mirror of
https://github.com/orange-cpp/omath.git
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Merge pull request #32 from orange-cpp/u/orange-cpp/examples
U/orange cpp/examples
This commit is contained in:
@@ -10,9 +10,10 @@ option(OMATH_THREAT_WARNING_AS_ERROR "Set highest level of warnings and force co
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option(OMATH_BUILD_AS_SHARED_LIBRARY "Build Omath as .so or .dll" OFF)
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option(OMATH_USE_AVX2 "Omath will use AVX2 to boost performance" ON)
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option(OMATH_IMGUI_INTEGRATION "Omath will define method to convert omath types to imgui types" OFF)
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option(OMATH_BUILD_EXAMPLES "Build example projects with you can learn & play" OFF)
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if (OMATH_BUILD_AS_SHARED_LIBRARY)
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add_library(omath SHARED source/Vector3.cpp)
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add_library(omath SHARED source/Matrix.cpp)
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else()
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add_library(omath STATIC source/Matrix.cpp)
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endif()
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@@ -49,6 +50,10 @@ if(OMATH_BUILD_TESTS)
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add_subdirectory(tests)
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endif()
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if (OMATH_BUILD_EXAMPLES)
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add_subdirectory(examples)
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endif()
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if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC" AND OMATH_THREAT_WARNING_AS_ERROR)
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target_compile_options(omath PRIVATE /W4 /WX)
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elseif(OMATH_THREAT_WARNING_AS_ERROR)
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@@ -12,14 +12,14 @@
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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.
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## 👁🗨 Features
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- **Efficiency**: Optimized for performance, ensuring quick computations.
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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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- **Projectile Prediction**: Projectile prediction engine with O(N) algo complexity, that can power you projectile aim-bot.
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- **3D Projection**: No need to find view-projection matrix anymore you can make your own projection pipeline.
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- **Collision Detection**: Production ready code to handle collision detection by using simple interfaces.
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- **No Additional Dependencies**: No additional dependencies need to use OMath except unit test execution
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- **Ready for meta-programming**: Omath use templates for common types like Vectors, Matrixes etc, to handle all types!
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## ⏬ Getting Started
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### Prerequisites
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- C++ Compiler
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4
examples/CMakeLists.txt
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4
examples/CMakeLists.txt
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@@ -0,0 +1,4 @@
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project(examples)
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add_executable(ExampleProjectionMatrixBuilder ExampleProjMatBuilder.cpp)
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target_link_libraries(ExampleProjectionMatrixBuilder PRIVATE omath::omath)
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40
examples/ExampleProjMatBuilder.cpp
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40
examples/ExampleProjMatBuilder.cpp
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@@ -0,0 +1,40 @@
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//
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// Created by Vlad on 3/19/2025.
