Panda3D
NodePath Member List
This is the complete list of members for NodePath, including all inherited members.
add_hash(size_t hash) const NodePath [inline]
adjust_all_priorities(int adjustment)NodePath [inline]
any_path(PandaNode *node, Thread *current_thread=Thread::get_current_thread())NodePath [inline, static]
apply_texture_colors()NodePath
attach_new_node(PandaNode *node, int sort=0, Thread *current_thread=Thread::get_current_thread()) const NodePath
attach_new_node(const string &name, int sort=0, Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
calc_tight_bounds(LPoint3 &min_point, LPoint3 &max_point, Thread *current_thread=Thread::get_current_thread()) const NodePath
clear_antialias()NodePath
clear_attrib(TypeHandle type)NodePath [inline]
clear_audio_volume()NodePath
clear_billboard()NodePath
clear_bin()NodePath
clear_clip_plane()NodePath
clear_clip_plane(const NodePath &clip_plane)NodePath
clear_color()NodePath
clear_color_scale()NodePath
clear_compass()NodePath
clear_depth_offset()NodePath
clear_depth_test()NodePath
clear_depth_write()NodePath
clear_effect(TypeHandle type)NodePath [inline]
clear_effects()NodePath [inline]
clear_fog()NodePath
clear_light()NodePath
clear_light(const NodePath &light)NodePath
clear_mat()NodePath [inline]
clear_material()NodePath
clear_model_nodes()NodePath [inline]
clear_normal_map()NodePath
clear_occluder()NodePath
clear_occluder(const NodePath &occluder)NodePath
clear_project_texture(TextureStage *stage)NodePath [inline]
clear_render_mode()NodePath
clear_scissor()NodePath
clear_shader() (defined in NodePath)NodePath
clear_shader_input(const InternalName *id) (defined in NodePath)NodePath
clear_shader_input(const string &id) (defined in NodePath)NodePath
clear_tag(const string &key)NodePath [inline]
clear_tex_gen()NodePath
clear_tex_gen(TextureStage *stage)NodePath
clear_tex_projector(TextureStage *stage)NodePath
clear_tex_projector()NodePath
clear_tex_transform()NodePath
clear_tex_transform(TextureStage *stage)NodePath
clear_texture()NodePath
clear_texture(TextureStage *stage)NodePath
clear_transform(Thread *current_thread=Thread::get_current_thread())NodePath [inline]
clear_transform(const NodePath &other, Thread *current_thread=Thread::get_current_thread())NodePath [inline]
clear_transparency()NodePath
clear_two_sided()NodePath
compare_to(const NodePath &other) const NodePath [inline]
compose_color_scale(const LVecBase4 &scale, int priority=0)NodePath
compose_color_scale(PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz, PN_stdfloat sa, int priority=0)NodePath [inline]
const (defined in NodePath)NodePath
copy_to(const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread()) const NodePath
count_num_descendants() const NodePath [inline]
CPT(RenderState) get_state(const NodePath &other (defined in NodePath)NodePath
CPT(RenderState) get_net_state(Thread *current_thread (defined in NodePath)NodePath [inline]
CPT(TransformState) get_transform(const NodePath &other (defined in NodePath)NodePath
CPT(TransformState) get_net_transform(Thread *current_thread (defined in NodePath)NodePath [inline]
CPT(TransformState) get_prev_transform(const NodePath &other (defined in NodePath)NodePath
CPT(TransformState) get_net_prev_transform(Thread *current_thread (defined in NodePath)NodePath [inline]
CPT(TransformState) get_tex_transform(TextureStage *stage) const (defined in NodePath)NodePath
CPT(TransformState) get_tex_transform(const NodePath &other (defined in NodePath)NodePath
current_thread (defined in NodePath)NodePath
decode_from_bam_stream(const string &data, BamReader *reader=NULL)NodePath [static]
detach_node(Thread *current_thread=Thread::get_current_thread())NodePath
do_billboard_axis(const NodePath &camera, PN_stdfloat offset)NodePath
do_billboard_point_eye(const NodePath &camera, PN_stdfloat offset)NodePath
do_billboard_point_world(const NodePath &camera, PN_stdfloat offset)NodePath
encode_to_bam_stream() const NodePath [inline]
encode_to_bam_stream(string &data, BamWriter *writer=NULL) const NodePath
ErrorType enum name (defined in NodePath)NodePath
ET_fail enum value (defined in NodePath)NodePath
ET_not_found enum value (defined in NodePath)NodePath
