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https://github.com/orange-cpp/omath.git
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added more noexcept
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@@ -22,12 +22,12 @@ namespace omath::source_engine
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m_view_angles.roll = RollAngle::from_radians(0.f);
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}
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Mat4X4 Camera::calc_view_matrix() const
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Mat4X4 Camera::calc_view_matrix() const noexcept
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{
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return source_engine::calc_view_matrix(m_view_angles, m_origin);
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}
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Mat4X4 Camera::calc_projection_matrix() const
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Mat4X4 Camera::calc_projection_matrix() const noexcept
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{
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return calc_perspective_projection_matrix(m_field_of_view.as_degrees(), m_view_port.aspect_ratio(),
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m_near_plane_distance, m_far_plane_distance);
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@@ -5,38 +5,38 @@
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namespace omath::source_engine
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{
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Vector3<float> forward_vector(const ViewAngles& angles)
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Vector3<float> forward_vector(const ViewAngles& angles) noexcept
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{
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const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_forward);
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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 rotation_matrix(const ViewAngles& angles)
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
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{
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return mat_rotation_axis_z(angles.yaw) * mat_rotation_axis_y(angles.pitch) * mat_rotation_axis_x(angles.roll);
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}
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Vector3<float> right_vector(const ViewAngles& angles)
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Vector3<float> right_vector(const ViewAngles& angles) noexcept
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{
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const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
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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> up_vector(const ViewAngles& angles)
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Vector3<float> up_vector(const ViewAngles& angles) noexcept
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{
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const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_up);
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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 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
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{
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return mat_camera_view(forward_vector(angles), right_vector(angles), up_vector(angles), cam_origin);
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}
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Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
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const float far)
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const float far) noexcept
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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 k_multiply_factor = 0.75f;
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