GOAT (Geometrical optics application tool) 0.1
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GOAT::raytracing::Scene Member List

This is the complete list of members for GOAT::raytracing::Scene, including all inherited members.

addDetector(Detector *D)GOAT::raytracing::Scene
addDetector(Detector *D)GOAT::raytracing::Scene
addDetectorList(int nDet, std::vector< Detector * > D)GOAT::raytracing::Scene
addDetectorList(int nDet, std::vector< Detector * > D)GOAT::raytracing::Scene
addLightSource(LightSrc *ls)GOAT::raytracing::Sceneinline
addLightSource(LightSrc *ls, int raytype)GOAT::raytracing::Scene
addLightSource(LightSrc *ls)GOAT::raytracing::Sceneinline
addLightSource(LightSrc *ls, int raytype)GOAT::raytracing::Scene
addLightSourceList(int nls, std::vector< LightSrc * > ls)GOAT::raytracing::Scene
addLightSourceList(int nls, std::vector< LightSrc * > ls)GOAT::raytracing::Scene
addLightSourceRRT(LightSrc *ls, maths::Vector< std::complex< double > >Pol1, maths::Vector< std::complex< double > >Pol2)GOAT::raytracing::Scene
addLightSourceRRT(LightSrc *ls, maths::Vector< std::complex< double > >Pol1, maths::Vector< std::complex< double > >Pol2)GOAT::raytracing::Scene
addObject(ObjectShape *Obj)GOAT::raytracing::Scene
addObject(ObjectShape *Obj)GOAT::raytracing::Scene
addObjectList(int nobj, std::vector< ObjectShape * > obj)GOAT::raytracing::Scene
addObjectList(int nobj, std::vector< ObjectShape * > obj)GOAT::raytracing::Scene
cleanAllDetectors()GOAT::raytracing::Scene
cleanAllDetectors()GOAT::raytracing::Scene
DetGOAT::raytracing::Scene
getNumberOfCellsPerDirection() constGOAT::raytracing::Sceneinline
LSGOAT::raytracing::Scene
LSRRTGOAT::raytracing::Scene
nDetGOAT::raytracing::Scene
nLSGOAT::raytracing::Scene
nObjGOAT::raytracing::Scene
nReflexGOAT::raytracing::Scene
nSGOAT::raytracing::Scene
nSRRTGOAT::raytracing::Scene
NumCellsPerDirGOAT::raytracing::Scene
ObjGOAT::raytracing::Scene
r0GOAT::raytracing::Scene
raytypeGOAT::raytracing::Scene
removeAllDetectors()GOAT::raytracing::Scene
removeAllDetectors()GOAT::raytracing::Scene
removeAllLightSources()GOAT::raytracing::Scene
removeAllLightSources()GOAT::raytracing::Scene
removeAllObjects()GOAT::raytracing::Scene
removeAllObjects()GOAT::raytracing::Scene
removeDetector(int index)GOAT::raytracing::Scene
removeDetector(Detector *det)GOAT::raytracing::Scene
removeDetector(int index)GOAT::raytracing::Scene
removeLightSource(LightSrc *ls)GOAT::raytracing::Scene
removeLightSrc(int index)GOAT::raytracing::Scene
removeLightSrc(int index)GOAT::raytracing::Scene
removeObject(int index)GOAT::raytracing::Scene
removeObject(ObjectShape *obj)GOAT::raytracing::Scene
removeObject(int index)GOAT::raytracing::Scene
removeObject(ObjectShape *obj)GOAT::raytracing::Scene
resetLS()GOAT::raytracing::Scene
resetLS()GOAT::raytracing::Scene
Scene()GOAT::raytracing::Scene
Scene(const Scene &S)GOAT::raytracing::Scene
Scene()GOAT::raytracing::Scene
Scene(const Scene &S)GOAT::raytracing::Scene
setnS(std::complex< double > nS)GOAT::raytracing::Scene
setnS(std::complex< double > nS)GOAT::raytracing::Scene
setnSRRT(std::complex< double > nS)GOAT::raytracing::Scene
setnSRRT(std::complex< double > nS)GOAT::raytracing::Scene
setNumberOfCellsPerDirection(INDEX_TYPE no)GOAT::raytracing::Sceneinline
setNumReflex(int numReflex)GOAT::raytracing::Scene
setPhaseProgress(bool suppress_phase_progress)GOAT::raytracing::Scene
setPhaseProgress(bool suppress_phase_progress)GOAT::raytracing::Scene
setr0(double r0)GOAT::raytracing::Scene
setr0(double r0)GOAT::raytracing::Scene
setRaytype(int raytype)GOAT::raytracing::Scene
setRaytype(int raytype)GOAT::raytracing::Scene
suppress_phase_progressGOAT::raytracing::Scene
testLS()GOAT::raytracing::Scene
testLS()GOAT::raytracing::Scene