Panda3D
Classes | Typedefs | Enumerations | Functions
panda3d::core Namespace Reference

Classes

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...
 

Typedefs

typedef AnimChannelACMatrixSwitchType AnimChannelMatrix
 
typedef AnimChannelACScalarSwitchType AnimChannelScalar
 
typedef BitMaskPNUint1616 BitMask16
 
typedef BitMaskPNUint3232 BitMask32
 
typedef BitMaskPNUint6464 BitMask64
 
typedef BitMask32 CollideMask
 
typedef ConstPointerToArrayDouble CPTADouble
 
typedef ConstPointerToArrayFloat CPTAFloat
 
typedef ConstPointerToArrayInt CPTAInt
 
typedef CPTALMatrix3f CPTALMatrix3
 
typedef ConstPointerToArrayLMatrix3d CPTALMatrix3d
 
typedef ConstPointerToArrayLMatrix3f CPTALMatrix3f
 
typedef CPTALMatrix4f CPTALMatrix4
 
typedef ConstPointerToArrayUnalignedLMatrix4d CPTALMatrix4d
 
typedef ConstPointerToArrayUnalignedLMatrix4f CPTALMatrix4f
 
typedef CPTALVecBase2f CPTALVecBase2
 
typedef ConstPointerToArrayLVecBase2d CPTALVecBase2d
 
typedef ConstPointerToArrayLVecBase2f CPTALVecBase2f
 
typedef ConstPointerToArrayLVecBase2i CPTALVecBase2i
 
typedef CPTALVecBase3f CPTALVecBase3
 
typedef ConstPointerToArrayLVecBase3d CPTALVecBase3d
 
typedef ConstPointerToArrayLVecBase3f CPTALVecBase3f
 
typedef ConstPointerToArrayLVecBase3i CPTALVecBase3i
 
typedef CPTALVecBase4f CPTALVecBase4
 
typedef ConstPointerToArrayUnalignedLVecBase4d CPTALVecBase4d
 
typedef ConstPointerToArrayUnalignedLVecBase4f CPTALVecBase4f
 
typedef ConstPointerToArrayUnalignedLVecBase4i CPTALVecBase4i
 
typedef CPTALMatrix3 CPTAMat3
 
typedef CPTALMatrix3d CPTAMat3d
 
typedef CPTALMatrix4 CPTAMat4
 
typedef CPTALMatrix4d CPTAMat4d
 
typedef CPTAFloat CPTAStdfloat
 
typedef ConstPointerToArrayUnsignedChar CPTAUchar
 
typedef CPTALVecBase2d CPTAVecBase2d
 
typedef CPTALVecBase2f CPTAVecBase2f
 
typedef CPTALVecBase3d CPTAVecBase3d
 
typedef CPTALVecBase3f CPTAVecBase3f
 
typedef CPTALVecBase4d CPTAVecBase4d
 
typedef CPTALVecBase4f CPTAVecBase4f
 
typedef DoubleBitMaskBitMaskNative DoubleBitMaskNative
 
typedef BitMask32 DrawMask
 
typedef LFrustumf Frustum
 
typedef LFrustumd FrustumD
 
typedef LFrustumf FrustumF
 
typedef LColorf LColor
 
typedef LVecBase4d LColord
 
typedef LVecBase4f LColorf
 
typedef LFrustumf LFrustum
 
typedef LMatrix3f LMatrix3
 
typedef LMatrix4f LMatrix4
 
typedef LNormalf LNormal
 
typedef LVector3d LNormald
 
typedef LVector3f LNormalf
 
typedef LOrientationf LOrientation
 
typedef LParabolaf LParabola
 
typedef LPlanef LPlane
 
typedef LPoint2f LPoint2
 
typedef LPoint3f LPoint3
 
typedef LPoint4f LPoint4
 
typedef LQuaternionf LQuaternion
 
typedef LRGBColorf LRGBColor
 
typedef LVecBase3d LRGBColord
 
typedef LVecBase3f LRGBColorf
 
typedef LRotationf LRotation
 
typedef LTexCoordf LTexCoord
 
typedef LTexCoord3f LTexCoord3
 
typedef LPoint3d LTexCoord3d
 
typedef LPoint3f LTexCoord3f
 
typedef LPoint2d LTexCoordd
 
typedef LPoint2f LTexCoordf
 
typedef LVecBase2f LVecBase2
 
typedef LVecBase3f LVecBase3
 
typedef LVecBase4f LVecBase4
 
typedef LVector2f LVector2
 
typedef LVector3f LVector3
 
typedef LVector4f LVector4
 
typedef LVertexf LVertex
 
typedef LPoint3d LVertexd
 
typedef LPoint3f LVertexf
 
typedef LMatrix3f Mat3
 
typedef LMatrix3d Mat3D
 
typedef LMatrix3f Mat3F
 
typedef LMatrix4f Mat4
 
typedef LMatrix4d Mat4D
 
typedef LMatrix4f Mat4F
 
typedef ParamMatrix3f ParamMatrix3
 
typedef ParamValueLMatrix3d ParamMatrix3d
 
typedef ParamValueLMatrix3f ParamMatrix3f
 
typedef ParamMatrix4f ParamMatrix4
 
typedef ParamValueLMatrix4d ParamMatrix4d
 
typedef ParamValueLMatrix4f ParamMatrix4f
 
typedef ParamValueString ParamString
 
typedef ParamVecBase2f ParamVecBase2
 
typedef ParamValueLVecBase2d ParamVecBase2d
 
typedef ParamValueLVecBase2f ParamVecBase2f
 
typedef ParamValueLVecBase2i ParamVecBase2i
 
typedef ParamVecBase3f ParamVecBase3
 
typedef ParamValueLVecBase3d ParamVecBase3d
 
typedef ParamValueLVecBase3f ParamVecBase3f
 
typedef ParamValueLVecBase3i ParamVecBase3i
 
typedef ParamVecBase4f ParamVecBase4
 
typedef ParamValueLVecBase4d ParamVecBase4d
 
typedef ParamValueLVecBase4f ParamVecBase4f
 
typedef ParamValueLVecBase4i ParamVecBase4i
 
typedef ParamValueWstring ParamWstring
 
typedef LPlanef Plane
 
typedef LPlaned PlaneD
 
typedef LPlanef PlaneF
 
typedef LPoint2f Point2
 
typedef LPoint2d Point2D
 
typedef LPoint2f Point2F
 
typedef LPoint3f Point3
 
typedef LPoint3d Point3D
 
typedef LPoint3f Point3F
 
typedef LPoint4f Point4
 
typedef LPoint4d Point4D
 
typedef LPoint4f Point4F
 
typedef BitMask32 PortalMask
 
typedef PointerToArrayDouble PTADouble
 
typedef PointerToArrayFloat PTAFloat
 
typedef PointerToArrayInt PTAInt
 
typedef PTALMatrix3f PTALMatrix3
 
typedef PointerToArrayLMatrix3d PTALMatrix3d
 
typedef PointerToArrayLMatrix3f PTALMatrix3f
 
typedef PTALMatrix4f PTALMatrix4
 
typedef PointerToArrayUnalignedLMatrix4d PTALMatrix4d
 
typedef PointerToArrayUnalignedLMatrix4f PTALMatrix4f
 
typedef PTALVecBase2f PTALVecBase2
 
typedef PointerToArrayLVecBase2d PTALVecBase2d
 
typedef PointerToArrayLVecBase2f PTALVecBase2f
 
typedef PointerToArrayLVecBase2i PTALVecBase2i
 
typedef PTALVecBase3f PTALVecBase3
 
typedef PointerToArrayLVecBase3d PTALVecBase3d
 
typedef PointerToArrayLVecBase3f PTALVecBase3f
 
typedef PointerToArrayLVecBase3i PTALVecBase3i
 
typedef PTALVecBase4f PTALVecBase4
 
typedef PointerToArrayUnalignedLVecBase4d PTALVecBase4d
 
typedef PointerToArrayUnalignedLVecBase4f PTALVecBase4f
 
typedef PointerToArrayUnalignedLVecBase4i PTALVecBase4i
 
typedef PTALMatrix3 PTAMat3
 
typedef PTALMatrix3d PTAMat3d
 
typedef PTALMatrix4 PTAMat4
 
typedef PTALMatrix4d PTAMat4d
 
typedef PTAFloat PTAStdfloat
 
typedef PointerToArrayUnsignedChar PTAUchar
 
typedef PTALVecBase2d PTAVecBase2d
 
typedef PTALVecBase2f PTAVecBase2f
 
typedef PTALVecBase3d PTAVecBase3d
 
typedef PTALVecBase3f PTAVecBase3f
 
typedef PTALVecBase4d PTAVecBase4d
 
typedef PTALVecBase4f PTAVecBase4f
 
typedef DoubleBitMaskDoubleBitMaskNative QuadBitMaskNative
 
typedef LQuaternionf Quat
 
typedef LQuaterniond QuatD
 
typedef LQuaternionf QuatF
 
typedef UnalignedLMatrix4f UnalignedLMatrix4
 
typedef UnalignedLVecBase4f UnalignedLVecBase4
 
typedef LVecBase2f VBase2
 
typedef LVecBase2d VBase2D
 
typedef LVecBase2f VBase2F
 