ET_ok enum value (defined in NodePath)NodePath
ET_removed enum value (defined in NodePath)NodePath
fail()NodePath [inline, static]
find(const string &path) const NodePath
find_all_matches(const string &path) const NodePath
find_all_materials() const NodePath
find_all_materials(const string &name) const NodePath
find_all_paths_to(PandaNode *node) const NodePath
find_all_texcoords() const NodePath
find_all_texcoords(const string &name) const NodePath
find_all_texture_stages() const NodePath
find_all_texture_stages(const string &name) const NodePath
find_all_textures() const NodePath
find_all_textures(const string &name) const NodePath
find_all_textures(TextureStage *stage) const NodePath
find_all_vertex_columns() const NodePath
find_all_vertex_columns(const string &name) const NodePath
find_material(const string &name) const NodePath
find_net_tag(const string &key) const NodePath
find_path_to(PandaNode *node) const NodePath
find_texture(const string &name) const NodePath
find_texture(TextureStage *stage) const NodePath
find_texture_stage(const string &name) const NodePath
flatten_light()NodePath
flatten_medium()NodePath
flatten_strong()NodePath
force_recompute_bounds()NodePath
get_ancestor(int index, Thread *current_thread=Thread::get_current_thread()) const NodePath
get_antialias() const NodePath
get_attrib(TypeHandle type) const NodePath [inline]
get_audio_volume() const NodePath
get_bin_draw_order() const NodePath
get_bin_name() const NodePath
get_child(int n, Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
get_children(Thread *current_thread=Thread::get_current_thread()) const NodePath
get_class_type() (defined in NodePath)NodePath [inline, static]
get_collide_mask() const NodePath [inline]
get_color() const NodePath
get_color_scale() const NodePath
get_common_ancestor(const NodePath &other, Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
get_depth_offset() const NodePath
get_depth_test() const NodePath
get_depth_write() const NodePath
get_distance(const NodePath &other) const NodePath [inline]
get_effect(TypeHandle type) const NodePath [inline]
get_effects() const NodePath [inline]
get_error_type() const NodePath [inline]
get_fog() const NodePath
get_h() const (defined in NodePath)NodePath [inline]
get_h(const NodePath &other) const (defined in NodePath)NodePath [inline]
get_hidden_ancestor(DrawMask camera_mask=PandaNode::get_overall_bit(), Thread *current_thread=Thread::get_current_thread()) const NodePath
get_hpr() const NodePath
get_hpr(const NodePath &other) const NodePath
get_instance_count() const NodePath
get_key() const NodePath [inline]
get_mat() const NodePath [inline]
get_mat(const NodePath &other) const NodePath
get_max_search_depth()NodePath [inline, static]
get_name() const NodePath [inline]
get_net_audio_volume() const NodePath
get_net_tag(const string &key) const NodePath [inline]
get_node(int index, Thread *current_thread=Thread::get_current_thread()) const NodePath
get_num_children(Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
get_num_nodes(Thread *current_thread=Thread::get_current_thread()) const NodePath
get_p() const (defined in NodePath)NodePath [inline]
get_p(const NodePath &other) const (defined in NodePath)NodePath [inline]
get_parent(Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
get_pos() const NodePath
get_pos(const NodePath &other) const NodePath
get_pos_delta() const NodePath
get_pos_delta(const NodePath &other) const NodePath
get_prev_transform(Thread *current_thread=Thread::get_current_thread()) const NodePath
get_quat() const NodePath
get_quat(const NodePath &other) const NodePath
get_r() const (defined in NodePath)NodePath [inline]
get_r(const NodePath &other) const (defined in NodePath)NodePath [inline]
get_relative_point(const NodePath &other, const LVecBase3 &point) const NodePath
get_relative_vector(const NodePath &other, const LVecBase3 &vec) const NodePath
get_render_mode() const NodePath
get_render_mode_perspective() const NodePath
get_render_mode_thickness() const NodePath
get_sa() const NodePath [inline]
get_sb() const NodePath [inline]
get_scale() const NodePath
get_scale(const NodePath &other) const NodePath
get_sg() const NodePath [inline]
