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Add comprehensive documentation improvements
Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
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docs/index.md
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</a>
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</p>
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</div>
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OMath is a 100% independent, constexpr template blazingly fast math library that doesn't have legacy C++ code.
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It provides the latest features, is highly customizable, has all for cheat development, DirectX/OpenGL/Vulkan support, premade support for different game engines, much more constexpr stuff than in other libraries and more...
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---
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## 🚀 Quick Start
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**New to OMath?** Start here:
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- **[Getting Started Guide](getting_started.md)** - Installation and first steps
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- **[API Overview](api_overview.md)** - High-level API reference
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- **[Installation Instructions](install.md)** - Detailed setup guide
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**Quick example:**
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```cpp
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#include <omath/omath.hpp>
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using namespace omath;
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Vector3<float> a{1, 2, 3};
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Vector3<float> b{4, 5, 6};
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auto dot = a.dot(b); // 32.0
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auto cross = a.cross(b); // (-3, 6, -3)
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auto distance = a.distance_to(b); // ~5.196
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```
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---
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## 📚 Documentation Structure
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### Core Mathematics
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**Linear Algebra**
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- [Vector2](linear_algebra/vector2.md) - 2D vectors with full operator support
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- [Vector3](linear_algebra/vector3.md) - 3D vectors, dot/cross products, angles
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- [Vector4](linear_algebra/vector4.md) - 4D vectors (homogeneous coordinates)
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- [Mat4X4](linear_algebra/mat.md) - 4×4 matrices for transformations
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- [Triangle](linear_algebra/triangle.md) - Triangle primitive and utilities
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**Trigonometry**
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- [Angle](trigonometry/angle.md) - Strong-typed angle system with range enforcement
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- [Angles](trigonometry/angles.md) - Angle utilities and conversions
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- [View Angles](trigonometry/view_angles.md) - Pitch/Yaw/Roll for camera systems
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**3D Primitives**
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- [Box](3d_primitives/box.md) - Axis-aligned bounding boxes
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- [Plane](3d_primitives/plane.md) - Infinite planes and intersections
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### Game Development Features
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**Projection & Camera**
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- [Camera](projection/camera.md) - Generic camera system with engine traits
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- [Error Codes](projection/error_codes.md) - Projection error handling
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**Collision Detection**
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- [Line Tracer](collision/line_tracer.md) - Ray-triangle, ray-plane intersections
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**Projectile Prediction**
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- [Projectile Engine Interface](projectile_prediction/projectile_engine.md) - Base interface
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- [Projectile](projectile_prediction/projectile.md) - Projectile properties
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- [Target](projectile_prediction/target.md) - Target state representation
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- [Legacy Engine](projectile_prediction/proj_pred_engine_legacy.md) - Standard implementation
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- [AVX2 Engine](projectile_prediction/proj_pred_engine_avx2.md) - Optimized implementation
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**Pathfinding**
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- [A* Algorithm](pathfinding/a_star.md) - A* pathfinding implementation
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- [Navigation Mesh](pathfinding/navigation_mesh.md) - Triangle-based navigation
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### Game Engine Support
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OMath provides built-in support for multiple game engines with proper coordinate system handling:
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**Source Engine** (Valve - CS:GO, TF2, etc.)
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- [Camera Trait](engines/source_engine/camera_trait.md)
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- [Pred Engine Trait](engines/source_engine/pred_engine_trait.md)
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- [Constants](engines/source_engine/constants.md)
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- [Formulas](engines/source_engine/formulas.md)
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**Unity Engine**
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- [Camera Trait](engines/unity_engine/camera_trait.md)
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- [Pred Engine Trait](engines/unity_engine/pred_engine_trait.md)
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- [Constants](engines/unity_engine/constants.md)
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- [Formulas](engines/unity_engine/formulas.md)
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**Unreal Engine** (Epic Games)
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- [Camera Trait](engines/unreal_engine/camera_trait.md)
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- [Pred Engine Trait](engines/unreal_engine/pred_engine_trait.md)
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- [Constants](engines/unreal_engine/constants.md)
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- [Formulas](engines/unreal_engine/formulas.md)
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**Frostbite Engine** (EA - Battlefield, etc.)
