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anonymous_namespace{lua_camera.cpp} Namespace Reference

Functions

auto number (float v)
 
auto vec3 (nngn::vec3 v)
 
auto vec4 (nngn::vec4 v)
 
auto mat4 (nngn::mat4 v)
 
template<float(Camera::*)() const f>
auto get (const Camera &c)
 
template<nngn::vec3 Camera::* p>
void set (Camera *s, float v0, float v1, float v2)
 
template<void(Camera::*)(const nngn::vec3 &) f>
void set_f (Camera *s, float v0, float v1, float v2)
 
auto fov (lua_Number distance, lua_Number length)
 
auto screen (const Camera &c)
 
bool dash (const Camera &c)
 
auto to_clip (const Camera &c, float v0, float v1, float v2)
 
auto to_view (const Camera &c, float v0, float v1, float v2)
 
auto to_world (const Camera &c, float v0, float v1, float v2)
 
void set_screen (Camera &c, lua_Integer x, lua_Integer y)
 
void look_at (Camera &c, float px, float py, float pz, float ex, float ey, float ez, float ux, float uy, float uz)
 
void register_camera (nngn::lua::table_view t)
 
auto matrix (nngn::mat4 v)
 
bool ignore_limits (const Camera &c)
 
void set_ignore_limits (Camera &c, bool b)
 
auto world_to_view (const Camera &c, float v0, float v1, float v2)
 
auto view_to_clip (const Camera &c, float v0, float v1, float v2)
 
auto clip_to_view (const Camera &c, float v0, float v1, float v2)
 
auto view_to_world (const Camera &c, float v0, float v1, float v2)
 
void set_limits (Camera &c, float bl_x, float bl_y, float bl_z, float tr_x, float tr_y, float tr_z)
 

Function Documentation

◆ clip_to_view()

auto anonymous_namespace{lua_camera.cpp}::clip_to_view ( const Camera c,
float  v0,
float  v1,
float  v2 
)

◆ dash()

bool anonymous_namespace{lua_camera.cpp}::dash ( const Camera c)
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◆ fov()

auto anonymous_namespace{lua_camera.cpp}::fov ( lua_Number  distance,
lua_Number  length 
)
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◆ get()

template<float(Camera::*)() const f>
auto anonymous_namespace{lua_camera.cpp}::get ( const Camera c)
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◆ ignore_limits()

bool anonymous_namespace{lua_camera.cpp}::ignore_limits ( const Camera c)

◆ look_at()

void anonymous_namespace{lua_camera.cpp}::look_at ( Camera c,
float  px,
float  py,
float  pz,
float  ex,
float  ey,
float  ez,
float  ux,
float  uy,
float  uz 
)
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◆ mat4()

auto anonymous_namespace{lua_camera.cpp}::mat4 ( nngn::mat4  v)
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◆ matrix()

auto anonymous_namespace{lua_camera.cpp}::matrix ( nngn::mat4  v)
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◆ number()

auto anonymous_namespace{lua_camera.cpp}::number ( float  v)
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◆ register_camera()

void anonymous_namespace{lua_camera.cpp}::register_camera ( nngn::lua::table_view  t)
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◆ screen()

auto anonymous_namespace{lua_camera.cpp}::screen ( const Camera c)
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◆ set()

template<nngn::vec3 Camera::* p>
void anonymous_namespace{lua_camera.cpp}::set ( Camera s,
float  v0,
float  v1,
float  v2 
)

◆ set_f()

template<void(Camera::*)(const nngn::vec3 &) f>
void anonymous_namespace{lua_camera.cpp}::set_f ( Camera s,
float  v0,
float  v1,
float  v2 
)
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◆ set_ignore_limits()

void anonymous_namespace{lua_camera.cpp}::set_ignore_limits ( Camera c,
bool  b 
)

◆ set_limits()

void anonymous_namespace{lua_camera.cpp}::set_limits ( Camera c,
float  bl_x,
float  bl_y,
float  bl_z,
float  tr_x,
float  tr_y,
float  tr_z 
)

◆ set_screen()

void anonymous_namespace{lua_camera.cpp}::set_screen ( Camera c,
lua_Integer  x,
lua_Integer  y 
)
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◆ to_clip()

auto anonymous_namespace{lua_camera.cpp}::to_clip ( const Camera c,
float  v0,
float  v1,
float  v2 
)
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◆ to_view()

auto anonymous_namespace{lua_camera.cpp}::to_view ( const Camera c,
float  v0,
float  v1,
float  v2 
)
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◆ to_world()

auto anonymous_namespace{lua_camera.cpp}::to_world ( const Camera c,
float  v0,
float  v1,
float  v2 
)
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◆ vec3()

auto anonymous_namespace{lua_camera.cpp}::vec3 ( nngn::vec3  v)
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◆ vec4()

auto anonymous_namespace{lua_camera.cpp}::vec4 ( nngn::vec4  v)
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◆ view_to_clip()

auto anonymous_namespace{lua_camera.cpp}::view_to_clip ( const Camera c,
float  v0,
float  v1,
float  v2 
)

◆ view_to_world()

auto anonymous_namespace{lua_camera.cpp}::view_to_world ( const Camera c,
float  v0,
float  v1,
float  v2 
)

◆ world_to_view()

auto anonymous_namespace{lua_camera.cpp}::world_to_view ( const Camera c,
float  v0,
float  v1,
float  v2 
)