get_shader() const (defined in NodePath)NodePath
get_shader_input(const InternalName *id) const (defined in NodePath)NodePath
get_shader_input(const string &id) const (defined in NodePath)NodePath
get_shear() const NodePath
get_shear(const NodePath &other) const NodePath
get_shxy() const (defined in NodePath)NodePath [inline]
get_shxy(const NodePath &other) const NodePath [inline]
get_shxz() const (defined in NodePath)NodePath [inline]
get_shxz(const NodePath &other) const (defined in NodePath)NodePath [inline]
get_shyz() const (defined in NodePath)NodePath [inline]
get_shyz(const NodePath &other) const (defined in NodePath)NodePath [inline]
get_sort(Thread *current_thread=Thread::get_current_thread()) const NodePath
get_sr() const NodePath [inline]
get_stashed_ancestor(Thread *current_thread=Thread::get_current_thread()) const NodePath
get_stashed_children(Thread *current_thread=Thread::get_current_thread()) const NodePath
get_state(Thread *current_thread=Thread::get_current_thread()) const NodePath
get_sx() const (defined in NodePath)NodePath [inline]
get_sx(const NodePath &other) const NodePath [inline]
get_sy() const (defined in NodePath)NodePath [inline]
get_sy(const NodePath &other) const (defined in NodePath)NodePath [inline]
get_sz() const (defined in NodePath)NodePath [inline]
get_sz(const NodePath &other) const (defined in NodePath)NodePath [inline]
get_tag(const string &key) const NodePath [inline]
get_tex_gen(TextureStage *stage) const NodePath
get_tex_gen_light(TextureStage *stage) const NodePath
get_tex_hpr(TextureStage *stage) const NodePath [inline]
get_tex_hpr(const NodePath &other, TextureStage *stage) const NodePath [inline]
get_tex_offset(TextureStage *stage) const NodePath [inline]
get_tex_offset(const NodePath &other, TextureStage *stage) const NodePath [inline]
get_tex_pos(TextureStage *stage) const NodePath [inline]
get_tex_pos(const NodePath &other, TextureStage *stage) const NodePath [inline]
get_tex_projector_from(TextureStage *stage) const NodePath
get_tex_projector_to(TextureStage *stage) const NodePath
get_tex_rotate(TextureStage *stage) const NodePath [inline]
get_tex_rotate(const NodePath &other, TextureStage *stage) const NodePath [inline]
get_tex_scale(TextureStage *stage) const NodePath [inline]
get_tex_scale(const NodePath &other, TextureStage *stage) const NodePath [inline]
get_tex_scale_3d(TextureStage *stage) const NodePath [inline]
get_tex_scale_3d(const NodePath &other, TextureStage *stage) const NodePath [inline]
get_texture() const NodePath
get_texture(TextureStage *stage) const NodePath
get_top(Thread *current_thread=Thread::get_current_thread()) const NodePath
get_top_node(Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
get_transform(Thread *current_thread=Thread::get_current_thread()) const NodePath
get_transparency() const NodePath
get_two_sided() const NodePath
get_x() const (defined in NodePath)NodePath [inline]
get_x(const NodePath &other) const (defined in NodePath)NodePath [inline]
get_y() const (defined in NodePath)NodePath [inline]
get_y(const NodePath &other) const (defined in NodePath)NodePath [inline]
get_z() const (defined in NodePath)NodePath [inline]
get_z(const NodePath &other) const (defined in NodePath)NodePath [inline]
has_antialias() const NodePath
has_attrib(TypeHandle type) const NodePath [inline]
has_audio_volume() const NodePath
has_billboard() const NodePath
has_bin() const NodePath
has_clip_plane(const NodePath &clip_plane) const NodePath
has_clip_plane_off() const NodePath
has_clip_plane_off(const NodePath &clip_plane) const NodePath
has_color() const NodePath
has_color_scale() const NodePath
has_compass() const NodePath
has_depth_offset() const NodePath
has_depth_test() const NodePath
has_depth_write() const NodePath
has_effect(TypeHandle type) const NodePath [inline]
has_fog() const NodePath
has_fog_off() const NodePath
has_light(const NodePath &light) const NodePath
has_light_off() const NodePath
has_light_off(const NodePath &light) const NodePath
has_mat() const NodePath [inline]
has_material() const NodePath
has_net_tag(const string &key) const NodePath [inline]
has_occluder(const NodePath &occluder) const NodePath
