ACG::SceneGraph::ManipulatorNode Member List

This is the complete list of members for ACG::SceneGraph::ManipulatorNode, including all inherited members.
ACG_CLASSNAME(ManipulatorNode)ACG::SceneGraph::ManipulatorNode
Active enum valueACG::SceneGraph::BaseNode
apply_transformation() (defined in ACG::SceneGraph::TransformNode)ACG::SceneGraph::TransformNode [inline]
apply_transformation(bool _applyTransformation) (defined in ACG::SceneGraph::TransformNode)ACG::SceneGraph::TransformNode [inline]
availableDrawModes() const ACG::SceneGraph::BaseNode [inline, virtual]
BaseNode(BaseNode *_parent=0, std::string _name="<unknown>")ACG::SceneGraph::BaseNode
BaseNode(BaseNode *_parent, BaseNode *_child, std::string _name="<unknown>")ACG::SceneGraph::BaseNode
boundingBox(Vec3f &, Vec3f &)ACG::SceneGraph::BaseNode [inline, virtual]
center() const ACG::SceneGraph::TransformNode [inline]
ChildIter typedefACG::SceneGraph::BaseNode
childrenBegin()ACG::SceneGraph::BaseNode [inline]
childrenBegin() const ACG::SceneGraph::BaseNode [inline]
childrenEnd()ACG::SceneGraph::BaseNode [inline]
childrenEnd() const ACG::SceneGraph::BaseNode [inline]
ChildrenFirst enum valueACG::SceneGraph::BaseNode
childrenRBegin()ACG::SceneGraph::BaseNode [inline]
childrenRBegin() const ACG::SceneGraph::BaseNode [inline]
childrenREnd()ACG::SceneGraph::BaseNode [inline]
childrenREnd() const ACG::SceneGraph::BaseNode [inline]
ChildRIter typedefACG::SceneGraph::BaseNode
className() const =0ACG::SceneGraph::BaseNode [pure virtual]
ConstChildIter typedefACG::SceneGraph::BaseNode
ConstChildRIter typedefACG::SceneGraph::BaseNode
cylinder_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
cylinder_clicked_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
cylinder_height_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
cylinder_radius_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
cylinder_slices_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
cylinder_stacks_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
delete_subtree()ACG::SceneGraph::BaseNode
depthFunc() const ACG::SceneGraph::BaseNode [inline]
depthFunc(GLenum _func)ACG::SceneGraph::BaseNode [inline]
direction() const ACG::SceneGraph::ManipulatorNode
direction_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
draw(GLState &_state, unsigned int _drawMode)ACG::SceneGraph::ManipulatorNode [virtual]
draw_cylinder() const ACG::SceneGraph::ManipulatorNode [inline]
draw_cylinder_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
drawMode() const ACG::SceneGraph::BaseNode [inline]
drawMode(unsigned int _drawMode)ACG::SceneGraph::BaseNode [inline]
enablePicking(bool _enable)ACG::SceneGraph::BaseNode [inline]
enter(GLState &_state, unsigned int _drawmode)ACG::SceneGraph::TransformNode [virtual]
enterPick(GLState &_state, PickTarget _target, unsigned int _drawMode)ACG::SceneGraph::BaseNode [virtual]
find(BaseNode *_node)ACG::SceneGraph::BaseNode [inline]
find(const std::string &_name)ACG::SceneGraph::BaseNode [inline]
hidden()ACG::SceneGraph::BaseNode [inline]
hide()ACG::SceneGraph::BaseNode [inline]
HideChildren enum valueACG::SceneGraph::BaseNode
HideNode enum valueACG::SceneGraph::BaseNode
HideSubtree enum valueACG::SceneGraph::BaseNode
hitSphere(GLState &_state, const Vec2i &_v2) (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
id() const ACG::SceneGraph::BaseNode [inline]
inverse_matrix() const ACG::SceneGraph::TransformNode [inline]
inverse_rotation() const ACG::SceneGraph::TransformNode [inline]
inverse_scale() const ACG::SceneGraph::TransformNode [inline]
isDirty() const ACG::SceneGraph::BaseNode [inline]
