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G3D::Light Member List

This is the complete list of members for G3D::Light, including all inherited members.

areaLightPullback() constG3D::Lightinline
articulatedModelPose()G3D::VisibleEntityinline
attenuationG3D::Light
biradiance(const Point3 &X) constG3D::Light
biradiance(const Point3 &X, const Point3 &pointOnAreaLight) constG3D::Light
BOUNDS enum valueG3D::VisibleEntity
bulbPower() constG3D::Light
canCauseCollisions() constG3D::Entityinline
canChange() constG3D::Entityinline
castsShadows() constG3D::VisibleEntityinline
colorG3D::Light
computeFrame(const Vector3 &spotDirection, const Vector3 &rightDirection)G3D::Lightprotected
create(const String &name, Scene *scene, AnyTableReader &propertyTable, const ModelTable &modelTable=ModelTable(), const Scene::LoadOptions &options=Scene::LoadOptions())G3D::Lightstatic
G3D::VisibleEntity::create(const String &name, Scene *scene, const shared_ptr< Model > &model, const CFrame &frame=CFrame(), const shared_ptr< Track > &track=shared_ptr< Entity::Track >(), bool canChange=true, bool shouldBeSaved=true, bool visible=true, const Surface::ExpressiveLightScatteringProperties &expressiveLightScatteringProperties=Surface::ExpressiveLightScatteringProperties(), const ArticulatedModel::PoseSpline &artPoseSpline=ArticulatedModel::PoseSpline(), const shared_ptr< Model::Pose > &pose=nullptr)G3D::VisibleEntitystatic
createShared(ArgTypes &&... args)G3D::ReferenceCountedObjectinlineprotectedstatic
directional(const String &name, const Vector3 &toLight, const Radiance3 &color, bool shadowsEnabled=true, int shadowMapRes=2048)G3D::Lightstatic
distance(const Point3 &p) constG3D::Lightinline
effectSphere(float cutoff=30.0f/255) constG3D::Light
emittedPower() constG3D::Light
enabled() constG3D::Lightinline
Entity()G3D::Entityprotected
expressiveLightScatteringProperties() constG3D::VisibleEntityinline
extent() constG3D::Lightinline
farPlaneZ() constG3D::Light
farPlaneZLimit() constG3D::Light
findBrightestLight(const Array< shared_ptr< Light > > &array, const Point3 &point)G3D::Lightstatic
findBrightestLightIndex(const Array< shared_ptr< Light > > &array, const Point3 &point)G3D::Lightstatic
frame() constG3D::Lightinline
getLastBounds(class AABox &box) constG3D::Entityvirtual
getLastBounds(class Sphere &sphere) constG3D::Entityvirtual
getLastBounds(class Box &box) constG3D::Entityvirtual
getRectangularAreaLightVertices(Point3 position[4]) constG3D::Light
getSpotConstants(float &cosHalfAngle, float &softnessConstant) constG3D::Light
inFieldOfView(const Vector3 &w_i) constG3D::Light
init(const String &name, AnyTableReader &propertyTable)G3D::Lightprotected
G3D::VisibleEntity::init(AnyTableReader &propertyTable, const ModelTable &modelTable)G3D::VisibleEntityprotected
G3D::VisibleEntity::init(const shared_ptr< Model > &model, bool visible, const Surface::ExpressiveLightScatteringProperties &expressiveLightScatteringProperties, const ArticulatedModel::PoseSpline &artPoseSpline, const MD3Model::PoseSequence &md3PoseSequence=MD3Model::PoseSequence(), const shared_ptr< Model::Pose > &pose=nullptr)G3D::VisibleEntityprotected
G3D::Entity::init(const String &name, Scene *scene, AnyTableReader &propertyTable)G3D::Entityprotected
G3D::Entity::init(const String &name, Scene *scene, const CFrame &frame, const shared_ptr< Track > &controller, bool canChange, bool shouldBeSaved)G3D::Entityprotected
