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NodePath Member List

This is the complete list of members for NodePath, including all inherited members.
__pad0__NodePath [private]
_error_typeNodePath [private]
_max_search_depthNodePath [private, static]
_type_handleNodePath [private, static]
adjust_all_priorities(int adjustment)NodePath [private]
any_path(PandaNode *node)NodePath [private, static]
attach_new_node(PandaNode *node, int sort=0) constNodePath [private]
attach_new_node(const string &name, int sort=0) constNodePath [private]
calc_tight_bounds(LPoint3f &min_point, LPoint3f &max_point)NodePath [private]
clear_billboard()NodePath [private]
clear_bin()NodePath [private]
clear_color()NodePath [private]
clear_color_scale()NodePath [private]
clear_compass()NodePath [private]
clear_depth_test()NodePath [private]
clear_depth_write()NodePath [private]
clear_fog()NodePath [private]
clear_mat()NodePath [private]
clear_material()NodePath [private]
clear_render_mode()NodePath [private]
clear_texture()NodePath [private]
clear_transparency()NodePath [private]
clear_two_sided()NodePath [private]
compare_to(const NodePath &other) constNodePath [private]
constNodePath [private]
copy_to(const NodePath &other, int sort=0) constNodePath [private]
CPT(RenderState) get_state(const NodePath &other) constNodePath [private]
CPT(RenderState) get_net_state() constNodePath [private]
CPT(TransformState) get_transform(const NodePath &other) constNodePath [private]
CPT(TransformState) get_net_transform() constNodePath [private]
CPT(RenderState) r_get_net_state(NodePathComponent *comp) constNodePath [private]
CPT(RenderState) r_get_partial_state(NodePathComponent *compNodePath [private]
CPT(TransformState) r_get_net_transform(NodePathComponent *comp) constNodePath [private]
CPT(TransformState) r_get_partial_transform(NodePathComponent *compNodePath [private]
detach_node()NodePath [private]
do_billboard_axis(const NodePath &camera, float offset)NodePath [private]
do_billboard_point_eye(const NodePath &camera, float offset)NodePath [private]
do_billboard_point_world(const NodePath &camera, float offset)NodePath [private]
ET_failNodePath [private]
ET_not_foundNodePath [private]
ET_removedNodePath [private]
fail()NodePath [private, static]
find(const string &path) constNodePath [private]
find_all_matches(const string &path) constNodePath [private]
find_all_paths_to(PandaNode *node) constNodePath [private]
find_all_textures() constNodePath [private]
find_all_textures(const string &name) constNodePath [private]
find_common_ancestor(const NodePath &a, const NodePath &b, int &a_count, int &b_count)NodePath [private, static]
find_matches(NodePathCollection &result, const string &approx_path_str, int max_matches) constNodePath [private]
find_matches(NodePathCollection &result, FindApproxPath &approx_path, int max_matches) constNodePath [private]
find_path_to(PandaNode *node) constNodePath [private]
find_texture(const string &name) constNodePath [private]
flatten_light()NodePath [private]
flatten_medium()NodePath [private]
flatten_strong()NodePath [private]
force_recompute_bounds()NodePath [private]
get_bin_draw_order() constNodePath [private]
get_bin_name() constNodePath [private]
get_child(int n) constNodePath [private]
get_children() constNodePath [private]
get_class_type()NodePath [inline, static]
get_color() constNodePath [private]
get_color_scale() constNodePath [private]
get_depth_test() constNodePath [private]
get_depth_write() constNodePath [private]
get_distance(const NodePath &other) constNodePath [private]
get_error_type() constNodePath [private]
get_fog() constNodePath [private]
get_h() constNodePath [private]
get_h(const NodePath &other) constNodePath [private]
get_hidden_ancestor(DrawMask camera_mask=DrawMask::all_on()) constNodePath [private]
get_hpr() constNodePath [private]
