| area() const (defined in Triangle) | Triangle | [inline] |
| boundingBox(double time0, double time1) const | Triangle | [virtual] |
| hit(Ray &r, HitRecord &rec, Context &context) const | Triangle | [virtual] |
| n0 (defined in Triangle) | Triangle | |
| n1 (defined in Triangle) | Triangle | |
| n2 (defined in Triangle) | Triangle | |
| overlapsBox(const BBox &box) const | Triangle | [virtual] |
| p0 (defined in Triangle) | Triangle | |
| p1 (defined in Triangle) | Triangle | |
| p2 (defined in Triangle) | Triangle | |
| pdfDirection(const Vector3 &vout, const HitRecord &hrec, Context &context) const | Triangle | [virtual] |
| randomDirection(const HitRecord &rec, Context &context, Vector3 &w_in, double &pdf) const | Surface | [inline, virtual] |
| randomPoint(Vector3 &on_light, Context &context) const | Surface | [inline, virtual] |
| shadowHit(Ray &r, Context &context) const | Triangle | [virtual] |
| sshader (defined in Triangle) | Triangle | |
| Triangle() (defined in Triangle) | Triangle | |
| Triangle(const Vector3 &_p0, const Vector3 &_p1, const Vector3 &_p2, SurfaceShader *mat) (defined in Triangle) | Triangle | |
| Triangle(const Vector3 &_p0, const Vector3 &_p1, const Vector3 &_p2, const Vector3 &_n0, const Vector3 &_n1, const Vector3 &_n2, SurfaceShader *mat) (defined in Triangle) | Triangle | |
| Triangle(const Vector3 &_p0, const Vector3 &_p1, const Vector3 &_p2, const Vector3 &_n0, const Vector3 &_n1, const Vector3 &_n2, const Vector2 &_u0, const Vector2 &_u1, const Vector2 &_u2, SurfaceShader *mat) (defined in Triangle) | Triangle | |
| triangulate(int lod, MeshTriangle *tris, const Context &context) (defined in Surface) | Surface | [inline, virtual] |
| u0 (defined in Triangle) | Triangle | |
| u1 (defined in Triangle) | Triangle | |
| u2 (defined in Triangle) | Triangle | |
| ~Surface() (defined in Surface) | Surface | [inline, virtual] |
| ~Triangle() (defined in Triangle) | Triangle | |