEdge &halfEdge)Mesh::TriangleMesh
addMaterial(Surface::Material *pMaterial)GeometricBasevirtual
addScene(Scene *pScene)GeometricBase
addTriangle(VertexIndex iA, VertexIndex iB, VertexIndex iC, FaceIndex iF)Mesh::TriangleMesh
addTriangle(const Triangle &t, FaceIndex iF)Mesh::TriangleMeshinline
addTriangle(const Triangle &triangle)Mesh::TriangleMesh
addType()DynamicTypeinline
addVertex(const Vertex3f &vertex)Mesh::TriangleMesh
addVertexArray(const Vertex3fArray &array)Mesh::TriangleMesh
areBonesUpdated()Shape::Skeletalinline
associateBones(Mesh::TriangleIndex iT, const BoneIndexList &list)Shape::Skeletal
attributeShape::Geometryprotected
back() constTree::CubeTreeinline
begin()Tree::CubeTreeinline
begin() constTree::CubeTreeinline
boneShape::Skeletalprotected
BoneArray typedefShape::Skeletal
BoneIndex typedefShape::Skeletal
BoneIndexList typedefShape::Skeletal
bonesUpdatedShape::Skeletalprotected
boundingRadiusMesh::TriangleMesh
cast() constDynamicTypeinline
cast()DynamicTypeinline
cast()DynamicTypeinline
cast() constDynamicTypeinline
clampMaxFace(const Vector3f &vec, Mesh::FaceIndex iFace)Shape::Geometry
clampMaxFaces(const Vector3f &vec)Shape::Geometry
clampMinFace(const Vector3f &vec, Mesh::FaceIndex iFace)Shape::Geometry
clampMinFaces(const Vector3f &vec)Shape::Geometry
clear()Shape::Skeletalvirtual
createBones(bool jointTranslated, const Matrix4f &mat=Matrix4f::identity)Shape::Skeletal
createCapsule(const Matrix4f &mat=Matrix4f::identity)Shape::Geometry
createContour(const FaceIndex fI) constMesh::TriangleMesh
createIndexArray()Shape::Geometryvirtual
createNormalArray()Shape::Geometryvirtual
createPrimitveSegment(const HalfEdge &he) constMesh::TriangleMesh
createPrimitveSegment(const HalfEdgeIndex index) constMesh::TriangleMesh
createPrimitveTriangle(const Triangle &triangle) constMesh::TriangleMesh
createPrimitveTriangle(const TriangleIndex index) constMesh::TriangleMesh
createTriangles(const Matrix4f &mat=Matrix4f::identity)Shape::Skeletalvirtual
createTrianglesForBone(uint index, const Matrix4f &mat=Matrix4f::identity)Shape::Skeletal
createVertexArray()Shape::Geometryvirtual
CubeTree()Tree::CubeTree
CubeTree(const Vertex3fArray &vertex)Tree::CubeTree
CubeTree(const CubeTree &)Tree::CubeTree
cubeTreeUpdatedShape::Geometryprotected
DynamicType()DynamicTypeinline
end()Tree::CubeTreeinline
end() constTree::CubeTreeinline
erase(Leaf *pLeaf)Tree::CubeTree
extrudeAndVolumizeFace(Mesh::FaceIndex index, float distance)Shape::Geometry
faceMesh::TriangleMeshprotected
find(const Vertex3f &vertex, float precision=0.0f) constTree::CubeTree
findFace(const VertexIndexArray &array) constMesh::TriangleMesh
findFaces(const Triangle &triangle)Mesh::TriangleMesh
findTriangle(const Triangle &triangle) constMesh::TriangleMesh
flagDirty()Shape::Skeletalvirtual
front() constTree::CubeTreeinline
GeometricBase(Shape::Geometry *pGeometry)GeometricBase
Geometry(const TriangleMesh &mesh, const Attribute &attribute)Shape::Geometry
Geometry(const Attribute &attribute)Shape::Geometry
