|
class | AdaptiveLru |
| A basic LRU-type algorithm, except that it is adaptive and attempts to avoid evicting pages that have been used more frequently (even if less recently) than other pages. More...
|
|
class | AdaptiveLruPage |
| One atomic piece that may be managed by a AdaptiveLru chain. To use this class, inherit from it and override evict_lru(). More...
|
|
class | AdaptiveLruPageDynamicList |
| See the comment in the head of AdaptiveLruPage, below, for an explanation of these two silly little classes. More...
|
|
class | AdaptiveLruPageStaticList |
|
class | AlphaTestAttrib |
| Enables or disables writing of pixel to framebuffer based on its alpha value relative to a reference alpha value. More...
|
|
class | AmbientLight |
| A light source that seems to illuminate all points in space at once. This kind of light need not actually be part of the scene graph, since it has no meaningful position. More...
|
|
class | AnalogNode |
| This is the primary interface to analog controls like sliders and joysticks associated with a ClientBase. This creates a node that connects to the named analog device, if it exists, and provides hooks to the user to read the state of any of the sequentially numbered controls associated with that device. More...
|
|
class | AnimateVerticesRequest |
| This class object manages a single asynchronous request to animate vertices on a GeomVertexData object. animate_vertices will be called with force=true (i.e. blocking) in a sub-thread (if threading is available). No result is stored or returned from this object. It is expected that the result will be cached and available for immediate use later during rendering. Thus it is important that the main thread block while these requests are being run (presumably on multiple CPUs/cores), to ensure that the data has been computed by the time it's needed. More...
|
|
class | AnimBundle |
| This is the root of an AnimChannel hierarchy. It knows the frame rate and number of frames of all the channels in the hierarchy (which must all match). More...
|
|
class | AnimBundleNode |
| This is a node that contains a pointer to an AnimBundle. Like PartBundleNode, it exists solely to make it easy to store AnimBundles in the scene graph. More...
|
|
class | AnimChannelACMatrixSwitchType |
|
class | AnimChannelACScalarSwitchType |
|
class | AnimChannelBase |
| Parent class for all animation channels. An AnimChannel is an arbitrary function that changes over time (actually, over frames), usually defined by a table read from an egg file (but possibly computed or generated in any other way). More...
|
|
class | AnimChannelMatrixDynamic |
| An animation channel that accepts a matrix each frame from some dynamic input provided by code. More...
|
|
class | AnimChannelMatrixXfmTable |
| An animation channel that issues a matrix each frame, read from a table such as might have been read from an egg file. The table actually consists of nine sub-tables, each representing one component of the transform: scale, rotate, translate. More...
|
|
class | AnimChannelScalarDynamic |
| An animation channel that accepts a scalar each frame from some dynamic input provided by code. More...
|
|
class | AnimChannelScalarTable |
| An animation channel that issues a scalar each frame, read from a table such as might have been read from an egg file. More...
|
|
class | AnimControl |
| Controls the timing of a character animation. An AnimControl object is created for each character/bundle binding and manages the state of the animation: whether started, stopped, or looping, and the current frame number and play rate. More...
|
|
class | AnimControlCollection |
| This is a named collection of AnimControl pointers. An AnimControl may be added to the collection by name. While an AnimControl is associated, its reference count is maintained; associating a new AnimControl with the same name will decrement the previous control's reference count (and possibly delete it, unbinding its animation). More...
|
|
class | AnimGroup |
| This is the base class for AnimChannel and AnimBundle. It implements a hierarchy of AnimChannels. The root of the hierarchy must be an AnimBundle. More...
|
|
class | AnimInterface |
| This is the fundamental interface for things that have a play/loop/stop type interface for frame-based animation, such as animated characters. This is the base class for AnimControl and other, similar classes. More...
|
|
class | AnimPreloadTable |
| This table records data about a list of animations for a particular model, such as number of frames and frame rate. It's used for implementating asynchronous binding. More...
|
|
class | AntialiasAttrib |
| Specifies whether or how to enable antialiasing, if supported by the backend renderer. More...
|
|
class | AsyncTask |
| This class represents a concrete task performed by an AsyncManager. Normally, you would subclass from this class, and override do_task(), to define the functionality you wish to have the task perform. More...
|
|
class | AsyncTaskBase |
| The abstract base class for AsyncTask. This is defined here only so we can store a pointer to the current task on the Thread. More...
|
|
class | AsyncTaskChain |
| The AsyncTaskChain is a subset of the AsyncTaskManager. Each chain maintains a separate list of tasks, and will execute them with its own set of threads. Each chain may thereby operate independently of the other chains. More...
|
|
class | AsyncTaskCollection |
| A list of tasks, for instance as returned by some of the AsyncTaskManager query functions. This also serves to define an AsyncTaskSequence. More...
|
|
class | AsyncTaskManager |
| A class to manage a loose queue of isolated tasks, which can be performed either synchronously (in the foreground thread) or asynchronously (by a background thread). More...
|
|
class | AsyncTaskPause |
| A special kind of task that simple returns DS_pause, to pause for a specified number of seconds and then finish. It's intended to be used within an AsyncTaskSequence. More...
|
|
class | AsyncTaskSequence |
| A special kind of task that serves as a list of tasks internally. Each task on the list is executed in sequence, one per epoch. More...
|
|
class | AttribNodeRegistry |
| This global object records NodePaths that are referenced by scene graph attribs, such as ClipPlaneAttribs and LightAttribs. More...
|
|
class | AudioLoadRequest |
| A class object that manages a single asynchronous audio load request. This works in conjunction with the Loader class defined in pgraph, or really with any AsyncTaskManager. Create a new AudioLoadRequest, and add it to the loader via load_async(), to begin an asynchronous load. More...
|
|
class | AudioManager |
|
class | AudioSound |
|
class | AudioVolumeAttrib |
| Applies a scale to audio volume for positional sounds in the scene graph. More...
|
|
class | AuxBitplaneAttrib |
| Modern frame buffers can have 'aux' bitplanes, which are additional bitplanes above and beyond the standard depth and color. This attrib controls what gets rendered into those additional bitplanes. It can also affect what goes into the alpha channel of the primary color buffer. More...
|
|
class | AuxSceneData |
| This is a base class for a generic data structure that can be attached per-instance to the camera, to store per-instance data that must be preserved over multiple frames. More...
|
|
class | BamCache |
| This class maintains a cache of Bam and/or Txo objects generated from model files and texture images (as well as possibly other kinds of loadable objects that can be stored in bam file format). More...
|
|
class | BamCacheRecord |
| An instance of this class is written to the front of a Bam or Txo file to make the file a cached instance of some other loadable resource. This record contains information needed to test the validity of the cache. More...
|
|
class | BamEnums |
| This class exists just to provide scoping for the enums shared by BamReader and BamWriter. More...
|
|
class | BamFile |
| The principle public interface to reading and writing Bam disk files. See also BamReader and BamWriter, the more general implementation of this class. More...
|
|
class | BamReader |
| This is the fundamental interface for extracting binary objects from a Bam file, as generated by a BamWriter. More...
|
|
class | BamWriter |
| This is the fundamental interface for writing binary objects to a Bam file, to be extracted later by a BamReader. More...
|
|
class | BasicStringChar |
|
class | BillboardEffect |
| Indicates that geometry at this node should automatically rotate to face the camera, or any other arbitrary node. More...
|
|
class | BindAnimRequest |
| This class object manages an asynchronous load-and-bind animation request, as issued through PartBundle::load_bind_anim(). More...
|
|
class | BitArray |
| A dynamic array with an unlimited number of bits. More...
|
|
class | BitMaskPNUint1616 |
|
class | BitMaskPNUint3232 |
|
class | BitMaskPNUint6464 |
|
class | BoundingBox |
| An axis-aligned bounding box; that is, a minimum and maximum coordinate triple. More...
|
|
class | BoundingHexahedron |
| This defines a bounding convex hexahedron. It is typically used to represent a frustum, but may represent any enclosing convex hexahedron, including simple boxes. However, if all you want is an axis-aligned bounding box, you may be better off with the simpler BoundingBox class. More...
|
|
class | BoundingLine |
| This funny bounding volume is an infinite line with no thickness and extending to infinity in both directions. More...
|
|
class | BoundingPlane |
| This funny bounding volume is an infinite plane that divides space into two regions: the part behind the normal, which is "inside" the bounding volume, and the part in front of the normal, which is "outside" the bounding volume. More...
|
|
class | BoundingSphere |
| This defines a bounding sphere, consisting of a center and a radius. It is always a sphere, and never an ellipsoid or other quadric. More...
|
|
class | BoundingVolume |
| This is an abstract class for any volume in any sense which can be said to define the locality of reference of a node in a graph, along with all of its descendants. It is not necessarily a geometric volume (although see GeometricBoundingVolume); this is simply an abstract interface for bounds of any sort. More...
|
|
class | Buffer |
|
class | BufferContext |
| This is a base class for those kinds of SavedContexts that occupy an easily-measured (and substantial) number of bytes in the video card's frame buffer memory or AGP memory. At the present, this includes most of the SavedContext types: VertexBufferContext and IndexBufferContext, as well as TextureContext. More...
|
|
class | BufferedDatagramConnection |
| there are 3 states More...
|
|
class | ButtonHandle |
| A ButtonHandle represents a single button from any device, including keyboard buttons and mouse buttons (but see KeyboardButton and MouseButton). More...
|
|
class | ButtonMap |
| This class represents a map containing all of the buttons of a (keyboard) device, though it can also be used as a generic mapping between ButtonHandles. It maps an underlying 'raw' button to a 'virtual' button, which may optionally be associated with an appropriate platform-specific name for the button. More...
|
|
class | ButtonNode |
| This is the primary interface to on/off button devices associated with a ClientBase. This creates a node that connects to the named button device, if it exists, and provides hooks to the user to read the state of any of the sequentially numbered buttons associated with that device. More...
|
|
class | ButtonRegistry |
| The ButtonRegistry class maintains all the assigned ButtonHandles in a given system. There should be only one ButtonRegistry class during the lifetime of the application. More...
|
|
class | ButtonThrower |
| Throws Panda Events for button down/up events generated within the data graph. More...
|
|
class | CachedTypedWritableReferenceCount |
| This is a special extension to ReferenceCount that includes dual reference counts: the standard reference count number, which includes all references to the object, and a separate number (the cache reference count) that counts the number of references to the object just within its cache alone. When get_ref_count() == get_cache_ref_count(), the object is not referenced outside the cache. More...
|
|
class | CallbackData |
| This is a generic data block that is passed along to a CallbackObject when a callback is made. It contains data specific to the particular callback type in question. More...
|
|
class | CallbackGraphicsWindow |
| This special window object doesn't represent a window in its own right, but instead hooks into some third-party API for creating and rendering to windows via callbacks. This can be used to allow Panda to render into an already-created OpenGL context, for instance. More...
|
|
class | CallbackNode |
| A special node that can issue arbitrary callbacks to user code, either during the cull or draw traversals. More...
|
|
class | CallbackObject |
| This is a generic object that can be assigned to a callback at various points in the rendering process. This is actually a base class for a handful of specialized callback object types. You can also subclass it yourself to make your own callback handler. More...
|
|
class | Camera |
| A node that can be positioned around in the scene graph to represent a point of view for rendering a scene. More...
|
|
class | CardMaker |
| This class generates 2-d "cards", that is, rectangular polygons, particularly useful for showing textures etc. in the 2-d scene graph. More...
|
|
class | Character |
| An animated character, with skeleton-morph animation and either soft-skinned or hard-skinned vertices. More...
|
|
class | CharacterJoint |
| This represents one joint of the character's animation, containing an animating transform matrix. More...
|
|
class | CharacterJointBundle |
| The collection of all the joints and sliders in the character. More...
|
|
class | CharacterJointEffect |
| This effect will be added automatically to a node by CharacterJoint::add_net_transform() and CharacterJoint::add_local_transform(). More...
|
|
class | CharacterSlider |
| This is a morph slider within the character. It's simply a single floating-point value that animates generally between 0 and 1, that controls the effects of one or more morphs within the character. More...
|
|
class | CharacterVertexSlider |
| This is a specialization on VertexSlider that returns the slider value associated with a particular CharacterSlider object. More...
|
|
class | ClientBase |
| An abstract base class for a family of client device interfaces–including trackers, buttons, dials, and other analog inputs. More...
|
|
class | ClipPlaneAttrib |
| This functions similarly to a LightAttrib. It indicates the set of clipping planes that modify the geometry at this level and below. A ClipPlaneAttrib can either add planes or remove planes from the total set of clipping planes in effect. More...
|
|
class | ClockObject |
| A ClockObject keeps track of elapsed real time and discrete time. In normal mode, get_frame_time() returns the time as of the last time tick() was called. This is the "discrete" time, and is usually used to get the time as of, for instance, the beginning of the current frame. More...
|
|
class | CollisionBox |
| A cuboid collision volume or object. More...
|
|
class | CollisionEntry |
| Defines a single collision event. One of these is created for each collision detected by a CollisionTraverser, to be dealt with by the CollisionHandler. More...
|
|
class | CollisionFloorMesh |
| This object represents a solid made entirely of triangles, which will only be tested again z axis aligned rays. More...
|
|
class | CollisionHandler |
| The abstract interface to a number of classes that decide what to do when a collision is detected. One of these must be assigned to the CollisionTraverser that is processing collisions in order to specify how to dispatch detected collisions. More...
