accept(Traverser *traverser) | scg::Camera | virtual |
acceptPost(Traverser *traverser) | scg::Camera | virtual |
addChild(NodeSP child) | scg::Composite | |
addSibling_(NodeSP sibling) | scg::Node | protected |
Camera() | scg::Camera | |
centerDist_ | scg::Camera | protected |
centerPt_ | scg::Camera | protected |
clear() | scg::Node | virtual |
Composite() | scg::Composite | |
cores_ | scg::Node | protected |
create() | scg::StereoCamera | static |
destroy() | scg::Composite | virtual |
dolly(GLfloat distance) | scg::Camera | |
eyeFactor_ | scg::StereoCamera | protected |
eyePt_ | scg::Camera | protected |
far_ | scg::StereoCamera | protected |
getCenterDist() const | scg::Camera | |
getMatrix() const | scg::Transformation | |
getMetaInfo(const std::string &key) const | scg::Node | |
getNCores() const | scg::Node | |
getOrientation() const | scg::Camera | |
getPosition() const | scg::Camera | |
getProjection() | scg::StereoCamera | virtual |
getViewDirection() const | scg::Camera | |
getViewTransform(RenderState *renderState) | scg::StereoCamera | virtual |
init(GLfloat near, GLfloat far, GLfloat screenDist, GLfloat screenHeight, GLfloat interOcularDist) | scg::StereoCamera | |
initBourke(GLfloat fovyDeg, GLfloat near, GLfloat far, GLfloat screenDist, GLfloat interOcularFactor) | scg::StereoCamera | |
interOcularHalfDist_ | scg::StereoCamera | protected |
isDrawCenter() const | scg::Camera | |
isDrawCenter_ | scg::Camera | protected |
isVisible() const | scg::Node | |
isVisible_ | scg::Node | protected |
leftChild_ | scg::Composite | protected |
matrix_ | scg::Transformation | protected |
metaInfo_ | scg::Node | mutableprotected |
near_ | scg::StereoCamera | protected |
Node() | scg::Node | |
orientation_ | scg::Camera | protected |
parent_ | scg::Node | protected |
postProcessCores_(RenderState *renderState) | scg::Node | protected |
processCores_(RenderState *renderState) | scg::Node | protected |
projection_ | scg::Camera | protected |
removeChild(Node *node, bool &result) | scg::Composite | |
removeChild(Node *node) | scg::Composite | |
removeSibling_(Node *node, bool &result) | scg::Node | protected |
render(RenderState *renderState) | scg::StereoCamera | virtual |
renderPost(RenderState *renderState) | scg::Camera | virtual |
rightDir_ | scg::Camera | protected |
rightSibling_ | scg::Node | protected |
rotate(GLfloat angleDeg, glm::vec3 axis) | scg::Camera | inlinevirtual |
rotateAzimuth(GLfloat angleDeg) | scg::Camera | inline |
rotateAzimuthRad(GLfloat angleRad) | scg::Camera | |
rotateElevation(GLfloat angleDeg) | scg::Camera | inline |
rotateElevationRad(GLfloat angleRad) | scg::Camera | |
rotatePitch(GLfloat angleDeg) | scg::Camera | inline |
rotatePitchRad(GLfloat angleRad) | scg::Camera | |
rotateRad(GLfloat angleRad, glm::vec3 axis) | scg::Camera | virtual |
rotateRoll(GLfloat angleDeg) | scg::Camera | inline |
rotateRollRad(GLfloat angleRad) | scg::Camera | |
rotateYaw(GLfloat angleDeg) | scg::Camera | inline |
rotateYawRad(GLfloat angleRad) | scg::Camera | |
scale(glm::vec3 scaling) | scg::Camera | virtual |
screenDist_ | scg::StereoCamera | protected |
screenHalfHeight_ | scg::StereoCamera | protected |
screenHalfWidth_ | scg::StereoCamera | protected |
setDrawCenter(bool isDrawCenter) | scg::Camera | |
setMatrix(const glm::mat4 &matrix) | scg::Camera | virtual |
setMetaInfo(const std::string &key, const std::string &value) | scg::Node | |
setOrientation(const glm::quat &orientation) | scg::Camera | |
setPosition(const glm::vec3 &position) | scg::Camera | |
setVisible(bool isVisible=true) | scg::Node | |
StereoCamera() | scg::StereoCamera | |
Transformation() | scg::Transformation | |
translate(glm::vec3 translation) | scg::Camera | virtual |
traverse(Traverser *traverser) | scg::Composite | virtual |
update_() | scg::Camera | protectedvirtual |
updateProjection() | scg::StereoCamera | virtual |
upDir_ | scg::Camera | protected |
viewDir_ | scg::Camera | protected |
viewTransform_ | scg::Camera | protected |
~Camera() | scg::Camera | virtual |
~Composite()=0 | scg::Composite | pure virtual |
~Node()=0 | scg::Node | pure virtual |
~StereoCamera() | scg::StereoCamera | virtual |
~Transformation() | scg::Transformation | virtual |