Visualization Library 2.1.0

A lightweight C++ OpenGL middleware for 2D/3D graphics

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vl::Camera Member List

This is the complete list of members for vl::Camera, including all inherited members.

adjustView(const AABB &aabb, const vec3 &dir, const vec3 &up, real bias=1.0f)vl::Camera
applyModelViewMatrix(const mat4 &model_matrix) constvl::Camera
applyProjMatrix() constvl::Camera
applyViewMatrix() constvl::Camera
as()vl::Objectinline
as() constvl::Objectinline
aspectRatio() constvl::Camerainline
automaticDelete() constvl::Objectinline
bindTransform(Transform *transform)vl::Camerainline
bottom() constvl::Camerainline
boundTransform() constvl::Camerainline
boundTransform()vl::Camerainline
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::Objectinline
farPlane() constvl::Camerainline
fov() constvl::Camerainline
frustum() constvl::Camerainline
frustum()vl::Camerainline
getViewMatrixAsLookAt(vec3 &eye, vec3 &at, vec3 &up, vec3 &right) constvl::Camera
incReference() constvl::Objectinline
left() constvl::Camerainline
mAutomaticDeletevl::Objectprotected
mBottomvl::Cameraprotected
mBoundTransformvl::Cameraprotected
mFarPlanevl::Cameraprotected
mFOVvl::Cameraprotected
mFrustumvl::Cameraprotected
mLeftvl::Cameraprotected
mModelingMatrixvl::Cameraprotected
mNearPlanevl::Cameraprotected
mObjectNamevl::Objectprotected
modelingMatrix() constvl::Camerainline
mProjectionMatrixvl::Cameraprotected
mProjectionTypevl::Cameraprotected
mRefCountMutexvl::Objectprotected
mReferenceCountvl::Objectmutableprotected
mRightvl::Cameraprotected
mTopvl::Cameraprotected
mViewMatrixvl::Cameraprotected
mViewportvl::Cameraprotected
nearPlane() constvl::Camerainline
Object()vl::Objectinline
Object(const Object &other)vl::Objectinline
objectName() constvl::Objectinline
operator=(const Object &other)vl::Objectinline
project(const vec4 &in_world, vec4 &out_viewp) constvl::Camera
projectionMatrix() constvl::Camerainline
projectionMatrixType() constvl::Camerainline
refCountMutex()vl::Objectinline
refCountMutex() constvl::Objectinline
referenceCount() constvl::Objectinline
right() constvl::Camerainline
setAutomaticDelete(bool autodel_on)vl::Objectinline
setBottom(real v)vl::Camerainline
setFarPlane(real farplane)vl::Camerainline
setFOV(real fov)vl::Camerainline
setFrustum(const Frustum &frustum)vl::Camerainline
setLeft(real v)vl::Camerainline
setModelingMatrix(const mat4 &mat)vl::Camerainline
setNearPlane(real nearplane)vl::Camerainline
setObjectName(const char *name)vl::Objectinline
setObjectName(const std::string &name)vl::Objectinline
setProjectionFrustum(real left, real right, real bottom, real top, real znear, real zfar)vl::Camera
setProjectionMatrix(const mat4 &mat, EProjectionMatrixType proj_type)vl::Camerainline
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::Objectinline
setRight(real v)vl::Camerainline
setTop(real v)vl::Camerainline
setViewMatrix(const mat4 &mat)vl::Camerainline
setViewMatrixLookAt(const vec3 &eye, const vec3 &at, const vec3 &up)vl::Camera
setViewport(Viewport *viewport)vl::Camerainline
top() constvl::Camerainline
unproject(const vec3 &in_viewp, vec4 &out_world) constvl::Camera
unproject(std::vector< vec3 > &points) constvl::Camera
viewMatrix() constvl::Camerainline
viewport()vl::Camerainline
viewport() constvl::Camerainline
~Object()vl::Objectprotectedvirtual