Accept(BaseVisitor &rkVisitor)=0 | BaseVisitable | [pure virtual] |
AcceptImpl(NodeType &rkVisited, BaseVisitor &rkVisitor) | BaseVisitable | [inline, protected, static] |
Activate() | Activator | [inline, virtual] |
Activator(bool bActive=true) | Activator | [inline] |
AMBIENT enum value | Light | |
CASTSHADOWS enum value | Light | |
Deactivate() | Activator | [inline, virtual] |
DIRECTIONAL enum value | Light | |
Duplicate() | SceneEntity | [inline, virtual] |
GetBoundingVolume() | SceneEntity | [inline] |
GetDirection() | Light | |
GetFlags() const | Light | [inline] |
GetSceneNode() | SceneEntity | [inline] |
GetType() const | Light | [inline] |
Intersection(BoundingVolume *pkObj, ContactSet *pkContactSet=0, bool bInvertNormal=false) | SceneEntity | [inline, virtual] |
Intersection(const Ray &rkRay, ContactSet *pkContactSet=0) | SceneEntity | [inline, virtual] |
IsActive() const | Activator | [inline] |
Light(LIGHTTYPE eType, int iFlags=NOFLAGS, const Vector3d &rkDirection=Vector3d::ZERO) | Light | |
LIGHTFLAG enum name | Light | |
LIGHTTYPE enum name | Light | |
m_bActive | Activator | [protected] |
m_eType | Light | [protected] |
m_fConstantAttenuation | Light | |
m_fLinearAttenuation | Light | |
m_fQuadraticAttenuation | Light | |
m_iFlags | Light | [protected] |
m_kAmbient | Light | |
m_kDiffuse | Light | |
m_kDirection | Light | |
m_kSpecular | Light | |
m_pkBoundingVolume | SceneEntity | [protected] |
m_pkNode | SceneEntity | [protected] |
m_uiLastFrame | RenderEntity | |
NOFLAGS enum value | Light | |
POINT enum value | Light | |
Render(Frustum *pkFrustum=0, bool bForce=false) | Light | [virtual] |
RenderEntity() | RenderEntity | [inline] |
s_uiFrameCount | RenderEntity | [static] |
SceneEntity() | SceneEntity | [inline] |
SetBoundingVolume(BoundingVolume *pkBoundingVolume) | SceneEntity | |
SetNode() | SceneEntity | [inline, protected, virtual] |
SPOT enum value | Light | |
Toggle() | Activator | [inline] |
Update(float fDeltaTime) | UpdateEntity | [inline, virtual] |
~Activator() | Activator | [inline, virtual] |
~BaseVisitable() | BaseVisitable | [inline, virtual] |
~RenderEntity() | RenderEntity | [inline, virtual] |
~SceneEntity() | SceneEntity | [virtual] |