get_hpr(float roll) constNodePath [private]
get_hpr(const NodePath &other) constNodePath [private]
get_hpr(const NodePath &other, float roll) constNodePath [private]
get_key() constNodePath [private]
get_mat() constNodePath [private]
get_mat(const NodePath &other) constNodePath [private]
get_max_search_depth()NodePath [private, static]
get_node(int index) constNodePath [private]
get_num_children() constNodePath [private]
get_num_nodes() constNodePath [private]
get_p() constNodePath [private]
get_p(const NodePath &other) constNodePath [private]
get_parent() constNodePath [private]
get_pos() constNodePath [private]
get_pos(const NodePath &other) constNodePath [private]
get_quat() constNodePath [private]
get_quat(const NodePath &other) constNodePath [private]
get_r() constNodePath [private]
get_r(const NodePath &other) constNodePath [private]
get_relative_point(const NodePath &other, const LVecBase3f &point)NodePath [private]
get_sa() constNodePath [private]
get_sb() constNodePath [private]
get_scale() constNodePath [private]
get_scale(const NodePath &other) constNodePath [private]
get_sg() constNodePath [private]
get_sr() constNodePath [private]
get_stashed_ancestor() constNodePath [private]
get_state() constNodePath [private]
get_sx() constNodePath [private]
get_sx(const NodePath &other) constNodePath [private]
get_sy() constNodePath [private]
get_sy(const NodePath &other) constNodePath [private]
get_sz() constNodePath [private]
get_sz(const NodePath &other) constNodePath [private]
get_texture() constNodePath [private]
get_top_node() constNodePath [private]
get_transform() constNodePath [private]
get_transparency() constNodePath [private]
get_two_sided() constNodePath [private]
get_x() constNodePath [private]
get_x(const NodePath &other) constNodePath [private]
get_y() constNodePath [private]
get_y(const NodePath &other) constNodePath [private]
get_z() constNodePath [private]
get_z(const NodePath &other) constNodePath [private]
has_billboard() constNodePath [private]
has_bin() constNodePath [private]
has_color() constNodePath [private]
has_color_scale() constNodePath [private]
has_compass() constNodePath [private]
has_depth_test() constNodePath [private]
has_depth_write() constNodePath [private]
has_fog() constNodePath [private]
has_fog_off() constNodePath [private]
has_mat() constNodePath [private]
has_material() constNodePath [private]
has_parent() constNodePath [private]
has_render_mode() constNodePath [private]
has_texture() constNodePath [private]
has_texture_off() constNodePath [private]
has_transparency() constNodePath [private]
has_two_sided() constNodePath [private]
heads_up(float x, float y, float z)NodePath [private]
heads_up(const LPoint3f &point, const LVector3f &up=LVector3f::up())NodePath [private]
heads_up(const NodePath &other, float x, float y, float z)NodePath [private]
heads_up(const NodePath &other, const LPoint3f &point=LPoint3f(0.0, 0.0, 0.0), const LVector3f &up=LVector3f::up())NodePath [private]
hide()NodePath [private]
hide(DrawMask camera_mask)NodePath [private]
hide_bounds()NodePath [private]
init_type()NodePath [inline, static]
instance_to(const NodePath &other, int sort=0) constNodePath [private]
instance_under_node(const NodePath &other, const string &name, int sort=0) constNodePath [private]
is_empty() constNodePath [private]
is_hidden(DrawMask camera_mask=DrawMask::all_on()) constNodePath [private]
is_singleton() constNodePath [private]
is_stashed() constNodePath [private]
look_at(float x, float y, float z)NodePath [private]
look_at(const LPoint3f &point, const LVector3f &up=LVector3f::up())NodePath [private]
look_at(const NodePath &other, float x, float y, float z)NodePath [private]
look_at(const NodePath &other, const LPoint3f &point=LPoint3f(0.0, 0.0, 0.0), const LVector3f &up=LVector3f::up())NodePath [private]
ls() constNodePath [private]
