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https://github.com/orange-cpp/omath.git
synced 2026-02-13 07:03:25 +00:00
added noexcept
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@@ -8,19 +8,19 @@
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namespace omath::iw_engine
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namespace omath::iw_engine
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{
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{
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[[nodiscard]]
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[[nodiscard]]
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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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[[nodiscard]]
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[[nodiscard]]
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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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[[nodiscard]]
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[[nodiscard]]
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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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[[nodiscard]]
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[[nodiscard]]
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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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[[nodiscard]] Mat4X4 calc_view_matrix(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) noexcept;
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[[nodiscard]]
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far);
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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} // namespace omath::iw_engine
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} // namespace omath::iw_engine
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@@ -6,37 +6,37 @@
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namespace omath::iw_engine
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namespace omath::iw_engine
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{
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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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{
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const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_forward);
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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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return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
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}
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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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{
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const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
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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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return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
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}
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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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{
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const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_up);
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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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return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
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}
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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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{
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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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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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}
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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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{
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return mat_camera_view(forward_vector(angles), right_vector(angles), up_vector(angles), cam_origin);
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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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}
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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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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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{
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// NOTE: Need magic number to fix fov calculation, since IW engine inherit Quake proj matrix calculation
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// NOTE: Need magic number to fix fov calculation, since IW engine inherit Quake proj matrix calculation
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constexpr auto k_multiply_factor = 0.75f;
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constexpr auto k_multiply_factor = 0.75f;
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