GeometricBase::getAABoundingBox() constGeometricBasevirtual
Shape::Skeletal::getAABoundingBox(const Matrix4f &matrix=Matrix4f::identity)Shape::Skeletalvirtual
getAttribute() constShape::Geometryinline
getBlendedJoint(Mesh::VertexIndex index)Shape::Skeletal
getBlendIndexArray()Shape::Skeletalinline
getBlendWeightArray()Shape::Skeletalinline
getBone()Shape::Skeletalinline
GeometricBase::getBoundingRadius() constGeometricBase
Shape::Skeletal::getBoundingRadius(const Matrix3f &matrix=Matrix3f::identity)Shape::Skeletalvirtual
getDerivedTypeId() constDynamicTypeinline
getDrawPrimitive()Shape::Geometryinline
getFace() constMesh::TriangleMeshinline
getFace(uint index)Mesh::TriangleMeshinline
getFaceCentroid(Mesh::FaceIndex index)Shape::Geometry
getFaceContour(FaceIndex fI) constMesh::TriangleMesh
getFaceHalfEdgeIndices(const FaceIndex fI) constMesh::TriangleMesh
getFaceHalfEdges(const FaceIndex fI) constMesh::TriangleMesh
getFaceNormal(Mesh::FaceIndex index)Shape::Geometry
Mesh::TriangleMesh::getFaceNormal(const Face &face) constMesh::TriangleMesh
Mesh::TriangleMesh::getFaceNormal(FaceIndex fI) constMesh::TriangleMeshinline
getFacesForBone(uint index)Shape::Skeletal
getFaceVertexIndices(const FaceIndex fI) constMesh::TriangleMesh
getFaceVertexIndices(const Face &face) constMesh::TriangleMesh
getGeometry() constGeometricBaseinline
getHalfEdge() constMesh::TriangleMeshinline
getHalfEdge(const VertexIndex a, const VertexIndex b) constMesh::TriangleMesh
getHalfEdgeIndex(const VertexIndex a, const VertexIndex b) constMesh::TriangleMesh
getHalfEdgeIndex(const VertexIndex a, const VertexIndex b, const HalfEdgeIndexTable &table)Mesh::TriangleMeshstatic
getHalfEdgeIndexTable() constMesh::TriangleMesh
getJoint()Shape::Skeletalinline
getLeaves() constTree::CubeTree
getMaterial()GeometricBaseinline
getMaterialList()GeometricBaseinline
getPrimitiveTriangle(uint index) constShape::Geometry
getScene()GeometricBaseinline
getTriangle() constMesh::TriangleMeshinline
getTrianglesForBone(uint index)Shape::Skeletal
getVertex(uint index) constShape::Geometry
getVertices(const INDICES &c) constTree::CubeTreeinline
getVertices(bool unique=false) constTree::CubeTree
getVerticesForBone(uint index)Shape::Skeletal
halfEdgeMesh::TriangleMeshprotected
HalfEdgeIndexTable typedefMesh::TriangleMesh
halfEdgeIndexTableMesh::TriangleMeshprotected
hasDuplicates()Tree::CubeTree
hasMaterial(Surface::Material *pMaterial)GeometricBase
hasTransparency()GeometricBase
hasTriangle(VertexIndex vA, VertexIndex vB, VertexIndex vC) constMesh::TriangleMeshinline
indicesToCArray()Shape::Geometry
initialize(Scene *pScene, bool addObjectToScene)GeometricBasevirtual
insert(const Vertex3f &vertex)Tree::CubeTree
insert(const Vector3fArray &list)Tree::CubeTree
isAABoundingBoxUpdated()Shape::Geometryinline
isFullEdge(const VertexIndex a, const VertexIndex b) constMesh::TriangleMesh
isFullEdge(HalfEdgeIndex index) constMesh::TriangleMesh
