Namespaces

   
namespace MinSG.GraphVizOutput
namespace MinSG.TreeBuilder

Types

   
type MinSG.DebugCamera
type MinSG.DirectionalInterpolator
type MinSG.StatChart
type MinSG.ValuatedRegionNode

Attributes

   
MinSG.BOUNDING_BOXES  
MinSG.FRUSTUM_CULLING  
MinSG.MESH_AUTO_CENTER  
MinSG.MESH_AUTO_CENTER_BOTTOM  
MinSG.MESH_AUTO_SCALE  
MinSG.NO_GEOMETRY  
MinSG.NO_STATES  
MinSG.SHOW_COORD_SYSTEM  
MinSG.SHOW_META_OBJECTS  
MinSG.SKIP_RENDERER  
MinSG.USE_WORLD_MATRIX  
MinSG.VERSION  

Functions

   
MinSG.calculateSunPosition(p0 [, p1 [, p2 [, p3 [, p4]]]]) [ESF] Vec3 calculateSunPosition(timeOfDay[,julianDay=0,[timeZone=0[,longitude=0[,latitude=0]]]])
East = x, up = y, South = z
All times in decimal form (6.25 = 6:15 AM)
All angles in Radians
From IES Lighting Handbook pg 361
\see http://www.cs.utah.edu/~shirley/papers/sunsky/code/
MinSG.changeParentKeepTransformation(p0, p1) [ESF] void MinSG.changeParentKeepTransformation(Node child, GroupNode newParent)
MinSG.collectClosedNodes(p0) [ESF] Array collectClosedNodes(root)
MinSG.collectClosedNodesAtPosition(p0, p1) [ESF] Array collectClosedNodesAtPosition(root,position)
MinSG.collectClosedNodesIntersectingBox(p0, p1) [ESF] Array collectClosedNodesIntersectingBox(root,box)
MinSG.collectGeoNodes(p0) [ESF] Array collectGeoNodes(root)
MinSG.collectGeoNodesAtPosition(p0, p1) [ESF] Array collectGeoNodesAtPosition(root,position)
MinSG.collectGeoNodesInFrustum(p0, p1 [, p2]) [ESF] Array collectGeoNodesInFrustum(root,frustum, [bool includeIntersectingNodes])
MinSG.collectGeoNodesIntersectingBox(p0, p1) [ESF] Array collectGeoNodesIntersectingBox(root,box)
MinSG.collectGeoNodesIntersectingRay(p0, p1 [, p2]) [ESF] Array collectGeoNodesIntersectingBox(root,(pos,dir|ray))
MinSG.collectInstances(p0, p1) [ESF] Array collectInstances(Node root,Node prototype)
MinSG.collectLightNodes(p0) [ESF] Array collectLightNodes(root)
MinSG.collectNextNodesReferencingAttribute(p0, p1) [ESF] Array collectNextNodesReferencingAttribute(root, attrName)
MinSG.collectNodes(p0 [, p1]) [ESF] Array collectNodes(root[, type])
MinSG.collectNodesReferencingAttribute(p0, p1) [ESF] Array collectNodesReferencingAttribute(root, attrName)
MinSG.collectNodesWithAttribute(p0, p1) [ESF] Array collectNodesWithAttribute(root, attrName)
MinSG.collectStates(p0 [, p1]) [ESF] Array collectStates(root[, type])
MinSG.collectVisibleNodes(p0, p1 [, p2 [, p3 [, p4]]]) [ESF] Array collectVisibleNodes(root,FrameContext [[, Number or false maxDistance],bool fillDepthBuffer=false, Number renderingLayers])
MinSG.combineNodesWorldBBs(p0) [ESF] Box MinSG.combineNodesWorldBBs(Array nodes)
MinSG.countGeoNodes(p0) [ESF] number countGeoNodes(root)
MinSG.countGeoNodesInFrustum(p0, p1) [ESF] number countGeoNodesInFrustum(root,camera)
MinSG.countNodesInLevels(p0) [ESF] Array countNodesInLevels(MinSG.Node)
MinSG.countTriangles(p0) [ESF] number countTriangles(root)
MinSG.countTrianglesInFrustum(p0, p1) [ESF] number countTrianglesInFrustum(root, frustum)
MinSG.createSkybox(p0) [ESF] Node createSkybox(filename)
MinSG.destroy(p0) [ESF] void MinSG.destroy(Node)
MinSG.getChildNodes(p0) [ESF] Array getChildNodes(root)
MinSG.initShaderState(p0, p1, p2, p3 [, p4 [, p5]]) [ESF] void MinSG.initShaderState(ShaderState, Array vsFiles, Array gsFiles, Array fsFiles, [Shader::flag_t _usage], _Util::FileLocator )
MinSG.loadModel(p0 [, p1 [, p2]]) [ESF] MinSG.Node MinSG.loadModel(filename[,flags[,TransMat]])
MinSG.moveStatesIntoClosedNodes(p0) [ESF] void MinSG.moveStatesIntoClosedNodes(MinSG.Node)
MinSG.moveStatesIntoLeaves(p0) [ESF] void MinSG.moveStatesIntoLeaves(MinSG.Node)
MinSG.moveTransformationsIntoClosedNodes(p0) [ESF] void MinSG.moveTransformationsIntoClosedNodes(MinSG.Node)
MinSG.moveTransformationsIntoLeaves(p0) [ESF] void MinSG.moveTransformationsIntoLeaves(MinSG.Node)