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

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

_aabbSLNodeprotected
_ambientColorSLLightprotected
_ambientPowerSLLightprotected
_animationSLNodeprotected
_arrowLengthSLLightDirectprivate
_arrowRadiusSLLightDirectprivate
_castsShadowsSLNodeprotected
_childrenSLNodeprotected
_createsShadowsSLLightprotected
_depthSLNodeprotected
_diffuseColorSLLightprotected
_diffusePowerSLLightprotected
_doCascadedShadowsSLLightDirectprivate
_doSoftShadowsSLLightprotected
_doSunPowerAdaptationSLLightDirectprivate
_drawBitsSLNodeprotected
_entityIDSLNodeprotected
_idSLLightprotected
_initialOMSLNodeprotected
_isAABBUpToDateSLNodemutableprotected
_isAttenuatedSLLightprotected
_isOnSLLightprotected
_isSelectedSLNodeprotected
_isWMIUpToDateSLNodemutableprotected
_isWMUpToDateSLNodemutableprotected
_kcSLLightprotected
_keyboardDeltaPosSLEventHandlerprotected
_klSLLightprotected
_kqSLLightprotected
_levelForSMSLNodeprotected
_meshSLNodeprotected
_minLodCoverageSLNodeprotected
_mouseRotationFactorSLEventHandlerprotected
_nameSLObjectprotected
_omSLNodeprotected
_onUpdateCBSLNodeprotected
_parentSLNodeprotected
_shadowMapSLLightprotected
_shadowMaxBiasSLLightprotected
_shadowMinBiasSLLightprotected
_softShadowLevelSLLightprotected
_specularColorSLLightprotected
_specularPowerSLLightprotected
_spotCosCutOffRADSLLightprotected
_spotCutOffDEGSLLightprotected
_spotExponentSLLightprotected
_sunLightColorLUTSLLightDirectprivate
_sunLightPowerMinSLLightDirectprivate
_urlSLObjectprotected
_wmSLNodemutableprotected
_wmISLNodemutableprotected
aabb()SLNodeinline
addChild(SLNode *child)SLNode
addMesh(SLMesh *mesh)SLNodevirtual
ambiDiffColor(const SLCol4f &ambiDiffCol)SLLightinline
ambiDiffPowers(SLfloat ambiPow, SLfloat diffPow, const SLCol4f &ambiDiffCol=SLCol4f::WHITE)SLLightinline
ambient() overrideSLLightDirectvirtual
ambientColor(const SLCol4f &ambi)SLLightinline
ambientColor()SLLightinline
ambientPower(const SLfloat ambPow)SLLightinline
ambientPower() constSLLightinline
animation(SLAnimation *a)SLNodeinline
animation()SLNodeinline
attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)SLLightinline
attenuation(SLfloat dist) constSLLightinline
axisXOS() constSLNodeinline
axisXWS() constSLNodeinline
axisYOS() constSLNodeinline
axisYWS() constSLNodeinline
axisZOS() constSLNodeinline
axisZWS() constSLNodeinline
calculateSunLight(SLfloat standardPower)SLLightDirect
castsShadows(SLbool castsShadows)SLNodeinline
castsShadows()SLNodeinline
children()SLNodeinline
copyRec()SLNodevirtual
createShadowMap(float clipNear=0.1f, float clipFar=20.0f, SLVec2f size=SLVec2f(8, 8), SLVec2i texSize=SLVec2i(1024, 1024)) overrideSLLightDirectvirtual
createShadowMapAutoSize(SLCamera *camera, SLVec2i texSize=SLVec2i(1024, 1024), int numCascades=4) overrideSLLightDirectvirtual
createsShadows(SLbool createsShadows)SLLight
createsShadows() constSLLightinline
cull2DRec(SLSceneView *sv)SLNodevirtual
cull3DRec(SLSceneView *sv)SLNodevirtual
cullChildren3D(SLSceneView *sv)SLNodevirtual
deleteChild()SLNode
deleteChild(SLNode *child)SLNode
deleteChild(const SLstring &name)SLNode
deleteChildren()SLNode
depth() constSLNodeinline
diffuse() overrideSLLightDirectvirtual
diffuseColor(const SLCol4f &diff)SLLightinline
diffuseColor()SLLightinline
diffusePower(const SLfloat diffPow)SLLightinline
diffusePower() constSLLightinline
dirLength() constSLLightDirectinline
doCascadedShadows(bool b)SLLightDirectinline
doCascadedShadows() const overrideSLLightDirectinlinevirtual
doColoredShadowsSLLightstatic
doSmoothShadows(SLbool doSS)SLLightinline
doSoftShadows() constSLLightinline
doSunPowerAdaptation(SLbool enabled)SLLightDirectinline
doSunPowerAdaptation()SLLightDirectinline
doUpdate()SLNodeinlinevirtual
drawBit(SLuint bit)SLNodeinline
drawBits()SLNodeinline
drawMesh(SLSceneView *sv) overrideSLLightDirectvirtual
dumpRec()SLNodevirtual
entityID(SLint entityID)SLNodeinline