ls(ostream &out, int indent_level=0) constNodePath [private]
node() constNodePath [private]
NodePath()NodePath [private]
NodePath(const string &top_node_name)NodePath [private]
NodePath(PandaNode *node)NodePath [private]
NodePath(const NodePath &parent, PandaNode *child_node)NodePath [private]
NodePath(const NodePath &copy)NodePath [private]
NodePathCollection classNodePath [friend]
not_found()NodePath [private, static]
operator!=(const NodePath &other) constNodePath [private]
operator<(const NodePath &other) constNodePath [private]
operator=(const NodePath &copy)NodePath [private]
operator==(const NodePath &other) constNodePath [private]
output(ostream &out) constNodePath [private]
prepare_scene(GraphicsStateGuardianBase *gsg, bool force_retained_mode=false)NodePath [private]
PT(Material) get_material() constNodePath [private]
PT(BoundingVolume) get_bounds() constNodePath [private]
PT(NodePathComponent) _headNodePath [private]
r_adjust_all_priorities(PandaNode *node, int adjustment)NodePath [private]
r_find_all_textures(PandaNode *node, const RenderState *state, Textures &textures) constNodePath [private]
r_find_matches(NodePathCollection &result, const FindApproxLevel &level, int max_matches, int num_levels_remaining) constNodePath [private]
r_find_texture(PandaNode *node, const RenderState *state, const GlobPattern &glob) constNodePath [private]
r_force_recompute_bounds(PandaNode *node)NodePath [private]
r_prepare_scene(PandaNode *node, const RenderState *state, GraphicsStateGuardianBase *gsg, bool do_retained_mode)NodePath [private]
remove_node()NodePath [private]
removed()NodePath [private, static]
reparent_to(const NodePath &other, int sort=0)NodePath [private]
set_billboard_axis(float offset=0.0)NodePath [private]
set_billboard_axis(const NodePath &camera, float offset)NodePath [private]
set_billboard_point_eye(float offset=0.0)NodePath [private]
set_billboard_point_eye(const NodePath &camera, float offset)NodePath [private]
set_billboard_point_world(float offset=0.0)NodePath [private]
set_billboard_point_world(const NodePath &camera, float offset)NodePath [private]
set_bin(const string &bin_name, int draw_order, int priority=0)NodePath [private]
set_color(float r, float g, float b, float a=1.0, int priority=0)NodePath [private]
set_color(const Colorf &color, int priority=0)NodePath [private]
set_color_off(int priority=0)NodePath [private]
set_color_scale(const LVecBase4f &scale)NodePath [private]
set_color_scale(float sx, float sy, float sz, float sa)NodePath [private]
set_compass(const NodePath &reference=NodePath())NodePath [private]
set_depth_test(bool depth_test, int priority=0)NodePath [private]
set_depth_write(bool depth_write, int priority=0)NodePath [private]
set_fog(Fog *fog, int priority=0)NodePath [private]
set_fog_off(int priority=0)NodePath [private]
set_h(float h)NodePath [private]
set_h(const NodePath &other, float h)NodePath [private]
set_hpr(float h, float p, float r)NodePath [private]
set_hpr(const LVecBase3f &hpr)NodePath [private]
set_hpr(const NodePath &other, float h, float p, float r)NodePath [private]
set_hpr(const NodePath &other, const LVecBase3f &hpr)NodePath [private]
set_hpr_scale(float h, float p, float r, float sx, float sy, float sz)NodePath [private]
set_hpr_scale(const LVecBase3f &hpr, const LVecBase3f &scale)NodePath [private]
set_hpr_scale(const NodePath &other, float h, float p, float r, float sx, float sy, float sz)NodePath [private]
set_hpr_scale(const NodePath &other, const LVecBase3f &hpr, const LVecBase3f &scale)NodePath [private]
set_mat(const LMatrix4f &mat)NodePath [private]
set_mat(const NodePath &other, const LMatrix4f &mat)NodePath [private]
set_material(Material *tex, int priority=0)NodePath [private]
set_material_off(int priority=0)NodePath [private]
set_max_search_depth(int max_search_depth)NodePath [private, static]
set_p(float p)NodePath [private]