|
|
class | CollisionHandlerEvent |
| A specialized kind of CollisionHandler that throws an event for each collision detected. The event thrown may be based on the name of the moving object or the struck object, or both. The first parameter of the event will be a pointer to the CollisionEntry that triggered it. More...
|
|
class | CollisionHandlerFloor |
| A specialized kind of CollisionHandler that sets the Z height of the collider to a fixed linear offset from the highest detected collision point each frame. It's intended to implement walking around on a floor of varying height by casting a ray down from the avatar's head. More...
|
|
class | CollisionHandlerFluidPusher |
| A CollisionHandlerPusher that makes use of timing and spatial information from fluid collisions to improve collision response. More...
|
|
class | CollisionHandlerGravity |
| A specialized kind of CollisionHandler that sets the Z height of the collider to a fixed linear offset from the highest detected collision point each frame. It's intended to implement walking around on a floor of varying height by casting a ray down from the avatar's head. More...
|
|
class | CollisionHandlerHighestEvent |
| A specialized kind of CollisionHandler that throws an event for each collision detected. The event thrown may be based on the name of the moving object or the struck object, or both. The first parameter of the event will be a pointer to the CollisionEntry that triggered it. More...
|
|
class | CollisionHandlerPhysical |
| The abstract base class for a number of CollisionHandlers that have some physical effect on their moving bodies: they need to update the nodes' positions based on the effects of the collision. More...
|
|
class | CollisionHandlerPusher |
| A specialized kind of CollisionHandler that simply pushes back on things that attempt to move into solid walls. This is the simplest kind of "real-world" collisions you can have. More...
|
|
class | CollisionHandlerQueue |
| A special kind of CollisionHandler that does nothing except remember the CollisionEntries detected the last pass. This set of CollisionEntries may then be queried by the calling function. It's primarily useful when a simple intersection test is being made, e.g. for picking from the window. More...
|
|
class | CollisionInvSphere |
| An inverted sphere: this is a sphere whose collision surface is the inside surface of the sphere. Everything outside the sphere is solid matter; everything inside is empty space. Useful for constraining objects to remain within a spherical perimeter. More...
|
|
class | CollisionLine |
| An infinite line, similar to a CollisionRay, except that it extends in both directions. It is, however, directional. More...
|
|
class | CollisionNode |
| A node in the scene graph that can hold any number of CollisionSolids. This may either represent a bit of static geometry in the scene that things will collide with, or an animated object twirling around in the world and running into things. More...
|
|
class | CollisionParabola |
| This defines a parabolic arc, or subset of an arc, similar to the path of a projectile or falling object. It is finite, having a specific beginning and end, but it is infinitely thin. More...
|
|
class | CollisionPlane |
|
class | CollisionPolygon |
|
class | CollisionRay |
| An infinite ray, with a specific origin and direction. It begins at its origin and continues in one direction to infinity, and it has no radius. Useful for picking from a window, or for gravity effects. More...
|
|
class | CollisionRecorder |
| This class is used to help debug the work the collisions system is doing. It is a virtual base class that just provides an interface for recording collisions tested and detected each frame. More...
|
|
class | CollisionSegment |
| A finite line segment, with two specific endpoints but no thickness. It's similar to a CollisionRay, except it does not continue to infinity. More...
|
|
class | CollisionSolid |
| The abstract base class for all things that can collide with other things in the world, and all the things they can collide with (except geometry). More...
|
|
class | CollisionSphere |
| A spherical collision volume or object. More...
|
|
class | CollisionTraverser |
| This class manages the traversal through the scene graph to detect collisions. It holds ownership of a number of collider objects, each of which is a CollisionNode and an associated CollisionHandler. More...
|
|
class | CollisionTube |
| This implements a solid roughly in cylindrical shape. It's not called a CollisionCylinder because it's not a true cylinder; specifically, it has rounded ends instead of flat ends. It looks more like a Contac pill. More...
|
|
class | CollisionVisualizer |
| This class is used to help debug the work the collisions system is doing. It shows the polygons that are detected as collisions, as well as those that are simply considered for collisions. More...
|
|
class | ColorAttrib |
| Indicates what color should be applied to renderable geometry. More...
|
|
class | ColorBlendAttrib |
| This specifies how colors are blended into the frame buffer, for special effects. This overrides transparency if transparency is also specified. More...
|
|
class | ColorScaleAttrib |
| Applies a scale to colors in the scene graph and on vertices. More...
|
|
class | ColorWriteAttrib |
| Enables or disables writing to the color buffer. This is primarily useful for certain special effects in which it is important to write to the depth buffer without affecting the color buffer. More...
|
|
class | CompassEffect |
| A CompassEffect causes a node to inherit its rotation (or pos or scale, if specified) from some other reference node in the graph, or more often from the root. More...
|
|
class | ComputeNode |
| A special node, the sole purpose of which is to invoke a dispatch operation on the assigned compute shader. More...
|
|
class | ConditionVar |
|
class | ConditionVarDirect |
| A condition variable, usually used to communicate information about changing state to a thread that is waiting for something to happen. A condition variable can be used to "wake up" a thread when some arbitrary condition has changed. More...
|
|
class | ConditionVarFull |
|
class | ConditionVarFullDirect |
| A condition variable, usually used to communicate information about changing state to a thread that is waiting for something to happen. A condition variable can be used to "wake up" a thread when some arbitrary condition has changed. More...
|
|
class | ConfigDeclaration |
| A single declaration of a config variable, typically defined as one line in a .prc file, e.g. "show-frame-rate-meter 1". This is really just a pairing of a string name (actually, a ConfigVariableCore pointer) to a string value. More...
|
|
class | ConfigFlags |
| This class is the base class of both ConfigVariable and ConfigVariableCore. It exists only to provide a convenient name scoping for some enumerated values common to both classes. More...
|
|
class | ConfigPage |
| A page of ConfigDeclarations that may be loaded or unloaded. Typically this represents a single .prc file that is read from disk at runtime, but it may also represent a list of declarations built up by application code and explicitly loaded. More...
|
|
class | ConfigPageManager |
| A global object that maintains the set of ConfigPages everywhere in the world, and keeps them in sorted order. More...
|
|
class | ConfigVariable |
| This is a generic, untyped ConfigVariable. It is also the base class for the typed ConfigVariables, and contains all of the code common to ConfigVariables of all types (except ConfigVariableList, which is a bit of a special case). More...
|
|
class | ConfigVariableBase |
| This class is the base class for both ConfigVariableList and ConfigVariable (and hence for all of the ConfigVariableBool, ConfigVaribleString, etc. classes). It collects together the common interface for all generic ConfigVariables. More...
|
|
class | ConfigVariableBool |
| This is a convenience class to specialize ConfigVariable as a boolean type. More...
|
|
class | ConfigVariableColor |
| This is a convenience class to specialize ConfigVariable as a set of floating-point types representing a color value. More...
|
|
class | ConfigVariableCore |
| The internal definition of a ConfigVariable. This object is shared between all instances of a ConfigVariable that use the same variable name. More...
|
|
class | ConfigVariableDouble |
| This is a convenience class to specialize ConfigVariable as a floating-point type. More...
|
|
class | ConfigVariableFilename |
| This is a convenience class to specialize ConfigVariable as a Filename type. It is almost the same thing as ConfigVariableString, except it handles an implicit Filename::expand_from() operation so that the user may put OS-specific filenames, or filenames based on environment variables, in the prc file. More...
|
|
class | ConfigVariableInt |
| This is a convenience class to specialize ConfigVariable as an integer type. More...
|
|
class | ConfigVariableInt64 |
| This is a convenience class to specialize ConfigVariable as a 64-bit integer type. More...
|
|
class | ConfigVariableList |
| This class is similar to ConfigVariable, but it reports its value as a list of strings. In this special case, all of the declarations of the variable are returned as the elements of this list, in order. More...
|
|
class | ConfigVariableManager |
| A global object that maintains the set of ConfigVariables (actually, ConfigVariableCores) everywhere in the world, and keeps them in sorted order. More...
|
|
class | ConfigVariableSearchPath |
| This is similar to a ConfigVariableList, but it returns its list as a DSearchPath, as a list of directories. More...
|
|
class | ConfigVariableString |
| This is a convenience class to specialize ConfigVariable as a string type. More...
|
|
class | Connection |
| Represents a single TCP or UDP socket for input or output. More...
|
|
class | ConnectionListener |
| This is a special kind of ConnectionReader that waits for activity on a rendezvous port and accepts a TCP connection (instead of attempting to read a datagram from the rendezvous port). More...
|
|
class | ConnectionManager |
| The primary interface to the low-level networking layer in this package. A ConnectionManager is used to establish and destroy TCP and UDP connections. Communication on these connections, once established, is handled via ConnectionReader, ConnectionWriter, and ConnectionListener. More...
|
|
class | ConnectionReader |
| This is an abstract base class for a family of classes that listen for activity on a socket and respond to it, for instance by reading a datagram and serving it (or queueing it up for later service). More...
|
|
class | ConnectionWriter |
| This class handles threaded delivery of datagrams to various TCP or UDP sockets. More...
|
|
class | ConstPointerToArrayDouble |
|
class | ConstPointerToArrayFloat |
|
class | ConstPointerToArrayInt |
|
class | ConstPointerToArrayLMatrix3d |
|
class | ConstPointerToArrayLMatrix3f |
|
class | ConstPointerToArrayLVecBase2d |
|
class | ConstPointerToArrayLVecBase2f |
|
class | ConstPointerToArrayLVecBase2i |
|
class | ConstPointerToArrayLVecBase3d |
|
class | ConstPointerToArrayLVecBase3f |
|
class | ConstPointerToArrayLVecBase3i |
|
class | ConstPointerToArrayUnalignedLMatrix4d |
|
class | ConstPointerToArrayUnalignedLMatrix4f |
|
class | ConstPointerToArrayUnalignedLVecBase4d |
|
class | ConstPointerToArrayUnalignedLVecBase4f |
|
class | ConstPointerToArrayUnalignedLVecBase4i |
|
class | ConstPointerToArrayUnsignedChar |
|
class | ConstPointerToArrayUshort |
|
class | CopyOnWriteObject |
| This base class provides basic reference counting, but also can be used with a CopyOnWritePointer to provide get_read_pointer() and get_write_pointer(). More...
|
|
class | CRow |
| Provides an accessor for reading the contents of one row of the image in-place. More...
|
|
class | CubicCurveseg |
| A CubicCurveseg is any curve that can be completely described by four 4-valued basis vectors, one for each dimension in three-space, and one for the homogeneous coordinate. This includes Beziers, Hermites, and NURBS. More...
|
|
class | CullBinAttrib |
| Assigns geometry to a particular bin by name. The bins must be created separately via the CullBinManager interface. More...
|
|
class | CullBinEnums |
| Provides scoping for the enumerated type shared by CullBin and CullBinManager. More...
|
|
class | CullBinManager |
| This is a global object that maintains the collection of named CullBins in the world. More...
|
|
class | CullFaceAttrib |
| Indicates which faces should be culled based on their vertex ordering. More...
|
|
class | CullHandler |
| This defines the abstract interface for an object that receives Geoms identified by the CullTraverser. By itself, it's not a particularly useful class; to use it, derive from it and redefine record_object(). More...
|
|
class | CullResult |
| This stores the result of a BinCullHandler traversal: an ordered collection of CullBins, each of which holds a number of Geoms and RenderStates to be rendered in some defined order. More...
|
|
class | CullTraverser |
| This object performs a depth-first traversal of the scene graph, with optional view-frustum culling, collecting CullState and searching for GeomNodes. Each renderable Geom encountered is passed along with its associated RenderState to the CullHandler object. More...
|
|
class | CullTraverserData |
| This collects together the pieces of data that are accumulated for each node while walking the scene graph during the cull traversal. More...
|
|
class | CurveFitter |
|
class | Datagram |
| An ordered list of data elements, formatted in memory for transmission over a socket or writing to a data file. More...
|
|
class | DatagramGenerator |
| This class defines the abstract interace to any source of datagrams, whether it be from a file or from the net. More...
|
|
class | DatagramGeneratorNet |
| This class provides datagrams one-at-a-time as read directly from the net, via a TCP connection. If a datagram is not available, get_datagram() will block until one is. More...
|
|
class | DatagramInputFile |
| This class can be used to read a binary file that consists of an arbitrary header followed by a number of datagrams. More...
|
|
class | DatagramIterator |
| A class to retrieve the individual data elements previously stored in a Datagram. Elements may be retrieved one at a time; it is up to the caller to know the correct type and order of each element. More...
|
|
class | DatagramSink |
| This class defines the abstract interface to sending datagrams to any target, whether it be into a file or across the net. More...
|
|
class | DatagramSinkNet |
| This class accepts datagrams one-at-a-time and sends them over the net, via a TCP connection. More...
|
|
class | DataGraphTraverser |
| This object supervises the traversal of the data graph and the moving of data from one DataNode to its children. The data graph is used to manage data from input devices, etc. See the overview of the data graph in dataNode.h. More...
|
|
class | DataNode |
| The fundamental type of node for the data graph. The DataNode class is itself primarily intended as an abstract class; it defines no inputs and no outputs. Most kinds of data nodes will derive from this to specify the inputs and outputs in the constructor. More...
|
|
class | DConfig |
| This class emulates the old dconfig-style interface to our Panda config system. It exists only to provide backward-compatible support, and it is used primarily by Python code. For modern code, use the new ConfigVariable* interface instead of this deprecated interface. More...
