Visualization Library v1.0.3

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) 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]
mAutomaticDeletevl::Object [protected]
mBottomvl::Camera [protected]
mBoundTransformvl::Camera [protected]
mFarPlanevl::Camera [protected]
mFOVvl::Camera [protected]
mFrustumvl::Camera [protected]
mLeftvl::Camera [protected]
mModelingMatrixvl::Camera [protected]
mNearPlanevl::Camera [protected]
mObjectNamevl::Object [protected]
modelingMatrix() const vl::Camera [inline]
mProjectionMatrixvl::Camera [protected]
mProjectionTypevl::Camera [protected]
mRefCountMutexvl::Object [protected]
mReferenceCountvl::Object [mutable, protected]
mRightvl::Camera [protected]
mTopvl::Camera [protected]
mViewMatrixvl::Camera [protected]
mViewportvl::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]
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 [protected, virtual]

Visualization Library v1.0.3 Reference Documentation
Copyright Michele Bosi. All rights reserved.
Updated on Tue Feb 7 2017 00:55:09.
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