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//
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#include <iostream>
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#include <omath/engines/opengl_engine/Camera.hpp>
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#include <omath/engines/opengl_engine/Formulas.hpp>
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#include <omath/projection/Camera.hpp>
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#include <print>
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int main()
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{
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std::println("OMATH Projection Matrix Builder");
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float fov = 0;
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float near = 0;
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float far = 0;
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float viewPortWidth = 0;
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float viewPortHeight = 0;
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std::print("Enter camera fov: ");
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std::cin >> fov;
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std::print("Enter camera z near: ");
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std::cin >> near;
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std::print("Enter camera z far: ");
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std::cin >> far;
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std::print("Enter camera screen width: ");
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std::cin >> viewPortWidth;
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std::print("Enter camera screen height: ");
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std::cin >> viewPortHeight;
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const auto mat =
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omath::opengl_engine::CalcPerspectiveProjectionMatrix(fov, viewPortWidth / viewPortHeight, near, far);
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std::print("{}", mat.ToString());
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};
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@@ -8,49 +8,17 @@
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namespace omath::iw_engine
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{
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[[nodiscard]]
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inline 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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> ForwardVector(const ViewAngles& angles);
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[[nodiscard]]
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inline 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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> RightVector(const ViewAngles& angles);
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[[nodiscard]]
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inline 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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Vector3<float> UpVector(const ViewAngles& angles);
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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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[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
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}
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
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constexpr auto kMultiplyFactor = 0.75f;
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
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return
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{
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{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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{0, 1.f / fovHalfTan, 0, 0},
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{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, 1, 0},
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};
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}
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Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
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} // namespace omath::source
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@@ -8,47 +8,17 @@
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namespace omath::opengl_engine
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{
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[[nodiscard]]
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inline 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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> ForwardVector(const ViewAngles& angles);
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[[nodiscard]]
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inline 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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> RightVector(const ViewAngles& angles);
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[[nodiscard]]
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inline 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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Vector3<float> UpVector(const ViewAngles& angles);
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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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[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
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}
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
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return {
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{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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{0, 1.f / (fovHalfTan), 0, 0},
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{0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, -1, 0},
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};
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}
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}
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Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
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} // namespace omath::opengl_engine
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@@ -7,50 +7,17 @@
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namespace omath::source_engine
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{
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[[nodiscard]]
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inline 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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> ForwardVector(const ViewAngles& angles);
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[[nodiscard]]
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inline 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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> RightVector(const ViewAngles& angles);
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[[nodiscard]]
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inline 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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Vector3<float> UpVector(const ViewAngles& angles);
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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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[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
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}
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
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constexpr auto kMultiplyFactor = 0.75f;
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
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return {
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{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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{0, 1.f / (fovHalfTan), 0, 0},
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{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, 1, 0},
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};
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}
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Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
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} // namespace omath::source
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@@ -1 +1 @@
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target_sources(omath PRIVATE Camera.cpp)
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target_sources(omath PRIVATE Camera.cpp Formulas.cpp)
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47
source/engines/iw_engine/Formulas.cpp
Normal file
47
source/engines/iw_engine/Formulas.cpp
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@@ -0,0 +1,47 @@
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//
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// Created by Vlad on 3/19/2025.
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//
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#include "omath/engines/iw_engine/Formulas.hpp"
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namespace omath::iw_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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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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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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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
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}
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Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
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constexpr auto kMultiplyFactor = 0.75f;
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
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return {
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{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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{0, 1.f / fovHalfTan, 0, 0},
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{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, 1, 0},
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};
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}
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} // namespace omath::iw_engine
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@@ -1 +1 @@
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target_sources(omath PRIVATE Camera.cpp)
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target_sources(omath PRIVATE Camera.cpp Formulas.cpp)
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46
source/engines/opengl_engine/Formulas.cpp
Normal file
46
source/engines/opengl_engine/Formulas.cpp
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@@ -0,0 +1,46 @@
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//
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// Created by Vlad on 3/19/2025.
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//
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#include "omath/engines/opengl_engine/Formulas.hpp"
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namespace omath::opengl_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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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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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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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles),
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UpVector(angles), cam_origin);
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}
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Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
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return {
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{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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{0, 1.f / (fovHalfTan), 0, 0},
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{0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, -1, 0},
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};
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}
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} // namespace omath::opengl_engine
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@@ -1 +1 @@
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target_sources(omath PRIVATE Camera.cpp)
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target_sources(omath PRIVATE Camera.cpp Formulas.cpp)
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49
source/engines/source_engine/Formulas.cpp
Normal file
49
source/engines/source_engine/Formulas.cpp
Normal file
@@ -0,0 +1,49 @@
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//
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// Created by Vlad on 3/19/2025.
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//
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#include <omath/engines/source_engine/Formulas.hpp>
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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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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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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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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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
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}
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Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
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constexpr auto kMultiplyFactor = 0.75f;
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
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return {
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{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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{0, 1.f / (fovHalfTan), 0, 0},
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{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, 1, 0},
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};
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}
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} // namespace omath::source_engine
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