leave(GLState &_state, unsigned int _drawmode)ACG::SceneGraph::TransformNode [virtual]
leavePick(GLState &_state, PickTarget _target, unsigned int _drawMode)ACG::SceneGraph::BaseNode [virtual]
loadIdentity()ACG::SceneGraph::TransformNode
ManipulatorNode(BaseNode *_parent=0, const std::string &_name="<ManipulatorNode>")ACG::SceneGraph::ManipulatorNode
mapToCylinder(GLState &_state, const Vec2i &_v2, double &axis_hit) (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
mapToSphere(GLState &_state, const Vec2i &_v2, Vec3d &_v3) (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
matrix() const ACG::SceneGraph::TransformNode [inline]
mouseEvent(GLState &_state, QMouseEvent *_event)ACG::SceneGraph::ManipulatorNode [virtual]
name() const ACG::SceneGraph::BaseNode [inline]
name(const std::string &_name)ACG::SceneGraph::BaseNode [inline]
nChildren() const ACG::SceneGraph::BaseNode [inline]
NodeFirst enum valueACG::SceneGraph::BaseNode
oldPoint2D_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
parent()ACG::SceneGraph::BaseNode [inline]
pick(GLState &_state, PickTarget _target)ACG::SceneGraph::ManipulatorNode [virtual]
pickingEnabled()ACG::SceneGraph::BaseNode [inline]
push_back(BaseNode *_node)ACG::SceneGraph::BaseNode [inline]
remove(ChildIter _pos)ACG::SceneGraph::BaseNode [inline]
reset_touched()ACG::SceneGraph::ManipulatorNode [inline]
rotate(double _angle, const Vec3d &_axis)ACG::SceneGraph::TransformNode
rotation(Vec3d &_axis, double &_angle) const ACG::SceneGraph::TransformNode [inline]
rotation() const ACG::SceneGraph::TransformNode [inline]
scale(double _s)ACG::SceneGraph::TransformNode [inline]
scale(const Vec3d &_s)ACG::SceneGraph::TransformNode
scale(const GLMatrixd &_m)ACG::SceneGraph::TransformNode
scale() const ACG::SceneGraph::TransformNode [inline]
SecondPass enum valueACG::SceneGraph::BaseNode
set_center(const Vec3d &_c)ACG::SceneGraph::TransformNode [inline]
set_direction(Vec3d &_v)ACG::SceneGraph::ManipulatorNode
set_draw_cylinder(bool _b)ACG::SceneGraph::ManipulatorNode [inline]
set_parent(BaseNode *_parent)ACG::SceneGraph::BaseNode
set_size(double _size)ACG::SceneGraph::ManipulatorNode [inline]
set_status(StatusMode _s)ACG::SceneGraph::BaseNode [inline]
setDirty(bool _dirty=true)ACG::SceneGraph::BaseNode [inline]
setIdentity()ACG::SceneGraph::ManipulatorNode [virtual]
setTraverseMode(unsigned int _mode)ACG::SceneGraph::BaseNode [inline]
setup_cylinder_system(GLState &_state) (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
setup_sphere_system(GLState &_state) (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
show()ACG::SceneGraph::BaseNode [inline]
size() const ACG::SceneGraph::ManipulatorNode [inline]
sphere_clicked_ (defined in ACG::SceneGraph::ManipulatorNode)ACG::SceneGraph::ManipulatorNode [private]
status() const ACG::SceneGraph::BaseNode [inline]
StatusMode enum nameACG::SceneGraph::BaseNode
touched()ACG::SceneGraph::ManipulatorNode [inline]
touched_ACG::SceneGraph::ManipulatorNode [private]
TransformNode(BaseNode *_parent=0, const std::string &_name="<TransformNode>")ACG::SceneGraph::TransformNode
translate(double _s)ACG::SceneGraph::ManipulatorNode [inline]
ACG::SceneGraph::TransformNode::translate(const Vec3d &_v)ACG::SceneGraph::TransformNode
translation() const ACG::SceneGraph::TransformNode [inline]
traverseMode() const ACG::SceneGraph::BaseNode [inline]
TraverseMode enum nameACG::SceneGraph::BaseNode
visible()ACG::SceneGraph::BaseNode [inline]
~BaseNode()ACG::SceneGraph::BaseNode [virtual]
~ManipulatorNode()ACG::SceneGraph::ManipulatorNode
~TransformNode()ACG::SceneGraph::TransformNode [inline, virtual]

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