isFullEdge(const VertexIndex a, const VertexIndex b, const HalfEdgeIndexTable &table)Mesh::TriangleMeshstatic
isFullEdge(const HalfEdge he, const HalfEdgeIndexTable &table)Mesh::TriangleMeshinlinestatic
isHalfEdge(const VertexIndex a, const VertexIndex b) constMesh::TriangleMeshinline
isHalfEdge(HalfEdgeIndex index) constMesh::TriangleMesh
isHalfEdge(const VertexIndex a, const VertexIndex b, const HalfEdgeIndexTable &table)Mesh::TriangleMeshstatic
isHalfEdge(const HalfEdge he, const HalfEdgeIndexTable &table)Mesh::TriangleMeshinlinestatic
isType() constDynamicTypeinline
jointShape::Skeletalprotected
jointIndexShape::Skeletal
jointWeightShape::Skeletal
nearest(const Vertex3f &vertex)Tree::CubeTree
normalize()Shape::Geometry
operator const Branch &() constTree::CubeTreeinline
operator const Branch *() constTree::CubeTreeinline
operator HeapArray< Leaf * >()Tree::CubeTreeinline
operator Shape::Geometry *() constGeometricBaseinline
operator()(const Vertex3f &vA, const Vertex3f &vB) constTree::CubeTree
operator+=(const TriangleMesh &other)Shape::Geometry
Mesh::TriangleMesh::operator+=(const TriangleMesh &other)Mesh::TriangleMesh
operator[](Handle index) constTree::CubeTree
operator[](const Vertex3f &v) constTree::CubeTree
planarMesh::TriangleMesh
pMaterialGeometricBaseprotected
removeFace(FaceIndex faceIndex)Mesh::TriangleMesh
removeHalfEdge(const HalfEdgeIndex halfEdgeIndex)Mesh::TriangleMesh
removeMaterial(Surface::Material *pMaterial)GeometricBase
removeScene(Scene *pScene)GeometricBase
removeTriangle(TriangleIndex index)Mesh::TriangleMesh
rotateFace(float angle, const Vector3f &vec, Mesh::FaceIndex iFace)Shape::Geometry
rotateFaces(float angle, const Vector3f &vec)Shape::Geometry
scaleFace(float scale, Mesh::FaceIndex iFace)Shape::Geometry
scaleFace(const Vector3f &vec, Mesh::FaceIndex iFace)Shape::Geometry
scaleFaces(float scale)Shape::Geometry
scaleFaces(const Vector3f &vec)Shape::Geometry
setBoundingRadius(float radius)Shape::Geometry
setDrawPrimitive(DrawPrimitive drawPrimitive)Shape::Geometryinline
setJoint(const HeapArray< Matrix4f > &mat)Shape::Skeletal
shortestPath(Mesh::VertexIndex startVertexIndex, Mesh::VertexIndex endVertexIndex)Mesh::TriangleMesh
size() constTree::CubeTreeinline
Skeletal(const Shape::Skeletal::Attribute &attribute)Engine::Raster::Skeletalinline
transformFace(const Matrix4f &mat, Mesh::FaceIndex iFace)Shape::Geometry
transformFaces(const Matrix4f &mat)Shape::Geometry
translateFace(const Vector3f &vec, Mesh::FaceIndex iFace)Shape::Geometry
translateFaces(const Vector3f &vec)Shape::Geometry
triangleMesh::TriangleMeshprotected
TriangleMesh()Mesh::TriangleMesh
TriangleMesh(const Vertex3fArray &vertex)Mesh::TriangleMesh
TriangleMesh(const TriangleMesh &other)Mesh::TriangleMesh
update()Shape::Geometry
Mesh::TriangleMesh::update(Handle index, const Vertex3f &vertex)Tree::CubeTree
verticesToCArray()Shape::Geometry
~CubeTree()Tree::CubeTreevirtual
~GeometricBase()GeometricBasevirtual
~Geometry()Shape::Geometryvirtual
~TriangleMesh()Mesh::TriangleMesh