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Oxygen Engine
Modern C++ 3D Engine using OpenGL
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This is the complete list of members for oe::scene::Camera, including all inherited members.
| Camera(const ProjectionSettings &projection_settings) | oe::scene::Camera | inline |
| fillFrom(const Transform &transform) | oe::scene::Transform | |
| forceDirty(const bool is_dirty) const | oe::scene::Transform | inlineprotected |
| getInverseProjection() const (defined in oe::scene::Camera) | oe::scene::Camera | |
| getInverseTransform() const noexcept (defined in oe::scene::Camera) | oe::scene::Camera | |
| getInverseView() const (defined in oe::scene::Camera) | oe::scene::Camera | |
| getModelMatrix() const | oe::scene::Transform | |
| getPerspective() const | oe::scene::Transform | inline |
| getPitch() const noexcept (defined in oe::scene::Camera) | oe::scene::Camera | inline |
| getPosition() const | oe::scene::Transform | inline |
| getProjection() const | oe::scene::Camera | |
| getRoll() const noexcept (defined in oe::scene::Camera) | oe::scene::Camera | inline |
| getRotation() const | oe::scene::Transform | inline |
| getRotationAs(R &result) const | oe::scene::Transform | inline |
| getScale() const | oe::scene::Transform | inline |
| getScaleAs(S &result) const | oe::scene::Transform | inline |
| getSkew() const | oe::scene::Transform | inline |
| getTransform() const noexcept | oe::scene::Camera | |
| getTranslation() const | oe::scene::Transform | inline |
| getTranslationAs(T &result) const | oe::scene::Transform | inline |
| getView() const | oe::scene::Camera | |
| getYaw() const noexcept (defined in oe::scene::Camera) | oe::scene::Camera | inline |
| interpolateWith(const float ratio, const Transform &target) | oe::scene::Transform | |
| isDirty() const (defined in oe::scene::Camera) | oe::scene::Camera | inline |
| isInFrustum(const glm::vec3 &point) const | oe::scene::Camera | |
| isInFrustum(const glm::vec3 ¢er, const float &radius) const | oe::scene::Camera | |
| isInFrustum(const AABB &box) const | oe::scene::Camera | |
| loadFromModel(const glm::mat4 &model) | oe::scene::Transform | |
| lookAt(const glm::vec3 &target) | oe::scene::Camera | |
| relativeMove(const glm::vec3 &translation) | oe::scene::Transform | |
| relativeRotate(const glm::quat &quaternion) | oe::scene::Transform | |
| relativeRotate(const float x, const float y, const float z) | oe::scene::Transform | |
| relativeRotate(const lit::Angle &x, const lit::Angle &y, const lit::Angle &z) | oe::scene::Transform | |
| relativeScale(const glm::vec3 &scale) | oe::scene::Transform | |
| relativeTranslate(const glm::vec3 &translation) | oe::scene::Transform | |
| relativeTranslate(const float x, const float y, const float z) | oe::scene::Transform | |
| setPerspective(const glm::vec4 &perspective) | oe::scene::Transform | |
| setPitch(const float pitch) (defined in oe::scene::Camera) | oe::scene::Camera | |
| setPosition(const glm::vec3 &position) | oe::scene::Transform | inline |
| setPosition(const float x, const float y, const float z) | oe::scene::Transform | inline |
| setProjectionSettings(const ProjectionSettings &projection_settings) | oe::scene::Camera | inline |
| setRoll(const float roll) (defined in oe::scene::Camera) | oe::scene::Camera | |
| setRotation(const float x, const float y, const float z) | oe::scene::Transform | |
| setRotation(const lit::Angle &x, const lit::Angle &y, const lit::Angle &z) | oe::scene::Transform | |
| setRotation(const R &rotation) | oe::scene::Transform | inline |
| setScale(const float x, const float y, const float z) | oe::scene::Transform | |
| setScale(const S &scale) | oe::scene::Transform | inline |
| setSkew(const glm::vec3 &skew) | oe::scene::Transform | |
| setTranslation(const float x, const float y, const float z) | oe::scene::Transform | |
| setTranslation(const T &translation) | oe::scene::Transform | inline |
| setYaw(const float yaw) (defined in oe::scene::Camera) | oe::scene::Camera | |
| Transform(const glm::vec3 &translation=glm::vec3(0.f), const glm::quat &rotation=glm::quat(1.f, 0.f, 0.f, 0.f), const glm::vec3 &scale=glm::vec3(1.f), const glm::vec3 &skew=glm::vec3(0.f), const glm::vec4 &perspective=glm::vec4(glm::vec3(0.f), 1.f)) | oe::scene::Transform | |
| Transform(const glm::mat4 &model) | oe::scene::Transform |