entityID() constSLNodeinline
find(const SLstring &name="", SLbool findRecursive=true)SLNode
findChild(const SLstring &name="", SLbool findRecursive=true)SLNode
findChildren(const SLstring &name="", SLbool findRecursive=true, SLbool canContain=false)SLNode
findChildren(const SLMesh *mesh, SLbool findRecursive=true)SLNode
findChildren(SLuint drawbit, SLbool findRecursive=true)SLNode
findChildrenHelper(const SLstring &name, deque< T * > &list, SLbool findRecursive, SLbool canContain=false)SLNodeprivate
findChildrenHelper(const SLMesh *mesh, deque< SLNode * > &list, SLbool findRecursive)SLNodeprivate
findChildrenHelper(SLuint drawbit, deque< SLNode * > &list, SLbool findRecursive)SLNodeprivate
forwardOS() constSLNodeinline
forwardWS() constSLNodeinline
gammaSLLightstatic
globalAmbientSLLightstatic
hitRec(SLRay *ray) overrideSLLightDirectvirtual
id(const SLint id)SLLightinline
id() constSLLightinline
init(SLScene *s)SLLightDirect
initialOM()SLNodeinline
insertChild(SLNode *insertC, SLNode *afterC)SLNode
instanceIndexSLNodestatic
isAttenuated() constSLLightinline
isOn(const SLbool on)SLLightinline
isOn() constSLLightinline
isSelected(bool isSelected)SLNodeinline
isSelected()SLNodeinline
kc(SLfloat kc)SLLight
kc() constSLLightinline
kl(SLfloat kl)SLLight
kl() constSLLightinline
kq(SLfloat kq)SLLight
kq() constSLLightinline
levelForSM(SLubyte lfsm)SLNodeinline
levelForSM()SLNodeinline
lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)SLNodeinline
lookAt(const SLVec3f &target, const SLVec3f &up=SLVec3f::AXISY, SLTransformSpace relativeTo=TS_world)SLNode
mesh()SLNodeinline
minLodCoverage(SLfloat minLodCoverage)SLNodeinline
minLodCoverage()SLNodeinline
mouseRotationFactor(SLfloat rf)SLEventHandlerinline
mouseRotationFactor()SLEventHandlerinline
name(const SLstring &Name)SLObjectinline
name() constSLObjectinline
needAABBUpdate()SLNode
needUpdate()SLNodevirtual
needWMUpdate()SLNode
numChildren()SLNodeinline
numWMUpdatesSLNodestatic
om(const SLMat4f &mat)SLNodeinline
om()SLNodeinline
onDoubleClick(const SLMouseButton button, const SLint x, const SLint y, const SLKey mod)SLEventHandlerinlinevirtual
oneOverGamma()SLLightinlinestatic
onKeyPress(const SLKey key, const SLKey mod)SLEventHandlerinlinevirtual
onKeyRelease(const SLKey key, const SLKey mod)SLEventHandlerinlinevirtual
onMouseDown(const SLMouseButton button, const SLint x, const SLint y, const SLKey mod)SLEventHandlerinlinevirtual
onMouseMove(const SLMouseButton button, const SLint x, const SLint y, const SLKey mod)SLEventHandlerinlinevirtual
onMouseUp(const SLMouseButton button, const SLint x, const SLint y, const SLKey mod)SLEventHandlerinlinevirtual
onMouseWheel(const SLint delta, const SLKey mod)SLEventHandlerinlinevirtual
onRotationPYR(const SLfloat pitchRAD, const SLfloat yawRAD, const SLfloat rollRAD)SLEventHandlerinlinevirtual
onTouch2Down(const SLint x1, const SLint y1, const SLint x2, const SLint y2)SLEventHandlerinlinevirtual
onTouch2Move(const SLint x1, const SLint y1, const SLint x2, const SLint y2)SLEventHandlerinlinevirtual
onTouch2Up(const SLint x1, const SLint y1, const SLint x2, const SLint y2)SLEventHandlerinlinevirtual
onTouch3Down(const SLint x1, const SLint y1)SLEventHandlerinlinevirtual
onTouch3Move(const SLint x1, const SLint y1)SLEventHandlerinlinevirtual
onTouch3Up(const SLint x1, const SLint y1)SLEventHandlerinlinevirtual
onUpdateCB(function< void()> callbackFunc)SLNodeinline
parent(SLNode *p)SLNode
parent()SLNodeinline
positionWS() const overrideSLLightDirectinlinevirtual
powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)SLLightinline
radius() constSLLightDirectinline
removeChild(SLNode *child)SLNode
removeMesh()SLNode
removeMesh(SLMesh *mesh)SLNode
renderShadowMap(SLSceneView *sv, SLNode *root) overrideSLLightDirectprotectedvirtual
resetToInitialState()SLNode
rightOS() constSLNodeinline
rightWS() constSLNodeinline
rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)SLNode