|
|
class | DecalEffect |
| Applied to a GeomNode to indicate that the children of this GeomNode are coplanar and should be drawn as decals (eliminating Z-fighting). More...
|
|
class | Decompressor |
| This manages run-time decompression of a zlib-compressed stream, as a background or foreground task. More...
|
|
class | DepthOffsetAttrib |
| This is a special kind of attribute that instructs the graphics driver to apply an offset or bias to the generated depth values for rendered polygons, before they are written to the depth buffer. More...
|
|
class | DepthTestAttrib |
| Enables or disables writing to the depth buffer. More...
|
|
class | DepthWriteAttrib |
| Enables or disables writing to the depth buffer. More...
|
|
class | DialNode |
| This is the primary interface to infinite dial type devices associated with a ClientBase. This creates a node that connects to the named dial device, if it exists, and provides hooks to the user to read the state of any of the sequentially numbered dial controls associated with that device. More...
|
|
class | DirectionalLight |
| A light shining from infinitely far away in a particular direction, like sunlight. More...
|
|
class | DisplayInformation |
| This class contains various display information. More...
|
|
struct | DisplayMode |
|
class | DisplayRegion |
| A rectangular subregion within a window for rendering into. Typically, there is one DisplayRegion that covers the whole window, but you may also create smaller DisplayRegions for having different regions within the window that represent different scenes. You may also stack up DisplayRegions like panes of glass, usually for layering 2-d interfaces on top of a 3-d scene. More...
|
|
class | DisplayRegionBase |
| An abstract base class for DisplayRegion, mainly so we can store DisplayRegion pointers in a Camera. More...
|
|
class | DisplayRegionCullCallbackData |
| This specialization on CallbackData is passed when the callback is initiated from the cull traversal, for a DisplayRegion. More...
|
|
class | DisplayRegionDrawCallbackData |
| This specialization on CallbackData is passed when the callback is initiated from the draw traversal, for a DisplayRegion. More...
|
|
class | DisplaySearchParameters |
| Parameters used for searching display capabilities. More...
|
|
class | DocumentSpec |
| A descriptor that refers to a particular version of a document. This includes the URL of the document and its identity tag and last-modified dates. More...
|
|
class | DoubleBitMaskBitMaskNative |
|
class | DoubleBitMaskDoubleBitMaskNative |
|
class | DownloadDb |
| A listing of files within multifiles for management of client-side synchronization with a server-provided set of files. More...
|
|
class | DrawableRegion |
| This is a base class for GraphicsWindow (actually, GraphicsOutput) and DisplayRegion, both of which are conceptually rectangular regions into which drawing commands may be issued. Sometimes you want to deal with a single display region, and sometimes you want to deal with the whole window at once, particularly for issuing clear commands and capturing screenshots. More...
|
|
class | DriveInterface |
| This is a TFormer, similar to Trackball, that moves around a transform matrix in response to mouse input. The basic motion is on a horizontal plane, as if driving a vehicle. More...
|
|
class | DSearchPath |
| This class stores a list of directories that can be searched, in order, to locate a particular file. It is normally constructed by passing it a traditional searchpath-style string, e.g. a list of directory names delimited by spaces or colons, but it can also be built up explicitly. More...
|
|
class | DynamicTextFont |
| A DynamicTextFont is a special TextFont object that rasterizes its glyphs from a standard font file (e.g. a TTF file) on the fly. It requires the FreeType 2.0 library (or any higher, backward-compatible version). More...
|
|
class | DynamicTextGlyph |
| A specialization on TextGlyph that is generated and stored by a DynamicTextFont. This keeps some additional information, such as where the glyph appears on a texture map. More...
|
|
class | DynamicTextPage |
| A single "page" of a DynamicTextFont. This is a single texture that holds a number of glyphs for rendering. The font starts out with one page, and will add more as it needs them. More...
|
|
class | Event |
| A named event, possibly with parameters. Anyone in any thread may throw an event at any time; there will be one process responsible for reading and dispacting on the events (but not necessarily immediately). More...
|
|
class | EventHandler |
| A class to monitor events from the C++ side of things. It maintains a set of "hooks", function pointers assigned to event names, and calls the appropriate hooks when the matching event is detected. More...
|
|
class | EventParameter |
| An optional parameter associated with an event. Each event may have zero or more of these. Each parameter stores a pointer to a TypedWritableReferenceCount object, which of course could be pretty much anything. To store a simple value like a double or a string, the EventParameter constructors transparently use the ParamValue template class from paramValue.h. More...
|
|
class | EventQueue |
| A queue of pending events. As events are thrown, they are added to this queue; eventually, they will be extracted out again by an EventHandler and processed. More...
|
|
class | EventsCallbackData |
|
class | ExecutionEnvironment |
| Encapsulates access to the environment variables and command-line arguments at the time of execution. This is encapsulated to support accessing these things during static init time, which seems to be risky at best. More...
|
|
class | ExternalThread |
| The special "external thread" class. There is one instance of these in the world, and it is returned by Thread::get_external_thread(). More...
|
|
class | Extractor |
| This class automatically extracts the contents of a Multifile to the current directory (or to a specified directory) in the background. More...
|
|
class | FadeLODNode |
| A Level-of-Detail node with alpha based switching. More...
|
|
class | Filename |
| The name of a file, such as a texture file or an Egg file. Stores the full pathname, and includes functions for extracting out the directory prefix part and the file extension and stuff. More...
|
|
class | FileReference |
| Keeps a reference-counted pointer to a file on disk. As long as the FileReference is held, someone presumably has a use for this file. More...
|
|
class | FileStream |
| Implements a C++ stream object suitable for reading from and/or writing to files on disk. This is similar to fstream, but it provides low-level support for Panda's simple-threading implementation (using this interface will block only the current thread, rather than the entire process, on I/O waits). More...
|
|
class | FilterProperties |
|
class | FiniteBoundingVolume |
| A special kind of GeometricBoundingVolume that is known to be finite. It is possible to query this kind of volume for its minimum and maximum extents. More...
|
|
class | FisheyeMaker |
| This class is similar to CardMaker, but instead of generating ordinary cards, it generates a circular rose that represents the projection of a 3-D scene through a fisheye lens. The texture coordinates of the rose are defined so that each 2-D vertex has a 3-D UVW that reflects the corresponding position in 3-D space of that particular vertex. More...
|
|
class | Fog |
| Specifies how atmospheric fog effects are applied to geometry. The Fog object is now a PandaNode, which means it can be used similarly to a Light to define effects relative to a particular coordinate system within the scene graph. More...
|
|
class | FogAttrib |
| Applies a Fog to the geometry at and below this node. More...
|
|
class | FontPool |
| This is the preferred interface for loading fonts for the TextNode system. It is similar to ModelPool and TexturePool in that it unifies references to the same filename. More...
|
|
class | FrameBufferProperties |
| A container for the various kinds of properties we might ask to have on a graphics frameBuffer before we create a GSG. More...
|
|
class | FrameRateMeter |
| This is a special TextNode that automatically updates itself with the current frame rate. It can be placed anywhere in the world where you'd like to see the frame rate. More...
|
|
class | FreetypeFont |
| This is a common base class for both DynamicTextFont and PNMTextMaker. Both of these are utility classes that use the FreeType library to generate glyphs from fonts; this class abstracts out that common wrapper around FreeType. More...
|
|
class | Fstream |
|
class | Geom |
| A container for geometry primitives. This class associates one or more GeomPrimitive objects with a table of vertices defined by a GeomVertexData object. All of the primitives stored in a particular Geom are drawn from the same set of vertices (each primitive uses a subset of all of the vertices in the table), and all of them must be rendered at the same time, in the same graphics state. More...
|
|
class | GeomCacheManager |
| This is used to keep track of, and limit the size of, the cache of munged vertices, which would otherwise be distributed through all of the GeomVertexData objects in the system. More...
|
|
class | GeomContext |
| This is a special class object that holds all the information returned by a particular GSG to indicate the geom's internal context identifier. More...
|
|
class | GeomDrawCallbackData |
| This specialization on CallbackData is passed when the callback is initiated from deep within the draw traversal, for a particular Geom. More...
|
|
class | GeomEnums |
| This class exists just to provide scoping for the various enumerated types used by Geom, GeomVertexData, GeomVertexArrayData, GeomPrimitive, and other related classes. More...
|
|
class | GeometricBoundingVolume |
| This is another abstract class, for a general class of bounding volumes that actually enclose points in 3-d space, such as BSP's and bounding spheres. More...
|
|
class | GeoMipTerrain |
| GeoMipTerrain, meaning Panda3D GeoMipMapping, can convert a heightfield image into a 3D terrain, consisting of several GeomNodes. It uses the GeoMipMapping algorithm, or Geometrical MipMapping, based on the LOD (Level of Detail) algorithm. For more information about the GeoMipMapping algoritm, see this paper, written by Willem H. de Boer: http://flipcode.com/articles/article_geomipmaps.pdf. More...
|
|
class | GeomLines |
| Defines a series of disconnected line segments. More...
|
|
class | GeomLinestrips |
| Defines a series of line strips. More...
|
|
class | GeomNode |
| A node that holds Geom objects, renderable pieces of geometry. This is the primary kind of leaf node in the scene graph; almost all visible objects will be contained in a GeomNode somewhere. More...
|
|
class | GeomPatches |
| Defines a series of "patches", fixed-size groupings of vertices that must be processed by a tessellation shader. More...
|
|
class | GeomPoints |
| Defines a series of disconnected points. More...
|
|
class | GeomPrimitive |
| This is an abstract base class for a family of classes that represent the fundamental geometry primitives that may be stored in a Geom. More...
|
|
class | GeomTextGlyph |
| This is a specialization on Geom for containing a primitive intended to represent a DynamicTextGlyph. Its sole purpose is to maintain the geom count on the glyph, so we can determine the actual usage count on a dynamic glyph (and thus know when it is safe to recycle the glyph). More...
|
|
class | GeomTriangles |
| Defines a series of disconnected triangles. More...
|
|
class | GeomTrifans |
| Defines a series of triangle fans. More...
|
|
class | GeomTristrips |
| Defines a series of triangle strips. More...
|
|
class | GeomVertexAnimationSpec |
| This object describes how the vertex animation, if any, represented in a GeomVertexData is encoded. More...
|
|
class | GeomVertexArrayData |
| This is the data for one array of a GeomVertexData structure. Many GeomVertexData structures will only define one array, with all data elements interleaved (DirectX 8.0 and before insisted on this format); some will define multiple arrays. More...
|
|
class | GeomVertexArrayDataHandle |
| This data object is returned by GeomVertexArrayData::get_handle() or modify_handle(). As long as it exists, the data is locked; when the last of these destructs, the data is unlocked. More...
|
|
class | GeomVertexArrayFormat |
| This describes the structure of a single array within a Geom data. See GeomVertexFormat for the parent class which collects together all of the individual GeomVertexArrayFormat objects. More...
|
|
class | GeomVertexColumn |
| This defines how a single column is interleaved within a vertex array stored within a Geom. The GeomVertexArrayFormat class maintains a list of these to completely define a particular array structure. More...
|
|
class | GeomVertexData |
| This defines the actual numeric vertex data stored in a Geom, in the structure defined by a particular GeomVertexFormat object. More...
|
|
class | GeomVertexFormat |
| This class defines the physical layout of the vertex data stored within a Geom. The layout consists of a list of named columns, each of which has a numeric type and a size. More...
|
|
class | GeomVertexReader |
| This object provides a high-level interface for quickly reading a sequence of numeric values from a vertex table. More...
|
|
class | GeomVertexRewriter |
| This object provides the functionality of both a GeomVertexReader and a GeomVertexWriter, combined together into one convenient package. It is designed for making a single pass over a GeomVertexData object, modifying rows as it goes. More...
|
|
class | GeomVertexWriter |
| This object provides a high-level interface for quickly writing a sequence of numeric values from a vertex table. More...
|
|
class | GlobPattern |
| This class can be used to test for string matches against standard Unix-shell filename globbing conventions. It serves as a portable standin for the Posix fnmatch() call. More...
|
|
class | GraphicsBuffer |
| An offscreen buffer for rendering into. This is similar in function to a GraphicsWindow, except that the output is not visible to the user. More...
|
|
class | GraphicsDevice |
| An abstract device object that is part of Graphics Pipe. This device is set to NULL for OpenGL. But DirectX uses it to take control of multiple windows under single device or multiple devices (i.e. more than one adapters in the machine). More...
|
|
class | GraphicsEngine |
| This class is the main interface to controlling the render process. There is typically only one GraphicsEngine in an application, and it synchronizes rendering to all all of the active windows; although it is possible to have multiple GraphicsEngine objects if multiple synchronicity groups are required. More...
|
|
class | GraphicsOutput |
| This is a base class for the various different classes that represent the result of a frame of rendering. The most common kind of GraphicsOutput is a GraphicsWindow, which is a real-time window on the desktop, but another example is GraphicsBuffer, which is an offscreen buffer. More...
|
|
class | GraphicsOutputBase |
| An abstract base class for GraphicsOutput, for all the usual reasons. More...
|
|
class | GraphicsPipe |
| An object to create GraphicsOutputs that share a particular 3-D API. Normally, there will only be one GraphicsPipe in an application, although it is possible to have multiple of these at once if there are multiple different API's available in the same machine. More...
|
|
class | GraphicsPipeSelection |
| This maintains a list of GraphicsPipes by type that are available for creation. Normally there is one default interactive GraphicsPipe, and possibly other types available as well. More...
