__debug() | Geometry | [inline, virtual] |
_duplicate_attributes(const Geometry &src) | Geometry | [protected, virtual] |
_insideOut | Geometry | [protected] |
_mesh(int) const =0 | Geometry | [protected, pure virtual] |
_rotate(float, const Vector3 &)=0 | Geometry | [protected, pure virtual] |
_rotate(const Matrix3 &)=0 | Geometry | [protected, pure virtual] |
_rotateX(float)=0 | Geometry | [protected, pure virtual] |
_rotateY(float)=0 | Geometry | [protected, pure virtual] |
_rotateZ(float)=0 | Geometry | [protected, pure virtual] |
_scale(float)=0 | Geometry | [protected, pure virtual] |
_transform(const Matrix4 &)=0 | Geometry | [protected, pure virtual] |
_translate(float, float, float)=0 | Geometry | [protected, pure virtual] |
_translate(const Vector3 &v) | Geometry | [inline, protected] |
centroid(void) const =0 | Geometry | [pure virtual] |
clone(void) const | Geometry | [inline] |
clone(const Matrix4 *pTrMat) const =0 | Geometry | [pure virtual] |
distance(const Geometry &geom, Vector3 *pDir)=0 | Geometry | [pure virtual] |
dump(const char *intent, const char *tab)=0 | Geometry | [pure virtual] |
EPS | Geometry | [static] |
extent(const Vector3 &direction) const =0 | Geometry | [pure virtual] |
extent(float x, float y, float z) const | Geometry | [inline] |
Geometry() | Geometry | [inline] |
insideOut(bool b) | Geometry | [inline] |
mapToUV(const Vector3 &v, Vector2 &uv)=0 | Geometry | [pure virtual] |
mesh(int density=0) const | Geometry | |
radius(const Vector3 ¢roid) const =0 | Geometry | [pure virtual] |
radius(void) const | Geometry | [inline, virtual] |
randomDirection(const Vector3 &pov, Vector3 &dir, double *pdf)=0 | Geometry | [pure virtual] |
randomSample(int mask, PointEnv &pe, double *pdf)=0 | Geometry | [pure virtual] |
rayIntersection(PointEnv *pPE, int mask, const Vector3 &origin, const Vector3 &direction, float maxD=MAXFLOAT)=0 | Geometry | [pure virtual] |
separation(Geometry &geom, Vector3 *pDir)=0 | Geometry | [pure virtual] |
~ESGObject() | ESGObject | [inline, virtual] |
~Geometry() | Geometry | [inline, virtual] |