intersect(const Ray &R, float &maxDistance, Model::HitInfo &info=Model::HitInfo::ignore) const overrideG3D::VisibleEntityvirtual
intersectBounds(const Ray &R, float &maxDistance, Model::HitInfo &info) const overrideG3D::VisibleEntityvirtual
lastBoxBoundArray() constG3D::Entityinlinevirtual
lastBoxBoundArraysOverlap(const shared_ptr< Entity > &other) constG3D::Entity
lastChangeTime() constG3D::Entityinline
Light()G3D::Light
lowDiscrepancyAreaPosition(int pixelIndex, int lightIndex, int sampleIndex, int numSamples) constG3D::Light
lowDiscrepancySample(int pixelIndex, int lightIndex, int sampleIndex, int numSamples) constG3D::Light
lowDiscrepancySolidAnglePosition(int pixelIndex, int lightIndex, int sampleIndex, int numSamples, const Point3 &X, float &areaTimesPDFValue) constG3D::Light
m_areaLightPullbackG3D::Lightprotected
m_artPoseSplineG3D::VisibleEntityprotected
m_bulbPowerTrackG3D::Lightprotected
m_canCauseCollisionsG3D::Entityprotected
m_canChangeG3D::Entityprotected
m_enabledG3D::Lightprotected
m_expressiveLightScatteringPropertiesG3D::VisibleEntityprotected
m_extentG3D::Lightprotected
m_farPlaneZLimitG3D::Lightprotected
m_frameG3D::Entityprotected
m_lastAABoxBoundsG3D::Entityprotected
m_lastBoundsTimeG3D::Entityprotected
m_lastBoxBoundArrayG3D::Entityprotected
m_lastBoxBoundsG3D::Entityprotected
m_lastChangeTimeG3D::Entityprotected
m_lastObjectSpaceAABoxBoundsG3D::Entityprotected
m_lastSphereBoundsG3D::Entityprotected
m_massG3D::Entityprotected
m_md3PoseSequenceG3D::VisibleEntityprotected
m_modelG3D::VisibleEntityprotected
m_modelDropDownListG3D::VisibleEntityprotected
m_movedSinceLoadG3D::Entityprotected
m_movedSinceSimulationG3D::Entityprotected
m_nameG3D::Entityprotected
m_nearPlaneZLimitG3D::Lightprotected
m_physicalSimulationG3D::Entityprotected
m_poseG3D::VisibleEntityprotected
m_previousFrameG3D::Entityprotected
m_previousPoseG3D::VisibleEntityprotected
m_producesDirectIlluminationG3D::Lightprotected
m_producesIndirectIlluminationG3D::Lightprotected
m_rectangularG3D::Lightprotected
m_sceneG3D::Entityprotected
m_shadowCullFaceG3D::Lightprotected
m_shadowMapG3D::Lightprotected
m_shadowsEnabledG3D::Lightprotected
m_shouldBeSavedG3D::Entityprotected
m_sourceAnyG3D::Entityprotected
m_spotHalfAngleG3D::Lightprotected
m_spotHardnessG3D::Lightprotected
m_trackG3D::Entityprotected
m_typeG3D::Lightprotected
m_varianceShadowSettingsG3D::Lightprotected
m_visibleG3D::VisibleEntityprotected
makeGUI(class GuiPane *pane, class GApp *app) overrideG3D::Lightvirtual
markChanged()G3D::Entityinline
mass() constG3D::Entityinline
model() constG3D::VisibleEntityinline
name() constG3D::Entityinline
nearPlaneZ() constG3D::Light
nearPlaneZLimit() constG3D::Light
onModelDropDownAction()G3D::VisibleEntityprotected
onPose(Array< shared_ptr< Surface > > &surfaceArray) overrideG3D::Lightvirtual
onSimulation(SimTime absoluteTime, SimTime deltaTime) overrideG3D::Lightvirtual
physicalSimulation() constG3D::Entityinline
playSound(const shared_ptr< Sound > &sound, const CFrame &childFrame=CFrame(), bool attach=true)G3D::Entityvirtual
point(const String &name, const Point3 &pos, const Power3 &color, float constAtt=0.01f, float linAtt=0, float quadAtt=1.0f, bool shadowsEnabled=true, int shadowMapRes=2048)G3D::Lightstatic
pose() constG3D::VisibleEntityinlinevirtual
poseModel(Array< shared_ptr< Surface > > &surfaceArray) constG3D::VisibleEntityprotectedvirtual
position() constG3D::Lightinline
position(float u, float v) constG3D::Lightinline
