mirror of
https://github.com/orange-cpp/omath.git
synced 2026-02-13 07:03:25 +00:00
extracted some methods
This commit is contained in:
@@ -2,7 +2,7 @@
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#include <vector>
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#include <vector>
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#include <memory>
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#include <memory>
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#include <string>
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#include <string>
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#include <initializer_list>
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namespace omath
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namespace omath
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{
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{
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@@ -13,11 +13,20 @@ namespace omath
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public:
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public:
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Matrix(size_t rows, size_t columns);
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Matrix(size_t rows, size_t columns);
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explicit Matrix(const std::vector<std::vector<float>> &rows);
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Matrix(const std::initializer_list<std::initializer_list<float>>& rows);
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[[nodiscard]]
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[[nodiscard]]
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static Matrix ToScreenMatrix(float screenWidth, float screenHeight);
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static Matrix ToScreenMatrix(float screenWidth, float screenHeight);
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[[nodiscard]]
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static Matrix TranslationMatrix(const Vector3& diff);
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[[nodiscard]]
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static Matrix OrientationMatrix(const Vector3& forward, const Vector3& right, const Vector3& up);
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[[nodiscard]]
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static Matrix ProjectionMatrix(float fielOfView, float aspectRatio,float near, float far);
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Matrix(const Matrix &other);
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Matrix(const Matrix &other);
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Matrix(size_t rows, size_t columns, const float *pRaw);
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Matrix(size_t rows, size_t columns, const float *pRaw);
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@@ -42,7 +51,7 @@ namespace omath
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void SetDataFromRaw(const float* pRawMatrix);
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void SetDataFromRaw(const float* pRawMatrix);
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[[nodiscard]]
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[[nodiscard]]
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Matrix Transpose();
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Matrix Transpose() const;
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void Set(float val);
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void Set(float val);
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@@ -12,10 +12,19 @@
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namespace omath::projection
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namespace omath::projection
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{
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{
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class ViewPort final
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{
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public:
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float m_width;
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float m_height;
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[[nodiscard]] float AspectRatio() const {return m_width / m_height;}
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};
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class Camera
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class Camera
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{
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{
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public:
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public:
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Camera(const Vector3& position, const Vector3& viewAngles, const Vector3& viewPort, float fov, float near, float far);
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Camera(const Vector3& position, const Vector3& viewAngles, const ViewPort& viewPort, float fov, float near, float far);
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void SetViewAngles(const Vector3& viewAngles);
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void SetViewAngles(const Vector3& viewAngles);
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[[nodiscard]] const Vector3& GetViewAngles() const;
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[[nodiscard]] const Vector3& GetViewAngles() const;
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static float& GetFloat1();
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static float& GetFloat1();
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@@ -29,7 +38,7 @@ namespace omath::projection
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[[nodiscard]] std::expected<Vector3, std::string_view> WorldToScreen(const Vector3& worldPosition) const;
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[[nodiscard]] std::expected<Vector3, std::string_view> WorldToScreen(const Vector3& worldPosition) const;
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Vector3 m_viewPort;
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ViewPort m_viewPort{};
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float m_fieldOfView;
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float m_fieldOfView;
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float m_farPlaneDistance;
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float m_farPlaneDistance;
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@@ -1,10 +1,13 @@
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#include "omath/Matrix.h"
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#include "omath/Matrix.h"
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#include "omath/Vector3.h"
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#include "omath/angles.h"
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#include <format>
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#include <format>
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#include "omath/Vector3.h"
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#include <utility>
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#include <utility>
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#include <stdexcept>
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#include <stdexcept>
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#include <utility>
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#include <utility>
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#include <complex>
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namespace omath
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namespace omath
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@@ -22,17 +25,26 @@ namespace omath
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Set(0.f);
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Set(0.f);
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}
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}
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Matrix::Matrix(const std::vector<std::vector<float>> &rows)
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Matrix::Matrix(const std::initializer_list<std::initializer_list<float>>& rows)
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{
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{
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m_rows = rows.size();
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m_rows = rows.size();
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m_columns = rows[0].size();
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m_columns = rows.begin()->size();
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for (const auto& row : rows)
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if (row.size() != m_columns)
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throw std::invalid_argument("All rows must have the same number of columns.");
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m_data = std::make_unique<float[]>(m_rows * m_columns);
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m_data = std::make_unique<float[]>(m_rows * m_columns);
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for (size_t i = 0; i < m_rows; ++i)
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size_t i = 0;
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for (size_t j = 0; j < m_columns; ++j)
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for (const auto& row : rows)
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At(i,j) = rows[i][j];
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{
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size_t j = 0;
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for (const auto& value : row)
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At(i, j++) = value;
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++i;
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}
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}
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}
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Matrix::Matrix(const Matrix &other)
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Matrix::Matrix(const Matrix &other)
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@@ -247,7 +259,7 @@ namespace omath
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return ((i + j + 2) % 2 == 0) ? tmp : -tmp;
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return ((i + j + 2) % 2 == 0) ? tmp : -tmp;
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}
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}
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Matrix Matrix::Transpose()
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Matrix Matrix::Transpose() const
