, including all inherited members.
Axis(const int &i) const | vcg::Shot< S, RotationType > | [inline] |
CameraType typedef | vcg::Shot< S, RotationType > | |
ConvertCameraToWorldCoordinates(const vcg::Point3< S > &p) const | vcg::Shot< S, RotationType > | [inline] |
ConvertCameraToWorldCoordinates_Substitute(const vcg::Point3< S > &p) const | vcg::Shot< S, RotationType > | [inline] |
ConvertWorldToCameraCoordinates(const vcg::Point3< S > &p) const | vcg::Shot< S, RotationType > | [inline] |
Depth(const vcg::Point3< S > &p) const | vcg::Shot< S, RotationType > | [inline] |
Extrinsics | vcg::Shot< S, RotationType > | |
GetExtrinsicsToWorldMatrix() const | vcg::Shot< S, RotationType > | [inline] |
GetViewPoint() const | vcg::Shot< S, RotationType > | [inline] |
GetWorldToExtrinsicsMatrix() const | vcg::Shot< S, RotationType > | [inline] |
Intrinsics | vcg::Shot< S, RotationType > | |
IsValid() const | vcg::Shot< S, RotationType > | [inline] |
LookAt(const vcg::Point3< S > &point, const vcg::Point3< S > &up) | vcg::Shot< S, RotationType > | [inline] |
LookAt(const S &eye_x, const S &eye_y, const S &eye_z, const S &at_x, const S &at_y, const S &at_z, const S &up_x, const S &up_y, const S &up_z) | vcg::Shot< S, RotationType > | [inline] |
LookTowards(const vcg::Point3< S > &z_dir, const vcg::Point3< S > &up) | vcg::Shot< S, RotationType > | [inline] |
MultMatrix(vcg::Matrix44< S > m44) | vcg::Shot< S, RotationType > | [inline] |
MultSimilarity(const Similarity< S > &s) | vcg::Shot< S, RotationType > | [inline] |
Project(const vcg::Point3< S > &p) const | vcg::Shot< S, RotationType > | [inline] |
ScalarType typedef | vcg::Shot< S, RotationType > | |
SetViewPoint(const vcg::Point3< S > &viewpoint) | vcg::Shot< S, RotationType > | [inline] |
Shot(Camera< S > c) | vcg::Shot< S, RotationType > | [inline] |
Shot() | vcg::Shot< S, RotationType > | [inline] |
UnProject(const vcg::Point2< S > &p, const S &d) const | vcg::Shot< S, RotationType > | [inline] |
UnProject_Substitute(const vcg::Point2< S > &p, const S &d) const | vcg::Shot< S, RotationType > | [inline] |