typedef LVecBase3f VBase3
 
typedef LVecBase3d VBase3D
 
typedef LVecBase3f VBase3F
 
typedef LVecBase4f VBase4
 
typedef LVecBase4d VBase4D
 
typedef LVecBase4f VBase4F
 
typedef LVector2f Vec2
 
typedef LVector2d Vec2D
 
typedef LVector2f Vec2F
 
typedef LVector3f Vec3
 
typedef LVector3d Vec3D
 
typedef LVector3f Vec3F
 
typedef LVector4f Vec4
 
typedef LVector4d Vec4D
 
typedef LVector4f Vec4F
 
typedef Pixel Xel
 

Enumerations

enum  { TIXML_SUCCESS = 0, TIXML_NO_ATTRIBUTE = 1, TIXML_WRONG_TYPE = 2 }
 Only used by Attribute::Query functions. More...
 
enum  AutoTextureScale {
  ATS_none = 0, ATS_down = 1, ATS_up = 2, ATS_pad = 3,
  ATS_unspecified = 4
}
 
enum  ColorSpace { CS_unspecified = 0, CS_linear = 1, CS_sRGB = 2, CS_scRGB = 3 }
 
enum  CoordinateSystem {
  CS_default = 0, CS_zup_right = 1, CS_yup_right = 2, CS_zup_left = 3,
  CS_yup_left = 4, CS_invalid = 5
}
 
enum  ErrorUtilCode {
  EU_http_redirect = 7, EU_eof = 6, EU_network_no_data = 5, EU_write_ram = 4,
  EU_write = 3, EU_ok = 2, EU_success = 1, EU_error_abort = -1,
  EU_error_file_empty = -2, EU_error_file_invalid = -3, EU_error_invalid_checksum = -4, EU_error_network_dead = -30,
  EU_error_network_unreachable = -31, EU_error_network_disconnected = -32, EU_error_network_timeout = -33, EU_error_network_no_data = -34,
  EU_error_network_disconnected_locally = -40, EU_error_network_buffer_overflow = -41, EU_error_network_disk_quota_exceeded = -42, EU_error_network_remote_host_disconnected = -50,
  EU_error_network_remote_host_down = -51, EU_error_network_remote_host_unreachable = -52, EU_error_network_remote_host_not_found = -53, EU_error_network_remote_host_no_response = -54,
  EU_error_write_out_of_files = -60, EU_error_write_out_of_memory = -61, EU_error_write_sharing_violation = -62, EU_error_write_disk_full = -63,
  EU_error_write_disk_not_found = -64, EU_error_write_disk_sector_not_found = -65, EU_error_write_disk_fault = -66, EU_error_write_file_rename = -67,
  EU_error_http_server_timeout = -70, EU_error_http_gateway_timeout = -71, EU_error_http_service_unavailable = -72, EU_error_http_proxy_authentication = -73,
  EU_error_zlib = -80
}
 
enum  LODNodeType { LNT_pop = 0, LNT_fade = 1 }
 
enum  NotifySeverity {
  NS_unspecified = 0, NS_spam = 1, NS_debug = 2, NS_info = 3,
  NS_warning = 4, NS_error = 5, NS_fatal = 6
}
 
enum  ShaderUtilization { SUT_none = 0, SUT_basic = 1, SUT_advanced = 2, SUT_unspecified = 3 }
 
enum  ThreadPriority { TP_low = 0, TP_normal = 1, TP_high = 2, TP_urgent = 3 }
 An enumerated type used by Thread to specify a suggested relative priority for a particular thread. More...
 
enum  TiXmlEncoding { TIXML_ENCODING_UNKNOWN = 0, TIXML_ENCODING_UTF8 = 1, TIXML_ENCODING_LEGACY = 2 }
 Used by the parsing routines. More...
 

Functions

 autoBind (PandaNode root_node, AnimControlCollection controls, int hierarchy_match_flags)
 
unsigned long int checkAdler (Filename name)
 
unsigned long int checkCrc (Filename name)
 
 composeMatrix (LMatrix3d mat, const LVecBase3d scale, const LVecBase3d hpr, CoordinateSystem cs)
 
 composeMatrix (LMatrix3d mat, const LVecBase3d scale, const LVecBase3d shear, const LVecBase3d hpr, CoordinateSystem cs)
 
 composeMatrix (LMatrix3f mat, const LVecBase3f scale, const LVecBase3f hpr, CoordinateSystem cs)
 
 composeMatrix (LMatrix3f mat, const LVecBase3f scale, const LVecBase3f shear, const LVecBase3f hpr, CoordinateSystem cs)
 
 composeMatrix (LMatrix4d mat, const LVecBase3d scale, const LVecBase3d hpr, const LVecBase3d translate, CoordinateSystem cs)
 
 composeMatrix (LMatrix4d mat, const LVecBase3d scale, const LVecBase3d shear, const LVecBase3d hpr, const LVecBase3d translate, CoordinateSystem cs)
 
 composeMatrix (LMatrix4d mat, DoubleConst[::numMatrixComponents] components, CoordinateSystem cs)
 
 composeMatrix (LMatrix4f mat, const LVecBase3f scale, const LVecBase3f hpr, const LVecBase3f translate, CoordinateSystem cs)
 
 composeMatrix (LMatrix4f mat, const LVecBase3f scale, const LVecBase3f shear, const LVecBase3f hpr, const LVecBase3f translate, CoordinateSystem cs)
 
 composeMatrix (LMatrix4f mat, FloatConst[::numMatrixComponents] components, CoordinateSystem cs)
 
 composeMatrixNewHpr (LMatrix3d mat, const LVecBase3d scale, const LVecBase3d shear, const LVecBase3d hpr, CoordinateSystem cs)
 
 composeMatrixNewHpr (LMatrix3f mat, const LVecBase3f scale, const LVecBase3f shear, const LVecBase3f hpr, CoordinateSystem cs)
 
 composeMatrixNewHpr (LMatrix4d mat, const LVecBase3d scale, const LVecBase3d shear, const LVecBase3d hpr, const LVecBase3d translate, CoordinateSystem cs)
 
 composeMatrixNewHpr (LMatrix4d mat, DoubleConst[::numMatrixComponents] components, CoordinateSystem cs)
 
 composeMatrixNewHpr (LMatrix4f mat, const LVecBase3f scale, const LVecBase3f shear, const LVecBase3f hpr, const LVecBase3f translate, CoordinateSystem cs)
 
 composeMatrixNewHpr (LMatrix4f mat, FloatConst[::numMatrixComponents] components, CoordinateSystem cs)
 
 composeMatrixOldHpr (LMatrix3d mat, const LVecBase3d scale, const LVecBase3d shear, const LVecBase3d hpr, CoordinateSystem cs)
 
 composeMatrixOldHpr (LMatrix3f mat, const LVecBase3f scale, const LVecBase3f shear, const LVecBase3f hpr, CoordinateSystem cs)
 
 composeMatrixOldHpr (LMatrix4d mat, const LVecBase3d scale, const LVecBase3d shear, const LVecBase3d hpr, const LVecBase3d translate, CoordinateSystem cs)
 
 composeMatrixOldHpr (LMatrix4d mat, DoubleConst[::numMatrixComponents] components, CoordinateSystem cs)
 
 composeMatrixOldHpr (LMatrix4f mat, const LVecBase3f scale, const LVecBase3f shear, const LVecBase3f hpr, const LVecBase3f translate, CoordinateSystem cs)
 
 composeMatrixOldHpr (LMatrix4f mat, FloatConst[::numMatrixComponents] components, CoordinateSystem cs)
 
bool compressFile (const Filename source, const Filename dest, int compression_level)
 
bool compressStream (Istream source, Ostream dest, int compression_level)
 
str compressString (str source, int compression_level)
 
bool copyStream (Istream source, Ostream dest)
 
bool decomposeMatrix (const LMatrix3d mat, LVecBase3d scale, LVecBase3d hpr, CoordinateSystem cs)
 
bool decomposeMatrix (const LMatrix3d mat, LVecBase3d scale, LVecBase3d shear, LVecBase3d hpr, CoordinateSystem cs)
 