has_parent(Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
has_render_mode() const NodePath
has_scissor() const NodePath
has_tag(const string &key) const NodePath [inline]
has_tex_gen(TextureStage *stage) const NodePath
has_tex_projector(TextureStage *stage) const NodePath
has_tex_transform(TextureStage *stage) const NodePath
has_texcoord(const string &texcoord_name) const NodePath [inline]
has_texture() const NodePath
has_texture(TextureStage *stage) const NodePath
has_texture_off() const NodePath
has_texture_off(TextureStage *stage) const NodePath
has_transparency() const NodePath
has_two_sided() const NodePath
has_vertex_column(const InternalName *name) const NodePath
heads_up(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)NodePath [inline]
heads_up(const LPoint3 &point, const LVector3 &up=LVector3::up())NodePath
heads_up(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)NodePath [inline]
heads_up(const NodePath &other, const LPoint3 &point=LPoint3(0.0, 0.0, 0.0), const LVector3 &up=LVector3::up())NodePath
hide()NodePath [inline]
hide(DrawMask camera_mask)NodePath [inline]
hide_bounds()NodePath
init_type() (defined in NodePath)NodePath [inline, static]
instance_to(const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread()) const NodePath
instance_under_node(const NodePath &other, const string &name, int sort=0, Thread *current_thread=Thread::get_current_thread()) const NodePath
is_ancestor_of(const NodePath &other, Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
is_empty() const NodePath [inline]
is_hidden(DrawMask camera_mask=PandaNode::get_overall_bit()) const NodePath [inline]
is_same_graph(const NodePath &other, Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
is_singleton(Thread *current_thread=Thread::get_current_thread()) const NodePath [inline]
is_stashed() const NodePath [inline]
list_tags() const NodePath [inline]
look_at(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)NodePath [inline]
look_at(const LPoint3 &point, const LVector3 &up=LVector3::up())NodePath
look_at(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)NodePath [inline]
look_at(const NodePath &other, const LPoint3 &point=LPoint3(0.0, 0.0, 0.0), const LVector3 &up=LVector3::up())NodePath
ls() const NodePath [inline]
ls(ostream &out, int indent_level=0) const NodePath [inline]
MAKE_SEQ(get_nodes, get_num_nodes, get_node) (defined in NodePath)NodePath
MAKE_SEQ(get_ancestors, get_num_nodes, get_ancestor) (defined in NodePath)NodePath
node() const NodePath [inline]
NodePath()NodePath [inline]
NodePath(const string &top_node_name, Thread *current_thread=Thread::get_current_thread())NodePath [inline]
NodePath(PandaNode *node, Thread *current_thread=Thread::get_current_thread())NodePath [inline]
NodePath(const NodePath &parent, PandaNode *child_node, Thread *current_thread=Thread::get_current_thread())NodePath
NodePath(const NodePath &copy) (defined in NodePath)NodePath [inline]
NodePathCollection (defined in NodePath)NodePath [friend]
not_found()NodePath [inline, static]
operator bool() const NodePath
operator!=(const NodePath &other) const NodePath [inline]
operator<(const NodePath &other) const NodePath [inline]
operator=(const NodePath &copy) (defined in NodePath)NodePath [inline]
operator==(const NodePath &other) const NodePath [inline]
output(ostream &out) const NodePath
premunge_scene(GraphicsStateGuardianBase *gsg=NULL)NodePath
prepare_scene(GraphicsStateGuardianBase *gsg)NodePath
project_texture(TextureStage *stage, Texture *tex, const NodePath &projector)NodePath
PT(Material) get_material() const (defined in NodePath)NodePath
PT(BoundingVolume) get_bounds(Thread *current_thread (defined in NodePath)NodePath
remove_node(Thread *current_thread=Thread::get_current_thread())NodePath
removed()NodePath [inline, static]
reparent_to(const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread())NodePath
reverse_ls() const NodePath [inline]
reverse_ls(ostream &out, int indent_level=0) const NodePath [inline]
set_all_color_scale(PN_stdfloat scale, int priority=0)NodePath
set_alpha_scale(PN_stdfloat scale, int priority=0)NodePath
set_antialias(unsigned short mode, int priority=0)NodePath
