adjustView(const AABB &aabb, const vec3 &dir, const vec3 &up, real bias=1.0f) | vl::Camera | |
applyModelViewMatrix(const mat4 &model_matrix) const | vl::Camera | |
applyProjMatrix() const | vl::Camera | |
applyViewMatrix() const | vl::Camera | |
as() | vl::Object | inline |
as() const | vl::Object | inline |
aspectRatio() const | vl::Camera | inline |
automaticDelete() const | vl::Object | inline |
bindTransform(Transform *transform) | vl::Camera | inline |
bottom() const | vl::Camera | inline |
boundTransform() const | vl::Camera | inline |
boundTransform() | vl::Camera | inline |
Camera() | vl::Camera | |
computeFrustumPlanes() | vl::Camera | |
computeNearFarOptimizedProjMatrix(const Sphere &scene_bounding_sphere) | vl::Camera | |
computeRay(int viewp_x, int viewp_y) | vl::Camera | |
computeRayFrustum(int viewp_x, int viewp_y) | vl::Camera | |
decReference() | vl::Object | inline |
farPlane() const | vl::Camera | inline |
fov() const | vl::Camera | inline |
frustum() const | vl::Camera | inline |
frustum() | vl::Camera | inline |
getViewMatrixAsLookAt(vec3 &eye, vec3 &at, vec3 &up, vec3 &right) const | vl::Camera | |
incReference() const | vl::Object | inline |
left() const | vl::Camera | inline |
mAutomaticDelete | vl::Object | protected |
mBottom | vl::Camera | protected |
mBoundTransform | vl::Camera | protected |
mFarPlane | vl::Camera | protected |
mFOV | vl::Camera | protected |
mFrustum | vl::Camera | protected |
mLeft | vl::Camera | protected |
mModelingMatrix | vl::Camera | protected |
mNearPlane | vl::Camera | protected |
mObjectName | vl::Object | protected |
modelingMatrix() const | vl::Camera | inline |
mProjectionMatrix | vl::Camera | protected |
mProjectionType | vl::Camera | protected |
mRefCountMutex | vl::Object | protected |
mReferenceCount | vl::Object | mutableprotected |
mRight | vl::Camera | protected |
mTop | vl::Camera | protected |
mViewMatrix | vl::Camera | protected |
mViewport | vl::Camera | protected |
nearPlane() const | vl::Camera | inline |
Object() | vl::Object | inline |
Object(const Object &other) | vl::Object | inline |
objectName() const | vl::Object | inline |
operator=(const Object &other) | vl::Object | inline |
project(const vec4 &in_world, vec4 &out_viewp) const | vl::Camera | |
projectionMatrix() const | vl::Camera | inline |
projectionMatrixType() const | vl::Camera | inline |
refCountMutex() | vl::Object | inline |
refCountMutex() const | vl::Object | inline |
referenceCount() const | vl::Object | inline |
right() const | vl::Camera | inline |
setAutomaticDelete(bool autodel_on) | vl::Object | inline |
setBottom(real v) | vl::Camera | inline |
setFarPlane(real farplane) | vl::Camera | inline |
setFOV(real fov) | vl::Camera | inline |
setFrustum(const Frustum &frustum) | vl::Camera | inline |
setLeft(real v) | vl::Camera | inline |
setModelingMatrix(const mat4 &mat) | vl::Camera | inline |
setNearPlane(real nearplane) | vl::Camera | inline |
setObjectName(const char *name) | vl::Object | inline |
setObjectName(const std::string &name) | vl::Object | inline |
setProjectionFrustum(real left, real right, real bottom, real top, real znear, real zfar) | vl::Camera | |
setProjectionMatrix(const mat4 &mat, EProjectionMatrixType proj_type) | vl::Camera | inline |
setProjectionOrtho(real left, real right, real bottom, real top, real znear, real zfar) | vl::Camera | |
setProjectionOrtho() | vl::Camera | |
setProjectionOrtho(real offset) | vl::Camera | |
setProjectionPerspective() | vl::Camera | |
setProjectionPerspective(real fov, real near, real far) | vl::Camera | |
setRefCountMutex(IMutex *mutex) | vl::Object | inline |
setRight(real v) | vl::Camera | inline |
setTop(real v) | vl::Camera | inline |
setViewMatrix(const mat4 &mat) | vl::Camera | inline |
setViewMatrixLookAt(const vec3 &eye, const vec3 &at, const vec3 &up) | vl::Camera | |
setViewport(Viewport *viewport) | vl::Camera | inline |
top() const | vl::Camera | inline |
unproject(const vec3 &in_viewp, vec4 &out_world) const | vl::Camera | |
unproject(std::vector< vec3 > &points) const | vl::Camera | |
viewMatrix() const | vl::Camera | inline |
viewport() | vl::Camera | inline |
viewport() const | vl::Camera | inline |
~Object() | vl::Object | protectedvirtual |