AddTriangle(const ID_VERTEX &Vec1, const ID_VERTEX &Vec2, const ID_VERTEX &Vec3) | SCGL::CBasic3DObject | [virtual] |
AddVertex(const VERTEX &Vertex) | SCGL::C3DObject | [virtual] |
AddVertex(const VECTOR3 &Vector) | SCGL::C3DObject | [inline, virtual] |
AddVertex(double x, double y, double z) | SCGL::C3DObject | [inline, virtual] |
AddVertex() | SCGL::C3DObject | [inline, virtual] |
AddVertexList(const std::vector< VERTEX > &VertexList) | SCGL::CBasic3DObject | [virtual] |
AddVertexList(const std::vector< VECTOR3 > &VectorList) | SCGL::CBasic3DObject | [virtual] |
AddVertexList(const std::vector< double > &PointList) | SCGL::CBasic3DObject | [virtual] |
AddVertexList(const int Num) | SCGL::CBasic3DObject | [virtual] |
BeginVertexCache() | SCGL::C3DObject | |
C3DObject() | SCGL::C3DObject | |
C3DObject::subdivide(ID_VERTEX V1_ID, ID_VERTEX V2_ID, ID_VERTEX V3_ID, int depth) | SCGL::C3DObject | [protected] |
CBasic3DObject() | SCGL::CBasic3DObject | |
CopyVC() | SCGL::C3DObject | |
CopyWithTransVC(const C3DTrans &Trans) | SCGL::C3DObject | |
Draw()=0 | SCGL::C3DObject | [pure virtual] |
EndVertexCache() | SCGL::C3DObject | |
FindVertex(const VECTOR3 &Vector) const | SCGL::C3DObject | [virtual] |
FineVertex(double x, double y, double z) const | SCGL::C3DObject | [virtual] |
GetTexture() const | SCGL::CBasic3DObject | |
GetTriangleNum() const | SCGL::CBasic3DObject | |
GetVertexNum() const | SCGL::CBasic3DObject | |
Init() | SCGL::C3DObject | [virtual] |
LoadOBJFile(char *FileName) | SCGL::C3DObject | |
m_Texture | SCGL::CBasic3DObject | |
m_Triangle | SCGL::CBasic3DObject | [protected] |
m_Vertex | SCGL::CBasic3DObject | [protected] |
m_VertexCache | SCGL::C3DObject | [protected] |
MakeCircle(double Radius, const int VertexNum, VECTOR3 &Normal=VECTOR3(0.0, 0.0, 1.0), VECTOR3 &Center=VECTOR3()) | SCGL::C3DObject | |
MakeSolidRotation(const ID_LIST_VERTEX &VertexList, int Div, const bool IsLoop=false, const VECTOR3 &BasePos=VECTOR3(0.0, 0.0, 0.0), const double Theta=360.0, const VECTOR3 &Axis=VECTOR3(0.0, 1.0, 0.0)) | SCGL::C3DObject | |
MakeSolidRotationVC(const int Div, const bool IsLoop=false, const VECTOR3 &BasePos=VECTOR3(0.0, 0.0, 0.0), const double Theta=360.0, const VECTOR3 &Axis=VECTOR3(0.0, 1.0, 0.0)) | SCGL::C3DObject | |
MakeWall(const ID_LIST_VERTEX &VertexList1, const ID_LIST_VERTEX &VertexList2, const bool IsLoop=false) | SCGL::C3DObject | |
MakeWallByVC(const C3DTrans &Trans, const bool IsLoop=false) | SCGL::C3DObject | |
MakeWallFromVC(const ID_LIST_VERTEX &VertexList, const bool IsLoop=false) | SCGL::C3DObject | |
Material | SCGL::CBasic3DObject | |
Normalize() | SCGL::CBasic3DObject | |
operator *=(const C3DTrans &trans) | SCGL::CBasic3DObject | [virtual] |
operator+=(CBasic3DObject &sorce) | SCGL::CBasic3DObject | [virtual] |
operator=(const CBasic3DObject &sorce) | SCGL::CBasic3DObject | [virtual] |
Position | SCGL::CBasic3DObject | |
SetSphere(int detail=2) | SCGL::C3DObject | |
SetTexture(char *pFileName) | SCGL::CBasic3DObject | |
SetTexture(TextureData Tex) | SCGL::CBasic3DObject | |
TransVC(const C3DTrans &Trans) | SCGL::C3DObject | |
Triangle(ID_TRIANGLE TriangleID) const | SCGL::CBasic3DObject | |
Vertex(ID_VERTEX VertexID) const | SCGL::CBasic3DObject | |
VertexIsCached | SCGL::C3DObject | [protected] |
~C3DObject() | SCGL::C3DObject | [virtual] |
~CBasic3DObject() | SCGL::CBasic3DObject | [virtual] |