set_attrib(const RenderAttrib *attrib, int priority=0)NodePath [inline]
set_audio_volume(PN_stdfloat volume, int priority=0)NodePath
set_audio_volume_off(int priority=0)NodePath
set_billboard_axis(PN_stdfloat offset=0.0)NodePath [inline]
set_billboard_axis(const NodePath &camera, PN_stdfloat offset)NodePath
set_billboard_point_eye(PN_stdfloat offset=0.0)NodePath [inline]
set_billboard_point_eye(const NodePath &camera, PN_stdfloat offset)NodePath
set_billboard_point_world(PN_stdfloat offset=0.0)NodePath [inline]
set_billboard_point_world(const NodePath &camera, PN_stdfloat offset)NodePath
set_bin(const string &bin_name, int draw_order, int priority=0)NodePath
set_clip_plane(const NodePath &clip_plane, int priority=0)NodePath
set_clip_plane_off(int priority=0)NodePath
set_clip_plane_off(const NodePath &clip_plane, int priority=0)NodePath
set_collide_mask(CollideMask new_mask, CollideMask bits_to_change=CollideMask::all_on(), TypeHandle node_type=TypeHandle::none())NodePath [inline]
set_color(PN_stdfloat r, PN_stdfloat g, PN_stdfloat b, PN_stdfloat a=1.0, int priority=0)NodePath
set_color(const LColor &color, int priority=0)NodePath
set_color_off(int priority=0)NodePath
set_color_scale(const LVecBase4 &scale, int priority=0)NodePath
set_color_scale(PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz, PN_stdfloat sa, int priority=0)NodePath [inline]
set_color_scale_off(int priority=0)NodePath
set_compass(const NodePath &reference=NodePath())NodePath
set_depth_offset(int bias, int priority=0)NodePath
set_depth_test(bool depth_test, int priority=0)NodePath
set_depth_write(bool depth_write, int priority=0)NodePath
set_effect(const RenderEffect *effect)NodePath [inline]
set_effects(const RenderEffects *effects)NodePath [inline]
set_fluid_pos(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)NodePath [inline]
set_fluid_pos(const LVecBase3 &pos)NodePath
set_fluid_pos(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)NodePath [inline]
set_fluid_pos(const NodePath &other, const LVecBase3 &pos)NodePath
set_fluid_x(PN_stdfloat x) (defined in NodePath)NodePath
set_fluid_x(const NodePath &other, PN_stdfloat x) (defined in NodePath)NodePath
set_fluid_y(PN_stdfloat y) (defined in NodePath)NodePath
set_fluid_y(const NodePath &other, PN_stdfloat y) (defined in NodePath)NodePath
set_fluid_z(PN_stdfloat z) (defined in NodePath)NodePath
set_fluid_z(const NodePath &other, PN_stdfloat z) (defined in NodePath)NodePath
set_fog(Fog *fog, int priority=0)NodePath
set_fog_off(int priority=0)NodePath
set_h(PN_stdfloat h) (defined in NodePath)NodePath
set_h(const NodePath &other, PN_stdfloat h) (defined in NodePath)NodePath
set_hpr(PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)NodePath [inline]
set_hpr(const LVecBase3 &hpr)NodePath
set_hpr(const NodePath &other, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)NodePath [inline]
set_hpr(const NodePath &other, const LVecBase3 &hpr)NodePath
set_hpr_scale(PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)NodePath [inline]
set_hpr_scale(const LVecBase3 &hpr, const LVecBase3 &scale)NodePath
set_hpr_scale(const NodePath &other, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)NodePath [inline]
set_hpr_scale(const NodePath &other, const LVecBase3 &hpr, const LVecBase3 &scale)NodePath
set_instance_count(int instance_count)NodePath
set_light(const NodePath &light, int priority=0)NodePath
set_light_off(int priority=0)NodePath
set_light_off(const NodePath &light, int priority=0)NodePath
set_mat(const LMatrix4 &mat)NodePath
set_mat(const NodePath &other, const LMatrix4 &mat)NodePath
set_material(Material *tex, int priority=0)NodePath
set_material_off(int priority=0)NodePath
set_max_search_depth(int max_search_depth)NodePath [inline, static]
set_name(const string &name)NodePath [inline]
set_normal_map(Texture *normal_map, const string &texcoord_name=string(), bool preserve_color=false)NodePath
set_occluder(const NodePath &occluder)NodePath
set_p(PN_stdfloat p) (defined in NodePath)NodePath
set_p(const NodePath &other, PN_stdfloat p) (defined in NodePath)NodePath
set_pos(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)NodePath [inline]
set_pos(const LVecBase3 &pos)NodePath
