wren
Vulkan-based game engine
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Classes | |
class | Mat |
struct | Mat4f |
struct | Quaternion |
struct | Vec |
struct | Vec2f |
struct | Vec3f |
struct | Vec4f |
Typedefs | |
using | Mat3f = Mat<float, 3, 3> |
using | Quaternionf = Quaternion<float> |
using | Quaterniond = Quaternion<double> |
Functions | |
auto | degrees (float radian) -> float |
auto | radians (float degrees) -> float |
auto | translate (Mat4f mat, Vec4f offset) -> Mat4f |
auto | translate (Mat4f mat, Vec3f offset) -> Mat4f |
auto | look_at (const Vec3f &position, const Vec3f &target, const Vec3f &world_up) -> Mat4f |
auto | rotate (const Mat4f &matrix, float rotation, const Vec3f &axis) -> Mat4f |
template<typename T > | |
auto | ortho (T left, T right, T bottom, T top) |
template<typename T > | |
auto | ortho (T left, T right, T bottom, T top, T z_near, T z_far) |
template<typename T > | |
auto | perspective (T fov_y, T aspect, T z_near, T z_far) |
template<typename T , std::size_t N> | |
auto | operator<< (std::ostream &os, const Vec< T, N > &value) -> std::ostream & |
template<typename T , std::size_t Rows, std::size_t Cols> | |
auto | operator<< (std::ostream &os, const Mat< T, Rows, Cols > &value) -> std::ostream & |
using wren::math::Mat3f = Mat<float, 3, 3> |
using wren::math::Quaterniond = Quaternion<double> |
using wren::math::Quaternionf = Quaternion<float> |
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inline |
auto wren::math::look_at | ( | const Vec3f & | position, |
const Vec3f & | target, | ||
const Vec3f & | world_up ) -> Mat4f |
auto wren::math::operator<< | ( | std::ostream & | os, |
const Mat< T, Rows, Cols > & | value ) -> std::ostream& |
auto wren::math::operator<< | ( | std::ostream & | os, |
const Vec< T, N > & | value ) -> std::ostream& |
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