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| LightCamera (const std::string &name, Scene *scene, glm::vec3 &pos, glm::vec3 &up, glm::vec3 &eye, float fov, float near, float far) |
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virtual | ~LightCamera () |
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void | drawShadowMap () |
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void | draw () const |
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void | reset () |
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void | setShader (Shader *val) |
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void | update (double deltaT) |
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| Camera (const std::string &name, Scene *scene, const glm::vec3 &eye=glm::vec3(0,-10, 5), float vAngle=-3.14f, float hAngle=3.14f, float fov=60.0f, float near=0.01f, float far=20.0f) |
| Construct new camera. More...
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| Camera (const std::string &name, Scene *scene, glm::vec3 &pos, glm::vec3 &up, glm::vec3 &eye, float fov, float near, float far) |
| Construct new camera. More...
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virtual | ~Camera () |
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bool | animate (double time) |
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bool | movement () |
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float | getNearClip () |
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float | getFarClip () |
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void | initializeLookupVector () |
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void | setViewMatrix (const glm::mat4 &modelMatrix) |
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glm::mat4 | getViewMatrix () const |
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glm::mat4 | getProjectionMatrix () const |
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| SceneObject (std::shared_ptr< SceneObject > &effectParent, const glm::mat4 &modelMatrix=glm::mat4(1)) |
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| SceneObject (const std::string &name, Scene *scene=0, Model *model=0, const glm::mat4 &modelMatrix=glm::mat4(1)) |
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virtual | ~SceneObject () |
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Model * | getModel () const |
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Shader * | getShader () const |
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glm::mat4 | getModelMatrix () const |
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glm::mat4 | getGlobalModelMatrix () const |
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std::string | getName () const |
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std::shared_ptr< SceneObject > | getParent () const |
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void | setAnimationTime (double time) |
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bool | setAnimation (const Animation &anim) |
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bool | delChild (size_t idx) |
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bool | getChild (size_t idx, std::shared_ptr< SceneObject > &child) const |
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bool | addChild (std::shared_ptr< SceneObject > &child) |
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bool | remEffect (const std::string &name) |
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SceneObject * | getEffect (const std::string &name) const |
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bool | addEffect (const std::string &name, std::unique_ptr< SceneObject > &effect) |
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bool | doNotRender () |
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bool | getIsVolSun () |
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