huge improvement

This commit is contained in:
2024-12-01 03:51:40 +03:00
parent f8e7faa570
commit 46b4eb9151
17 changed files with 297 additions and 254 deletions

View File

@@ -20,50 +20,4 @@ namespace omath
0.f
};
}
Vector3 Vector3::ForwardVector(const float pitch, const float yaw)
{
const auto cosPitch = std::cos(angles::DegreesToRadians(pitch));
const auto sinPitch = std::sin(angles::DegreesToRadians(pitch));
const auto cosYaw = std::cos(angles::DegreesToRadians(yaw));
const auto sinYaw = std::sin(angles::DegreesToRadians(yaw));
return
{
cosPitch*cosYaw,
cosPitch*sinYaw,
sinPitch
};
}
Vector3 Vector3::RightVector(const float pitch, const float yaw, const float roll)
{
const auto radPitch = angles::DegreesToRadians(pitch);
const auto radYaw = angles::DegreesToRadians(yaw);
const auto radRoll = angles::DegreesToRadians(roll);
const auto cosPitch = std::cos(radPitch);
const auto sinPitch = std::sin(radPitch);
const auto cosYaw = std::cos(radYaw);
const auto sinYaw = std::sin(radYaw);
const auto cosRoll = std::cos(radRoll);
const auto sinRoll = std::sin(radRoll);
return
{
sinRoll*sinPitch*cosYaw + cosRoll*sinYaw,
sinRoll*sinPitch*sinYaw - cosRoll*cosYaw,
-sinRoll*cosPitch
};
}
Vector3 Vector3::UpVector(float pitch, float yaw, float roll)
{
return RightVector(pitch, yaw, roll).Cross(ForwardVector(pitch, yaw));
}
}

View File

@@ -4,13 +4,13 @@
#include "omath/prediction/Projectile.hpp"
#include <cmath>
#include <omath/engines/Source.hpp>
namespace omath::prediction
{
Vector3 Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const
{
auto currentPos = m_origin + Vector3::ForwardVector(pitch, yaw) * m_launchSpeed * time;
auto currentPos = m_origin + omath::source::ForwardVector({source::PitchAngle::FromDegrees(pitch), source::YawAngle::FromDegrees(yaw), source::RollAngle::FromDegrees(0)}) * m_launchSpeed * time;
currentPos.z -= (gravity * m_gravityScale) * std::pow(time, 2.f) * 0.5f;
return currentPos;

View File

@@ -6,49 +6,4 @@
namespace omath::projection
{
Camera::Camera(const Vector3 &position, const Vector3 &viewAngles, const ViewPort &viewPort,
const float fov, const float near, const float far, const float lensZoom)
{
m_origin = position;
m_viewAngles = viewAngles;
m_viewPort = viewPort;
m_fieldOfView = fov;
m_nearPlaneDistance = near;
m_farPlaneDistance = far;
m_lensZoom = lensZoom;
}
Mat<4, 4> Camera::GetViewMatrix() const
{
const auto forward = Vector3::ForwardVector(m_viewAngles.x, m_viewAngles.y);
const auto right = Vector3::RightVector(m_viewAngles.x, m_viewAngles.y, m_viewAngles.z);
const auto up = Vector3::UpVector(m_viewAngles.x, m_viewAngles.y, m_viewAngles.z);
return Mat<>::TranslationMat(-m_origin) * Mat<>::OrientationMat(forward, right, up);
}
std::expected<Vector3, Error> Camera::WorldToScreen(const Vector3& worldPosition) const
{
const auto posVecAsMatrix = Mat<>::MatColumnFromVector(worldPosition);
const auto projectionMatrix = Mat<>::ProjectionMat(m_fieldOfView, m_viewPort.AspectRatio(),
m_nearPlaneDistance, m_farPlaneDistance, m_lensZoom);
Mat<1, 4> projected = posVecAsMatrix * (GetViewMatrix() * projectionMatrix);
if (projected.At(0, 3) == 0.f)
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
projected /= projected.At(0, 3);
if (projected.At(0, 0) < -1.f || projected.At(0, 0) > 1.f ||
projected.At(0, 1) < -1.f || projected.At(0, 1) > 1.f ||
projected.At(0, 2) < -1.f || projected.At(0, 2) > 1.f)
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
projected *= Mat<4, 4>::ToScreenMat(m_viewPort.m_width, m_viewPort.m_height);
return Vector3{projected.At(0, 0), projected.At(0, 1), projected.At(0, 2)};
}
}