GPU-Accelerated Coverage  0.1.0
Compute coverage tours for known environment with articulated objects on GPU
gpu_coverage::Node Member List

This is the complete list of members for gpu_coverage::Node, including all inherited members.

addAnimationChannel(Channel *const channel)gpu_coverage::Node
addCamera(AbstractCamera *const camera)gpu_coverage::Node
addLight(Light *const light)gpu_coverage::Node
allocatedChildgpu_coverage::Nodeprotected
Cameras typedef (defined in gpu_coverage::Node)gpu_coverage::Node
camerasgpu_coverage::Nodeprotected
Channels typedef (defined in gpu_coverage::Node)gpu_coverage::Node
channelsgpu_coverage::Nodeprotected
childrengpu_coverage::Nodeprotected
Children typedef (defined in gpu_coverage::Node)gpu_coverage::Node
getCameras() const gpu_coverage::Nodeinline
getChannels() const gpu_coverage::Nodeinline
getChildren() const gpu_coverage::Nodeinline
getId() const gpu_coverage::Nodeinline
getLights() const gpu_coverage::Nodeinline
getLocalTransform() const gpu_coverage::Nodeinline
getMeshes() const gpu_coverage::Nodeinline
getName() const gpu_coverage::Nodeinline
getParent() const gpu_coverage::Nodeinline
getWorldTransform() const gpu_coverage::Nodeinline
idgpu_coverage::Nodeprotected
isVisible() const gpu_coverage::Nodeinline
Lights typedef (defined in gpu_coverage::Node)gpu_coverage::Node
lightsgpu_coverage::Nodeprotected
localTransformgpu_coverage::Nodeprotected
Meshes typedef (defined in gpu_coverage::Node)gpu_coverage::Node
meshesgpu_coverage::Nodeprotected
namegpu_coverage::Nodeprotected
Node(const aiNode *const node, const aiScene *scene, const std::vector< Mesh * > &meshes, Node *const parent=NULL)gpu_coverage::Node
Node(const std::string &name, Node *const parent)gpu_coverage::Node
parentgpu_coverage::Nodeprotected
render(const std::vector< glm::mat4 > &view, const LocationsMVP *const locationsMVP, const LocationsMaterial *const locationsMaterial, const bool hasTesselationShader) const gpu_coverage::Node
Scene (defined in gpu_coverage::Node)gpu_coverage::Nodefriend
setFrame()gpu_coverage::Node
setFrameRecursive(bool needsUpdate)gpu_coverage::Nodeprotected
setLocalTransform(const glm::mat4 &localTransform)gpu_coverage::Nodeinline
setVisible(bool visible)gpu_coverage::Nodeinline
toDot(FILE *dot)gpu_coverage::Node
updateWorldTransform()gpu_coverage::Nodeprotected
visiblegpu_coverage::Nodeprotected
worldTransformgpu_coverage::Nodeprotected
~Node()gpu_coverage::Nodevirtual