bool decomposeMatrix (const LMatrix3f mat, LVecBase3f scale, LVecBase3f hpr, CoordinateSystem cs)
 
bool decomposeMatrix (const LMatrix3f mat, LVecBase3f scale, LVecBase3f shear, LVecBase3f hpr, CoordinateSystem cs)
 
bool decomposeMatrix (const LMatrix4d mat, LVecBase3d scale, LVecBase3d hpr, LVecBase3d translate, CoordinateSystem cs)
 
bool decomposeMatrix (const LMatrix4d mat, LVecBase3d scale, LVecBase3d shear, LVecBase3d hpr, LVecBase3d translate, CoordinateSystem cs)
 
bool decomposeMatrix (const LMatrix4d mat, Double[::numMatrixComponents] components, CoordinateSystem CS)
 
bool decomposeMatrix (const LMatrix4f mat, LVecBase3f scale, LVecBase3f hpr, LVecBase3f translate, CoordinateSystem cs)
 
bool decomposeMatrix (const LMatrix4f mat, LVecBase3f scale, LVecBase3f shear, LVecBase3f hpr, LVecBase3f translate, CoordinateSystem cs)
 
bool decomposeMatrix (const LMatrix4f mat, Float[::numMatrixComponents] components, CoordinateSystem CS)
 
bool decomposeMatrixNewHpr (const LMatrix3d mat, LVecBase3d scale, LVecBase3d shear, LVecBase3d hpr, CoordinateSystem cs)
 
bool decomposeMatrixNewHpr (const LMatrix3f mat, LVecBase3f scale, LVecBase3f shear, LVecBase3f hpr, CoordinateSystem cs)
 
bool decomposeMatrixNewHpr (const LMatrix4d mat, LVecBase3d scale, LVecBase3d shear, LVecBase3d hpr, LVecBase3d translate, CoordinateSystem cs)
 
bool decomposeMatrixNewHpr (const LMatrix4d mat, Double[::numMatrixComponents] components, CoordinateSystem CS)
 
bool decomposeMatrixNewHpr (const LMatrix4f mat, LVecBase3f scale, LVecBase3f shear, LVecBase3f hpr, LVecBase3f translate, CoordinateSystem cs)
 
bool decomposeMatrixNewHpr (const LMatrix4f mat, Float[::numMatrixComponents] components, CoordinateSystem CS)
 
bool decomposeMatrixOldHpr (const LMatrix3d mat, LVecBase3d scale, LVecBase3d shear, LVecBase3d hpr, CoordinateSystem cs)
 
bool decomposeMatrixOldHpr (const LMatrix3f mat, LVecBase3f scale, LVecBase3f shear, LVecBase3f hpr, CoordinateSystem cs)
 
bool decomposeMatrixOldHpr (const LMatrix4d mat, LVecBase3d scale, LVecBase3d shear, LVecBase3d hpr, LVecBase3d translate, CoordinateSystem cs)
 
bool decomposeMatrixOldHpr (const LMatrix4d mat, Double[::numMatrixComponents] components, CoordinateSystem CS)
 
bool decomposeMatrixOldHpr (const LMatrix4f mat, LVecBase3f scale, LVecBase3f shear, LVecBase3f hpr, LVecBase3f translate, CoordinateSystem cs)
 
bool decomposeMatrixOldHpr (const LMatrix4f mat, Float[::numMatrixComponents] components, CoordinateSystem CS)
 
bool decompressFile (const Filename source, const Filename dest)
 
bool decompressStream (Istream source, Ostream dest)
 
str decompressString (str source)
 
double deg2Rad (double f)
 
float deg2Rad (float f)
 
str errorToText (ErrorUtilCode err)
 
str formatColorSpace (ColorSpace cs)
 
str formatCoordinateSystem (CoordinateSystem cs)
 
 genericReadDatagram (LMatrix3d result, DatagramIterator source)
 
 genericReadDatagram (LMatrix3f result, DatagramIterator source)
 
 genericReadDatagram (LMatrix4d result, DatagramIterator source)
 
 genericReadDatagram (LMatrix4f result, DatagramIterator source)
 
 genericWriteDatagram (Datagram dest, const LMatrix3d value)
 
 genericWriteDatagram (Datagram dest, const LMatrix3f value)
 
 genericWriteDatagram (Datagram dest, const LMatrix4d value)
 
 genericWriteDatagram (Datagram dest, const LMatrix4f value)
 
DConfig getConfigExpress ()
 Returns the configure object for accessing config variables from a scripting language. More...
 
CoordinateSystem getDefaultCoordinateSystem ()
 
ConfigVariableSearchPath getModelPath ()
 
int getNetworkError ()
 
ConfigVariableSearchPath getPluginPath ()
 
int getWriteError ()
 
str handleSocketError ()
 
 headsUp (LMatrix3d mat, const LVector3d fwd, CoordinateSystem cs)
 
 headsUp (LMatrix3d mat, const LVector3d fwd, const LVector3d up, CoordinateSystem cs)
 
 headsUp (LMatrix3f mat, const LVector3f fwd, CoordinateSystem cs)
 
 headsUp (LMatrix3f mat, const LVector3f fwd, const LVector3f up, CoordinateSystem cs)
 
 headsUp (LMatrix4d mat, const LVector3d fwd, CoordinateSystem cs)
 
 headsUp (LMatrix4d mat, const LVector3d fwd, const LVector3d up, CoordinateSystem cs)
 
 headsUp (LMatrix4f mat, const LVector3f fwd, CoordinateSystem cs)
 
 headsUp (LMatrix4f mat, const LVector3f fwd, const LVector3f up, CoordinateSystem cs)
 
 headsUp (LQuaterniond quat, const LVector3d fwd, CoordinateSystem cs)
 
 headsUp (LQuaterniond quat, const LVector3d fwd, const LVector3d up, CoordinateSystem cs)
 
 headsUp (LQuaternionf quat, const LVector3f fwd, CoordinateSystem cs)
 
 headsUp (LQuaternionf quat, const LVector3f fwd, const LVector3f up, CoordinateSystem cs)
 
LMatrix3d invert (const LMatrix3d a)
 
LMatrix3f invert (const LMatrix3f a)
 
LMatrix4d invert (const LMatrix4d a)
 
LMatrix4f invert (const LMatrix4f a)
 
LQuaterniond invert (const LQuaterniond a)
 
LQuaternionf invert (const LQuaternionf a)
 
bool isRightHanded (CoordinateSystem cs)
 
ConfigPage loadPrcFile (const Filename filename)
 A convenience function for loading explicit prc files from a disk file or from within a multifile (via the virtual file system). Save the return value and pass it to unload_prc_file() if you ever want to unload this file later. More...
 
ConfigPage loadPrcFileData (str name, str data)
 Another convenience function to load a prc file from an explicit string, which represents the contents of the prc file. More...
 
 lookAt (LMatrix3d mat, const LVector3d fwd, CoordinateSystem cs)
 
 lookAt (LMatrix3d mat, const LVector3d fwd, const LVector3d up, CoordinateSystem cs)
 
 lookAt (LMatrix3f mat, const LVector3f fwd, CoordinateSystem cs)
 
 lookAt (LMatrix3f mat, const LVector3f fwd, const LVector3f up, CoordinateSystem cs)
 
 lookAt (LMatrix4d mat, const LVector3d fwd, CoordinateSystem cs)
 
 lookAt (LMatrix4d mat, const LVector3d fwd, const LVector3d up, CoordinateSystem cs)
 
 lookAt (LMatrix4f mat, const LVector3f fwd, CoordinateSystem cs)
 
 lookAt (LMatrix4f mat, const LVector3f fwd, const LVector3f up, CoordinateSystem cs)
 
 lookAt (LQuaterniond quat, const LVector3d fwd, CoordinateSystem cs)
 
 lookAt (LQuaterniond quat, const LVector3d fwd, const LVector3d up, CoordinateSystem cs)
 
 lookAt (LQuaternionf quat, const LVector3f fwd, CoordinateSystem cs)
 
 lookAt (LQuaternionf quat, const LVector3f fwd, const LVector3f up, CoordinateSystem cs)
 
LVecBase3d newToOldHpr (const LVecBase3d new_hpr)
 
LVecBase3f newToOldHpr (const LVecBase3f new_hpr)
 
LVecBase3d oldToNewHpr (const LVecBase3d old_hpr)
 
LVecBase3f oldToNewHpr (const LVecBase3f old_hpr)
 
LMatrix3d operator* (const LMatrix3d m, const LQuaterniond q)
 
LMatrix3f operator* (const LMatrix3f m, const LQuaternionf q)
 
