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synced 2026-02-13 07:03:25 +00:00
added func
added rotation matrix for opengl
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@@ -8,20 +8,25 @@ namespace omath::source_engine
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{
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Vector3<float> ForwardVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsForward);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Mat4x4 RotationMatrix(const ViewAngles& angles)
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{
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return MatRotationAxisZ(angles.yaw) * MatRotationAxisY(angles.pitch) * MatRotationAxisX(angles.roll);
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}
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Vector3<float> RightVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsRight);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> UpVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsUp);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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