libmoldeo (Moldeo 1.0 Core)  1.0
libmoldeo es el conjunto de objetos y funciones, que permiten ejecutar las operaciones básicas de la plataforma Moldeo, y que compone su núcleo.
moCamera3D Lista de los miembros

Lista completa de los miembros de moCamera3D, incluyendo todos los heredados:

Adjoint() constmoMatrix4< Real >inline
Determinant() constmoMatrix4< Real >inline
Finish()moAbstractvirtual
GetColumn(int iCol) constmoMatrix4< Real >inline
GetColumnMajor(Real *afCMajor) constmoMatrix4< Real >inline
GetPointer() constmoMatrix4< Real >inline
GetPointer()moMatrix4< Real >inline
GetRow(int iRow) constmoMatrix4< Real >inline
IDENTITYmoGLMatrixfstatic
moMatrix4::IDENTITY(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f)moMatrix4< Real >
Init()moAbstractvirtual
Initialized()moAbstract
Inverse() constmoMatrix4< Real >inline
m_bInitializedmoAbstract
m_CentermoCamera3D
m_PositionmoCamera3D
MakeFrustrum(float left=-1.0, float right=1.0, float bottom=-1.0, float top=1.0, float near=0.0001, float far=1000.0f)moGLMatrixf
MakeIdentity()moGLMatrixf
MakeLookAt(float eyeX=0.0, float eyeY=0.0, float eyeZ=-10.0, float centerX=0.0, float centerY=0.0, float centerZ=0.0, float upX=0.0, float upY=0.0, float upZ=1.0)moGLMatrixf
MakeObliqueProjection(const moVector3< Real > &rkNormal, const moVector3< Real > &rkPoint, const moVector3< Real > &rkDirection)moMatrix4< Real >inline
MakeOrthographic(float left=-1.0, float right=1.0, float bottom=-1.0, float top=1.0, float near=0.0001, float far=1000.0f)moGLMatrixf
MakePerspective(float fovy, float aspect, float zNear, float zFar)moGLMatrixf
MakePerspectiveProjection(const moVector3< Real > &rkNormal, const moVector3< Real > &rkPoint, const moVector3< Real > &rkEye)moMatrix4< Real >inline
MakeReflection(const moVector3< Real > &rkNormal, const moVector3< Real > &rkPoint)moMatrix4< Real >inline
MakeZero()moGLMatrixf
moAbstract()moAbstract
moCamera3D()moCamera3Dinline
moCamera3D(const moCamera3D &p_src)moCamera3D
MODebugmoAbstractstatic
MODebug2moAbstractstatic
moGLMatrixf(bool bZero=true)moGLMatrixfinline
moGLMatrixf(const moMatrix4f &p_src)moGLMatrixfinline
moGLMatrixf(const moGLMatrixf &rkM)moGLMatrixf
moMatrix4(bool bZero=true)moMatrix4< Real >inline
moMatrix4(const moMatrix4 &rkM)moMatrix4< Real >inline
moMatrix4(Real fM00, Real fM01, Real fM02, Real fM03, Real fM10, Real fM11, Real fM12, Real fM13, Real fM20, Real fM21, Real fM22, Real fM23, Real fM30, Real fM31, Real fM32, Real fM33)moMatrix4< Real >inline
moMatrix4(const Real afEntry[16], bool bRowMajor=true)moMatrix4< Real >inline
operator const float *() constmoGLMatrixfinline
operator const Real *() constmoMatrix4< Real >inline
operator float *()moGLMatrixfinline
operator Real *()moMatrix4< Real >inline
operator!=(const moMatrix4 &rkM) constmoMatrix4< Real >inline
operator()(int iRow, int iCol) constmoMatrix4< Real >inline
operator()(int iRow, int iCol)moMatrix4< Real >inline
operator*(const moMatrix4 &rkM) constmoMatrix4< Real >inline
operator*(Real fScalar) constmoMatrix4< Real >inline
operator*(const moVector4< Real > &rkV) constmoMatrix4< Real >inline
operator*=(Real fScalar)moMatrix4< Real >inline
operator+(const moMatrix4 &rkM) constmoMatrix4< Real >inline
operator+=(const moMatrix4 &rkM)moMatrix4< Real >inline
operator-(const moMatrix4 &rkM) constmoMatrix4< Real >inline
operator-() constmoMatrix4< Real >inline
operator-=(const moMatrix4 &rkM)moMatrix4< Real >inline
operator/(Real fScalar) constmoMatrix4< Real >inline
operator/=(Real fScalar)moMatrix4< Real >inline
operator<(const moMatrix4 &rkM) constmoMatrix4< Real >inline
operator<=(const moMatrix4 &rkM) constmoMatrix4< Real >inline
operator=(const moCamera3D &p_src)moCamera3D
operator=(const moCamera3DBase &p_src)moCamera3D
moMatrix4::operator=(const moMatrix4 &rkM)moMatrix4< Real >inline
operator==(const moMatrix4 &rkM) constmoMatrix4< Real >inline
operator>(const moMatrix4 &rkM) constmoMatrix4< Real >inline
operator>=(const moMatrix4 &rkM) constmoMatrix4< Real >inline
operator[](int iRow) constmoMatrix4< Real >inline
operator[](int iRow)moMatrix4< Real >inline
QForm(const moVector4< Real > &rkU, const moVector4< Real > &rkV) constmoMatrix4< Real >inline
Rotate(float angle, float vx, float vy, float vz)moGLMatrixf
Rotate(const moGLMatrixf &m, float rx, float ry, float rz)moGLMatrixf
Scale(float sx, float sy, float sz)moGLMatrixf
Scale(const moGLMatrixf &m, float sx, float sy, float sz)moGLMatrixf
SetColumn(int iCol, const moVector4< Real > &rkV)moMatrix4< Real >inline
SetRow(int iRow, const moVector4< Real > &rkV)moMatrix4< Real >inline
TimesTranspose(const moMatrix4 &rkM) constmoMatrix4< Real >inline
ToJSON() constmoGLMatrixf
Translate(float x, float y, float z)moGLMatrixf
Translate(const moGLMatrixf &m, float x, float y, float z)moGLMatrixf
Transpose() constmoMatrix4< Real >inline
TransposeTimes(const moMatrix4 &rkM) constmoMatrix4< Real >inline
ZEROmoGLMatrixfstatic
moMatrix4::ZERO(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f)moMatrix4< Real >
~moAbstract()moAbstractvirtual
~moCamera3D()moCamera3Dinlinevirtual
~moGLMatrixf()moGLMatrixfinlinevirtual