SLProject 4.0.000
SLCylinder Member List

This is the complete list of members for SLCylinder, including all inherited members.

_accelStructSLMeshprotected
_accelStructIsOutOfDateSLMeshprotected
_edgeAngleDEGSLMeshprotected
_edgeColorSLMeshprotected
_edgeWidthSLMeshprotected
_finalNSLMeshprotected
_finalPSLMeshprotected
_hasBottomSLCylinderprivate
_hasTopSLCylinderprivate
_heightSLCylinderprivate
_isSelectedSLMeshprotected
_isVolumeSLMeshprotected
_jointMatricesSLMeshprotected
_matSLMeshprotected
_matOutSLMeshprotected
_nameSLObjectprotected
_primitiveSLMeshprotected
_radiusSLCylinderprivate
_revAxisSLRevolverprotected
_revPointsSLRevolverprotected
_skeletonSLMeshprotected
_slicesSLRevolverprotected
_smoothFirstSLRevolverprotected
_smoothLastSLRevolverprotected
_stacksSLRevolverprotected
_urlSLObjectprotected
_vaoSLMeshprotected
_vaoNSLMeshprotected
_vaoSSLMeshprotected
_vaoTSLMeshprotected
_vertexPosEpsilonSLMeshprotected
accelStructIsOutOfDate()SLMeshinline
addStats(SLNodeStats &stats)SLMesh
buildAABB(SLAABBox &aabb, const SLMat4f &wmNode)SLMeshvirtual
buildMesh(SLMaterial *mat=nullptr)SLRevolver
CSLMesh
calcCenterRad(SLVec3f &center, SLfloat &radius)SLMesh
calcMinMax()SLMeshvirtual
calcNormals()SLMeshvirtual
calcTangents()SLMeshprivate
calcTex3DMatrix(SLNode *node)SLMeshstatic
computeHardEdgesIndices(float angleRAD, float epsilon)SLMesh
deleteData()SLMeshvirtual
deleteDataGpu()SLMeshvirtual
deleteSelected(SLNode *node)SLMesh
deleteUnused()SLMesh
deselectPartialSelection()SLMesh
draw(SLSceneView *sv, SLNode *node)SLMeshvirtual
drawIntoDepthBuffer(SLSceneView *sv, SLNode *node, SLMaterial *depthMat)SLMesh
drawSelectedVertices()SLMeshprivate
edgeAngleDEG() constSLMeshinline
edgeAngleDEG(SLfloat ea)SLMeshinline
edgeColor() constSLMeshinline
edgeColor(const SLCol4f &ec)SLMeshinline
edgeWidth() constSLMeshinline
edgeWidth(SLfloat ew)SLMeshinline
finalN(SLuint i)SLMeshinline
finalP(SLuint i)SLMeshinline
generateVAO(SLGLVertexArray &vao)SLMeshvirtual
handleRectangleSelection(SLSceneView *sv, SLGLState *stateGL, SLNode *node)SLMeshprivate
hasBottom()SLCylinderinline
hasTop()SLCylinderinline
height()SLCylinderinline
hit(SLRay *ray, SLNode *node)SLMesh
hitTriangleOS(SLRay *ray, SLNode *node, SLuint iT)SLMesh
I16SLMesh
I32SLMesh
IE16SLMesh
IE32SLMesh
init(SLNode *node)SLMeshvirtual
IS32SLMesh
isSelected() constSLMeshinline
isSelected(bool isSelected)SLMeshinline
JiSLMesh
JwSLMesh
mat() constSLMeshinline
mat(SLMaterial *m)SLMeshinline
matOut() constSLMeshinline
matOut(SLMaterial *m)SLMeshinline
maxPSLMesh
minPSLMesh
NSLMesh
name(const SLstring &Name)SLObjectinline
name() constSLObjectinline
numI() constSLMeshinline
PSLMesh
preShade(SLRay *ray)SLMeshvirtual
primitive() constSLMeshinline
primitive(SLGLPrimitiveType pt)SLMeshinline
radius()SLCylinderinline
skeleton() constSLMeshinline
skeleton(SLAnimSkeleton *skel)SLMeshinline
skinnedNSLMesh
skinnedPSLMesh
SLCylinder(SLAssetManager *assetMgr, SLfloat cylinderRadius, SLfloat cylinderHeight, SLuint stacks=1, SLuint slices=16, SLbool hasTop=true, SLbool hasBottom=true, SLstring name="cylinder mesh", SLMaterial *mat=nullptr)SLCylinder
slices()SLRevolverinline
SLMesh(SLAssetManager *assetMgr, const SLstring &name="Mesh")SLMeshexplicit
SLObject(const SLstring &Name="", const SLstring &url="")SLObjectinline
SLRevolver(SLAssetManager *assetMgr, SLVVec3f revolvePoints, SLVec3f revolveAxis, SLuint slices=36, SLbool smoothFirst=false, SLbool smoothLast=false, SLstring name="revolver mesh", SLMaterial *mat=nullptr)SLRevolver
SLRevolver(SLAssetManager *assetMgr, SLstring name)SLRevolverinline
stacks()SLRevolverinline
TSLMesh
transformSkin(const std::function< void(SLMesh *)> &cbInformNodes)SLMesh
updateAccelStruct()SLMesh
url(const SLstring &url)SLObjectinline
url() constSLObjectinline
UVSLMesh
vao()SLMeshinline
vertexPosEpsilon(SLfloat eps)SLMeshinline
~SLMesh() overrideSLMesh
~SLObject()SLObjectinlinevirtual