LMatrix4d operator* (const LMatrix4d m, const LQuaterniond q)
 
LMatrix4f operator* (const LMatrix4f m, const LQuaternionf q)
 
LPoint2d operator* (const LPoint2d v, const LMatrix3d m)
 
LPoint2f operator* (const LPoint2f v, const LMatrix3f m)
 
LPoint3d operator* (const LPoint3d v, const LMatrix3d m)
 
LPoint3d operator* (const LPoint3d v, const LMatrix4d m)
 
LPoint3f operator* (const LPoint3f v, const LMatrix3f m)
 
LPoint3f operator* (const LPoint3f v, const LMatrix4f m)
 
LPoint4d operator* (const LPoint4d v, const LMatrix4d m)
 
LPoint4f operator* (const LPoint4f v, const LMatrix4f m)
 
LVecBase3d operator* (const LVecBase3d v, const LMatrix3d m)
 
LVecBase3f operator* (const LVecBase3f v, const LMatrix3f m)
 
LVecBase4d operator* (const LVecBase4d v, const LMatrix4d m)
 
LVecBase4f operator* (const LVecBase4f v, const LMatrix4f m)
 
LVector2d operator* (const LVector2d v, const LMatrix3d m)
 
LVector2f operator* (const LVector2f v, const LMatrix3f m)
 
LVector3d operator* (const LVector3d v, const LMatrix3d m)
 
LVector3d operator* (const LVector3d v, const LMatrix4d m)
 
LVector3f operator* (const LVector3f v, const LMatrix3f m)
 
LVector3f operator* (const LVector3f v, const LMatrix4f m)
 
LVector4d operator* (const LVector4d v, const LMatrix4d m)
 
LVector4f operator* (const LVector4f v, const LMatrix4f m)
 
 operator*= (LPoint2d v, const LMatrix3d m)
 
 operator*= (LPoint2f v, const LMatrix3f m)
 
 operator*= (LPoint3d v, const LMatrix3d m)
 
 operator*= (LPoint3d v, const LMatrix4d m)
 
 operator*= (LPoint3f v, const LMatrix3f m)
 
 operator*= (LPoint3f v, const LMatrix4f m)
 
 operator*= (LVecBase3d v, const LMatrix3d m)
 
 operator*= (LVecBase3f v, const LMatrix3f m)
 
 operator*= (LVecBase4d v, const LMatrix4d m)
 
 operator*= (LVecBase4f v, const LMatrix4f m)
 
 operator*= (LVector2d v, const LMatrix3d m)
 
 operator*= (LVector2f v, const LMatrix3f m)
 
 operator*= (LVector3d v, const LMatrix3d m)
 
 operator*= (LVector3d v, const LMatrix4d m)
 
 operator*= (LVector3f v, const LMatrix3f m)
 
 operator*= (LVector3f v, const LMatrix4f m)
 
ColorSpace parseColorSpaceString (str str)
 
CoordinateSystem parseCoordinateSystemString (str str)
 
 printXml (TiXmlNode xnode)
 
 printXmlToFile (const Filename filename, TiXmlNode xnode)
 
NodePath pyDecodeNodePathFromBamStream (str data)
 
NodePath pyDecodeNodePathFromBamStreamPersist (object unpickler, str data)
 
object pyDecodeTypedWritableFromBamStream (object this_class, str data)
 
object pyDecodeTypedWritableFromBamStreamPersist (object unpickler, object this_class, str data)
 
double rad2Deg (double f)
 
float rad2Deg (float f)
 
TiXmlDocument readXmlStream (Istream in)
 Reads an XML document from the indicated stream. Returns the document, or NULL on error. More...
 
 rotateTo (LMatrix3d mat, const LVector3d a, const LVector3d b)
 
 rotateTo (LMatrix3f mat, const LVector3f a, const LVector3f b)
 
 rotateTo (LMatrix4d mat, const LVector3d a, const LVector3d b)
 
 rotateTo (LMatrix4f mat, const LVector3f a, const LVector3f b)
 
LMatrix3d transpose (const LMatrix3d a)
 
LMatrix3f transpose (const LMatrix3f a)
 
LMatrix4d transpose (const LMatrix4d a)
 
LMatrix4f transpose (const LMatrix4f a)
 
bool unloadPrcFile (ConfigPage page)
 
 writeXmlStream (Ostream out, TiXmlDocument doc)
 

