SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
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
_isCPUSkinnedSLMeshprotected
_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, SLuint intances=0)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(bool forceCPUSkinning, 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