# 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]`
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 | `[mutable, protected]`
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]`
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 v2011.09.1162 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu Jan 26 2012 00:44:30.
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