Typedef Documentation

◆ AnimChannelMatrix

◆ AnimChannelScalar

◆ BitMask16

◆ BitMask32

◆ BitMask64

◆ CollideMask

◆ CPTADouble

◆ CPTAFloat

◆ CPTAInt

◆ CPTALMatrix3

◆ CPTALMatrix3d

◆ CPTALMatrix3f

◆ CPTALMatrix4

◆ CPTALMatrix4d

◆ CPTALMatrix4f

◆ CPTALVecBase2

◆ CPTALVecBase2d

◆ CPTALVecBase2f

◆ CPTALVecBase2i

◆ CPTALVecBase3

◆ CPTALVecBase3d

◆ CPTALVecBase3f

◆ CPTALVecBase3i

◆ CPTALVecBase4

◆ CPTALVecBase4d

◆ CPTALVecBase4f

◆ CPTALVecBase4i

◆ CPTAMat3

◆ CPTAMat3d

◆ CPTAMat4

◆ CPTAMat4d

◆ CPTAStdfloat

◆ CPTAUchar

◆ CPTAVecBase2d

◆ CPTAVecBase2f

◆ CPTAVecBase3d

◆ CPTAVecBase3f

◆ CPTAVecBase4d

◆ CPTAVecBase4f

◆ DoubleBitMaskNative

◆ DrawMask

◆ Frustum

typedef LFrustumf Frustum

◆ FrustumD

◆ FrustumF

◆ LColor

typedef LColorf LColor

◆ LColord

◆ LColorf

◆ LFrustum

◆ LMatrix3

◆ LMatrix4

◆ LNormal

typedef LNormalf LNormal

◆ LNormald

◆ LNormalf

◆ LOrientation

◆ LParabola

◆ LPlane

typedef LPlanef LPlane

◆ LPoint2

typedef LPoint2f LPoint2

◆ LPoint3

typedef LPoint3f LPoint3

◆ LPoint4

typedef LPoint4f LPoint4

◆ LQuaternion

◆ LRGBColor

◆ LRGBColord

◆ LRGBColorf

◆ LRotation

◆ LTexCoord

◆ LTexCoord3

◆ LTexCoord3d

◆ LTexCoord3f

◆ LTexCoordd

◆ LTexCoordf

◆ LVecBase2

◆ LVecBase3

◆ LVecBase4

◆ LVector2

◆ LVector3

◆ LVector4

◆ LVertex

typedef LVertexf LVertex

◆ LVertexd

typedef LPoint3d LVertexd

◆ LVertexf

typedef LPoint3f LVertexf

◆ Mat3

typedef LMatrix3f Mat3

◆ Mat3D

typedef LMatrix3d Mat3D

◆ Mat3F

typedef LMatrix3f Mat3F

◆ Mat4

typedef LMatrix4f Mat4

◆ Mat4D

typedef LMatrix4d Mat4D

◆ Mat4F

typedef LMatrix4f Mat4F

◆ ParamMatrix3

◆ ParamMatrix3d

◆ ParamMatrix3f

◆ ParamMatrix4

◆ ParamMatrix4d

◆ ParamMatrix4f

◆ ParamString

◆ ParamVecBase2

◆ ParamVecBase2d

◆ ParamVecBase2f

◆ ParamVecBase2i

◆ ParamVecBase3

◆ ParamVecBase3d

◆ ParamVecBase3f

◆ ParamVecBase3i

◆ ParamVecBase4

◆ ParamVecBase4d

◆ ParamVecBase4f

◆ ParamVecBase4i

◆ ParamWstring

◆ Plane

typedef LPlanef Plane

◆ PlaneD

typedef LPlaned PlaneD

◆ PlaneF

typedef LPlanef PlaneF

◆ Point2

typedef LPoint2f Point2

◆ Point2D

typedef LPoint2d Point2D

◆ Point2F

typedef LPoint2f Point2F

◆ Point3

typedef LPoint3f Point3

◆ Point3D

typedef LPoint3d Point3D

◆ Point3F

typedef LPoint3f Point3F

◆ Point4

typedef LPoint4f Point4

◆ Point4D

typedef LPoint4d Point4D

◆ Point4F

typedef LPoint4f Point4F

◆ PortalMask

◆ PTADouble

◆ PTAFloat

◆ PTAInt

◆ PTALMatrix3

◆ PTALMatrix3d

◆ PTALMatrix3f

◆ PTALMatrix4

◆ PTALMatrix4d

◆ PTALMatrix4f

◆ PTALVecBase2

◆ PTALVecBase2d

◆ PTALVecBase2f

◆ PTALVecBase2i

◆ PTALVecBase3

◆ PTALVecBase3d

◆ PTALVecBase3f

◆ PTALVecBase3i

◆ PTALVecBase4

◆ PTALVecBase4d

◆ PTALVecBase4f

◆ PTALVecBase4i

◆ PTAMat3

◆ PTAMat3d

◆ PTAMat4

◆ PTAMat4d

◆ PTAStdfloat

◆ PTAUchar

◆ PTAVecBase2d

◆ PTAVecBase2f

◆ PTAVecBase3d

◆ PTAVecBase3f

◆ PTAVecBase4d

◆ PTAVecBase4f

◆ QuadBitMaskNative

◆ Quat

typedef LQuaternionf Quat

◆ QuatD

◆ QuatF

◆ UnalignedLMatrix4

◆ UnalignedLVecBase4

◆ VBase2

typedef LVecBase2f VBase2

◆ VBase2D

◆ VBase2F

◆ VBase3

typedef LVecBase3f VBase3

◆ VBase3D

◆ VBase3F

◆ VBase4

typedef LVecBase4f VBase4

◆ VBase4D

◆ VBase4F

◆ Vec2

typedef LVector2f Vec2

◆ Vec2D

typedef LVector2d Vec2D

◆ Vec2F

typedef LVector2f Vec2F

◆ Vec3

typedef LVector3f Vec3

◆ Vec3D

typedef LVector3d Vec3D

◆ Vec3F

typedef LVector3f Vec3F

◆ Vec4

typedef LVector4f Vec4

◆ Vec4D

typedef LVector4d Vec4D

◆ Vec4F

typedef LVector4f Vec4F

◆ Xel

typedef Pixel Xel

Enumeration Type Documentation

◆ anonymous enum

anonymous enum

Only used by Attribute::Query functions.

Enumerator
TIXML_SUCCESS 
TIXML_NO_ATTRIBUTE 
TIXML_WRONG_TYPE 

◆ AutoTextureScale

Enumerator
ATS_none 
ATS_down 
ATS_up 
ATS_pad 
ATS_unspecified 

◆ ColorSpace

enum ColorSpace
Enumerator
CS_unspecified 

This value is not a color space, but is used to indicate that a color space has not been specified.

CS_linear 

CS_linear is not a color space per se, but represents the working color space of graphics APIs, which is linearized. Since the conversion from sRGB to linear is defined, one could posit that it has the ITU-R BT.709 primaries, but this isn't meaningful as modern graphics APIs do not perform color management. All colors in Panda3D are linear unless otherwise specified.

CS_sRGB 

This is the standard, gamma-2.2-corrected sRGB color space, as used by the majority of image formats.

CS_scRGB 

This is a 16-bit encoded linear color space capable of encoding color values in the -0.5...7.4999 range.

◆ CoordinateSystem

Enumerator
CS_default 

The CS_default entry does not refer to a particular coordinate system, but rather to the value stored in default_coordinate_system, which in turn is loaded from the config variable "coordinate-system".

CS_zup_right 
CS_yup_right 
CS_zup_left 
CS_yup_left 
CS_invalid 

CS_invalid is not a coordinate system at all. It can be used in user-input processing code to indicate a contradictory coordinate system request.

◆ ErrorUtilCode

Enumerator
EU_http_redirect 
EU_eof 
EU_network_no_data 
EU_write_ram 
EU_write 
EU_ok 
EU_success 
EU_error_abort 

General errors.

EU_error_file_empty 
EU_error_file_invalid 
EU_error_invalid_checksum 
EU_error_network_dead 

General network errors.

EU_error_network_unreachable 
EU_error_network_disconnected 
EU_error_network_timeout 
EU_error_network_no_data 
EU_error_network_disconnected_locally 

Local network errors.

EU_error_network_buffer_overflow 
EU_error_network_disk_quota_exceeded 
EU_error_network_remote_host_disconnected 

Remote host network errors.

EU_error_network_remote_host_down 
EU_error_network_remote_host_unreachable 
EU_error_network_remote_host_not_found 
EU_error_network_remote_host_no_response 
EU_error_write_out_of_files 

General local errors.

EU_error_write_out_of_memory 
EU_error_write_sharing_violation 
EU_error_write_disk_full 
EU_error_write_disk_not_found 
EU_error_write_disk_sector_not_found 
EU_error_write_disk_fault 
EU_error_write_file_rename 
EU_error_http_server_timeout 

HTTP errors.

EU_error_http_gateway_timeout 
EU_error_http_service_unavailable 
EU_error_http_proxy_authentication 
EU_error_zlib 

Zlib errors.

◆ LODNodeType

Enumerator
LNT_pop 
LNT_fade 

◆ NotifySeverity

Enumerator
NS_unspecified 

Never used, a special case internally.

NS_spam 
NS_debug 
NS_info 
NS_warning 
NS_error 

Specifically, a recoverable error.

NS_fatal 

A nonrecoverable error–expect abort() or core dump.

◆ ShaderUtilization

Enumerator
SUT_none 
SUT_basic 
SUT_advanced 
SUT_unspecified 

◆ ThreadPriority

An enumerated type used by Thread to specify a suggested relative priority for a particular thread.

Enumerator
TP_low 
TP_normal 
TP_high 
TP_urgent 

◆ TiXmlEncoding

Used by the parsing routines.

Enumerator
TIXML_ENCODING_UNKNOWN 
TIXML_ENCODING_UTF8 
TIXML_ENCODING_LEGACY 

Function Documentation

◆ autoBind()

panda3d::core::autoBind ( PandaNode  root_node,
AnimControlCollection  controls,
int  hierarchy_match_flags 
)

◆ checkAdler()

unsigned long int panda3d::core::checkAdler ( Filename  name)

◆ checkCrc()

unsigned long int panda3d::core::checkCrc ( Filename  name)

◆ composeMatrix() [1/10]

panda3d::core::composeMatrix ( LMatrix3d  mat,
const LVecBase3d  scale,
const LVecBase3d  hpr,
CoordinateSystem  cs 
)

◆ composeMatrix() [2/10]

panda3d::core::composeMatrix ( LMatrix3d  mat,
const LVecBase3d  scale,
const LVecBase3d  shear,
const LVecBase3d  hpr,
CoordinateSystem  cs 
)

◆ composeMatrix() [3/10]

panda3d::core::composeMatrix ( LMatrix3f  mat,
const LVecBase3f  scale,
const LVecBase3f  hpr,
CoordinateSystem  cs 
)

◆ composeMatrix() [4/10]

panda3d::core::composeMatrix ( LMatrix3f  mat,
const LVecBase3f  scale,
const LVecBase3f  shear,
const LVecBase3f  hpr,
CoordinateSystem  cs 
)

◆ composeMatrix() [5/10]

panda3d::core::composeMatrix ( LMatrix4d  mat,
const LVecBase3d  scale,
const LVecBase3d  hpr,
const LVecBase3d  translate,
CoordinateSystem  cs 
)

◆ composeMatrix() [6/10]

panda3d::core::composeMatrix ( LMatrix4d  mat,
const LVecBase3d  scale,
const LVecBase3d  shear,
const LVecBase3d  hpr,
const LVecBase3d  translate,
CoordinateSystem  cs 
)

◆ composeMatrix() [7/10]

panda3d::core::composeMatrix ( LMatrix4d  mat,
DoubleConst  components[::numMatrixComponents],
CoordinateSystem  cs 
)

◆ composeMatrix() [8/10]

panda3d::core::composeMatrix ( LMatrix4f  mat,
const LVecBase3f  scale,
const LVecBase3f  hpr,
const LVecBase3f  translate,
CoordinateSystem  cs 
)

◆ composeMatrix() [9/10]

panda3d::core::composeMatrix ( LMatrix4f  mat,
const LVecBase3f  scale,
const LVecBase3f  shear,
const LVecBase3f  hpr,
const LVecBase3f  translate,
CoordinateSystem  cs 
)

◆ composeMatrix() [10/10]

panda3d::core::composeMatrix ( LMatrix4f  mat,
FloatConst  components[::numMatrixComponents],
CoordinateSystem  cs 
)

◆ composeMatrixNewHpr() [1/6]

panda3d::core::composeMatrixNewHpr ( LMatrix3d  mat,
const LVecBase3d  scale,
const LVecBase3d  shear,
const LVecBase3d  hpr,
CoordinateSystem  cs 
)

◆ composeMatrixNewHpr() [2/6]

panda3d::core::composeMatrixNewHpr ( LMatrix3f  mat,
const LVecBase3f  scale,
const LVecBase3f  shear,
const LVecBase3f  hpr,
CoordinateSystem  cs 
)

