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G3D::Spline< Control > Member List

This is the complete list of members for G3D::Spline< Control >, including all inherited members.

append(float t, const Control &c)G3D::Spline< Control >inline
append(const Control &c)G3D::Spline< Control >inline
clear()G3D::Spline< Control >inline
computeBasis()G3D::SplineBasestatic
computeIndex(float s, int &i, float &u) const G3D::SplineBase
computeIndexInBounds(float s, int &i, float &u) const G3D::SplineBaseprotected
controlG3D::Spline< Control >
correct(Control &A) const G3D::Spline< Control >inlineprotectedvirtual
duration() const G3D::SplineBase
ensureShortestPath(Control *A, int N) const G3D::Spline< Control >inlineprotectedvirtual
evaluate(float s) const G3D::Spline< Control >inline
extrapolationModeG3D::SplineBase
finalIntervalG3D::SplineBase
getControl(int i, float &t, Control &c) const G3D::Spline< Control >inline
getControls(int i, float *T, Control *A, int N) const G3D::Spline< Control >inlineprotected
getFinalInterval() const G3D::SplineBase
init(AnyTableReader &propertyTable)G3D::Spline< Control >inlineprotectedvirtual
interpolationModeG3D::SplineBase
size() const G3D::Spline< Control >inline
Spline()G3D::Spline< Control >inline
Spline(const Any &any)G3D::Spline< Control >inlineexplicit
SplineBase()G3D::SplineBaseinline
timeG3D::SplineBase
toAny(const std::string &myName) const G3D::Spline< Control >inlinevirtual
zeroG3D::Spline< Control >protected
~SplineBase()G3D::SplineBaseinlinevirtual