SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
SLLens Member List

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

_accelStructSLMeshprotected
_accelStructIsOutOfDateSLMeshprotected
_diameterSLLensprivate
_edgeAngleDEGSLMeshprotected
_edgeColorSLMeshprotected
_edgeWidthSLMeshprotected
_finalNSLMeshprotected
_finalPSLMeshprotected
_isCPUSkinnedSLMeshprotected
_isSelectedSLMeshprotected
_isVolumeSLMeshprotected
_jointMatricesSLMeshprotected
_matSLMeshprotected
_matOutSLMeshprotected
_nameSLObjectprotected
_pointOutputSLLensprivate
_primitiveSLMeshprotected
_radiusBotSLLensprivate
_radiusTopSLLensprivate
_revAxisSLRevolverprotected
_revPointsSLRevolverprotected
_skeletonSLMeshprotected
_slicesSLRevolverprotected
_smoothFirstSLRevolverprotected
_smoothLastSLRevolverprotected
_stacksSLRevolverprotected
_thicknessSLLensprivate
_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
calcSagitta(SLfloat radius)SLLensprivate
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
generateLens(SLfloat radiusBot, SLfloat radiusTop, SLMaterial *mat)SLLensprivate
generateLensBot(SLfloat radius)SLLensprivate
generateLensTop(SLfloat radius)SLLensprivate
generateVAO(SLGLVertexArray &vao)SLMeshvirtual
handleRectangleSelection(SLSceneView *sv, SLGLState *stateGL, SLNode *node)SLMeshprivate
hit(SLRay *ray, SLNode *node)SLMesh
hitTriangleOS(SLRay *ray, SLNode *node, SLuint iT)SLMesh
I16SLMesh
I32SLMesh
IE16SLMesh
IE32SLMesh
init(SLNode *node)SLMeshvirtual
initLens(SLfloat diopterBot, SLfloat diopterTop, SLfloat diameter, SLfloat thickness, SLuint stacks, SLuint slices, SLMaterial *mat)SLLensprivate
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
skeleton() constSLMeshinline
skeleton(SLAnimSkeleton *skel)SLMeshinline
skinnedNSLMesh
skinnedPSLMesh
slices()SLRevolverinline
SLLens(SLAssetManager *assetMgr, double sphere, double cylinder, SLfloat diameter, SLfloat thickness, SLuint stacks=32, SLuint slices=32, SLstring name="lens mesh", SLMaterial *mat=nullptr)SLLens
SLLens(SLAssetManager *assetMgr, SLfloat radiusBot, SLfloat radiusTop, SLfloat diameter, SLfloat thickness, SLuint stacks=32, SLuint slices=32, SLstring name="lens mesh", SLMaterial *mat=nullptr)SLLens
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