Merge pull request #32 from orange-cpp/u/orange-cpp/examples

U/orange cpp/examples
This commit is contained in:
2025-03-19 20:17:45 +03:00
committed by GitHub
13 changed files with 213 additions and 117 deletions

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@@ -10,9 +10,10 @@ option(OMATH_THREAT_WARNING_AS_ERROR "Set highest level of warnings and force co
option(OMATH_BUILD_AS_SHARED_LIBRARY "Build Omath as .so or .dll" OFF)
option(OMATH_USE_AVX2 "Omath will use AVX2 to boost performance" ON)
option(OMATH_IMGUI_INTEGRATION "Omath will define method to convert omath types to imgui types" OFF)
option(OMATH_BUILD_EXAMPLES "Build example projects with you can learn & play" OFF)
if (OMATH_BUILD_AS_SHARED_LIBRARY)
add_library(omath SHARED source/Vector3.cpp)
add_library(omath SHARED source/Matrix.cpp)
else()
add_library(omath STATIC source/Matrix.cpp)
endif()
@@ -49,6 +50,10 @@ if(OMATH_BUILD_TESTS)
add_subdirectory(tests)
endif()
if (OMATH_BUILD_EXAMPLES)
add_subdirectory(examples)
endif()
if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC" AND OMATH_THREAT_WARNING_AS_ERROR)
target_compile_options(omath PRIVATE /W4 /WX)
elseif(OMATH_THREAT_WARNING_AS_ERROR)

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@@ -12,14 +12,14 @@
Oranges's Math Library (omath) is a comprehensive, open-source library aimed at providing efficient, reliable, and versatile mathematical functions and algorithms. Developed primarily in C++, this library is designed to cater to a wide range of mathematical operations essential in scientific computing, engineering, and academic research.
## 👁‍🗨 Features
- **Efficiency**: Optimized for performance, ensuring quick computations.
- **Efficiency**: Optimized for performance, ensuring quick computations using AVX2.
- **Versatility**: Includes a wide array of mathematical functions and algorithms.
- **Ease of Use**: Simplified interface for convenient integration into various projects.
- **Projectile Prediction**: Projectile prediction engine with O(N) algo complexity, that can power you projectile aim-bot.
- **3D Projection**: No need to find view-projection matrix anymore you can make your own projection pipeline.
- **Collision Detection**: Production ready code to handle collision detection by using simple interfaces.
- **No Additional Dependencies**: No additional dependencies need to use OMath except unit test execution
- **Ready for meta-programming**: Omath use templates for common types like Vectors, Matrixes etc, to handle all types!
## ⏬ Getting Started
### Prerequisites
- C++ Compiler

4
examples/CMakeLists.txt Normal file
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@@ -0,0 +1,4 @@
project(examples)
add_executable(ExampleProjectionMatrixBuilder ExampleProjMatBuilder.cpp)
target_link_libraries(ExampleProjectionMatrixBuilder PRIVATE omath::omath)

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@@ -0,0 +1,40 @@
//
// Created by Vlad on 3/19/2025.
//
#include <iostream>
#include <omath/engines/opengl_engine/Camera.hpp>
#include <omath/engines/opengl_engine/Formulas.hpp>
#include <omath/projection/Camera.hpp>
#include <print>
int main()
{
std::println("OMATH Projection Matrix Builder");
float fov = 0;
float near = 0;
float far = 0;
float viewPortWidth = 0;
float viewPortHeight = 0;
std::print("Enter camera fov: ");
std::cin >> fov;
std::print("Enter camera z near: ");
std::cin >> near;
std::print("Enter camera z far: ");
std::cin >> far;
std::print("Enter camera screen width: ");
std::cin >> viewPortWidth;
std::print("Enter camera screen height: ");
std::cin >> viewPortHeight;
const auto mat =
omath::opengl_engine::CalcPerspectiveProjectionMatrix(fov, viewPortWidth / viewPortHeight, near, far);
std::print("{}", mat.ToString());
};

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@@ -8,49 +8,17 @@
namespace omath::iw_engine
{
[[nodiscard]]
inline Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> ForwardVector(const ViewAngles& angles);
[[nodiscard]]
inline Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> RightVector(const ViewAngles& angles);
[[nodiscard]]
inline Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
Vector3<float> UpVector(const ViewAngles& angles);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]]
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
return
{
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / fovHalfTan, 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
}
Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
} // namespace omath::source

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@@ -8,47 +8,17 @@
namespace omath::opengl_engine
{
[[nodiscard]]
inline Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> ForwardVector(const ViewAngles& angles);
[[nodiscard]]
inline Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> RightVector(const ViewAngles& angles);
[[nodiscard]]
inline Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
Vector3<float> UpVector(const ViewAngles& angles);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]]
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, -1, 0},
};
}
}
Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
} // namespace omath::opengl_engine

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@@ -7,50 +7,17 @@
namespace omath::source_engine
{
[[nodiscard]]
inline Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> ForwardVector(const ViewAngles& angles);
[[nodiscard]]
inline Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> RightVector(const ViewAngles& angles);
[[nodiscard]]
inline Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
Vector3<float> UpVector(const ViewAngles& angles);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]]
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
}
Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
} // namespace omath::source

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@@ -1 +1 @@
target_sources(omath PRIVATE Camera.cpp)
target_sources(omath PRIVATE Camera.cpp Formulas.cpp)

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@@ -0,0 +1,47 @@
//
// Created by Vlad on 3/19/2025.
//
#include "omath/engines/iw_engine/Formulas.hpp"
namespace omath::iw_engine
{
Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / fovHalfTan, 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
}
} // namespace omath::iw_engine

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@@ -1 +1 @@
target_sources(omath PRIVATE Camera.cpp)
target_sources(omath PRIVATE Camera.cpp Formulas.cpp)

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@@ -0,0 +1,46 @@
//
// Created by Vlad on 3/19/2025.
//
#include "omath/engines/opengl_engine/Formulas.hpp"
namespace omath::opengl_engine
{
Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles),
UpVector(angles), cam_origin);
}
Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, -1, 0},
};
}
} // namespace omath::opengl_engine

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@@ -1 +1 @@
target_sources(omath PRIVATE Camera.cpp)
target_sources(omath PRIVATE Camera.cpp Formulas.cpp)

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@@ -0,0 +1,49 @@
//
// Created by Vlad on 3/19/2025.
//
#include <omath/engines/source_engine/Formulas.hpp>
namespace omath::source_engine
{
Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
}
} // namespace omath::source_engine