set_p(const NodePath &other, float p)NodePath [private]
set_pos(float x, float y, float z)NodePath [private]
set_pos(const LVecBase3f &pos)NodePath [private]
set_pos(const NodePath &other, float x, float y, float z)NodePath [private]
set_pos(const NodePath &other, const LVecBase3f &pos)NodePath [private]
set_pos_hpr(float x, float y, float z, float h, float p, float r)NodePath [private]
set_pos_hpr(const LVecBase3f &pos, const LVecBase3f &hpr)NodePath [private]
set_pos_hpr(const NodePath &other, float x, float y, float z, float h, float p, float r)NodePath [private]
set_pos_hpr(const NodePath &other, const LVecBase3f &pos, const LVecBase3f &hpr)NodePath [private]
set_pos_hpr_scale(float x, float y, float z, float h, float p, float r, float sx, float sy, float sz)NodePath [private]
set_pos_hpr_scale(const LVecBase3f &pos, const LVecBase3f &hpr, const LVecBase3f &scale)NodePath [private]
set_pos_hpr_scale(const NodePath &other, float x, float y, float z, float h, float p, float r, float sx, float sy, float sz)NodePath [private]
set_pos_hpr_scale(const NodePath &other, const LVecBase3f &pos, const LVecBase3f &hpr, const LVecBase3f &scale)NodePath [private]
set_pos_quat_scale(const LVecBase3f &pos, const LQuaternionf &quat, const LVecBase3f &scale)NodePath [private]
set_pos_quat_scale(const NodePath &other, const LVecBase3f &pos, const LQuaternionf &quat, const LVecBase3f &scale)NodePath [private]
set_quat(const LQuaternionf &quat)NodePath [private]
set_quat(const NodePath &other, const LQuaternionf &quat)NodePath [private]
set_r(float r)NodePath [private]
set_r(const NodePath &other, float r)NodePath [private]
set_render_mode_filled(int priority=0)NodePath [private]
set_render_mode_wireframe(int priority=0)NodePath [private]
set_sa(float sa)NodePath [private]
set_sb(float sb)NodePath [private]
set_scale(float scale)NodePath [private]
set_scale(float sx, float sy, float sz)NodePath [private]
set_scale(const LVecBase3f &scale)NodePath [private]
set_scale(const NodePath &other, float sx, float sy, float sz)NodePath [private]
set_scale(const NodePath &other, const LVecBase3f &scale)NodePath [private]
set_sg(float sg)NodePath [private]
set_sr(float sr)NodePath [private]
set_state(const RenderState *state) constNodePath [private]
set_state(const NodePath &other, const RenderState *state) constNodePath [private]
set_sx(float sx)NodePath [private]
set_sx(const NodePath &other, float sx)NodePath [private]
set_sy(float sy)NodePath [private]
set_sy(const NodePath &other, float sy)NodePath [private]
set_sz(float sz)NodePath [private]
set_sz(const NodePath &other, float sz)NodePath [private]
set_texture(Texture *tex, int priority=0)NodePath [private]
set_texture_off(int priority=0)NodePath [private]
set_transform(const TransformState *transform) constNodePath [private]
set_transform(const NodePath &other, const TransformState *transform) constNodePath [private]
set_transparency(bool transparency, int priority=0)NodePath [private]
set_two_sided(bool two_sided, int priority=0)NodePath [private]
set_x(float x)NodePath [private]
set_x(const NodePath &other, float x)NodePath [private]
set_y(float y)NodePath [private]
set_y(const NodePath &other, float y)NodePath [private]
set_z(float z)NodePath [private]
set_z(const NodePath &other, float z)NodePath [private]
show()NodePath [private]
show(DrawMask camera_mask)NodePath [private]
show_bounds()NodePath [private]
stash()NodePath [private]
Textures typedefNodePath [private]
uncollapse_head() constNodePath [private]
unstash()NodePath [private]
verify_complete() constNodePath [private]
WorkingNodePath classNodePath [friend]
write_bam_file(const string &filename) constNodePath [private]
write_bounds(ostream &out) constNodePath [private]
wrt_reparent_to(const NodePath &other, int sort=0)NodePath [private]

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