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Node Member List
This is the complete list of members for
Node
, including all inherited members.
addAngleOffset
(GLfloat additional_angle_offset)
Node
adjacents_
Node
[protected]
alpha_
Node
[protected]
angle_offset_
Node
[protected]
angular_width_
Node
[protected]
blue_
Node
[protected]
caption_
Node
[protected]
deleteOneAdjacentNode
(Node *node)
Node
drawNode
(GLUquadricObj *quadric, bool render_mode, bool caption_mode)
Node
eraseNode
(Node *node)
Node
getAngle
() const
Node
getAngleOffset
()
Node
getAngularWidth
()
Node
getBlue
()
Node
getCaption
()
Node
getDegree
()
Node
getGreen
()
Node
getID
()
Node
getLastVisitor
()
Node
getListOfAdjacentNodes
()
Node
getListOfLeafeNodes
()
Node
getNodeRadius
() const
Node
getNumLeafs
(Node *node)
Node
getPointVector
() const
Node
getRadius
() const
Node
getRed
()
Node
getRing
() const
Node
getTotalNumOfLeafsExceptRoot
(Node *root)
Node
green_
Node
[protected]
id_
Node
[protected]
incrNumOfLeafs
(Node *root)
Node
is_selected_
Node
[protected]
last_visitor_
Node
[protected]
Node
()
Node
[inline]
Node
(Node *copied_node)
Node
[inline]
node_radius_
Node
[protected]
num_leafs_
Node
[protected]
operator==
(Node &to_compare_node)
Node
point_vector_
Node
[protected]
polar_phi_
Node
[protected]
polar_r_
Node
[protected]
red_
Node
[protected]
resetMembers
()
Node
ring_number_
Node
[protected]
ring_radius_
Node
[protected]
setAngle
(GLfloat polar_phi)
Node
setAngularWidth
(GLfloat angular_width)
Node
setBlue
(GLuint blue)
Node
setCaption
(char const *caption)
Node
setGreen
(GLuint green)
Node
setID
(GLuint id)
Node
setLastVisitor
(GLint last_visitor)
Node
setNodeRadius
(GLfloat node_radius)
Node
setOneAdjacentNode
(Node *node)
Node
setPointVector
(Vector3D *point_vector)
Node
setRadius
(GLfloat ring_radius)
Node
setRed
(GLuint red)
Node
setRing
(GLuint num_ring)
Node
setSceneRotation
(GLfloat x_rotation, GLfloat y_rotation, GLfloat z_rotation)
Node
setSelected
(bool is_selected)
Node
x_rotation_
Node
[protected]
y_rotation_
Node
[protected]
z_rotation_
Node
[protected]
~Node
()
Node
[inline, virtual]
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