|
|
class | GraphicsStateGuardian |
| Encapsulates all the communication with a particular instance of a given rendering backend. Tries to guarantee that redundant state-change requests are not issued (hence "state guardian"). More...
|
|
class | GraphicsStateGuardianBase |
| This is a base class for the GraphicsStateGuardian class, which is itself a base class for the various GSG's for different platforms. This class contains all the function prototypes to support the double-dispatch of GSG to geoms, transitions, etc. It lives in a separate class in its own package so we can avoid circular build dependency problems. More...
|
|
class | GraphicsThreadingModel |
| This represents the user's specification of how a particular frame is handled by the various threads. More...
|
|
class | GraphicsWindow |
| A window, fullscreen or on a desktop, into which a graphics device sends its output for interactive display. More...
|
|
class | GraphicsWindowInputDevice |
| This is a structure representing a single input device that may be associated with a window. Typically this will be a keyboard/mouse pair, and there will be exactly one of these associated with each window, but other variants are possible. More...
|
|
class | GraphicsWindowProcCallbackData |
| This specialization on CallbackData is passed when the callback is initiated from from an implementation of the GraphicsWindowProc class, such as PythonGraphicsWindowProc. More...
|
|
class | HashVal |
| Stores a 128-bit value that represents the hashed contents (typically MD5) of a file or buffer. More...
|
|
class | HeightfieldTesselator |
|
class | HermiteCurve |
| A parametric curve defined by a sequence of control vertices, each with an in and out tangent. More...
|
|
class | Histogram |
| Used to return a pixel histogram in PNMImage::get_histogram(). More...
|
|
class | HTTPDate |
| A container for an HTTP-legal time/date indication. This can accept a string from an HTTP header and will decode it into a C time_t value; conversely, it can accept a time_t value and encode it for output as a string. More...
|
|
class | HTTPEntityTag |
| A container for an "entity tag" from an HTTP server. This is used to identify a particular version of a document or resource, particularly useful for verifying caches. More...
|
|
class | IDecompressStream |
| An input stream object that uses zlib to decompress (inflate) the input from another source stream on-the-fly. More...
|
|
class | IFileStream |
| Implements a C++ stream object suitable for reading from files on disk. This is similar to ifstream, but it provides low-level support for Panda's simple-threading implementation (using this interface will block only the current thread, rather than the entire process, on I/O waits). More...
|
|
class | Ifstream |
|
class | IndexBufferContext |
| This is a special class object that holds all the information returned by a particular GSG to indicate the vertex data array's internal context identifier. More...
|
|
class | InkblotVideo |
| A cellular automaton that generates an amusing pattern of swirling colors. More...
|
|
class | InkblotVideoCursor |
| A cellular automaton that generates an amusing pattern of swirling colors. More...
|
|
class | Interface |
|
class | InternalName |
| Encodes a string name in a hash table, mapping it to a pointer. This is used to tokenify names so they may be used efficiently in low-level Panda structures, for instance to differentiate the multiple sets of texture coordinates that might be stored on a Geom. More...
|
|
class | InternalNameCollection |
|
class | IntersectionBoundingVolume |
| This special bounding volume is the intersection of all of its constituent bounding volumes. More...
|
|
class | Ios |
|
class | IosBase |
| We need to expose one method in each class to force it to publish. But we'd like to expose some of these methods anyway, so no problem. More...
|
|
class | Iostream |
|
class | Istream |
|
class | IStreamWrapper |
| This class provides a locking wrapper around an arbitrary istream pointer. A thread may use this class to perform an atomic seek/read/gcount operation. More...
|
|
class | ISubStream |
| An istream object that presents a subwindow into another istream. The first character read from this stream will be the "start" character from the source istream; just before the file pointer reaches the "end" character, eof is returned. More...
|
|
class | JointVertexTransform |
| This is a specialization on VertexTransform that returns the transform necessary to move vertices as if they were assigned to the indicated joint. The geometry itself should be parented to the scene graph at the level of the character's root joint; that is, it should not be parented under a node directly animated by any joints. More...
|
|
class | KeyboardButton |
| This class is just used as a convenient namespace for grouping all of these handy functions that return buttons which map to standard keyboard keys. More...
|
|
class | Lens |
| A base class for any number of different kinds of lenses, linear and otherwise. Presently, this includes perspective and orthographic lenses. More...
|
|
class | LensNode |
| A node that contains a Lens. The most important example of this kind of node is a Camera, but other kinds of nodes also contain a lens (for instance, a Spotlight). More...
|
|
class | LFrustumd |
|
class | LFrustumf |
|
class | Light |
| The abstract interface to all kinds of lights. The actual light objects also inherit from PandaNode, and can therefore be added to the scene graph at some arbitrary point to define the coordinate system of effect. More...
|
|
class | LightAttrib |
| Indicates which set of lights should be considered "on" to illuminate geometry at this level and below. A LightAttrib can either add lights or remove lights from the total set of "on" lights. More...
|
|
class | LightLensNode |
| A derivative of Light and of Camera. The name might be misleading: it does not directly derive from LensNode, but through the Camera class. The Camera serves no purpose unless shadows are enabled. More...
|
|
class | LightMutex |
|
class | LightMutexDirect |
| This class implements a lightweight Mutex by making direct calls to the underlying implementation layer. It doesn't perform any debugging operations. More...
|
|
class | LightNode |
| A derivative of Light and of PandaNode. All kinds of Light except Spotlight (which must inherit from LensNode instead) inherit from this class. More...
|
|
class | LightRampAttrib |
| A Light Ramp is any unary operator that takes a rendered pixel as input, and adjusts the brightness of that pixel. For example, gamma correction is a kind of light ramp. So is HDR tone mapping. So is cartoon shading. See the constructors for an explanation of each kind of ramp. More...
|
|
class | LightReMutex |
|
class | LightReMutexDirect |
| This class implements a standard lightReMutex by making direct calls to the underlying implementation layer. It doesn't perform any debugging operations. More...
|
|
class | LineSegs |
| Encapsulates creation of a series of connected or disconnected line segments or points, for drawing paths or rays. This class doesn't attempt to be the smartest it could possibly be; it's intended primarily as a visualization and editing tool. More...
|
|
class | LineStream |
| This is a special ostream that writes to a memory buffer, like ostrstream. However, its contents can be continuously extracted as a sequence of lines of text. More...
|
|
class | LinkedListNode |
| This just stores the pointers to implement a doubly-linked list of some kind of object. There are occasions when a hand-rolled linked list is more appropriate than an STL container. More...
|
|
class | LMatrix3d |
| This is a 3-by-3 transform matrix. It typically will represent either a rotation-and-scale (no translation) matrix in 3-d, or a full affine matrix (rotation, scale, translation) in 2-d, e.g. for a texture matrix. More...
|
|
class | LMatrix3f |
| This is a 3-by-3 transform matrix. It typically will represent either a rotation-and-scale (no translation) matrix in 3-d, or a full affine matrix (rotation, scale, translation) in 2-d, e.g. for a texture matrix. More...
|
|
class | LMatrix4d |
| This is a 4-by-4 transform matrix. More...
|
|
class | LMatrix4f |
| This is a 4-by-4 transform matrix. More...
|
|
class | Loader |
| A convenient class for loading models from disk, in bam or egg format (or any of a number of other formats implemented by a LoaderFileType, such as ptloader). More...
|
|
class | LoaderFileType |
| This is the base class for a family of scene-graph file types that the Loader supports. Each kind of loader that's available should define a corresponding LoaderFileType object and register itself. More...
|
|
class | LoaderFileTypeRegistry |
| This class maintains the set of all known LoaderFileTypes in the universe. More...
|
|
class | LoaderOptions |
| Specifies parameters that may be passed to the loader. More...
|
|
class | LODNode |
| A Level-of-Detail node. This selects only one of its children for rendering, according to the distance from the camera and the table indicated in the associated LOD object. More...
|
|
class | LOrientationd |
| This is a unit quaternion representing an orientation. More...
|
|
class | LOrientationf |
| This is a unit quaternion representing an orientation. More...
|
|
class | LParabolad |
| An abstract mathematical description of a parabola, particularly useful for describing arcs of projectiles. More...
|
|
class | LParabolaf |
| An abstract mathematical description of a parabola, particularly useful for describing arcs of projectiles. More...
|
|
class | LPlaned |
| An abstract mathematical description of a plane. A plane is defined by the equation Ax + By + Cz + D = 0. More...
|
|
class | LPlanef |
| An abstract mathematical description of a plane. A plane is defined by the equation Ax + By + Cz + D = 0. More...
|
|
class | LPoint2d |
| This is a two-component point in space. More...
|
|
class | LPoint2f |
| This is a two-component point in space. More...
|
|
class | LPoint2i |
| This is a two-component point in space. More...
|
|
class | LPoint3d |
| This is a three-component point in space (as opposed to a three-component vector, which represents a direction and a distance). Some of the methods are slightly different between LPoint3 and LVector3; in particular, subtraction of two points yields a vector, while addition of a vector and a point yields a point. More...
|
|
class | LPoint3f |
| This is a three-component point in space (as opposed to a three-component vector, which represents a direction and a distance). Some of the methods are slightly different between LPoint3 and LVector3; in particular, subtraction of two points yields a vector, while addition of a vector and a point yields a point. More...
|
|
class | LPoint3i |
| This is a three-component point in space (as opposed to a three-component vector, which represents a direction and a distance). Some of the methods are slightly different between LPoint3 and LVector3; in particular, subtraction of two points yields a vector, while addition of a vector and a point yields a point. More...
|
|
class | LPoint4d |
| This is a four-component point in space. More...
|
|
class | LPoint4f |
| This is a four-component point in space. More...
|
|
class | LPoint4i |
| This is a four-component point in space. More...
|
|
class | LQuaterniond |
| This is the base quaternion class. More...
|
|
class | LQuaternionf |
| This is the base quaternion class. More...
|
|
class | LRotationd |
| This is a unit quaternion representing a rotation. More...
|
|
class | LRotationf |
| This is a unit quaternion representing a rotation. More...
|
|
class | LVecBase2d |
| This is the base class for all two-component vectors and points. More...
|
|
class | LVecBase2f |
| This is the base class for all two-component vectors and points. More...
|
|
class | LVecBase2i |
| This is the base class for all two-component vectors and points. More...
|
|
class | LVecBase3d |
| This is the base class for all three-component vectors and points. More...
|
|
class | LVecBase3f |
| This is the base class for all three-component vectors and points. More...
|
|
class | LVecBase3i |
| This is the base class for all three-component vectors and points. More...
|
|
class | LVecBase4d |
| This is the base class for all three-component vectors and points. More...
|
|
class | LVecBase4f |
| This is the base class for all three-component vectors and points. More...
|
|
class | LVecBase4i |
| This is the base class for all three-component vectors and points. More...
|
|
class | LVector2d |
| This is a two-component vector offset. More...
|
|
class | LVector2f |
| This is a two-component vector offset. More...
|
|
class | LVector2i |
| This is a two-component vector offset. More...
|
|
class | LVector3d |
| This is a three-component vector distance (as opposed to a three-component point, which represents a particular point in space). Some of the methods are slightly different between LPoint3 and LVector3; in particular, subtraction of two points yields a vector, while addition of a vector and a point yields a point. More...
|
|
class | LVector3f |
| This is a three-component vector distance (as opposed to a three-component point, which represents a particular point in space). Some of the methods are slightly different between LPoint3 and LVector3; in particular, subtraction of two points yields a vector, while addition of a vector and a point yields a point. More...
|
|
class | LVector3i |
| This is a three-component vector distance (as opposed to a three-component point, which represents a particular point in space). Some of the methods are slightly different between LPoint3 and LVector3; in particular, subtraction of two points yields a vector, while addition of a vector and a point yields a point. More...
|
|
class | LVector4d |
| This is a four-component vector distance. More...
|
|
class | LVector4f |
| This is a four-component vector distance. More...
|
|
class | LVector4i |
| This is a four-component vector distance. More...
|
|
class | MainThread |
| The special "main thread" class. There is one instance of these in the world, and it is returned by Thread::get_main_thread(). More...
|
|
class | Material |
| Defines the way an object appears in the presence of lighting. A material is only necessary if lighting is to be enabled; otherwise, the material isn't used. More...
|
|
class | MaterialAttrib |
| Indicates which, if any, material should be applied to geometry. The material is used primarily to control lighting effects, and isn't necessary (or useful) in the absence of lighting. More...
|
|
class | MaterialCollection |
|
class | MaterialPool |
| The MaterialPool (there is only one in the universe) serves to unify different pointers to the same Material, so we do not (a) waste memory with many different Material objects that are all equivalent, and (b) waste time switching the graphics engine between different Material states that are really the same thing. More...
|
|
class | MathNumbers |
|
class | MatrixLens |
| A completely generic linear lens. This is provided for the benefit of low-level code that wants to specify a perspective or orthographic frustum via an explicit projection matrix, but not mess around with fov's or focal lengths or any of that nonsense. More...
|
|
class | MemoryBase |
| This class is intended to be the base class of all objects in Panda that might be allocated and deleted via the new and delete operators. It redefines these operators to provide some memory tracking support. More...
|
|
class | MemoryHook |
| This class provides a wrapper around the various possible malloc schemes Panda might employ. It also exists to allow the MemoryUsage class in Panda to insert callback hooks to track the size of allocated pointers. More...
|
|
class | MemoryUsage |
| This class is used strictly for debugging purposes, specifically for tracking memory leaks of reference-counted objects: it keeps a record of every such object currently allocated. More...
