, including all inherited members.
| activate() | vl::Camera | |
| active() const | vl::Camera | [inline] |
| adjustView(const AABB &aabb, const vec3 &dir, const vec3 &up, Real bias=1.0f) | vl::Camera | |
| applyModelViewMatrix(const mat4 &model_matrix) 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(const std::string &name="Camera") | vl::Camera | |
| className() | vl::Camera | [inline, virtual] |
| computeFrustumPlanes() | vl::Camera | |
| computeRay(int winx, int winy) | vl::Camera | |
| computeRayFrustum(int winx, int winy) | 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] |
| getViewMatrixAsLookAt(vec3 &eye, vec3 &look, vec3 &up, vec3 &right) const | vl::Camera | |
| incReference() | vl::Object | [inline] |
| inverseViewMatrix() const | vl::Camera | [inline] |
| mActive | vl::Camera | [protected] |
| mFarPlane | vl::Camera | [protected] |
| mFollowTransform | vl::Camera | [protected] |
| mFOV | vl::Camera | [protected] |
| mFrustum | vl::Camera | [protected] |
| mInverseViewMatrix | vl::Camera | [protected] |
| mName | vl::Object | [protected] |
| mNearFarClippingPlanesOptimized | vl::Camera | [protected] |
| mNearPlane | vl::Camera | [protected] |
| mProjectionMatrix | vl::Camera | [protected] |
| mSceneBoundingSphere | vl::Camera | [protected] |
| mViewMatrix | vl::Camera | [protected] |
| mViewport | vl::Camera | [protected] |
| name() const | vl::Object | [inline] |
| nearFarClippingPlanesOptimized() const | vl::Camera | [inline] |
| nearPlane() const | vl::Camera | [inline] |
| Object() | vl::Object | [inline] |
| Object(const Object &other) | vl::Object | [inline] |
| operator=(const Object &other) | vl::Object | [inline] |
| project(const vec4 &in, vec4 &out) const | vl::Camera | |
| projectionMatrix() const | vl::Camera | [inline] |
| referenceCount() const | vl::Object | [inline] |
| sceneBoundingSphere() const | vl::Camera | [inline] |
| setActive(bool active) | vl::Camera | [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] |
| setName(const std::string &name) | vl::Object | [inline] |
| setNearFarClippingPlanesOptimized(bool enable) | vl::Camera | [inline] |
| setNearPlane(Real nearplane) | vl::Camera | [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] |
| setSceneBoundingSphere(const Sphere &sphere) | vl::Camera | [inline] |
| setViewMatrix(const mat4 &mat) | vl::Camera | [inline] |
| setViewMatrixAsLookAt(const vec3 &eye, const vec3 ¢er, const vec3 &up) | vl::Camera | |
| setViewport(Viewport *viewport) | vl::Camera | [inline] |
| unproject(const vec3 &win, vec4 &out) 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] |