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https://github.com/orange-cpp/omath.git
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changed code style
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@@ -7,13 +7,13 @@
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namespace omath::opengl_engine
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{
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class Camera final : public projection::Camera<Mat4x4, ViewAngles>
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class Camera final : public projection::Camera<Mat4X4, ViewAngles>
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{
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public:
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Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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Camera(const Vector3<float>& position, const ViewAngles& view_angles, const projection::ViewPort& view_port,
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const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, float near, float far);
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void LookAt(const Vector3<float>& target) override;
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[[nodiscard]] Mat4x4 CalcViewMatrix() const override;
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[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
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void look_at(const Vector3<float>& target) override;
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[[nodiscard]] Mat4X4 calc_view_matrix() const override;
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[[nodiscard]] Mat4X4 calc_projection_matrix() const override;
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};
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}
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} // namespace omath::opengl_engine
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@@ -10,17 +10,16 @@
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namespace omath::opengl_engine
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{
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constexpr Vector3<float> kAbsUp = {0, 1, 0};
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constexpr Vector3<float> kAbsRight = {1, 0, 0};
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constexpr Vector3<float> kAbsForward = {0, 0, -1};
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constexpr Vector3<float> k_abs_up = {0, 1, 0};
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constexpr Vector3<float> k_abs_right = {1, 0, 0};
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constexpr Vector3<float> k_abs_forward = {0, 0, -1};
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using Mat4x4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat3x3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat1x3 = Mat<1, 3, float, MatStoreType::COLUMN_MAJOR>;
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using Mat4X4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat3X3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat1X3 = Mat<1, 3, float, MatStoreType::COLUMN_MAJOR>;
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using PitchAngle = Angle<float, -90.f, 90.f, AngleFlags::Clamped>;
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using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
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}
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} // namespace omath::opengl_engine
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@@ -8,19 +8,19 @@
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namespace omath::opengl_engine
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{
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[[nodiscard]]
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Vector3<float> ForwardVector(const ViewAngles& angles);
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Vector3<float> forward_vector(const ViewAngles& angles);
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[[nodiscard]]
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Vector3<float> RightVector(const ViewAngles& angles);
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Vector3<float> right_vector(const ViewAngles& angles);
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[[nodiscard]]
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Vector3<float> UpVector(const ViewAngles& angles);
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Vector3<float> up_vector(const ViewAngles& angles);
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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Mat4x4 RotationMatrix(const ViewAngles& angles);
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Mat4X4 rotation_matrix(const ViewAngles& angles);
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[[nodiscard]]
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Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far);
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} // namespace omath::opengl_engine
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