glVertex  5.5.2
lgl_CameraNode Member List

This is the complete list of members for lgl_CameraNode, including all inherited members.

add(T *node)lgl_Nodeinline
add_node(lgl_Node *node)lgl_Nodeinlineprotected
begin(bool left=true) constlgl_Caminline
checkForCycles()lgl_Nodeinlinevirtual
children() constlgl_Nodeinline
cloneable() constlgl_Nodeinline
control(bool override=true)lgl_ControllableNodeinlinevirtual
convertable() constlgl_Nodeinline
countAll()lgl_Nodeinlinevirtual
countAllOnce()lgl_Nodeinlinevirtual
countAllPrimitives()lgl_Nodeinlinevirtual
countAllVertices()lgl_Nodeinline
disable(bool yes=true)lgl_Nodeinline
disabled() constlgl_Nodeinline
drawSceneGraph(vec4 color=vec4(1))lgl_Nodeinline
drawSceneGraph(const mat4 &m)lgl_Nodeinline
enable(bool yes=true)lgl_Nodeinline
enabled() constlgl_Nodeinline
end() constlgl_Caminline
exportAll(lgl_export_enum mode=LGL_EXPORT_NODES, int indentation=0, int increment=3)lgl_Nodeinline
exportCommands(std::string filename)lgl_Nodeinline
exportGraph(std::string filename)lgl_Nodeinline
exportNodes(std::string filename)lgl_Nodeinline
find(const std::string &id)lgl_Nodeinlinevirtual
find()lgl_Nodeinline
find(const std::string &id)lgl_Nodeinline
finishAll()lgl_Nodeinlinevirtual
get(unsigned int i=0) constlgl_Nodeinline
getAltId() constlgl_Nodeinline
getBoundingBox(vec3 &bboxmin, vec3 &bboxmax)lgl_Nodeinlinevirtual
getBoundingSphere(vec3 &center)lgl_Nodeinline
getCenter()lgl_Nodeinline
getClassId() constlgl_CameraNodeinlinevirtual
getControlMode() constlgl_ControllableNodeinline
getDirection() constlgl_Caminline
getExactBoundingBox(vec3 &bboxmin, vec3 &bboxmax)lgl_Nodeinline
getExtent()lgl_Nodeinline
getEye(bool left=true) constlgl_Caminline
getEyeManip(bool left=true) constlgl_Caminline
getGL()lgl_Nodeinlinestatic
getId() constlgl_Nodeinline
getInverseTransposeViewMatrix(bool left=true) constlgl_Caminline
getInverseViewMatrix(bool left=true) constlgl_Caminline
getLookAt() constlgl_Caminline
getNorm()lgl_Nodeinline
getProjectionMatrix() constlgl_Caminline
getRadius()lgl_Nodeinline
getRight() constlgl_Caminline
getStereoBase() constlgl_Caminline
getUp() constlgl_Caminline
getVertexCoordinates(mat4 trans=mat4())lgl_Nodeinlinevirtual
getViewMatrix(bool left=true) constlgl_Caminline
getViewProjectionMatrix(bool left=true) constlgl_Caminline
halt(bool yes=true)lgl_Caminline
hasTransparency()lgl_Nodeinline
hidden() constlgl_Nodeinline
hide(bool yes=true)lgl_Nodeinline
isLeftEye() constlgl_Caminline
isRightEye() constlgl_Caminline
isStereoCam() constlgl_Caminline
isVisible(const vec3 &center, double radius)lgl_Caminline
isVisible(const vec3 &center, const vec3 &extent)lgl_Caminline
leaf() constlgl_Nodeinline
lgl_Cam()lgl_Caminline
lgl_control_mode_enum enum namelgl_ControllableNode
lgl_ControllableNode(const std::string &id="", lgl_Node *node=NULL)lgl_ControllableNodeinline
lgl_export_enum enum namelgl_Node
lgl_Node(const std::string &id="")lgl_Nodeinline
lgl_Node(const lgl_Node &node)lgl_Nodeinline
lgl_Node(lgl_Node *node, const std::string &id="")lgl_Nodeinline
link(lgl_Node *node)lgl_Nodeinline
optimizable() constlgl_Nodeinline
optimizeAll()lgl_Nodeinlinevirtual
ordered() constlgl_Nodeinlinevirtual
pauseAll(bool yes=true)lgl_Nodeinlinevirtual
pick()lgl_Nodeinlineprotectedvirtual
pickSceneGraph(vec3 origin, vec3 direction, double mindist=0)lgl_Nodeinline
preupdateSceneGraph(double dt)lgl_Nodeinline
references() constlgl_Nodeinline
remove(unsigned int i=0)lgl_Nodeinline
render()lgl_Nodeinlineprotectedvirtual
renderSceneGraph(double dt=0)lgl_Nodeinline
replace(lgl_Node *node, unsigned int i=0)lgl_Nodeinline
reset()lgl_Caminline
restartAll(double animation=0)lgl_Nodeinlinevirtual
resume(bool yes=true)lgl_Caminline
saveObj(std::string filename)lgl_Nodeinline
setAltId(const std::string &id="")lgl_Nodeinline
setAspect(double aspect)lgl_Caminline
setControlMode(lgl_control_mode_enum mode)lgl_ControllableNodeinline
setEye(vec3 eye, vec3 lookat, vec3 up)lgl_Caminline
setEye(vec3 eye, vec3 lookat)lgl_Caminline
setId(const std::string &id="")lgl_Nodeinline
setOrthographic(double left, double right, double bottom, double top, double front, double back)lgl_Caminline
setPerspective(double fovy, double aspect, double nearp, double farp)lgl_Caminline
setPerspective(double fovy, double nearp, double farp)lgl_Caminline
setStereoBase(double base)lgl_Caminline
shared() constlgl_Nodeinline
show(bool yes=true)lgl_Nodeinline
shown() constlgl_Nodeinline
speedupAll(double speedup=1)lgl_Nodeinlinevirtual
stateless() constlgl_ControllableNodeinlinevirtual
take(unsigned int i=0)lgl_Nodeinline
toggle()lgl_Nodeinline
unlink()lgl_Nodeinline
unprojectViewport(double x, double y)lgl_Caminline
unprojectViewportToWorld(double x, double y)lgl_Caminline
update(double dt)lgl_Nodeinlineprotectedvirtual
updateSceneGraph(double dt)lgl_Nodeinline
useLeftEye(bool left=true)lgl_Caminline
useRightEye(bool right=true)lgl_Caminline
~lgl_Node()lgl_Nodeinlinevirtual