sp::scene::MaterialNode Member List

This is the complete list of members for sp::scene::MaterialNode, including all inherited members.
addAnimation(Animation *Anim)sp::scene::SceneNode [virtual]
addChild(SceneNode *Child)sp::scene::SceneNode [virtual]
sp::Node::addChild(Node *Child)sp::Node [virtual]
addChildren(const std::list< SceneNode * > &Children)sp::scene::SceneNode [virtual]
sp::Node::addChildren(const std::list< Node * > &Children)sp::Node [virtual]
Animation classsp::scene::SceneNode [friend]
AnimationList_sp::scene::SceneNode [protected]
BaseObject()sp::BaseObject [inline, protected]
BaseObject(const io::stringc &Name)sp::BaseObject [inline, protected]
BoundVolume_sp::scene::SceneNode [protected]
Children_sp::Node [protected]
clearAnimations()sp::scene::SceneNode [virtual]
cmpMeshesDefault(Mesh *&obj1, Mesh *&obj2)sp::scene::MaterialNode [friend]
cmpMeshesFast(Mesh *&obj1, Mesh *&obj2)sp::scene::MaterialNode [friend]
compare(const MaterialNode *Other) const sp::scene::MaterialNode [virtual]
sp::scene::RenderNode::compare(const RenderNode *Other) const sp::scene::RenderNode [virtual]
copy() const sp::scene::SceneNode
copyRoot(SceneNode *NewNode) const sp::scene::SceneNode [protected]
DepthDistance_sp::scene::RenderNode [protected]
EnableMaterial_sp::scene::MaterialNode [protected]
FinalWorldMatrix_sp::scene::SceneNode [protected]
findAnimation(const io::stringc &Name) const sp::scene::SceneNode [virtual]
getAnimation(u32 Index=0) const sp::scene::SceneNode [virtual]
getAnimationCount() const sp::scene::SceneNode [inline]
getAnimationList() const sp::scene::SceneNode [inline]
getBoundingVolume()sp::scene::SceneNode [inline]
getBoundingVolume() const sp::scene::SceneNode [inline]
getChildren() const sp::Node [inline]
getDepthDistance() const sp::scene::RenderNode [inline]
getFirstAnimation() const sp::scene::SceneNode [virtual]
getMaterial()sp::scene::MaterialNode [inline]
getMaterial() const sp::scene::MaterialNode [inline]
getMaterialEnable() const sp::scene::MaterialNode [inline]
getName() const sp::BaseObject [inline]
getOrder() const sp::scene::RenderNode [inline]
getParent() const sp::scene::SceneNode [inline]
getPosition(bool isGlobal=false) const sp::scene::SceneNode
getPositionMatrix(bool isGlobal) const sp::scene::SceneNode
getPositionMatrix() const sp::scene::SceneNode [inline]
getRotation(bool isGlobal=false) const sp::scene::SceneNode
getRotationMatrix(bool isGlobal) const sp::scene::SceneNode
getRotationMatrix() const sp::scene::SceneNode [inline]
getScale(bool isGlobal=false) const sp::scene::SceneNode
getScaleMatrix(bool isGlobal) const sp::scene::SceneNode
getScaleMatrix() const sp::scene::SceneNode [inline]
getSceneChildren() const sp::scene::SceneNode [inline]
getSceneChildren()sp::scene::SceneNode [inline]
getShaderClass() const sp::scene::MaterialNode [inline]
getTransformation(bool isGlobal) const sp::scene::SceneNode
getTransformation() const sp::scene::SceneNode [inline]
getTransformation()sp::scene::SceneNode [inline]
getTransformMatrix(bool isGlobal=false) const sp::scene::SceneNode [inline]
getType() const sp::scene::SceneNode [inline]
getUserData() const sp::BaseObject [inline]
getUserDataFlags() const sp::BaseObject [inline]
getVisible(bool isGlobal=false) const sp::scene::SceneNode [virtual]
sp::Node::getVisible() const sp::Node [inline]
isVisible_sp::Node [protected]
loadTransformation()sp::scene::SceneNode [virtual]
lookAt(const dim::vector3df &Position, bool isGlobal=false)sp::scene::SceneNode [virtual]
Material_sp::scene::MaterialNode [protected]