possiblyIlluminates(const class Sphere &sphere) constG3D::Light
previousFrame() constG3D::Entityinline
producesDirectIllumination() constG3D::Lightinline
producesIndirectIllumination() constG3D::Lightinline
randomEmissionDirection(class Random &rng) constG3D::Light
randomPosition(Random &r=Random::threadCommon()) constG3D::Lightinline
rectangular() constG3D::Lightinline
renderShadowMaps(RenderDevice *rd, const Array< shared_ptr< Light > > &lightArray, const Array< shared_ptr< Surface > > &allSurfaces, CullFace cullFace=CullFace::CURRENT)G3D::Lightstatic
sampleSphericalQuad(const Point3 &origin, float u, float v, float &solidAngle) constG3D::Lightprotected
setAreaLightPullback(float p)G3D::Lightinline
setCanCauseCollisions(bool c)G3D::Entityinlinevirtual
setCastsShadows(bool b)G3D::VisibleEntityinline
setEnabled(bool enabled)G3D::Lightinline
setFrame(const CoordinateFrame &c, bool updatePreviousFrame=true) overrideG3D::Lightvirtual
G3D::VisibleEntity::setFrame(const CFrame &f, bool updatePreviousFrame=true)G3D::Entityvirtual
setFrameSpline(const PhysicsFrameSpline &spline)G3D::Entityvirtual
setMass(float m)G3D::Entityinlinevirtual
setModel(const shared_ptr< Model > &model)G3D::VisibleEntityvirtual
setPhysicalSimulation(bool s)G3D::Entityinlinevirtual
setPose(const shared_ptr< Model::Pose > &pose)G3D::VisibleEntityvirtual
setPreviousFrame(const CFrame &f)G3D::Entityinlinevirtual
setShaderArgs(class UniformTable &args, const String &prefix) constG3D::Light
setShadowsEnabled(bool shadowsEnabled)G3D::Lightinline
setShouldBeSaved(bool b)G3D::Entityinline
setSpotHalfAngle(float rad)G3D::Lightinline
setSpotHardness(float f)G3D::Lightinline
setTrack(const shared_ptr< Track > &c)G3D::Entityinlinevirtual
setVisible(bool b)G3D::VisibleEntityinlinevirtual
shadowCullFace() constG3D::Lightinline
shadowMap() constG3D::Lightinline
shadowsEnabled() constG3D::Lightinline
shouldBeSaved() constG3D::Entityinline
simulatePose(SimTime absoluteTime, SimTime deltaTime)G3D::VisibleEntityprotectedvirtual
SKELETON enum valueG3D::VisibleEntity
SKELETON_AND_BOUNDS enum valueG3D::VisibleEntity
spot(const String &name, const Point3 &pos, const Vector3 &pointDirection, float halfAngleRadians, const Color3 &color, float constAtt=0.01f, float linAtt=0, float quadAtt=1.0f, bool shadowsEnabled=true, int shadowMapRes=2048)G3D::Lightstatic
spotHalfAngle() constG3D::Lightinline
spotHardness() constG3D::Lightinline
spotLightFalloff(const Vector3 &w_i) constG3D::Light
spotSquare() constG3D::Lightinline
spotTarget(const String &name, const Point3 &pos, const Point3 &target, float halfAngleRadians, const Color3 &color, float constAtt=0.01f, float linAtt=0, float quadAtt=1.0f, bool shadowsEnabled=true, int shadowMapRes=2048)G3D::Lightinlinestatic
stratifiedAreaPosition(int pixelIndex, int sampleIndex, int numSamples) constG3D::Light
toAny(const bool forceAll=false) const overrideG3D::Lightvirtual
track() constG3D::Entityinlinevirtual
type() constG3D::Lightinline
uniformAreaPosition() constG3D::Light
visible() constG3D::VisibleEntityinline
VisibleEntity()G3D::VisibleEntityprotected
VisualizationMode enum nameG3D::VisibleEntity
visualize(RenderDevice *rd, bool isSelected, const class SceneVisualizationSettings &s, const shared_ptr< GFont > &font, const shared_ptr< Camera > &camera)G3D::Entityvirtual
~ReferenceCountedObject()G3D::ReferenceCountedObjectinlinevirtual

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