|
|
class | MemoryUsagePointers |
| This is a list of pointers returned by a MemoryUsage object in response to some query. More...
|
|
class | Mersenne |
|
class | MeshDrawer |
| Mesh drawer creates a single geom object that can be shaped with different draw commands. This is an efficient way to render bunch of billboards, particles, fast changing triangles. Its implemented by recycling same geom over and over again. Max budget specifies how many triangles are allowed. Some uses of this class can be : particle system, radar icons, health bars, 2d icons, 2d ui, bullets, missile trails. Any that can be drawn with triangles can be drawn with this class. At the low level this uses the GeomVertexRewriter's. The internal geom consists of vertex, normal, uv and color channels. More...
|
|
class | MeshDrawer2D |
| This class allows the drawing of 2d objects - mainly based on quads and rectangles. Allows clipping and serverl high level UI theme functions. More...
|
|
class | MicrophoneAudio |
| Class MicrophoneAudio provides the means to read raw audio samples from a microphone. More...
|
|
class | ModelFlattenRequest |
| This class object manages a single asynchronous request to flatten a model. The model will be duplicated and flattened in a sub-thread (if threading is available), without affecting the original model; and when the result is done it may be retrieved from this object. More...
|
|
class | ModelLoadRequest |
| A class object that manages a single asynchronous model load request. Create a new ModelLoadRequest, and add it to the loader via load_async(), to begin an asynchronous load. More...
|
|
class | ModelNode |
| This node is placed at key points within the scene graph to indicate the roots of "models": subtrees that are conceptually to be treated as a single unit, like a car or a room, for instance. It doesn't affect rendering or any other operations; it's primarily useful as a high-level model indication. More...
|
|
class | ModelPool |
| This class unifies all references to the same filename, so that multiple attempts to load the same model will return the same pointer. Note that the default behavior is thus to make instances: use with caution. Use the copy_subgraph() method on Node (or use NodePath::copy_to) to make modifiable copies of the node. More...
|
|
class | ModelReference |
| This class is used to unify references to the same model. More...
|
|
class | ModelRoot |
| A node of this type is created automatically at the root of each model file that is loaded. It may eventually contain some information about the contents of the model; at the moment, it contains no special information, but can be used as a flag to indicate the presence of a loaded model file. More...
|
|
class | ModelSaveRequest |
| A class object that manages a single asynchronous model save request. Create a new ModelSaveRequest, and add it to the loader via save_async(), to begin an asynchronous save. More...
|
|
class | ModifierButtons |
| This class monitors the state of a number of individual buttons and tracks whether each button is known to be down or up. More...
|
|
class | MouseAndKeyboard |
| Reads the mouse and/or keyboard data sent from a GraphicsWindow, and transmits it down the data graph. More...
|
|
class | MouseButton |
| This class is just used as a convenient namespace for grouping all of these handy functions that return buttons which map to standard mouse buttons. More...
|
|
class | MouseData |
| Holds the data that might be generated by a 2-d pointer input device, such as the mouse in the GraphicsWindow. More...
|
|
class | MouseInterfaceNode |
| This is the base class for some classes that monitor the mouse and keyboard input and perform some action due to their state. More...
|
|
class | MouseRecorder |
| This object records any data generated by a particular MouseAndKeyboard node on the datagraph for a session for eventual playback via a DataGraphPlayback (and a PlaybackController). To use it, make it a child of the node you wish to record. It also serves as a pass-through, so that additional child nodes may be parented directly to it. More...
|
|
class | MouseSubregion |
| The MouseSubregion object scales the mouse inputs from within a rectangular region of the screen, as if they were the full-screen inputs. More...
|
|
class | MouseWatcher |
| This TFormer maintains a list of rectangular regions on the screen that are considered special mouse regions; typically these will be click buttons. When the mouse passes in or out of one of these regions, or when a button is clicked while the mouse is in one of these regions, an event is thrown. More...
|
|
class | MouseWatcherBase |
| This represents a collection of MouseWatcherRegions that may be managed as a group. This is the base class for both MouseWatcherGroup and MouseWatcher, and exists so that we don't have to make MouseWatcher inherit from ReferenceCount more than once. More...
|
|
class | MouseWatcherGroup |
| This represents a collection of MouseWatcherRegions that may be managed as a group. The implementation for this is in MouseWatcherBase; this class exists so that we can inherit from ReferenceCount. More...
|
|
class | MouseWatcherParameter |
| This is sent along as a parameter to most events generated for a region to indicate the mouse and button state for the event. More...
|
|
class | MouseWatcherRegion |
| This is the class that defines a rectangular region on the screen for the MouseWatcher. More...
|
|
class | MovieAudio |
| A MovieAudio is actually any source that provides a sequence of audio samples. That could include an AVI file, a microphone, or an internet TV station. More...
|
|
class | MovieAudioCursor |
| A MovieAudio is actually any source that provides a sequence of audio samples. That could include an AVI file, a microphone, or an internet TV station. A MovieAudioCursor is a handle that lets you read data sequentially from a MovieAudio. More...
|
|
class | MovieTexture |
| A texture that fetches video frames from an underlying object of class Movie. More...
|
|
class | MovieVideo |
| A MovieVideo is actually any source that provides a sequence of video frames. That could include an AVI file, a digital camera, or an internet TV station. More...
|
|
class | MovieVideoCursor |
| A MovieVideo is actually any source that provides a sequence of video frames. That could include an AVI file, a digital camera, or an internet TV station. A MovieVideoCursor is a handle that lets you read data sequentially from a MovieVideo. More...
|
|
class | MovingPartACMatrixSwitchType |
|
class | MovingPartACScalarSwitchType |
|
class | MovingPartBase |
| This is the base class for a single animatable piece that may be bound to one channel (or more, if blending is in effect). It corresponds to, for instance, a single joint or slider of a character. More...
|
|
class | MovingPartMatrix |
| This is a particular kind of MovingPart that accepts a matrix each frame. More...
|
|
class | MovingPartScalar |
| This is a particular kind of MovingPart that accepts a scalar each frame. More...
|
|
class | Multifile |
| A file that contains a set of files. More...
|
|
class | MultiplexStream |
| This is a special ostream that forwards the data that is written to it to any number of other sources, for instance other ostreams, or explicitly to a disk file or to system logging utilities. It's a very handy thing to set Notify to refer to when running in batch mode. More...
|
|
class | MultitexReducer |
| This object presents an interface for generating new texture images that represent the combined images from one or more individual textures, reproducing certain kinds of multitexture effects without depending on multitexture support in the hardware. More...
|
|
class | Mutex |
|
class | MutexDirect |
| This class implements a standard mutex by making direct calls to the underlying implementation layer. It doesn't perform any debugging operations. More...
|
|
class | Namable |
| A base class for all things which can have a name. The name is either empty or nonempty, but it is never NULL. More...
|
|
class | NativeWindowHandle |
| This subclass of WindowHandle exists to allow simple creation of a WindowHandle of the appropriate type to the current OS. More...
|
|
class | NetAddress |
|
class | NetDatagram |
| A specific kind of Datagram, especially for sending across or receiving from a network. It's different only in that it knows which Connection and/or NetAddress it is to be sent to or was received from. More...
|
|
class | NeverFreeMemory |
| This class is used to allocate bytes of memory from a pool that is never intended to be freed. It is particularly useful to support DeletedChain, which allocates memory in just such a fashion. More...
|
|
class | NodeCachedReferenceCount |
| This class further specializes CachedTypedWritableReferenceCount to also add a node_ref_count, for the purposes of counting the number of times the object is referenced by a "node", presumably a PandaNode. More...
|
|
class | NodeCullCallbackData |
| This kind of CallbackData is passed to the CallbackObject added to CallbackNode:set_cull_callback(). More...
|
|
class | NodePath |
| NodePath is the fundamental system for disambiguating instances, and also provides a higher-level interface for manipulating the scene graph. More...
|
|
class | NodePathCollection |
| This is a set of zero or more NodePaths. It's handy for returning from functions that need to return multiple NodePaths (for instance, NodePaths::get_children). More...
|
|
class | NodeReferenceCount |
| This class specializes ReferenceCount to add an additional counter, called node_ref_count, for the purposes of counting the number of times the object is referenced by a "node", whatever that may mean in context. More...
|
|
class | NodeVertexTransform |
| This VertexTransform gets its matrix from the Transform stored on a node. It can also compose its node's transform with another VertexTransform, allowing you to build up a chain of NodeVertexTransforms that represent a list of composed matrices. More...
|
|
class | Notify |
| An object that handles general error reporting to the user. It contains a pointer to an ostream, initially cerr, which can be reset at will to point to different output devices, according to the needs of the application. All output generated within Panda should vector through the Notify ostream. More...
|
|
class | NotifyCategory |
| A particular category of error messages. Typically there will be one of these per package, so that we can turn on or off error messages at least at a package level; further nested categories can be created within a package if a finer grain of control is required. More...
|
|
class | NurbsCurve |
| A Nonuniform Rational B-Spline. More...
|
|
class | NurbsCurveEvaluator |
| This class is an abstraction for evaluating NURBS curves. It accepts an array of vertices, each of which may be in a different coordinate space (as defined by a NodePath), as well as an optional knot vector. More...
|
|
class | NurbsCurveInterface |
| This abstract class defines the interface only for a Nurbs-style curve, with knots and coordinates in homogeneous space. More...
|
|
class | NurbsCurveResult |
| The result of a NurbsCurveEvaluator. This object represents a curve in a particular coordinate space. It can return the point and/or tangent to the curve at any point. More...
|
|
class | NurbsSurfaceEvaluator |
| This class is an abstraction for evaluating NURBS surfaces. It accepts an array of vertices, each of which may be in a different coordinate space (as defined by a NodePath), as well as an optional knot vector. More...
|
|
class | NurbsSurfaceResult |
| The result of a NurbsSurfaceEvaluator. This object represents a surface in a particular coordinate space. It can return the point and/or normal to the surface at any point. More...
|
|
class | OccluderEffect |
| This functions similarly to a LightAttrib or ClipPlaneAttrib. It indicates the set of occluders that modify the geometry at this level and below. Unlike a ClipPlaneAttrib, an OccluderEffect takes effect immediately when it is encountered during traversal, and thus can only add occluders; it may not remove them. More...
|
|
class | OccluderNode |
| A node in the scene graph that can hold an occluder polygon, which must be a rectangle. When the occluder is activated with something like render.set_occluder(), then objects whose bouding volume lies entirely behind the occluder will not be rendered. More...
|
|
class | OCompressStream |
| An input stream object that uses zlib to compress (deflate) data to another destination stream on-the-fly. More...
|
|
class | OFileStream |
| Implements a C++ stream object suitable for writing to files on disk. This is similar to ofstream, but it provides low-level support for Panda's simple-threading implementation (using this interface will block only the current thread, rather than the entire process, on I/O waits). More...
|
|
class | Ofstream |
|
class | OmniBoundingVolume |
| This is a special kind of GeometricBoundingVolume that fills all of space. More...
|
|
class | OrthographicLens |
| An orthographic lens. Although this kind of lens is linear, like a PerspectiveLens, it doesn't respect field-of-view or focal length parameters, and adjusting these will have no effect. Instead, its field of view is controlled by adjusting the film_size; the orthographic lens represents a planar projection onto its imaginary film of the specified size, hanging in space. More...
|
|
class | OSHandle |
| This internal pointer within WindowHandle stores the actual OS-specific window handle type, whatever type that is. It is subclassed for each OS. More...
|
|
class | Ostream |
|
class | OStreamWrapper |
| This class provides a locking wrapper around an arbitrary ostream pointer. A thread may use this class to perform an atomic seek/write operation. More...
|
|
class | OSubStream |
| An ostream object that presents a subwindow into another ostream. The first character written to this stream will be the "start" character in the dest istream; no characters may be written to character "end" or later (unless end is zero). More...
|
|
class | PandaNode |
| A basic node of the scene graph or data graph. This is the base class of all specialized nodes, and also serves as a generic node with no special properties. More...
|
|
class | PandaSystem |
| This class is used as a namespace to group several global properties of Panda. Application developers can use this class to query the runtime version or capabilities of the current Panda environment. More...
|
|
class | ParametricCurve |
| A virtual base class for parametric curves. This encapsulates all curves in 3-d space defined for a single parameter t in the range [0,get_max_t()]. More...
|
|
class | ParametricCurveCollection |
| This is a set of zero or more ParametricCurves, which may or may not be related. If they are related, the set should contain no more than one XYZ curve, no more than one HPR curve, and zero or more Timewarp curves, which can then be evaluated as a unit to return a single transformation matrix for a given unit of time. More...
|
|
class | ParamNodePath |
| A class object for storing a NodePath as a parameter. More...
|
|
class | ParamTextureImage |
| A class object for storing a pointer to a Texture along with a set of properties that indicates which image to bind to a shader input. More...
|
|
class | ParamTextureSampler |
| A class object for storing a pointer to a Texture along with a sampler state that indicates how to to sample the given texture. More...
|
|
class | ParamTypedRefCount |
| A class object for storing specifically objects of type TypedReferenceCount, which is different than TypedWritableReferenceCount. More...
|
|
class | ParamValueBase |
| A non-template base class of ParamValue (below), which serves mainly to define the placeholder for the virtual output function. More...