MaterialNode(const ENodeTypes Type)sp::scene::MaterialNode [protected]
move(const dim::vector3df &Direction)sp::scene::SceneNode [inline]
Name_sp::BaseObject [protected]
Node()sp::Node
Order_sp::scene::RenderNode [protected]
Parent_sp::Node [protected]
removeAnimation(Animation *Anim)sp::scene::SceneNode [virtual]
removeChild(SceneNode *Child)sp::scene::SceneNode [virtual]
removeChild()sp::scene::SceneNode [virtual]
sp::Node::removeChild(Node *Child)sp::Node [virtual]
removeChildren(const std::list< SceneNode * > &Children)sp::scene::SceneNode [virtual]
removeChildren()sp::scene::SceneNode [virtual]
sp::Node::removeChildren(const std::list< Node * > &Children)sp::Node [virtual]
render()=0sp::scene::MaterialNode [pure virtual]
RenderNode(const ENodeTypes Type)sp::scene::RenderNode [protected]
SceneChildren_sp::scene::SceneNode [protected]
SceneGraph classsp::scene::MaterialNode [friend]
SceneNode(const ENodeTypes Type=NODE_BASICNODE)sp::scene::SceneNode
SceneParent_sp::scene::SceneNode [protected]
setBoundingVolume(const BoundingVolume &BoundVolume)sp::scene::SceneNode [inline]
setDepthDistance(f32 Distance)sp::scene::RenderNode [inline]
setMaterial(const video::MaterialStates *Material)sp::scene::MaterialNode
setMaterialEnable(bool Enable)sp::scene::MaterialNode [inline]
setName(const io::stringc &Name)sp::BaseObject [inline]
setOrder(s32 Order)sp::scene::RenderNode [inline]
setParent(SceneNode *Parent, bool isGlobal)sp::scene::SceneNode
setParent(SceneNode *Parent)sp::scene::SceneNode [inline]
sp::Node::setParent(Node *Parent)sp::Node [inline]
setPosition(const dim::vector3df &Position, bool isGlobal=false)sp::scene::SceneNode
setPositionMatrix(const dim::matrix4f &Position, bool isGlobal)sp::scene::SceneNode
setPositionMatrix(const dim::matrix4f &Position)sp::scene::SceneNode [inline]
setRotation(const dim::vector3df &Rotation, bool isGlobal=false)sp::scene::SceneNode
setRotationMatrix(const dim::matrix4f &Rotation, bool isGlobal)sp::scene::SceneNode
setRotationMatrix(const dim::matrix4f &Rotation)sp::scene::SceneNode [inline]
setScale(const dim::vector3df &Scale, bool isGlobal=false)sp::scene::SceneNode
setScaleMatrix(const dim::matrix4f &Scale, bool isGlobal)sp::scene::SceneNode
setScaleMatrix(const dim::matrix4f &Scale)sp::scene::SceneNode [inline]
setShader(video::Shader *ShaderObject)sp::scene::MaterialNode [inline]
setShaderClass(video::ShaderClass *ShaderObject)sp::scene::MaterialNode [inline]
setTransformation(const Transformation &Transform)sp::scene::SceneNode [inline]
setupTransformation(bool isGlobal)sp::scene::SceneNode [inline]
setupWorldMatrix(const dim::matrix4f &WorldMatrix)sp::scene::SceneNode [inline]
setUserData(void *Data)sp::BaseObject [inline]
setUserDataFlags(s32 Flags)sp::BaseObject [inline]
setVisible(bool isVisible)sp::Node [virtual]
ShaderClass_sp::scene::MaterialNode [protected]
transform(const dim::vector3df &Size)sp::scene::SceneNode [inline]
Transform_sp::scene::SceneNode [protected]
translate(const dim::vector3df &Direction)sp::scene::SceneNode [inline]
turn(const dim::vector3df &Rotation)sp::scene::SceneNode [inline]
updateTransformation()sp::scene::RenderNode [virtual]
updateTransformationBase(const dim::matrix4f &BaseMatrix)sp::scene::SceneNode [virtual]
UserData_sp::BaseObject [protected]
UserDataFlags_sp::BaseObject [protected]
~BaseObject()sp::BaseObject [inline, virtual]
~MaterialNode()sp::scene::MaterialNode [virtual]
~Node()sp::Node [virtual]
~RenderNode()sp::scene::RenderNode [virtual]
~SceneNode()sp::scene::SceneNode [virtual]
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