creates a perspective projection matrix * Creates a perspective projection matrix. * This is useful to construct a projection matrix for a camera or rendering in general. * * @name vmath.matrix4_perspective * @param fov [type:number] angle of the full vertical field of view in radians * @param aspect [type:number] aspect ratio * @param near [type:number] coordina
| 1571 | * ``` |
| 1572 | */ |
| 1573 | static int Matrix4_Perspective(lua_State* L) |
| 1574 | { |
| 1575 | float fov = (float) luaL_checknumber(L, 1); |
| 1576 | float aspect = (float) luaL_checknumber(L, 2); |
| 1577 | float near_z = (float) luaL_checknumber(L, 3); |
| 1578 | float far_z = (float) luaL_checknumber(L, 4); |
| 1579 | if(near_z == 0.0f) |
| 1580 | { |
| 1581 | luaL_where(L, 1); |
| 1582 | dmLogWarning("%sperspective projection invalid, znear = 0", lua_tostring(L,-1)); |
| 1583 | } |
| 1584 | PushMatrix4(L, Matrix4::perspective(fov, aspect, near_z, far_z)); |
| 1585 | return 1; |
| 1586 | } |
| 1587 | |
| 1588 | /*# creates a matrix from a quaternion |
| 1589 | * The resulting matrix describes the same rotation as the quaternion, but does not have any translation (also like the quaternion). |
nothing calls this directly
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