rotate(SLfloat angleDeg, const SLVec3f &axis, SLTransformSpace relativeTo=TS_object)SLNode
rotate(SLfloat angleDeg, SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_object)SLNodeinline
rotateAround(const SLVec3f &point, SLVec3f &axis, SLfloat angleDeg, SLTransformSpace relativeTo=TS_world)SLNode
rotation(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_parent)SLNode
rotation(SLfloat angleDeg, const SLVec3f &axis, SLTransformSpace relativeTo=TS_parent)SLNode
scale(SLfloat s)SLNodeinline
scale(SLfloat x, SLfloat y, SLfloat z)SLNodeinline
scale(const SLVec3f &scale)SLNode
scaleToCenter(SLfloat maxDim)SLNode
scaling(SLfloat s)SLNodeinline
scaling(SLfloat x, SLfloat y, SLfloat z)SLNodeinline
scaling(const SLVec3f &scaling)SLNode
setDrawBitsRec(SLuint bit, SLbool state)SLNode
setInitialState()SLNode
setMeshMat(SLMaterial *mat, bool recursive)SLNode
setPrimitiveTypeRec(SLGLPrimitiveType primitiveType)SLNode
shadowMap(SLShadowMap *shadowMap)SLLightinline
shadowMap()SLLightinline
shadowMaxBias(SLfloat maxBias)SLLightinline
shadowMaxBias() constSLLightinline
shadowMinBias(SLfloat minBias)SLLightinline
shadowMinBias() constSLLightinline
shadowTest(SLRay *ray, const SLVec3f &L, SLfloat lightDist, SLNode *root3D) overrideSLLightDirectvirtual
shadowTestMC(SLRay *ray, const SLVec3f &L, SLfloat lightDist, SLNode *root3D) overrideSLLightDirectvirtual
skeleton()SLNode
SLEventHandler()SLEventHandlerinline
SLLight(SLfloat ambiPower=0.1f, SLfloat diffPower=1.0f, SLfloat specPower=1.0f, SLint id=-1)SLLightexplicit
SLLightDirect(SLAssetManager *assetMgr, SLScene *s, SLfloat arrowLength=0.5f, SLbool hasMesh=true, SLbool doCascadedShadows=false)SLLightDirect
SLLightDirect(SLAssetManager *assetMgr, SLScene *s, SLfloat posx, SLfloat posy, SLfloat posz, SLfloat arrowLength=0.5f, SLfloat ambiPower=1.0f, SLfloat diffPower=10.0f, SLfloat specPower=10.0f, SLbool hasMesh=true, SLbool doCascadedShadows=false)SLLightDirect
SLNode(const SLstring &name="Node")SLNodeexplicit
SLNode(SLMesh *mesh, const SLstring &name="Node")SLNodeexplicit
SLNode(SLMesh *mesh, const SLVec3f &translation, const SLstring &name)SLNodeexplicit
SLObject(const SLstring &Name="", const SLstring &url="")SLObjectinline
smoothShadowLevel(SLuint ssLevel)SLLightinline
softShadowLevel() constSLLightinline
specular() overrideSLLightDirectvirtual
specularColor(const SLCol4f &spec)SLLightinline
specularColor()SLLightinline
specularPower(const SLfloat specPow)SLLightinline
specularPower() constSLLightinline
spotCosCut() constSLLightinline
spotCutOffDEG(SLfloat cutOffAngleDEG)SLLight
spotCutOffDEG() constSLLightinline
spotDirWS() overrideSLLightDirectinlinevirtual
spotExponent(const SLfloat exp)SLLightinline
spotExponent() constSLLightinline
statsRec(SLNodeStats &stats) overrideSLLightDirectvirtual
sunLightColorLUT()SLLightDirectinline
sunLightPowerMin(SLfloat minPower)SLLightDirectinline
translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)SLNode
translate(SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_object)SLNodeinline
translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)SLNode
translation(SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_parent)SLNodeinline
translationOS() constSLNodeinline
translationWS() constSLNodeinline
updateAABBRec(SLbool updateAlsoAABBinOS)SLNodevirtual
updateAndGetWM() constSLNode
updateAndGetWMI() constSLNode
updateMeshAccelStructs()SLNode
updateMeshMat(std::function< void(SLMaterial *m)> setMat, bool recursive)SLNode
updateMeshSkins(bool forceCPUSkinning, const std::function< void(SLMesh *)> &cbInformNodes)SLNode
updateRec()SLNode
updateWM() constSLNodeprivate
upOS() constSLNodeinline
upWS() constSLNodeinline
url(const SLstring &url)SLObjectinline
url() constSLObjectinline
~SLEventHandler()SLEventHandlerinlinevirtual
~SLLight()=defaultSLLightvirtual
~SLLightDirect() overrideSLLightDirect
~SLNode() overrideSLNode
~SLObject()SLObjectinlinevirtual