◆ composeMatrixNewHpr() [3/6]

panda3d::core::composeMatrixNewHpr ( LMatrix4d  mat,
const LVecBase3d  scale,
const LVecBase3d  shear,
const LVecBase3d  hpr,
const LVecBase3d  translate,
CoordinateSystem  cs 
)

◆ composeMatrixNewHpr() [4/6]

panda3d::core::composeMatrixNewHpr ( LMatrix4d  mat,
DoubleConst  components[::numMatrixComponents],
CoordinateSystem  cs 
)

◆ composeMatrixNewHpr() [5/6]

panda3d::core::composeMatrixNewHpr ( LMatrix4f  mat,
const LVecBase3f  scale,
const LVecBase3f  shear,
const LVecBase3f  hpr,
const LVecBase3f  translate,
CoordinateSystem  cs 
)

◆ composeMatrixNewHpr() [6/6]

panda3d::core::composeMatrixNewHpr ( LMatrix4f  mat,
FloatConst  components[::numMatrixComponents],
CoordinateSystem  cs 
)

◆ composeMatrixOldHpr() [1/6]

panda3d::core::composeMatrixOldHpr ( LMatrix3d  mat,
const LVecBase3d  scale,
const LVecBase3d  shear,
const LVecBase3d  hpr,
CoordinateSystem  cs 
)

◆ composeMatrixOldHpr() [2/6]

panda3d::core::composeMatrixOldHpr ( LMatrix3f  mat,
const LVecBase3f  scale,
const LVecBase3f  shear,
const LVecBase3f  hpr,
CoordinateSystem  cs 
)

◆ composeMatrixOldHpr() [3/6]

panda3d::core::composeMatrixOldHpr ( LMatrix4d  mat,
const LVecBase3d  scale,
const LVecBase3d  shear,
const LVecBase3d  hpr,
const LVecBase3d  translate,
CoordinateSystem  cs 
)

◆ composeMatrixOldHpr() [4/6]

panda3d::core::composeMatrixOldHpr ( LMatrix4d  mat,
DoubleConst  components[::numMatrixComponents],
CoordinateSystem  cs 
)

◆ composeMatrixOldHpr() [5/6]

panda3d::core::composeMatrixOldHpr ( LMatrix4f  mat,
const LVecBase3f  scale,
const LVecBase3f  shear,
const LVecBase3f  hpr,
const LVecBase3f  translate,
CoordinateSystem  cs 
)

◆ composeMatrixOldHpr() [6/6]

panda3d::core::composeMatrixOldHpr ( LMatrix4f  mat,
FloatConst  components[::numMatrixComponents],
CoordinateSystem  cs 
)

◆ compressFile()

bool panda3d::core::compressFile ( const Filename  source,
const Filename  dest,
int  compression_level 
)

◆ compressStream()

bool panda3d::core::compressStream ( Istream  source,
Ostream  dest,
int  compression_level 
)

◆ compressString()

str panda3d::core::compressString ( str  source,
int  compression_level 
)

◆ copyStream()

bool panda3d::core::copyStream ( Istream  source,
Ostream  dest 
)

◆ decomposeMatrix() [1/10]

bool panda3d::core::decomposeMatrix ( const LMatrix3d  mat,
LVecBase3d  scale,
LVecBase3d  hpr,
CoordinateSystem  cs 
)

◆ decomposeMatrix() [2/10]

bool panda3d::core::decomposeMatrix ( const LMatrix3d  mat,
LVecBase3d  scale,
LVecBase3d  shear,
LVecBase3d  hpr,
CoordinateSystem  cs 
)

◆ decomposeMatrix() [3/10]

bool panda3d::core::decomposeMatrix ( const LMatrix3f  mat,
LVecBase3f  scale,
LVecBase3f  hpr,
CoordinateSystem  cs 
)

◆ decomposeMatrix() [4/10]

bool panda3d::core::decomposeMatrix ( const LMatrix3f  mat,
LVecBase3f  scale,
LVecBase3f  shear,
LVecBase3f  hpr,
CoordinateSystem  cs 
)

◆ decomposeMatrix() [5/10]

bool panda3d::core::decomposeMatrix ( const LMatrix4d  mat,
LVecBase3d  scale,
LVecBase3d  hpr,
LVecBase3d  translate,
CoordinateSystem  cs 
)

◆ decomposeMatrix() [6/10]

bool panda3d::core::decomposeMatrix ( const LMatrix4d  mat,
LVecBase3d  scale,
LVecBase3d  shear,
LVecBase3d  hpr,
LVecBase3d  translate,
CoordinateSystem  cs 
)

◆ decomposeMatrix() [7/10]

bool panda3d::core::decomposeMatrix ( const LMatrix4d  mat,
Double  components[::numMatrixComponents],
CoordinateSystem  CS 
)

◆ decomposeMatrix() [8/10]

bool panda3d::core::decomposeMatrix ( const LMatrix4f  mat,
LVecBase3f  scale,
LVecBase3f  hpr,
LVecBase3f  translate,
CoordinateSystem  cs 
)

◆ decomposeMatrix() [9/10]

bool panda3d::core::decomposeMatrix ( const LMatrix4f  mat,
LVecBase3f  scale,
LVecBase3f  shear,
LVecBase3f  hpr,
LVecBase3f  translate,
CoordinateSystem  cs 
)

◆ decomposeMatrix() [10/10]

bool panda3d::core::decomposeMatrix ( const LMatrix4f  mat,
Float  components[::numMatrixComponents],
CoordinateSystem  CS 
)

◆ decomposeMatrixNewHpr() [1/6]

bool panda3d::core::decomposeMatrixNewHpr ( const LMatrix3d  mat,
LVecBase3d  scale,
LVecBase3d  shear,
LVecBase3d  hpr,
CoordinateSystem  cs 
)

◆ decomposeMatrixNewHpr() [2/6]

bool panda3d::core::decomposeMatrixNewHpr ( const LMatrix3f  mat,
LVecBase3f  scale,
LVecBase3f  shear,
LVecBase3f  hpr,
CoordinateSystem  cs 
)

◆ decomposeMatrixNewHpr() [3/6]

bool panda3d::core::decomposeMatrixNewHpr ( const LMatrix4d  mat,
LVecBase3d  scale,
LVecBase3d  shear,
LVecBase3d  hpr,
LVecBase3d  translate,
CoordinateSystem  cs 
)

◆ decomposeMatrixNewHpr() [4/6]

bool panda3d::core::decomposeMatrixNewHpr ( const LMatrix4d  mat,
Double  components[::numMatrixComponents],
CoordinateSystem  CS 
)

◆ decomposeMatrixNewHpr() [5/6]

bool panda3d::core::decomposeMatrixNewHpr ( const LMatrix4f  mat,
LVecBase3f  scale,
LVecBase3f  shear,
LVecBase3f  hpr,
LVecBase3f  translate,
CoordinateSystem  cs 
)

◆ decomposeMatrixNewHpr() [6/6]

bool panda3d::core::decomposeMatrixNewHpr ( const LMatrix4f  mat,
Float  components[::numMatrixComponents],
CoordinateSystem  CS 
)

◆ decomposeMatrixOldHpr() [1/6]

bool panda3d::core::decomposeMatrixOldHpr ( const LMatrix3d  mat,
LVecBase3d  scale,
LVecBase3d  shear,
LVecBase3d  hpr,
CoordinateSystem  cs 
)

◆ decomposeMatrixOldHpr() [2/6]

bool panda3d::core::decomposeMatrixOldHpr ( const LMatrix3f  mat,
LVecBase3f  scale,
LVecBase3f  shear,
LVecBase3f  hpr,
CoordinateSystem  cs 
)

◆ decomposeMatrixOldHpr() [3/6]

bool panda3d::core::decomposeMatrixOldHpr ( const LMatrix4d  mat,
LVecBase3d  scale,
LVecBase3d  shear,
LVecBase3d  hpr,
LVecBase3d  translate,
CoordinateSystem  cs 
)

◆ decomposeMatrixOldHpr() [4/6]

bool panda3d::core::decomposeMatrixOldHpr ( const LMatrix4d  mat,
Double  components[::numMatrixComponents],
CoordinateSystem  CS 
)

◆ decomposeMatrixOldHpr() [5/6]

bool panda3d::core::decomposeMatrixOldHpr ( const LMatrix4f  mat,
LVecBase3f  scale,
LVecBase3f  shear,
LVecBase3f  hpr,
LVecBase3f  translate,
CoordinateSystem  cs 
)