|
|
class | ParamValueLMatrix3d |
|
class | ParamValueLMatrix3f |
|
class | ParamValueLMatrix4d |
|
class | ParamValueLMatrix4f |
|
class | ParamValueLVecBase2d |
|
class | ParamValueLVecBase2f |
|
class | ParamValueLVecBase2i |
|
class | ParamValueLVecBase3d |
|
class | ParamValueLVecBase3f |
|
class | ParamValueLVecBase3i |
|
class | ParamValueLVecBase4d |
|
class | ParamValueLVecBase4f |
|
class | ParamValueLVecBase4i |
|
class | ParamValueString |
|
class | ParamValueWstring |
|
class | ParasiteBuffer |
| This is a special GraphicsOutput type that acts a lot like a GraphicsBuffer, effectively allowing rendering to an offscreen buffer, except it does not create any framebuffer space for itself. Instead, it renders into the framebuffer owned by some other GraphicsOutput. More...
|
|
class | PartBundle |
| This is the root of a MovingPart hierarchy. It defines the hierarchy of moving parts that make up an animatable object. More...
|
|
class | PartBundleHandle |
| This is a trivial class returned by PartBundleNode::get_bundle(). Its purpose is to hold the actual PartBundle pointer contained within the PartBundleNode, so that scene graph flatten operations can safely combine or duplicate PartBundles as necessary without affecting high-level bundle operations. More...
|
|
class | PartBundleNode |
| This is a node that contains a pointer to an PartBundle. Like AnimBundleNode, it exists to make it easy to store PartBundles in the scene graph. More...
|
|
class | PartGroup |
| This is the base class for PartRoot and MovingPart. It defines a hierarchy of MovingParts. More...
|
|
class | PartSubset |
| This class is used to define a subset of part names to apply to the PartBundle::bind_anim() operation. Only those part names within the subset will be included in the bind. More...
|
|
class | PerlinNoise |
| This is the base class for PerlinNoise2 and PerlinNoise3, different dimensions of Perlin noise implementation. The base class just collects the common functionality. More...
|
|
class | PerlinNoise2 |
| This class provides an implementation of Perlin noise for 2 variables. This code is loosely based on the reference implementation at http://mrl.nyu.edu/~perlin/noise/ . More...
|
|
class | PerlinNoise3 |
| This class provides an implementation of Perlin noise for 3 variables. This code is loosely based on the reference implementation at http://mrl.nyu.edu/~perlin/noise/ . More...
|
|
class | PerspectiveLens |
| A perspective-type lens: a normal camera. More...
|
|
class | PfmFile |
| Defines a pfm file, a 2-d table of floating-point numbers, either 3-component or 1-component, or with a special extension, 2- or 4-component. More...
|
|
class | PfmVizzer |
| This class aids in the visualization and manipulation of PfmFile objects. More...
|
|
class | PGButton |
| This is a particular kind of PGItem that is specialized to behave like a normal button object. It keeps track of its own state, and handles mouse events sensibly. More...
|
|
class | PGButtonNotify |
| Objects that inherit from this class can receive notify messages when a slider bar moves or otherwise is reconfigured. More...
|
|
class | PGEntry |
| This is a particular kind of PGItem that handles simple one-line or short multi-line text entries, of the sort where the user can type any string. More...
|
|
class | PGFrameStyle |
|
class | PGItem |
| This is the base class for all the various kinds of gui widget objects. More...
|
|
class | PGMouseWatcherBackground |
| This is a special kind of MouseWatcherRegion that doesn't have a rectangle and is never active, but just quietly listens for keypresses and sends them to all the PGItems with background focus. More...
|
|
class | PGMouseWatcherParameter |
| This specialization on MouseWatcherParameter allows us to tag on additional elements to events for the gui system, and also inherits from TypedWritableReferenceCount so we can attach this thing to an event. More...
|
|
class | PGScrollFrame |
| This is a special kind of frame that pretends to be much larger than it actually is. You can scroll through the frame, as if you're looking through a window at the larger frame beneath. All children of this frame node are scrolled and clipped as if they were children of the larger, virtual frame. More...
|
|
class | PGSliderBar |
| This is a particular kind of PGItem that draws a little bar with a slider that moves from left to right indicating a value between the ranges. More...
|
|
class | PGSliderBarNotify |
| Objects that inherit from this class can receive notify messages when a slider bar moves or otherwise is reconfigured. More...
|
|
class | PGTop |
| The "top" node of the new Panda GUI system. This node must be parented to the 2-d scene graph, and all PG objects should be parented to this node or somewhere below it. PG objects not parented within this hierarchy will not be clickable. More...
|
|
class | PGVirtualFrame |
| This represents a frame that is rendered as a window onto another (possibly much larger) canvas. You can only see the portion of the canvas that is below the window at any given time. More...
|
|
class | PGWaitBar |
| This is a particular kind of PGItem that draws a little bar that fills from left to right to indicate a slow process gradually completing, like a traditional "wait, loading" bar. More...
|
|
class | PiecewiseCurve |
| A PiecewiseCurve is a curve made up of several curve segments, connected in a head-to-tail fashion. The length of each curve segment in parametric space is definable. More...
|
|
class | PipeOcclusionCullTraverser |
| This specialization of CullTraverser uses the graphics pipe itself to perform occlusion culling. As such, it's likely to be inefficient (since it interferes with the pipe's normal mode of rendering), and is mainly useful to test other, CPU-based occlusion algorithms. More...
|
|
struct | Pixel |
|
class | PixelSpec |
| Contains a single pixel specification used in compute_histogram() and make_histogram(). Note that pixels are stored by integer value, not by floating-point scaled value. More...
|
|
class | PixelSpecCount |
| Associates a pixel specification with an appearance count, for use in Histogram, below. More...
|
|
class | PlaneNode |
| A node that contains a plane. This is most often used as a clipping plane, but it can serve other purposes as well; whenever a plane is needed to be defined in some coordinate space in the world. More...
|
|
class | PNMBrush |
| This class is used to control the shape and color of the drawing operations performed by a PNMPainter object. More...
|
|
class | PNMFileType |
| This is the base class of a family of classes that represent particular image file types that PNMImage supports. More...
|
|
class | PNMFileTypeRegistry |
| This class maintains the set of all known PNMFileTypes in the universe. More...
|
|
class | PNMImage |
| The name of this class derives from the fact that we originally implemented it as a layer on top of the "pnm library", based on netpbm, which was built to implement pbm, pgm, and pbm files, and is the underlying support of a number of public-domain image file converters. Nowadays we are no longer derived directly from the pnm library, mainly to allow support of C++ iostreams instead of the C stdio FILE interface. More...
|
|
class | PNMImageHeader |
| This is the base class of PNMImage, PNMReader, and PNMWriter. It encapsulates all the information associated with an image that describes its size, number of channels, etc; that is, all the information about the image except the image data itself. It's the sort of information you typically read from the image file's header. More...
|
|
class | PNMPainter |
| This class provides a number of convenient methods for painting drawings directly into a PNMImage. More...
|
|
class | PNMTextGlyph |
| A single glyph in a PNMTextMaker. More...
|
|
class | PNMTextMaker |
| This object uses the Freetype library to generate text directly into an image. It is different from the TextNode/DynamicTextFont interface, which use the Freetype library to generate text in the scene graph, to be rendered onscreen via the Panda render traversal. More...
|
|
class | PointerEventList |
| Records a set of pointer events that happened recently. This class is usually used only in the data graph, to transmit the recent pointer presses, but it may be used anywhere a list of PointerEvents is desired. More...
|
|
class | PointerToArrayBaseDouble |
|
class | PointerToArrayBaseFloat |
|
class | PointerToArrayBaseInt |
|
class | PointerToArrayBaseLMatrix3d |
|
class | PointerToArrayBaseLMatrix3f |
|
class | PointerToArrayBaseLVecBase2d |
|
class | PointerToArrayBaseLVecBase2f |
|
class | PointerToArrayBaseLVecBase2i |
|
class | PointerToArrayBaseLVecBase3d |
|
class | PointerToArrayBaseLVecBase3f |
|
class | PointerToArrayBaseLVecBase3i |
|
class | PointerToArrayBaseUnalignedLMatrix4d |
|
class | PointerToArrayBaseUnalignedLMatrix4f |
|
class | PointerToArrayBaseUnalignedLVecBase4d |
|
class | PointerToArrayBaseUnalignedLVecBase4f |
|
class | PointerToArrayBaseUnalignedLVecBase4i |
|
class | PointerToArrayBaseUnsignedChar |
|
class | PointerToArrayBaseUshort |
|
class | PointerToArrayDouble |
|
class | PointerToArrayFloat |
|
class | PointerToArrayInt |
|
class | PointerToArrayLMatrix3d |
|
class | PointerToArrayLMatrix3f |
|
class | PointerToArrayLVecBase2d |
|
class | PointerToArrayLVecBase2f |
|
class | PointerToArrayLVecBase2i |
|
class | PointerToArrayLVecBase3d |
|
class | PointerToArrayLVecBase3f |
|
class | PointerToArrayLVecBase3i |
|
class | PointerToArrayUnalignedLMatrix4d |
|
class | PointerToArrayUnalignedLMatrix4f |
|
class | PointerToArrayUnalignedLVecBase4d |
|
class | PointerToArrayUnalignedLVecBase4f |
|
class | PointerToArrayUnalignedLVecBase4i |
|
class | PointerToArrayUnsignedChar |
|
class | PointerToArrayUshort |
|
class | PointerToBaseConnection |
|
class | PointerToBaseReferenceCountedVectorDouble |
|
class | PointerToBaseReferenceCountedVectorFloat |
|
class | PointerToBaseReferenceCountedVectorInt |
|
class | PointerToBaseReferenceCountedVectorLMatrix3d |
|
class | PointerToBaseReferenceCountedVectorLMatrix3f |
|
class | PointerToBaseReferenceCountedVectorLVecBase2d |
|
class | PointerToBaseReferenceCountedVectorLVecBase2f |
|
class | PointerToBaseReferenceCountedVectorLVecBase2i |
|
class | PointerToBaseReferenceCountedVectorLVecBase3d |
|
class | PointerToBaseReferenceCountedVectorLVecBase3f |
|
class | PointerToBaseReferenceCountedVectorLVecBase3i |
|
class | PointerToBaseReferenceCountedVectorUnalignedLMatrix4d |
|
class | PointerToBaseReferenceCountedVectorUnalignedLMatrix4f |
|
class | PointerToBaseReferenceCountedVectorUnalignedLVecBase4d |
|
class | PointerToBaseReferenceCountedVectorUnalignedLVecBase4f |
|
class | PointerToBaseReferenceCountedVectorUnalignedLVecBase4i |
|
class | PointerToBaseReferenceCountedVectorUnsignedChar |
|
class | PointerToBaseReferenceCountedVectorUshort |
|
class | PointerToConnection |
|
class | PointerToVoid |
| This is the non-template part of the base class for PointerTo and ConstPointerTo. It is necessary so we can keep a pointer to a non-template class within the ReferenceCount object, to implement weak reference pointers–we need to have something to clean up when the ReferenceCount object destructs. More...
|
|
class | PointLight |
| A light originating from a single point in space, and shining in all directions. More...
|
|
class | PolylightEffect |
| A PolylightEffect can be used on a node to define a LightGroup for that node. A LightGroup contains PolylightNodes which are essentially nodes that add color to the polygons of a model based on distance. PolylightNode is a cheap way to get lighting effects specially for night scenes. More...
|
|
class | PolylightNode |
| A PolylightNode. More...
|
|
class | PortalNode |
| A node in the scene graph that can hold a Portal Polygon, which is a rectangle. Other types of polygons are not supported for now. It also holds a PT(PandaNode) Cell that this portal is connected to. More...
|
|
class | PreparedGraphicsObjects |
| A table of objects that are saved within the graphics context for reference by handle later. Generally, this represents things like OpenGL texture objects or display lists (or their equivalent on other platforms). More...
|
|
class | ProfileTimer |
|
More...
|
|
class | PropertiesCallbackData |
|
class | PStatClient |
|
class | PStatCollector |
| A lightweight class that represents a single element that may be timed and/or counted via stats. More...
|
|
class | PStatCollectorForward |
| This class serves as a cheap forward reference to a PStatCollector, so that classes that are defined before the pstats module may access the PStatCollector. More...
|
|
class | PStatCollectorForwardBase |
| This class serves as a cheap forward reference to a PStatCollector, which is defined in the pstatclient module (and is not directly accessible here in the express module). More...
|
|
class | PStatsCallback |
| This class allows integration with PStats, particularly in the SIMPLE_THREADS case. More...
|
|
class | PStatThread |
| A lightweight class that represents a single thread of execution to PStats. It corresponds one-to-one with Panda's Thread instance. More...
|
|
class | PythonCallbackObject |
| This is a specialization on CallbackObject to allow a callback to directly call an arbitarary Python function. Powerful! But use with caution. More...
|
|
class | PythonTask |
| This class exists to allow association of a Python function with the AsyncTaskManager. More...
|
|
class | PythonThread |
| This class is exposed to Python to allow creation of a Panda thread from the Python level. It will spawn a thread that executes an arbitrary Python functor. More...
|
|
class | QueuedConnectionListener |
| This flavor of ConnectionListener will queue up all of the TCP connections it established for later detection by the client code. More...
|
|
class | QueuedConnectionManager |
| This flavor of ConnectionManager will queue up all of the reset-connection messages from the ConnectionReaders and ConnectionWriters and report them to the client on demand. More...
|
|
class | QueuedConnectionReader |
| This flavor of ConnectionReader will read from its sockets and queue up all of the datagrams read for later receipt by the client code. This class is useful for client code that doesn't want to deal with threading and is willing to poll for datagrams at its convenience. More...