set_pos(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)NodePath [inline]
set_pos(const NodePath &other, const LVecBase3 &pos)NodePath
set_pos_hpr(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)NodePath [inline]
set_pos_hpr(const LVecBase3 &pos, const LVecBase3 &hpr)NodePath
set_pos_hpr(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)NodePath [inline]
set_pos_hpr(const NodePath &other, const LVecBase3 &pos, const LVecBase3 &hpr)NodePath
set_pos_hpr_scale(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)NodePath [inline]
set_pos_hpr_scale(const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale)NodePath
set_pos_hpr_scale(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)NodePath [inline]
set_pos_hpr_scale(const NodePath &other, const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale)NodePath
set_pos_hpr_scale_shear(const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale, const LVecBase3 &shear)NodePath
set_pos_hpr_scale_shear(const NodePath &other, const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale, const LVecBase3 &shear)NodePath
set_pos_quat(const LVecBase3 &pos, const LQuaternion &quat)NodePath
set_pos_quat(const NodePath &other, const LVecBase3 &pos, const LQuaternion &quat)NodePath
set_pos_quat_scale(const LVecBase3 &pos, const LQuaternion &quat, const LVecBase3 &scale)NodePath
set_pos_quat_scale(const NodePath &other, const LVecBase3 &pos, const LQuaternion &quat, const LVecBase3 &scale)NodePath
set_pos_quat_scale_shear(const LVecBase3 &pos, const LQuaternion &quat, const LVecBase3 &scale, const LVecBase3 &shear)NodePath
set_pos_quat_scale_shear(const NodePath &other, const LVecBase3 &pos, const LQuaternion &quat, const LVecBase3 &scale, const LVecBase3 &shear)NodePath
set_prev_transform(const TransformState *transform, Thread *current_thread=Thread::get_current_thread())NodePath [inline]
set_prev_transform(const NodePath &other, const TransformState *transform, Thread *current_thread=Thread::get_current_thread())NodePath
set_quat(const LQuaternion &quat)NodePath
set_quat(const NodePath &other, const LQuaternion &quat)NodePath
set_quat_scale(const LQuaternion &quat, const LVecBase3 &scale)NodePath
set_quat_scale(const NodePath &other, const LQuaternion &quat, const LVecBase3 &scale)NodePath
set_r(PN_stdfloat r) (defined in NodePath)NodePath
set_r(const NodePath &other, PN_stdfloat r) (defined in NodePath)NodePath
set_render_mode(RenderModeAttrib::Mode mode, PN_stdfloat thickness, int priority=0)NodePath
set_render_mode_filled(int priority=0)NodePath
set_render_mode_perspective(bool perspective, int priority=0)NodePath
set_render_mode_thickness(PN_stdfloat thickness, int priority=0)NodePath
set_render_mode_wireframe(int priority=0)NodePath
set_sa(PN_stdfloat sa)NodePath [inline]
set_sb(PN_stdfloat sb)NodePath [inline]
set_scale(PN_stdfloat scale)NodePath [inline]
set_scale(PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz) (defined in NodePath)NodePath [inline]
set_scale(const LVecBase3 &scale)NodePath
set_scale(const NodePath &other, PN_stdfloat scale)NodePath [inline]
set_scale(const NodePath &other, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)NodePath [inline]
set_scale(const NodePath &other, const LVecBase3 &scale)NodePath
set_scissor(PN_stdfloat left, PN_stdfloat right, PN_stdfloat bottom, PN_stdfloat top)NodePath
set_scissor(const LPoint3 &a, const LPoint3 &b)NodePath
set_scissor(const LPoint3 &a, const LPoint3 &b, const LPoint3 &c, const LPoint3 &d)NodePath
set_scissor(const NodePath &other, const LPoint3 &a, const LPoint3 &b)NodePath
set_scissor(const NodePath &other, const LPoint3 &a, const LPoint3 &b, const LPoint3 &c, const LPoint3 &d)NodePath
set_sg(PN_stdfloat sg)NodePath [inline]
set_shader(const Shader *sha, int priority=0) (defined in NodePath)NodePath
set_shader_auto(int priority=0) (defined in NodePath)NodePath
set_shader_auto(BitMask32 shader_switch, int priority=0)NodePath