◆ decomposeMatrixOldHpr() [6/6]

bool panda3d::core::decomposeMatrixOldHpr ( const LMatrix4f  mat,
Float  components[::numMatrixComponents],
CoordinateSystem  CS 
)

◆ decompressFile()

bool panda3d::core::decompressFile ( const Filename  source,
const Filename  dest 
)

◆ decompressStream()

bool panda3d::core::decompressStream ( Istream  source,
Ostream  dest 
)

◆ decompressString()

str panda3d::core::decompressString ( str  source)

◆ deg2Rad() [1/2]

double panda3d::core::deg2Rad ( double  f)

◆ deg2Rad() [2/2]

float panda3d::core::deg2Rad ( float  f)

◆ errorToText()

str panda3d::core::errorToText ( ErrorUtilCode  err)

◆ formatColorSpace()

str panda3d::core::formatColorSpace ( ColorSpace  cs)

◆ formatCoordinateSystem()

str panda3d::core::formatCoordinateSystem ( CoordinateSystem  cs)

◆ genericReadDatagram() [1/4]

panda3d::core::genericReadDatagram ( LMatrix3d  result,
DatagramIterator  source 
)

◆ genericReadDatagram() [2/4]

panda3d::core::genericReadDatagram ( LMatrix3f  result,
DatagramIterator  source 
)

◆ genericReadDatagram() [3/4]

panda3d::core::genericReadDatagram ( LMatrix4d  result,
DatagramIterator  source 
)

◆ genericReadDatagram() [4/4]

panda3d::core::genericReadDatagram ( LMatrix4f  result,
DatagramIterator  source 
)

◆ genericWriteDatagram() [1/4]

panda3d::core::genericWriteDatagram ( Datagram  dest,
const LMatrix3d  value 
)

◆ genericWriteDatagram() [2/4]

panda3d::core::genericWriteDatagram ( Datagram  dest,
const LMatrix3f  value 
)

◆ genericWriteDatagram() [3/4]

panda3d::core::genericWriteDatagram ( Datagram  dest,
const LMatrix4d  value 
)

◆ genericWriteDatagram() [4/4]

panda3d::core::genericWriteDatagram ( Datagram  dest,
const LMatrix4f  value 
)

◆ getConfigExpress()

DConfig panda3d::core::getConfigExpress ( )

Returns the configure object for accessing config variables from a scripting language.

◆ getDefaultCoordinateSystem()

CoordinateSystem panda3d::core::getDefaultCoordinateSystem ( )

◆ getModelPath()

ConfigVariableSearchPath panda3d::core::getModelPath ( )

◆ getNetworkError()

int panda3d::core::getNetworkError ( )

◆ getPluginPath()

ConfigVariableSearchPath panda3d::core::getPluginPath ( )

◆ getWriteError()

int panda3d::core::getWriteError ( )

◆ handleSocketError()

str panda3d::core::handleSocketError ( )

◆ headsUp() [1/12]

panda3d::core::headsUp ( LMatrix3d  mat,
const LVector3d  fwd,
CoordinateSystem  cs 
)

◆ headsUp() [2/12]

panda3d::core::headsUp ( LMatrix3d  mat,
const LVector3d  fwd,
const LVector3d  up,
CoordinateSystem  cs 
)

◆ headsUp() [3/12]

panda3d::core::headsUp ( LMatrix3f  mat,
const LVector3f  fwd,
CoordinateSystem  cs 
)

◆ headsUp() [4/12]

panda3d::core::headsUp ( LMatrix3f  mat,
const LVector3f  fwd,
const LVector3f  up,
CoordinateSystem  cs 
)

◆ headsUp() [5/12]

panda3d::core::headsUp ( LMatrix4d  mat,
const LVector3d  fwd,
CoordinateSystem  cs 
)

◆ headsUp() [6/12]

panda3d::core::headsUp ( LMatrix4d  mat,
const LVector3d  fwd,
const LVector3d  up,
CoordinateSystem  cs 
)

◆ headsUp() [7/12]

panda3d::core::headsUp ( LMatrix4f  mat,
const LVector3f  fwd,
CoordinateSystem  cs 
)

◆ headsUp() [8/12]

panda3d::core::headsUp ( LMatrix4f  mat,
const LVector3f  fwd,
const LVector3f  up,
CoordinateSystem  cs 
)

◆ headsUp() [9/12]

panda3d::core::headsUp ( LQuaterniond  quat,
const LVector3d  fwd,
CoordinateSystem  cs 
)

◆ headsUp() [10/12]

panda3d::core::headsUp ( LQuaterniond  quat,
const LVector3d  fwd,
const LVector3d  up,
CoordinateSystem  cs 
)

◆ headsUp() [11/12]

panda3d::core::headsUp ( LQuaternionf  quat,
const LVector3f  fwd,
CoordinateSystem  cs 
)

◆ headsUp() [12/12]

panda3d::core::headsUp ( LQuaternionf  quat,
const LVector3f  fwd,
const LVector3f  up,
CoordinateSystem  cs 
)

◆ invert() [1/6]

LMatrix3d panda3d::core::invert ( const LMatrix3d  a)

◆ invert() [2/6]

LMatrix3f panda3d::core::invert ( const LMatrix3f  a)

◆ invert() [3/6]

LMatrix4d panda3d::core::invert ( const LMatrix4d  a)

◆ invert() [4/6]

LMatrix4f panda3d::core::invert ( const LMatrix4f  a)

◆ invert() [5/6]

LQuaterniond panda3d::core::invert ( const LQuaterniond  a)

◆ invert() [6/6]

LQuaternionf panda3d::core::invert ( const LQuaternionf  a)

◆ isRightHanded()

bool panda3d::core::isRightHanded ( CoordinateSystem  cs)

◆ loadPrcFile()

ConfigPage panda3d::core::loadPrcFile ( const Filename  filename)

A convenience function for loading explicit prc files from a disk file or from within a multifile (via the virtual file system). Save the return value and pass it to unload_prc_file() if you ever want to unload this file later.

The filename is first searched along the default prc search path, and then also along the model path, for convenience.

This function is defined in putil instead of in dtool with the read of the prc stuff, so that it can take advantage of the virtual file system (which is defined in express), and the model path (which is in putil).

◆ loadPrcFileData()

ConfigPage panda3d::core::loadPrcFileData ( str  name,
str  data 
)

Another convenience function to load a prc file from an explicit string, which represents the contents of the prc file.

The first parameter is an arbitrary name to assign to this in-memory prc file. Supply a filename if the data was read from a file, or use any other name that is meaningful to you. The name is only used when the set of loaded prc files is listed.

◆ lookAt() [1/12]

panda3d::core::lookAt ( LMatrix3d  mat,
const LVector3d  fwd,
CoordinateSystem  cs 
)

◆ lookAt() [2/12]

panda3d::core::lookAt ( LMatrix3d  mat,
const LVector3d  fwd,
const LVector3d  up,
CoordinateSystem  cs 
)

◆ lookAt() [3/12]

panda3d::core::lookAt ( LMatrix3f  mat,
const LVector3f  fwd,
CoordinateSystem  cs 
)

◆ lookAt() [4/12]

panda3d::core::lookAt ( LMatrix3f  mat,
const LVector3f  fwd,
const LVector3f  up,
CoordinateSystem  cs 
)

◆ lookAt() [5/12]

panda3d::core::lookAt ( LMatrix4d  mat,
const LVector3d  fwd,
CoordinateSystem  cs 
)

◆ lookAt() [6/12]

panda3d::core::lookAt ( LMatrix4d  mat,
const LVector3d  fwd,
const LVector3d  up,
CoordinateSystem  cs 
)

◆ lookAt() [7/12]

panda3d::core::lookAt ( LMatrix4f  mat,
const LVector3f  fwd,
CoordinateSystem  cs 
)

◆ lookAt() [8/12]

panda3d::core::lookAt ( LMatrix4f  mat,
const LVector3f  fwd,
const LVector3f  up,
CoordinateSystem  cs 
)

◆ lookAt() [9/12]

panda3d::core::lookAt ( LQuaterniond  quat,
const LVector3d  fwd,
CoordinateSystem  cs 
)

◆ lookAt() [10/12]

panda3d::core::lookAt ( LQuaterniond  quat,
const LVector3d  fwd,
const LVector3d  up,
CoordinateSystem  cs 
)

◆ lookAt() [11/12]

panda3d::core::lookAt ( LQuaternionf  quat,
const LVector3f  fwd,
CoordinateSystem  cs 
)

◆ lookAt() [12/12]

panda3d::core::lookAt ( LQuaternionf  quat,
const LVector3f  fwd,
const LVector3f  up,
CoordinateSystem  cs 
)

