Rumba C++ SDK
Imath::Frustum< T > Member List

This is the complete list of members for Imath::Frustum< T >, including all inherited members.

_bottomImath::Frustum< T >protected
_farImath::Frustum< T >protected
_leftImath::Frustum< T >protected
_nearImath::Frustum< T >protected
_orthographicImath::Frustum< T >protected
_rightImath::Frustum< T >protected
_topImath::Frustum< T >protected
aspect() constImath::Frustum< T >
bottom() constImath::Frustum< T >inline
DepthToZ(T depth, long zmin, long zmax) constImath::Frustum< T >
far() constImath::Frustum< T >inline
fovx() constImath::Frustum< T >
fovy() constImath::Frustum< T >
Frustum()Imath::Frustum< T >inline
Frustum(const Frustum &)Imath::Frustum< T >inline
Frustum(T near, T far, T left, T right, T top, T bottom, bool ortho=false)Imath::Frustum< T >inline
Frustum(T near, T far, T fovx, T fovy, T aspect)Imath::Frustum< T >inline
hither() constImath::Frustum< T >inline
left() constImath::Frustum< T >inline
localToScreen(const Vec2< T > &) constImath::Frustum< T >protected
modifyNearAndFar(T near, T far)Imath::Frustum< T >
near() constImath::Frustum< T >inline
normalizedZToDepth(T zval) constImath::Frustum< T >
operator!=(const Frustum< T > &src) constImath::Frustum< T >inline
operator=(const Frustum &)Imath::Frustum< T >
operator==(const Frustum< T > &src) constImath::Frustum< T >
orthographic() constImath::Frustum< T >inline
planes(Plane3< T > p[6])Imath::Frustum< T >
planes(Plane3< T > p[6], const Matrix44< T > &M)Imath::Frustum< T >
projectionMatrix() constImath::Frustum< T >
projectPointToScreen(const Vec3< T > &) constImath::Frustum< T >
projectScreenToRay(const Vec2< T > &) constImath::Frustum< T >
right() constImath::Frustum< T >inline
screenRadius(const Vec3< T > &p, T radius) constImath::Frustum< T >
screenToLocal(const Vec2< T > &) constImath::Frustum< T >protected
set(T near, T far, T left, T right, T top, T bottom, bool ortho=false)Imath::Frustum< T >
set(T near, T far, T fovx, T fovy, T aspect)Imath::Frustum< T >
setOrthographic(bool)Imath::Frustum< T >
top() constImath::Frustum< T >inline
window(T left, T right, T top, T bottom) constImath::Frustum< T >
worldRadius(const Vec3< T > &p, T radius) constImath::Frustum< T >
yon() constImath::Frustum< T >inline
ZToDepth(long zval, long min, long max) constImath::Frustum< T >
~Frustum()Imath::Frustum< T >virtual