Namespaces

   
namespace MinSG.AGVS
namespace MinSG.BlueSurfels
namespace MinSG.ColorCube
namespace MinSG.GraphVizOutput
namespace MinSG.MixedExtVisibility
namespace MinSG.OutOfCore
namespace MinSG.Physics
namespace MinSG.PipelineStatistics
namespace MinSG.SVS
namespace MinSG.SamplingAnalysis
namespace MinSG.SceneManagement
namespace MinSG.TreeBuilder
namespace MinSG.TreeSync
namespace MinSG.Triangulation
namespace MinSG.VoxelWorld

Types

   
type MinSG.AbstractBehaviour
type MinSG.AbstractBehaviourDecorator
type MinSG.AbstractCameraNode
type MinSG.AbstractImageComparator
type MinSG.AbstractNodeBehaviour
type MinSG.AbstractOnGpuComparator
type MinSG.AbstractStateBehaviour
type MinSG.AdaptCullEvaluator
type MinSG.AlphaTestState
type MinSG.AreaEvaluator
type MinSG.ArmatureNode
type MinSG.AverageComparator
type MinSG.Behavior
type MinSG.BehaviorStatus
type MinSG.BehaviourGroup
type MinSG.BehaviourManager
type MinSG.BillboardNode
type MinSG.BlendingState
type MinSG.BoxQualityEvaluator
type MinSG.BudgetAnnotationState
type MinSG.CHCRenderer
type MinSG.CHCppRenderer
type MinSG.CameraNode
type MinSG.CameraNodeOrtho
type MinSG.ColorCubeRenderer
type MinSG.ColorVisibilityEvaluator
type MinSG.CostEvaluator
type MinSG.CullFaceState
type MinSG.DebugCamera
type MinSG.DirectionalInterpolator
type MinSG.EnvironmentState
type MinSG.Evaluator
type MinSG.FakeInstanceNode
type MinSG.FollowPathBehaviour
type MinSG.FrameContext
type MinSG.GenericMetaNode
type MinSG.GeometryNode
type MinSG.GroupNode
type MinSG.GroupState
type MinSG.HOMRenderer
type MinSG.JointNode
type MinSG.KeyFrameAnimationBehaviour
type MinSG.KeyFrameAnimationNode
type MinSG.LODRenderer
type MinSG.LightNode
type MinSG.LightingState
type MinSG.ListNode
type MinSG.MaterialState
type MinSG.MirrorState
type MinSG.NaiveOccRenderer
type MinSG.Node
type MinSG.NodeRendererState
type MinSG.OccOverheadEvaluator
type MinSG.OccRenderer
type MinSG.OccludeeRenderer
type MinSG.OverdrawFactorEvaluator
type MinSG.PVSRenderer
type MinSG.ParticleAffector
type MinSG.ParticleAnimator
type MinSG.ParticleBoxEmitter
type MinSG.ParticleEmitter
type MinSG.ParticleFadeOutAffector
type MinSG.ParticleGravityAffector
type MinSG.ParticlePointEmitter
type MinSG.ParticleReflectionAffector
type MinSG.ParticleSystemNode
type MinSG.PathNode
type MinSG.PathTracer
type MinSG.PointParameterState
type MinSG.PolygonModeState
type MinSG.ProjSizeFilterState
type MinSG.PyramidComparator
type MinSG.RTree
type MinSG.RandomColorRenderer
type MinSG.RenderParam
type MinSG.RigidJoint
type MinSG.SSIMComparator
type MinSG.ScriptedBehavior
type MinSG.ScriptedEvaluator
type MinSG.ScriptedNodeBehaviour
type MinSG.ScriptedNodeRendererState
type MinSG.ScriptedState
type MinSG.ScriptedStateBehaviour
type MinSG.ShaderState
type MinSG.ShaderUniformState
type MinSG.ShadowState
type MinSG.SimilarPixelCounter
type MinSG.SimplePhysics2
type MinSG.SkeletalAbstractPose
type MinSG.SkeletalAnimationBehaviour
type MinSG.SkeletalHardwareRendererState
type MinSG.SkeletalMatrixPose
type MinSG.SkeletalNode
type MinSG.SkeletalSRTPose
type MinSG.SkeletalSoftwareRendererState
type MinSG.StatChart
type MinSG.State
type MinSG.Statistics
type MinSG.StatsEvaluator
type MinSG.StrangeExampleRenderer
type MinSG.SurfelRenderer
type MinSG.TextureState
type MinSG.TimedBehaviourDecorator
type MinSG.TransparencyRenderer
type MinSG.TreeVisualization
type MinSG.TrianglesEvaluator
type MinSG.TwinPartitionsRenderer
type MinSG.ValuatedRegionNode
type MinSG.VisibilityEvaluator
type MinSG.VisibilitySubdivisionRenderer
type MinSG.VisibilityVector
type MinSG.Waypoint

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.STATE_OK  
MinSG.STATE_SKIPPED  
MinSG.STATE_SKIP_OTHER_STATES  
MinSG.STATE_SKIP_RENDERING  
MinSG.USE_WORLD_MATRIX  
MinSG.VERSION  

Functions

   
MinSG.__createSimplePhysics(p0 [, p1]) [ESF] AbstractBehaviour __createSimplePhysics(Node[,vec3])
MinSG.__loadCamPath(p0, p1) [ESF] AbstractBehaviour __loadCamPath(Node, filename)
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.createABTree(p0, p1, p2) createABTree(Mesh, Number, Number)
MinSG.createOctree(p0, p1, p2) createOctree(Mesh, Number, Number)
MinSG.createRandomizedSampleTree(p0) createRandomizedSampleTree(Mesh)
MinSG.createReliefBoardForNode(p0, p1) [ESF] GeometryNode MinSG.createReliefBoardForNode(FrameContext, Node)
MinSG.createSkybox(p0) [ESF] Node createSkybox(filename)
MinSG.createTexturedDepthMeshForNode(p0, p1) [ESF] GeometryNode MinSG.createTexturedDepthMeshForNode(FrameContext, Node)
MinSG.createkDTree(p0, p1, p2) createkDTree(Mesh, Number, Number)
MinSG.destroy(p0) [ESF] void MinSG.destroy(Node)
MinSG.getChildNodes(p0) [ESF] Array getChildNodes(root)
MinSG.getRuntime(p0) Number getRuntime(ValuatedRegionNode)
MinSG.getVisibilityCells(p0) Array getVisibilityCells(ValuatedRegionNode)
MinSG.importTwinPartitions(p0)  
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.mergeGeometry(p0) [ESF] Mesh mergeGeometry(Array)
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)
MinSG.setScriptedStateExporter(p0) [ESMF] MinSG.setScriptedStateImporter( callback(state,Map stateDescription) )
MinSG.setScriptedStateImporter(p0) [ESMF] MinSG.setScriptedStateImporter( callback(node,Map stateDescription) )
MinSG.visibilityMerge(p0, p1, p2, p3, p4, p5) [ValuatedRegionNode, ListNode] visibilityMerge(SceneManager, ValuatedRegionNode, Number, Number, Number, Number)