set_shader_input(const ShaderInput *inp) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, Texture *tex, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const NodePath &np, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const PTA_float &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const PTA_double &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const PTA_LVecBase4 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const PTA_LVecBase3 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const PTA_LVecBase2 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const PTA_LMatrix4 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const PTA_LMatrix3 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const LVecBase4 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const LVecBase3 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const LVecBase2 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const LMatrix4 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, const LMatrix3 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const InternalName *id, double n1=0, double n2=0, double n3=0, double n4=1, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, Texture *tex, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const NodePath &np, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const PTA_float &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const PTA_double &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const PTA_LVecBase4 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const PTA_LVecBase3 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const PTA_LVecBase2 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const PTA_LMatrix4 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const PTA_LMatrix3 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const LVecBase4 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const LVecBase3 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const LVecBase2 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const LMatrix4 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, const LMatrix3 &v, int priority=0) (defined in NodePath)NodePath
set_shader_input(const string &id, double n1=0, double n2=0, double n3=0, double n4=1, int priority=0) (defined in NodePath)NodePath
set_shader_off(int priority=0) (defined in NodePath)NodePath
set_shear(PN_stdfloat shxy, PN_stdfloat shxz, PN_stdfloat shyz)NodePath [inline]
set_shear(const LVecBase3 &shear)NodePath
set_shear(const NodePath &other, PN_stdfloat shxy, PN_stdfloat shxz, PN_stdfloat shyz)NodePath [inline]
set_shear(const NodePath &other, const LVecBase3 &shear)NodePath
set_shxy(PN_stdfloat shxy) (defined in NodePath)NodePath
set_shxy(const NodePath &other, PN_stdfloat shxy) (defined in NodePath)NodePath
set_shxz(PN_stdfloat shxz) (defined in NodePath)NodePath
set_shxz(const NodePath &other, PN_stdfloat shxz) (defined in NodePath)NodePath
set_shyz(PN_stdfloat shyz) (defined in NodePath)NodePath
set_shyz(const NodePath &other, PN_stdfloat shyz) (defined in NodePath)NodePath
set_sr(PN_stdfloat sr)NodePath [inline]
set_state(const RenderState *state, Thread *current_thread=Thread::get_current_thread())NodePath [inline]
set_state(const NodePath &other, const RenderState *state, Thread *current_thread=Thread::get_current_thread())NodePath
set_sx(PN_stdfloat sx) (defined in NodePath)NodePath
set_sx(const NodePath &other, PN_stdfloat sx) (defined in NodePath)NodePath
set_sy(PN_stdfloat sy) (defined in NodePath)NodePath
set_sy(const NodePath &other, PN_stdfloat sy) (defined in NodePath)NodePath
set_sz(PN_stdfloat sz) (defined in NodePath)NodePath
set_sz(const NodePath &other, PN_stdfloat sz) (defined in NodePath)NodePath
set_tag(const string &key, const string &value)NodePath [inline]
set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode, int priority=0)NodePath
set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode, const string &source_name, const NodePath &light, int priority=0)NodePath
set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode, const LTexCoord3 &constant_value, int priority=0)NodePath
set_tex_hpr(TextureStage *stage, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)NodePath [inline]
set_tex_hpr(TextureStage *stage, const LVecBase3 &hpr)NodePath [inline]
set_tex_hpr(const NodePath &other, TextureStage *stage, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)NodePath [inline]
