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
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) |