◆ newToOldHpr() [1/2]

LVecBase3d panda3d::core::newToOldHpr ( const LVecBase3d  new_hpr)

◆ newToOldHpr() [2/2]

LVecBase3f panda3d::core::newToOldHpr ( const LVecBase3f  new_hpr)

◆ oldToNewHpr() [1/2]

LVecBase3d panda3d::core::oldToNewHpr ( const LVecBase3d  old_hpr)

◆ oldToNewHpr() [2/2]

LVecBase3f panda3d::core::oldToNewHpr ( const LVecBase3f  old_hpr)

◆ operator*() [1/24]

LMatrix3d panda3d::core::operator* ( const LMatrix3d  m,
const LQuaterniond  q 
)

◆ operator*() [2/24]

LMatrix3f panda3d::core::operator* ( const LMatrix3f  m,
const LQuaternionf  q 
)

◆ operator*() [3/24]

LMatrix4d panda3d::core::operator* ( const LMatrix4d  m,
const LQuaterniond  q 
)

◆ operator*() [4/24]

LMatrix4f panda3d::core::operator* ( const LMatrix4f  m,
const LQuaternionf  q 
)

◆ operator*() [5/24]

LPoint2d panda3d::core::operator* ( const LPoint2d  v,
const LMatrix3d  m 
)

◆ operator*() [6/24]

LPoint2f panda3d::core::operator* ( const LPoint2f  v,
const LMatrix3f  m 
)

◆ operator*() [7/24]

LPoint3d panda3d::core::operator* ( const LPoint3d  v,
const LMatrix3d  m 
)

◆ operator*() [8/24]

LPoint3d panda3d::core::operator* ( const LPoint3d  v,
const LMatrix4d  m 
)

◆ operator*() [9/24]

LPoint3f panda3d::core::operator* ( const LPoint3f  v,
const LMatrix3f  m 
)

◆ operator*() [10/24]

LPoint3f panda3d::core::operator* ( const LPoint3f  v,
const LMatrix4f  m 
)

◆ operator*() [11/24]

LPoint4d panda3d::core::operator* ( const LPoint4d  v,
const LMatrix4d  m 
)

◆ operator*() [12/24]

LPoint4f panda3d::core::operator* ( const LPoint4f  v,
const LMatrix4f  m 
)

◆ operator*() [13/24]

LVecBase3d panda3d::core::operator* ( const LVecBase3d  v,
const LMatrix3d  m 
)

◆ operator*() [14/24]

LVecBase3f panda3d::core::operator* ( const LVecBase3f  v,
const LMatrix3f  m 
)

◆ operator*() [15/24]

LVecBase4d panda3d::core::operator* ( const LVecBase4d  v,
const LMatrix4d  m 
)

◆ operator*() [16/24]

LVecBase4f panda3d::core::operator* ( const LVecBase4f  v,
const LMatrix4f  m 
)

◆ operator*() [17/24]

LVector2d panda3d::core::operator* ( const LVector2d  v,
const LMatrix3d  m 
)

◆ operator*() [18/24]

LVector2f panda3d::core::operator* ( const LVector2f  v,
const LMatrix3f  m 
)

◆ operator*() [19/24]

LVector3d panda3d::core::operator* ( const LVector3d  v,
const LMatrix3d  m 
)

◆ operator*() [20/24]

LVector3d panda3d::core::operator* ( const LVector3d  v,
const LMatrix4d  m 
)

◆ operator*() [21/24]

LVector3f panda3d::core::operator* ( const LVector3f  v,
const LMatrix3f  m 
)

◆ operator*() [22/24]

LVector3f panda3d::core::operator* ( const LVector3f  v,
const LMatrix4f  m 
)

◆ operator*() [23/24]

LVector4d panda3d::core::operator* ( const LVector4d  v,
const LMatrix4d  m 
)

◆ operator*() [24/24]

LVector4f panda3d::core::operator* ( const LVector4f  v,
const LMatrix4f  m 
)

◆ operator*=() [1/16]

panda3d::core::operator*= ( LPoint2d  v,
const LMatrix3d  m 
)

◆ operator*=() [2/16]

panda3d::core::operator*= ( LPoint2f  v,
const LMatrix3f  m 
)

◆ operator*=() [3/16]

panda3d::core::operator*= ( LPoint3d  v,
const LMatrix3d  m 
)

◆ operator*=() [4/16]

panda3d::core::operator*= ( LPoint3d  v,
const LMatrix4d  m 
)

◆ operator*=() [5/16]

panda3d::core::operator*= ( LPoint3f  v,
const LMatrix3f  m 
)

◆ operator*=() [6/16]

panda3d::core::operator*= ( LPoint3f  v,
const LMatrix4f  m 
)

◆ operator*=() [7/16]

panda3d::core::operator*= ( LVecBase3d  v,
const LMatrix3d  m 
)

◆ operator*=() [8/16]

panda3d::core::operator*= ( LVecBase3f  v,
const LMatrix3f  m 
)

◆ operator*=() [9/16]

panda3d::core::operator*= ( LVecBase4d  v,
const LMatrix4d  m 
)

◆ operator*=() [10/16]

panda3d::core::operator*= ( LVecBase4f  v,
const LMatrix4f  m 
)

◆ operator*=() [11/16]

panda3d::core::operator*= ( LVector2d  v,
const LMatrix3d  m 
)

◆ operator*=() [12/16]

panda3d::core::operator*= ( LVector2f  v,
const LMatrix3f  m 
)

◆ operator*=() [13/16]

panda3d::core::operator*= ( LVector3d  v,
const LMatrix3d  m 
)

◆ operator*=() [14/16]

panda3d::core::operator*= ( LVector3d  v,
const LMatrix4d  m 
)

◆ operator*=() [15/16]

panda3d::core::operator*= ( LVector3f  v,
const LMatrix3f  m 
)

◆ operator*=() [16/16]

panda3d::core::operator*= ( LVector3f  v,
const LMatrix4f  m 
)

◆ parseColorSpaceString()

ColorSpace panda3d::core::parseColorSpaceString ( str  str)

◆ parseCoordinateSystemString()

CoordinateSystem panda3d::core::parseCoordinateSystemString ( str  str)

◆ printXml()

panda3d::core::printXml ( TiXmlNode  xnode)

◆ printXmlToFile()

panda3d::core::printXmlToFile ( const Filename  filename,
TiXmlNode  xnode 
)

◆ pyDecodeNodePathFromBamStream()

NodePath panda3d::core::pyDecodeNodePathFromBamStream ( str  data)

◆ pyDecodeNodePathFromBamStreamPersist()

NodePath panda3d::core::pyDecodeNodePathFromBamStreamPersist ( object  unpickler,
str  data 
)

◆ pyDecodeTypedWritableFromBamStream()

object panda3d::core::pyDecodeTypedWritableFromBamStream ( object  this_class,
str  data 
)

◆ pyDecodeTypedWritableFromBamStreamPersist()

object panda3d::core::pyDecodeTypedWritableFromBamStreamPersist ( object  unpickler,
object  this_class,
str  data 
)

◆ rad2Deg() [1/2]

double panda3d::core::rad2Deg ( double  f)

◆ rad2Deg() [2/2]

float panda3d::core::rad2Deg ( float  f)

◆ readXmlStream()

TiXmlDocument panda3d::core::readXmlStream ( Istream  in)

Reads an XML document from the indicated stream. Returns the document, or NULL on error.

◆ rotateTo() [1/4]

panda3d::core::rotateTo ( LMatrix3d  mat,
const LVector3d  a,
const LVector3d  b 
)

◆ rotateTo() [2/4]

panda3d::core::rotateTo ( LMatrix3f  mat,
const LVector3f  a,
const LVector3f  b 
)

◆ rotateTo() [3/4]

panda3d::core::rotateTo ( LMatrix4d  mat,
const LVector3d  a,
const LVector3d  b 
)

◆ rotateTo() [4/4]

panda3d::core::rotateTo ( LMatrix4f  mat,
const LVector3f  a,
const LVector3f  b 
)

◆ transpose() [1/4]

LMatrix3d panda3d::core::transpose ( const LMatrix3d  a)

◆ transpose() [2/4]

LMatrix3f panda3d::core::transpose ( const LMatrix3f  a)

◆ transpose() [3/4]

LMatrix4d panda3d::core::transpose ( const LMatrix4d  a)

◆ transpose() [4/4]

LMatrix4f panda3d::core::transpose ( const LMatrix4f  a)

◆ unloadPrcFile()

bool panda3d::core::unloadPrcFile ( ConfigPage  page)

◆ writeXmlStream()

panda3d::core::writeXmlStream ( Ostream  out,
TiXmlDocument  doc 
)