# Visualization Library

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]`
Camera() | vl::Camera |
className() | vl::Camera | `[inline, virtual]`
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]`
followedTransform() const | vl::Camera | `[inline]`
followedTransform() | vl::Camera | `[inline]`
followTransform(Transform *transform) | vl::Camera | `[inline]`
fov() const | vl::Camera | `[inline]`
frustum() const | vl::Camera | `[inline]`
frustum() | vl::Camera | `[inline]`
getViewMatrixAsLookAt(vec3 &eye, vec3 &look, vec3 &up, vec3 &right) const | vl::Camera |
incReference() | vl::Object | `[inline]`
inverseViewMatrix() const | vl::Camera | `[inline]`
mAutomaticDelete | vl::Object | `[protected]`
mFarPlane | vl::Camera | `[protected]`
mFollowTransform | vl::Camera | `[protected]`
mFOV | vl::Camera | `[protected]`
mFrustum | vl::Camera | `[protected]`
mInverseViewMatrix | vl::Camera | `[protected]`
mNearPlane | vl::Camera | `[protected]`
mObjectName | vl::Object | `[protected]`
mProjectionMatrix | vl::Camera | `[protected]`
mRefCountMutex | vl::Object | `[protected]`
mReferenceCount | vl::Object | `[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]`
refCountMutex() | vl::Object | `[inline]`
refCountMutex() const | vl::Object | `[inline]`
referenceCount() const | vl::Object | `[inline]`
setAutomaticDelete(bool autodel_on) | vl::Object | `[inline]`
setFarPlane(Real farplane) | vl::Camera | `[inline]`
setFOV(Real fov) | vl::Camera | `[inline]`
setFrustum(const Frustum &frustum) | vl::Camera | `[inline]`
setInverseViewMatrix(const mat4 &mat) | vl::Camera | `[inline]`
setNearPlane(Real nearplane) | vl::Camera | `[inline]`
setObjectName(const std::string &name) | vl::Object | `[inline]`
setProjectionAsFrustum(Real left, Real right, Real bottom, Real top, Real near, Real far) | vl::Camera |
setProjectionAsOrtho(Real offset=-0.5f) | vl::Camera |
setProjectionAsOrtho2D(Real offset=-0.5f) | vl::Camera |
setProjectionAsPerspective() | vl::Camera |
setProjectionAsPerspective(Real fov, Real near, Real far) | vl::Camera |
setProjectionMatrix(const mat4 &mat) | vl::Camera | `[inline]`
setRefCountMutex(IMutex *mutex) | vl::Object | `[inline]`
setViewMatrix(const mat4 &mat) | vl::Camera | `[inline]`
setViewMatrixAsLookAt(const vec3 &eye, const vec3 &center, const vec3 &up) | vl::Camera |
setViewport(Viewport *viewport) | 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 v2011.05.1142 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 26 2011 22:51:37.
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