set_tex_hpr(const NodePath &other, TextureStage *stage, const LVecBase3 &hpr)NodePath [inline]
set_tex_offset(TextureStage *stage, PN_stdfloat u, PN_stdfloat v)NodePath [inline]
set_tex_offset(TextureStage *stage, const LVecBase2 &uv)NodePath [inline]
set_tex_offset(const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_stdfloat v)NodePath [inline]
set_tex_offset(const NodePath &other, TextureStage *stage, const LVecBase2 &uv)NodePath [inline]
set_tex_pos(TextureStage *stage, PN_stdfloat u, PN_stdfloat v, PN_stdfloat w)NodePath [inline]
set_tex_pos(TextureStage *stage, const LVecBase3 &uvw)NodePath [inline]
set_tex_pos(const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_stdfloat v, PN_stdfloat w)NodePath [inline]
set_tex_pos(const NodePath &other, TextureStage *stage, const LVecBase3 &uvw)NodePath [inline]
set_tex_projector(TextureStage *stage, const NodePath &from, const NodePath &to)NodePath
set_tex_rotate(TextureStage *stage, PN_stdfloat r)NodePath [inline]
set_tex_rotate(const NodePath &other, TextureStage *stage, PN_stdfloat r)NodePath [inline]
set_tex_scale(TextureStage *stage, PN_stdfloat scale)NodePath [inline]
set_tex_scale(TextureStage *stage, PN_stdfloat su, PN_stdfloat sv)NodePath [inline]
set_tex_scale(TextureStage *stage, const LVecBase2 &scale)NodePath [inline]
set_tex_scale(TextureStage *stage, PN_stdfloat su, PN_stdfloat sv, PN_stdfloat sw)NodePath [inline]
set_tex_scale(TextureStage *stage, const LVecBase3 &scale)NodePath [inline]
set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat scale)NodePath [inline]
set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_stdfloat sv)NodePath [inline]
set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase2 &scale)NodePath [inline]
set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_stdfloat sv, PN_stdfloat sw)NodePath [inline]
set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase3 &scale)NodePath [inline]
set_tex_transform(TextureStage *stage, const TransformState *transform)NodePath
set_tex_transform(const NodePath &other, TextureStage *stage, const TransformState *transform)NodePath
set_texture(Texture *tex, int priority=0)NodePath
set_texture(TextureStage *stage, Texture *tex, int priority=0)NodePath
set_texture_off(int priority=0)NodePath
set_texture_off(TextureStage *stage, int priority=0)NodePath
set_transform(const TransformState *transform, Thread *current_thread=Thread::get_current_thread())NodePath [inline]
set_transform(const NodePath &other, const TransformState *transform, Thread *current_thread=Thread::get_current_thread())NodePath
set_transparency(TransparencyAttrib::Mode mode, int priority=0)NodePath
set_two_sided(bool two_sided, int priority=0)NodePath
set_x(PN_stdfloat x) (defined in NodePath)NodePath
set_x(const NodePath &other, PN_stdfloat x) (defined in NodePath)NodePath
set_y(PN_stdfloat y) (defined in NodePath)NodePath
set_y(const NodePath &other, PN_stdfloat y) (defined in NodePath)NodePath
set_z(PN_stdfloat z) (defined in NodePath)NodePath
set_z(const NodePath &other, PN_stdfloat z) (defined in NodePath)NodePath
show()NodePath [inline]
show(DrawMask camera_mask)NodePath [inline]
show_bounds()NodePath
show_through()NodePath [inline]
show_through(DrawMask camera_mask)NodePath [inline]
show_tight_bounds()NodePath
stash(int sort=0, Thread *current_thread=Thread::get_current_thread())NodePath
stash_to(const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread())NodePath
unify_texture_stages(TextureStage *stage)NodePath
unstash(int sort=0, Thread *current_thread=Thread::get_current_thread())NodePath
unstash_all(Thread *current_thread=Thread::get_current_thread())NodePath
verify_complete(Thread *current_thread=Thread::get_current_thread()) const NodePath
WeakNodePath (defined in NodePath)NodePath [friend]
WorkingNodePath (defined in NodePath)NodePath [friend]
write_bam_file(const Filename &filename) const NodePath
write_bam_stream(ostream &out) const NodePath
write_bounds(ostream &out) const NodePath
wrt_reparent_to(const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread())NodePath
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