|
|
class | QueuedReturnConnectionListenerData |
|
class | QueuedReturnDatagram |
|
class | QueuedReturnNetDatagram |
|
class | QueuedReturnPointerToConnection |
|
class | Ramfile |
| An in-memory buffer specifically designed for downloading files to memory. More...
|
|
class | Randomizer |
| A handy class to return random numbers. More...
|
|
class | RecentConnectionReader |
| This flavor of ConnectionReader will read from its sockets and retain only the single most recent datagram for inspection by client code. It's useful particularly for reading telemetry-type data from UDP sockets where you don't care about getting every last socket, and in fact if the sockets are coming too fast you'd prefer to skip some of them. More...
|
|
class | RecorderBase |
| This is the base class to a number of objects that record particular kinds of user input (like a MouseRecorder) to use in conjunction with a RecorderController to record the user's inputs for a session. More...
|
|
class | RecorderController |
| This object manages the process of recording the user's runtime inputs to a bam file so that the session can be recreated later. More...
|
|
class | ReferenceCount |
| A base class for all things that want to be reference-counted. ReferenceCount works in conjunction with PointerTo to automatically delete objects when the last pointer to them goes away. More...
|
|
class | ReMutex |
|
class | ReMutexDirect |
| This class implements a standard reMutex by making direct calls to the underlying implementation layer. It doesn't perform any debugging operations. More...
|
|
class | RenderAttrib |
| This is the base class for a number of render attributes (other than transform) that may be set on scene graph nodes to control the appearance of geometry. This includes TextureAttrib, ColorAttrib, etc. More...
|
|
class | RenderAttribRegistry |
| This class is used to associate each RenderAttrib with a different slot index at runtime, so we can store a list of RenderAttribs in the RenderState object, and very quickly look them up by type. More...
|
|
class | RenderCallbackData |
|
class | RenderEffect |
| This is the base class for a number of special render effects that may be set on scene graph nodes to change the way they render. This includes BillboardEffect, DecalEffect, etc. More...
|
|
class | RenderEffects |
| This represents a unique collection of RenderEffect objects that correspond to a particular renderable state. More...
|
|
class | RenderModeAttrib |
| Specifies how polygons are to be drawn. More...
|
|
class | RenderState |
| This represents a unique collection of RenderAttrib objects that correspond to a particular renderable state. More...
|
|
class | RescaleNormalAttrib |
| Specifies how polygons are to be drawn. More...
|
|
class | Results |
|
class | RigidBodyCombiner |
| This is a special node that combines multiple independently-moving rigid nodes into one Geom internally (or as few Geoms as possible), for the purposes of improving rendering performance. More...
|
|
class | RopeNode |
| This class draws a visible representation of the NURBS curve stored in its NurbsCurveEvaluator. It automatically recomputes the curve every frame. More...
|
|
class | Row |
| These helper classes are used to support two-level operator []. More...
|
|
class | SamplerState |
| Represents a set of settings that indicate how a texture is sampled. This can be used to sample the same texture using different settings in different places. More...
|
|
class | SavedContext |
| This is the base class for all GSG-specific context objects, such as TextureContext and GeomContext. It exists mainly to provide some structural organization. More...
|
|
class | SceneGraphAnalyzer |
| A handy class that can scrub over a scene graph and collect interesting statistics on it. More...
|
|
class | SceneGraphAnalyzerMeter |
| This is a special TextNode that automatically updates itself with output from a SceneGraphAnalyzer instance. It can be placed anywhere in the world where you'd like to see the output from SceneGraphAnalyzer. More...
|
|
class | SceneGraphReducer |
| An interface for simplifying ("flattening") scene graphs by eliminating unneeded nodes and collapsing out unneeded state changes and transforms. More...
|
|
class | SceneSetup |
| This object holds the camera position, etc., and other general setup information for rendering a particular scene. More...
|
|
class | ScissorAttrib |
| This restricts rendering to within a rectangular region of the scene, without otherwise affecting the viewport or lens properties. Geometry that falls outside the scissor region is not rendered. It is akin to the OpenGL glScissor() function. More...
|
|
class | ScissorEffect |
| This provides a higher-level wrapper around ScissorAttrib. It allows for the scissor region to be defined via points relative to the current node, and also performs culling based on the scissor region. More...
|
|
class | SelectiveChildNode |
| A base class for nodes like LODNode and SequenceNode that select only one visible child at a time. More...
|
|
class | Semaphore |
| A classic semaphore synchronization primitive. More...
|
|
class | SequenceNode |
| A node that automatically cycles through rendering each one of its children according to its frame rate. More...
|
|
class | ShadeModelAttrib |
| Specifies whether flat shading (per-polygon) or smooth shading (per-vertex) is in effect. More...
|
|
class | Shader |
| Summary: The Shader class is meant to select the Shader Language, select the available profile, compile the shader, and finally compile and store the shader parameters in the appropriate structure. More...
|
|
class | ShaderAttrib |
|
class | ShaderContext |
|
class | ShaderGenerator |
| The ShaderGenerator is a device that effectively replaces the classic fixed function pipeline with a 'next-gen' fixed function pipeline. The next-gen fixed function pipeline supports features like normal mapping, gloss mapping, cartoon lighting, and so forth. It works by automatically generating a shader from a given RenderState. More...
|
|
class | ShaderInput |
| This is a small container class that can hold any one of the value types that can be passed as input to a shader. More...
|
|
class | ShaderPool |
| This is the preferred interface for loading shaders for the TextNode system. It is similar to ModelPool and TexturePool in that it unifies references to the same filename. More...
|
|
class | SheetNode |
| This class draws a visible representation of the NURBS surface stored in its NurbsSurfaceEvaluator. It automatically recomputes the surface every frame. More...
|
|
class | ShowBoundsEffect |
| Applied to a GeomNode to cause a visible bounding volume to be drawn for this node. This is generally used only during development to help identify bounding volume issues. More...
|
|
class | SimpleAllocator |
| An implementation of a very simple block allocator. This class can allocate ranges of nonnegative integers within a specified upper limit; it uses a simple first-fit algorithm to find the next available space. More...
|
|
class | SimpleAllocatorBlock |
| A single block as returned from SimpleAllocator::alloc(). More...
|
|
class | SimpleLru |
| An implementation of a very simple LRU algorithm. Also see AdaptiveLru. More...
|
|
class | SimpleLruPage |
| One atomic piece that may be managed by a SimpleLru chain. To use this class, inherit from it and override evict_lru(). More...
|
|
class | SliderTable |
| Stores the total set of VertexSliders that the vertices in a particular GeomVertexData object might depend on. More...
|
|
class | SocketAddress |
| A simple place to store and munipulate tcp and port address for communication layer. More...
|
|
class | SocketFdset |
|
class | SocketIP |
| Base functionality for a INET domain Socket this call should be the starting point for all other unix domain sockets. More...
|
|
class | SocketTCP |
| Base functionality for a TCP connected socket This class is pretty useless by itself but it does hide some of the platform differences from machine to machine. More...
|
|
class | SocketTCPListen |
| Base functionality for a TCP rendezvous socket. More...
|
|
class | SocketUDP |
| Base functionality for a combination UDP Reader and Writer. This duplicates code from Socket_UDP_Outgoing, to avoid the problems of multiple inheritance. More...
|
|
class | SocketUDPIncoming |
| Base functionality for a UDP Reader. More...
|
|
class | SocketUDPOutgoing |
| Base functionality for a UDP Sending Socket. More...
|
|
class | SparseArray |
| This class records a set of integers, where each integer is either present or not present in the set. More...
|
|
class | Spotlight |
| A light originating from a single point in space, and shining in a particular direction, with a cone-shaped falloff. More...
|
|
class | StackedPerlinNoise2 |
| Implements a multi-layer PerlinNoise, with one or more high-frequency noise functions added to a lower-frequency base noise function. More...
|
|
class | StackedPerlinNoise3 |
| Implements a multi-layer PerlinNoise, with one or more high-frequency noise functions added to a lower-frequency base noise function. More...
|
|
class | StaticTextFont |
| A StaticTextFont is loaded up from a model that was previously generated via egg-mkfont, and contains all of its glyphs already generated and available for use. It doesn't require linking with any external libraries like FreeType. More...
|
|
class | StencilAttrib |
| A StencilAttrib is a collection of all stencil render states. The render states in a StencilAttrib are read-only. A StencilAttrib is created with make or make_2_sided. To determine if two sided stencil is supported, call the function GraphicsStateGuardian:: get_supports_two_sided_stencil. More...
|
|
class | StereoDisplayRegion |
| This is a special DisplayRegion wrapper that actually includes a pair of DisplayRegions internally: the left and right eyes. The DisplayRegion represented here does not have a physical association with the window, but it pretends it does. Instead, it maintains a pointer to the left and right DisplayRegions separately. More...
|
|
class | StreamReader |
| A class to read sequential binary data directly from an istream. Its interface is similar to DatagramIterator by design; see also StreamWriter. More...
|
|
class | StreamWrapper |
| This class provides a locking wrapper around a combination ostream/istream pointer. More...
|
|
class | StreamWrapperBase |
| The base class for both IStreamWrapper and OStreamWrapper, this provides the common locking interface. More...
|
|
class | StreamWriter |
| A StreamWriter object is used to write sequential binary data directly to an ostream. Its interface is very similar to Datagram by design; it's primarily intended as a convenience to eliminate the overhead of writing bytes to a Datagram and then writing the Datagram to a stream. More...
|
|
class | StringStream |
| A bi-directional stream object that reads and writes data to an internal buffer, which can be retrieved and/or set as a string. More...
|
|
class | SubfileInfo |
| This class records a particular byte sub-range within an existing file on disk. Generally, the filename is understood as a physical file on disk, and not to be looked up via the vfs. More...
|
|
class | SubStream |
| Combined ISubStream and OSubStream for bidirectional I/O. More...
|
|
class | SwitchNode |
| A node that renders only one of its children, according to the user's indication. More...
|
|
class | TemporaryFile |
| This is a special kind of FileReference class that automatically deletes the file in question when it is deleted. It is not responsible for creating, opening, or closing the file, however. More...
|
|
class | TexGenAttrib |
| Computes texture coordinates for geometry automatically based on vertex position and/or normal. This can be used to implement reflection and/or refraction maps, for instance to make shiny surfaces, as well as other special effects such as projective texturing. More...
|
|
class | TexMatrixAttrib |
| Applies a transform matrix to UV's before they are rendered. More...
|
|
class | TexProjectorEffect |
| This effect automatically applies a computed texture matrix to the specified texture stage, according to the relative position of two specified nodes. More...
|
|
class | TextAssembler |
| This class is not normally used directly by user code, but is used by the TextNode to lay out a block of text and convert it into rows of Geoms according to the TextProperties. However, user code may take advantage of it, if desired, for very low-level text operations. More...
|
|
class | TextEncoder |
| This class can be used to convert text between multiple representations, e.g. utf-8 to Unicode. You may use it as a static class object, passing the encoding each time, or you may create an instance and use that object, which will record the current encoding and retain the current string. More...
|
|
class | TextFont |
| An encapsulation of a font; i.e. a set of glyphs that may be assembled together by a TextNode to represent a string of text. More...
|
|
class | TextGlyph |
| A representation of a single glyph (character) from a font. This is a piece of renderable geometry of some kind. More...
|
|
class | TextGraphic |
| This defines a special model that has been constructed for the purposes of embedding an arbitrary graphic image within a text paragraph. More...
|
|
class | TextNode |
| The primary interface to this module. This class does basic text assembly; given a string of text and a TextFont object, it creates a piece of geometry that may be placed in the 3-d or 2-d world to represent the indicated text. More...
|
|
class | TextProperties |
| This defines the set of visual properties that may be assigned to the individual characters of the text. (Properties which affect the overall block of text can only be specified on the TextNode directly). More...
|
|
class | TextPropertiesManager |
| This defines all of the TextProperties structures that might be referenced by name from an embedded text string. More...
|
|
class | Texture |
| Represents a texture object, which is typically a single 2-d image but may also represent a 1-d or 3-d texture image, or the six 2-d faces of a cube map texture. More...
|
|
class | TextureAttrib |
| Indicates the set of TextureStages and their associated Textures that should be applied to (or removed from) a node. More...
|
|
class | TextureCollection |
| Manages a list of Texture objects, as returned by TexturePool::find_all_textures(). More...
|
|
class | TextureContext |
| This is a special class object that holds all the information returned by a particular GSG to indicate the texture's internal context identifier. More...
|
|
class | TexturePeeker |
| An instance of this object is returned by Texture::peek(). This object allows quick and easy inspection of a texture's texels by (u, v) coordinates. More...
|
|
class | TexturePool |
| This is the preferred interface for loading textures from image files. It unifies all references to the same filename, so that multiple models that reference the same textures don't waste texture memory unnecessarily. More...
|
|
class | TextureReloadRequest |
| This loader request will call Texture::get_ram_image() in a sub-thread, to force the texture's image to be re-read from disk. It is used by GraphicsStateGuardian::async_reload_texture(), when get_incomplete_render() is true. More...
|
|
class | TextureStage |
| Defines the properties of a named stage of the multitexture pipeline. The TextureAttrib will associated a number of these stages with Texture objects, and the GSG will render geometry by sorting all of the currently active TextureStages in order and then issuing the appropriate rendering calls to activate them. More...