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- [Camera Trait](engines/frostbite/camera_trait.md)
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- [Pred Engine Trait](engines/frostbite/pred_engine_trait.md)
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- [Constants](engines/frostbite/constants.md)
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- [Formulas](engines/frostbite/formulas.md)
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**IW Engine** (Infinity Ward - Call of Duty)
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- [Camera Trait](engines/iw_engine/camera_trait.md)
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- [Pred Engine Trait](engines/iw_engine/pred_engine_trait.md)
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- [Constants](engines/iw_engine/constants.md)
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- [Formulas](engines/iw_engine/formulas.md)
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**OpenGL Engine** (Canonical OpenGL)
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- [Camera Trait](engines/opengl_engine/camera_trait.md)
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- [Pred Engine Trait](engines/opengl_engine/pred_engine_trait.md)
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- [Constants](engines/opengl_engine/constants.md)
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- [Formulas](engines/opengl_engine/formulas.md)
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### Utilities
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**Color**
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- [Color](utility/color.md) - RGBA color with conversions
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**Pattern Scanning & Memory**
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- [Pattern Scan](utility/pattern_scan.md) - Binary pattern search with wildcards
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- [PE Pattern Scan](utility/pe_pattern_scan.md) - PE file pattern scanning
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**Reverse Engineering**
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- [External Rev Object](rev_eng/external_rev_object.md) - External process memory access
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- [Internal Rev Object](rev_eng/internal_rev_object.md) - Internal memory access
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---
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## ✨ Key Features
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# Features
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- **Efficiency**: Optimized for performance, ensuring quick computations using AVX2.
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- **Versatility**: Includes a wide array of mathematical functions and algorithms.
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- **Ease of Use**: Simplified interface for convenient integration into various projects.
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- **Cross platform**: Supports Windows, MacOS and Linux.
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- **Algorithms**: Has ability to scan for byte pattern with wildcards in PE files/modules, binary slices, works even with Wine apps.
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# Gallery
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---
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## 📖 Common Use Cases
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### World-to-Screen Projection
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Project 3D world coordinates to 2D screen space for ESP overlays, UI elements, or visualization.
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### Projectile Prediction
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Calculate aim points for moving targets considering projectile speed, gravity, and target velocity.
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### Collision Detection
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Perform ray-casting, line tracing, and intersection tests for hit detection and physics.
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### Pattern Scanning
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Search for byte patterns in memory for reverse engineering, modding, or tool development.
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### Pathfinding
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Find optimal paths through 3D spaces using A* algorithm and navigation meshes.
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---
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## 🎮 Gallery
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<br>
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@@ -68,6 +212,26 @@ It provides the latest features, is highly customizable, has all for cheat devel
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<br>
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<br>
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---
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## 🤝 Community & Support
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- **Documentation**: [http://libomath.org](http://libomath.org)
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- **GitHub**: [orange-cpp/omath](https://github.com/orange-cpp/omath)
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- **Discord**: [Join our community](https://discord.gg/eDgdaWbqwZ)
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- **Telegram**: [@orangennotes](https://t.me/orangennotes)
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- **Issues**: [Report bugs or request features](https://github.com/orange-cpp/omath/issues)
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---
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## 💡 Contributing
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OMath is open source and welcomes contributions! See [CONTRIBUTING.md](https://github.com/orange-cpp/omath/blob/master/CONTRIBUTING.md) for guidelines.
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---
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*Last updated: 1 Nov 2025*
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<!----------------------------------{ Images }--------------------------------->
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[APEX Preview]: images/showcase/apex.png
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[BO2 Preview]: images/showcase/cod_bo2.png
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