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fixed unreal
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@@ -31,8 +31,8 @@ namespace omath::unreal_engine
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
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{
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{
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return mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.roll)
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return mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.roll)
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* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.pitch)
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* mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.yaw)
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* mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.yaw);
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* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.pitch);
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}
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}
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Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
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Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
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const float far) noexcept
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const float far) noexcept
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@@ -8,11 +8,10 @@ namespace omath::unreal_engine
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ViewAngles CameraTrait::calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept
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ViewAngles CameraTrait::calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept
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{
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{
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const auto distance = cam_origin.distance_to(look_at);
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const auto direction = (look_at - cam_origin).normalized();
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const auto delta = cam_origin - look_at;
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return {PitchAngle::from_radians(-std::asin(delta.z / distance)),
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return {PitchAngle::from_radians(-std::asin(direction.z)),
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YawAngle::from_radians(std::atan2(delta.x, delta.y)), RollAngle::from_radians(0.f)};
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YawAngle::from_radians(std::atan2(direction.y, direction.x)), RollAngle::from_radians(0.f)};
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}
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}
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Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
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Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
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{
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{
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