|
|
class | TextureStageCollection |
|
class | TextureStagePool |
| The TextureStagePool (there is only one in the universe) serves to unify different pointers to the same TextureStage, mainly to help developers use a common pointer to access things that are loaded from different model files. More...
|
|
class | Thread |
| A thread; that is, a lightweight process. This is an abstract base class; to use it, you must subclass from it and redefine thread_main(). More...
|
|
class | TimeVal |
|
class | TiXmlAttribute |
| ** An attribute is a name-value pair. Elements have an arbitrary number of attributes, each with a unique name. More...
|
|
class | TiXmlAttributeSet |
|
class | TiXmlBase |
| ** TiXmlBase is a base class for every class in TinyXml. It does little except to establish that TinyXml classes can be printed and provide some utility functions. More...
|
|
class | TiXmlComment |
| ** An XML comment. */ More...
|
|
struct | TiXmlCursor |
|
class | TiXmlDeclaration |
| ** In correct XML the declaration is the first entry in the file. More...
|
|
class | TiXmlDocument |
| ** Always the top level node. A document binds together all the XML pieces. It can be saved, loaded, and printed to the screen. The 'value' of a document node is the xml file name. */ More...
|
|
class | TiXmlElement |
| ** The element is a container class. It has a value, the element name, and can contain other elements, text, comments, and unknowns. Elements also contain an arbitrary number of attributes. */ More...
|
|
class | TiXmlHandle |
| ** A TiXmlHandle is a class that wraps a node pointer with null checks; this is an incredibly useful thing. Note that TiXmlHandle is not part of the TinyXml DOM structure. It is a separate utility class. More...
|
|
class | TiXmlNode |
| ** The parent class for everything in the Document Object Model. (Except for attributes). Nodes have siblings, a parent, and children. A node can be in a document, or stand on its own. The type of a TiXmlNode can be queried, and it can be cast to its more defined type. */ More...
|
|
class | TiXmlPrinter |
| ** Print to memory functionality. The TiXmlPrinter is useful when you need to: More...
|
|
class | TiXmlText |
| ** XML text. A text node can have 2 ways to output the next. "normal" output and CDATA. It will default to the mode it was parsed from the XML file and you generally want to leave it alone, but you can change the output mode with SetCDATA() and query it with CDATA(). */ More...
|
|
class | TiXmlUnknown |
| ** Any tag that tinyXml doesn't recognize is saved as an unknown. It is a tag of text, but should not be modified. It will be written back to the XML, unchanged, when the file is saved. More...
|
|
class | TiXmlVisitor |
| ** Implements the interface to the "Visitor pattern" (see the Accept() method.) If you call the Accept() method, it requires being passed a TiXmlVisitor class to handle callbacks. For nodes that contain other nodes (Document, Element) you will get called with a VisitEnter/VisitExit pair. Nodes that are always leaves are simply called with Visit(). More...
|
|
class | TouchInfo |
| Stores information for a single touch event. More...
|
|
class | Trackball |
| Trackball acts like Performer in trackball mode. It can either spin around a piece of geometry directly, or it can spin around a camera with the inverse transform to make it appear that the whole world is spinning. More...
|
|
class | TrackerNode |
| This is the primary interface to a Tracker object associated with a ClientBase. It reads the position and orientation information from the tracker and makes it available as a transformation on the data graph. More...
|
|
class | Transform2SG |
| input: Transform (matrix) More...
|
|
class | TransformBlend |
| This defines a single entry in a TransformBlendTable. It represents a unique combination of VertexTransform pointers and blend amounts. More...
|
|
class | TransformBlendTable |
| This structure collects together the different combinations of transforms and blend amounts used by a GeomVertexData, to facilitate computing dynamic vertices on the CPU at runtime. Each vertex has a pointer to exactly one of the entries in this table, and each entry defines a number of transform/blend combinations. More...
|
|
class | TransformState |
| Indicates a coordinate-system transform on vertices. TransformStates are the primary means for storing transformations on the scene graph. More...
|
|
class | TransformTable |
| Stores the total set of VertexTransforms that the vertices in a particular GeomVertexData object might depend on. More...
|
|
class | TransparencyAttrib |
| This controls the enabling of transparency. Simply setting an alpha component to non-1 does not in itself make an object transparent; you must also enable transparency mode with a suitable TransparencyAttrib. Similarly, it is wasteful to render an object with a TransparencyAttrib in effect unless you actually want it to be at least partially transparent (and it has alpha components less than 1). More...
|
|
class | Triangulator |
| This class can triangulate a convex or concave polygon, even one with holes. It is adapted from an algorithm published as: More...
|
|
class | Triangulator3 |
| This is an extension of Triangulator to handle polygons with three-dimensional points. It assumes all of the points lie in a single plane, and internally projects the supplied points into 2-D for passing to the underlying Triangulator object. More...
|
|
class | TrueClock |
| An interface to whatever real-time clock we might have available in the current environment. There is only one TrueClock in existence, and it constructs itself. More...
|
|
class | TypedObject |
| This is an abstract class that all classes which use TypeHandle, and also provide virtual functions to support polymorphism, should inherit from. Each derived class should define get_type(), which should return the specific type of the derived class. Inheriting from this automatically provides support for is_of_type() and is_exact_type(). More...
|
|
class | TypedReferenceCount |
| A base class for things which need to inherit from both TypedObject and from ReferenceCount. It's convenient to define this intermediate base class instead of multiply inheriting from the two classes each time they are needed, so that we can sensibly pass around pointers to things which are both TypedObjects and ReferenceCounters. More...
|
|
class | TypedWritable |
| Base class for objects that can be written to and read from Bam files. More...
|
|
class | TypedWritableReferenceCount |
| A base class for things which need to inherit from both TypedWritable and from ReferenceCount. It's convenient to define this intermediate base class instead of multiply inheriting from the two classes each time they are needed, so that we can sensibly pass around pointers to things which are both TypedWritables and ReferenceCounters. More...
|
|
class | TypeHandle |
| TypeHandle is the identifier used to differentiate C++ class types. Any C++ classes that inherit from some base class, and must be differentiated at run time, should store a static TypeHandle object that can be queried through a static member function named get_class_type(). Most of the time, it is also desirable to inherit from TypedObject, which provides some virtual functions to return the TypeHandle for a particular instance. More...
|
|
class | TypeRegistry |
| The TypeRegistry class maintains all the assigned TypeHandles in a given system. There should be only one TypeRegistry class during the lifetime of the application. It will be created on the local heap initially, and it should be migrated to shared memory as soon as shared memory becomes available. More...
|
|
class | UnalignedLMatrix4d |
| This is an "unaligned" LMatrix4. It has no functionality other than to store numbers, and it will pack them in as tightly as possible, avoiding any SSE2 alignment requirements shared by the primary LMatrix4 class. More...
|
|
class | UnalignedLMatrix4f |
| This is an "unaligned" LMatrix4. It has no functionality other than to store numbers, and it will pack them in as tightly as possible, avoiding any SSE2 alignment requirements shared by the primary LMatrix4 class. More...
|
|
class | UnalignedLVecBase4d |
| This is an "unaligned" LVecBase4. It has no functionality other than to store numbers, and it will pack them in as tightly as possible, avoiding any SSE2 alignment requirements shared by the primary LVecBase4 class. More...
|
|
class | UnalignedLVecBase4f |
| This is an "unaligned" LVecBase4. It has no functionality other than to store numbers, and it will pack them in as tightly as possible, avoiding any SSE2 alignment requirements shared by the primary LVecBase4 class. More...
|
|
class | UnalignedLVecBase4i |
| This is an "unaligned" LVecBase4. It has no functionality other than to store numbers, and it will pack them in as tightly as possible, avoiding any SSE2 alignment requirements shared by the primary LVecBase4 class. More...
|
|
class | UnionBoundingVolume |
| This special bounding volume is the union of all of its constituent bounding volumes. More...
|
|
class | UniqueIdAllocator |
| Manage a set of ID values from min to max inclusive. The ID numbers that are freed will be allocated (reused) in the same order. I.e. the oldest ID numbers will be allocated. More...
|
|
class | UpdateSeq |
| This is a sequence number that increments monotonically. It can be used to track cache updates, or serve as a kind of timestamp for any changing properties. More...
|
|
class | URLSpec |
| A container for a URL, e.g. "http://server:port/path". More...
|
|
class | UserDataAudio |
| A UserDataAudio is a way for the user to manually supply raw audio samples. remove_after_read means the data will be removed if read once. Else data will be stored (enable looping and seeking). Expects data as 16 bit signed (word); Example for stereo: 1.word = 1.channel,2.word = 2.channel, 3.word = 1.channel,4.word = 2.channel, etc. More...
|
|
class | UserDataAudioCursor |
| A UserDataAudioCursor is a means to manually supply a sequence of raw audio samples. More...
|
|
class | UserVertexSlider |
| This is a specialization on VertexSlider that allows the user to specify any arbitrary slider valie he likes. This is rarely used except for testing. More...
|
|
class | UserVertexTransform |
| This is a specialization on VertexTransform that allows the user to specify any arbitrary transform matrix he likes. This is rarely used except for testing. More...
|
|
class | UvScrollNode |
| This node is placed at key points within the scene graph to animate uvs. More...
|
|
class | VertexBufferContext |
| This is a special class object that holds all the information returned by a particular GSG to indicate the vertex data array's internal context identifier. More...
|
|
class | VertexDataBlock |
| A block of bytes that stores the actual raw vertex data referenced by a GeomVertexArrayData object. More...
|
|
class | VertexDataBook |
| A collection of VertexDataPages, which can be used to allocate new VertexDataBlock objects. More...
|
|
class | VertexDataPage |
| A block of bytes that holds one or more VertexDataBlocks. The entire page may be paged out, in the form of in-memory compression or to an on-disk cache file, if necessary. More...
|
|
class | VertexDataSaveFile |
| A temporary file to hold the vertex data that has been evicted from memory and written to disk. All vertex data arrays are written into one large flat file. More...
|
|
class | VertexSlider |
| This is an abstract base class that retains some slider value, which is a linear value that typically ranges from 0.0 to 1.0, and is used to control the animation of morphs (blend shapes). More...
|
|
class | VertexTransform |
| This is an abstract base class that holds a pointer to some transform, computed in some arbitrary way, that is to be applied to vertices during rendering. This is used to implement soft-skinned and animated vertices. Derived classes will define how the transform is actually computed. More...
|
|
class | VideoTexture |
| The base class for a family of animated Textures that take their input from a video source, such as a movie file. These Textures may be stopped, started, etc. using the AnimInterface controls, similar to an animated character. More...
|
|
class | VirtualFile |
| The abstract base class for a file or directory within the VirtualFileSystem. More...
|
|
class | VirtualFileComposite |
| A composite directory within the VirtualFileSystem: this maps to more than one directory on different mount points. The resulting directory appears to be the union of all the individual simple directories. More...
|
|
class | VirtualFileList |
| A list of VirtualFiles, as returned by VirtualFile::scan_directory(). More...
|
|
class | VirtualFileMount |
| The abstract base class for a mount definition used within a VirtualFileSystem. Normally users don't need to monkey with this class directly. More...
|
|
class | VirtualFileMountMultifile |
| Maps a Multifile's contents into the VirtualFileSystem. More...
|
|
class | VirtualFileMountRamdisk |
| Simulates an actual directory on disk with in-memory storage. This is useful mainly for performing high level functions that expect disk I/O without actually writing files to disk. Naturally, there are significant limits to the size of the files that may be written with this system; and "files" written here are not automatically persistent between sessions. More...
|
|
class | VirtualFileMountSystem |
| Maps an actual OS directory into the VirtualFileSystem. More...
|
|
class | VirtualFileSimple |
| A simple file or directory within the VirtualFileSystem: this maps to exactly one file on one mount point. Most directories, and all regular files, are of this kind. More...
|
|
class | VirtualFileSystem |
| A hierarchy of directories and files that appears to be one continuous file system, even though the files may originate from several different sources that may not be related to the actual OS's file system. More...
|
|
class | VirtualMouse |
| Poses as a MouseAndKeyboard object in the datagraph, but accepts input from user calls, rather than reading the actual mouse and keyboard from an input device. The user can write high-level code to put the mouse wherever he/she wants, and to insert keypresses on demand. More...
|
|
class | VorbisAudio |
| Interfaces with the libvorbisfile library to implement decoding of Ogg Vorbis audio files. More...
|
|
class | VorbisAudioCursor |
| Interfaces with the libvorbisfile library to implement decoding of Ogg Vorbis audio files. More...
|
|
class | WavAudio |
| A native PCM .wav loader. Supported formats are linear PCM, IEEE float, A-law and mu-law. More...
|
|
class | WavAudioCursor |
| Used for reading PCM .wav files. Supported formats are linear PCM, IEEE float, A-law and mu-law. More...
|
|
class | WeakPointerToVoid |
| This is the specialization of PointerToVoid for weak pointers. It needs an additional flag to indicate that the pointer has been deleted. More...
|
|
class | WindowCallbackData |
|
class | WindowHandle |
| This object represents a window on the desktop, not necessarily a Panda window. This structure can be assigned to a WindowProperties to indicate a parent window. More...
|
|
class | WindowProperties |
| A container for the various kinds of properties we might ask to have on a graphics window before we open it. This also serves to hold the current properties for a window after it has been opened. More...
|
|
class | WritableConfigurable |
| Defined as a fix to allow creating Configurable and Writable objects. Otherwise the compiler gets confused since both TypedWritable and Configurable inherit from TypedObject. More...
|
|