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{
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{
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Matrix transposed = {m_columns, m_rows};
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Matrix transposed = {m_columns, m_rows};
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@@ -298,14 +310,51 @@ namespace omath
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return Strip(i, j).Determinant();
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return Strip(i, j).Determinant();
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}
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}
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Matrix Matrix::ToScreenMatrix(float screenWidth, float screenHeight)
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Matrix Matrix::ToScreenMatrix(const float screenWidth, const float screenHeight)
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{
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return
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{
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{
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return Matrix({
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{screenWidth / 2.f, 0.f, 0.f, 0.f},
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{screenWidth / 2.f, 0.f, 0.f, 0.f},
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{0.f, -screenHeight / 2.f, 0.f, 0.f},
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{0.f, -screenHeight / 2.f, 0.f, 0.f},
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{0.f, 0.f, 1.f, 0.f},
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{0.f, 0.f, 1.f, 0.f},
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{screenWidth / 2.f, screenHeight / 2.f, 0.f, 1.f},
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{screenWidth / 2.f, screenHeight / 2.f, 0.f, 1.f},
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});
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};
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}
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Matrix Matrix::TranslationMatrix(const Vector3 &diff)
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{
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return
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{
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{1.f, 0.f, 0.f, 0.f},
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{0.f, 1.f, 0.f, 0.f},
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{0.f, 0.f, 1.f, 0.f},
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{diff.x, diff.y, diff.z, 1.f},
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};
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}
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Matrix Matrix::OrientationMatrix(const Vector3 &forward, const Vector3 &right, const Vector3 &up)
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{
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return
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{
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{right.x, up.x, forward.x, 0.f},
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{right.y, up.y, forward.y, 0.f},
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{right.z, up.z, forward.z, 0.f},
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{0.f, 0.f, 0.f, 1.f},
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};
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}
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Matrix Matrix::ProjectionMatrix(const float fielOfView, 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(fielOfView) / 2.f);
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return
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{
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{1.f / (aspectRatio*fovHalfTan), 0.f, 0.f, 0.f},
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{0.f, 1.f / fovHalfTan, 0.f, 0.f},
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{0.f, 0.f, (far + near) / (far - near), 2.f * near * far / (far - near)},
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{0.f, 0.f, -1.f, 0.f}
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};
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}
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}
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const float * Matrix::Raw() const
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const float * Matrix::Raw() const
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@@ -10,8 +10,8 @@
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namespace omath::projection
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namespace omath::projection
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{
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{
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Camera::Camera(const Vector3 &position, const Vector3 &viewAngles, const Vector3 &viewPort, const float fov, const float near,
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Camera::Camera(const Vector3 &position, const Vector3 &viewAngles, const ViewPort &viewPort,
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const float far)
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const float fov, const float near, const float far)
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{
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{
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m_origin = position;
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m_origin = position;
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m_viewAngles = viewAngles;
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m_viewAngles = viewAngles;
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@@ -22,7 +22,7 @@ namespace omath::projection
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}
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}
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float& Camera::GetFloat1() {
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float& Camera::GetFloat1() {
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static float m_float1 = 1.52550f;
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static float m_float1 = 0.36689f;
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return m_float1;
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return m_float1;
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}
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}
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@@ -32,68 +32,30 @@ namespace omath::projection
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}
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}
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Matrix Camera::GetViewMatrix() const
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Matrix Camera::GetViewMatrix() const
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{
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return GetTranslationMatrix() * GetOrientationMatrix();
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}
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Matrix Camera::GetProjectionMatrix() const
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{
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const float fovHalfTan = std::tan(angles::DegreesToRadians(m_fieldOfView) / 2.f);
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const auto aspectRatio = m_viewPort.x / m_viewPort.y;
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const auto far = m_farPlaneDistance;
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const auto near = m_nearPlaneDistance;
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return Matrix(
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{
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{1.f / (aspectRatio*fovHalfTan), 0.f, 0.f, 0.f},
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{0.f, 1.f / fovHalfTan, 0.f, 0.f},
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{0.f, 0.f, (far + near) / (far - near), 2.f * near * far / (far - near)},
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{0.f, 0.f, -1.f, 0.f},
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});
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}
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Matrix Camera::GetTranslationMatrix() const
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{
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return Matrix(
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{
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{1.f, 0.f, 0.f, 0.f},
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{0.f, 1.f, 0.f, 0.f},
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{0.f, 0.f, 1.f, 0.f},
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{-m_origin.x, -m_origin.y, -m_origin.z, 1.f},
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});
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}
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Matrix Camera::GetOrientationMatrix() const
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{
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{
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const auto forward = Vector3::ForwardVector(m_viewAngles.x, m_viewAngles.y);
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const auto forward = Vector3::ForwardVector(m_viewAngles.x, m_viewAngles.y);
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const auto right = Vector3::RightVector(m_viewAngles.x, m_viewAngles.y, m_viewAngles.z);
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const auto right = Vector3::RightVector(m_viewAngles.x, m_viewAngles.y, m_viewAngles.z);
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const auto up = Vector3::UpVector(m_viewAngles.x, m_viewAngles.y, m_viewAngles.z);
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const auto up = Vector3::UpVector(m_viewAngles.x, m_viewAngles.y, m_viewAngles.z);
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return Matrix::TranslationMatrix(-m_origin) * Matrix::OrientationMatrix(forward, right, up);
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return Matrix(
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{
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{right.x, up.x, forward.x, 0.f},
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{right.y, up.y, forward.y, 0.f},
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{right.z, up.z, forward.z, 0.f},
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{0.f, 0.f, 0.f, 1.f},
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});
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}
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}
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std::expected<Vector3, std::string_view> Camera::WorldToScreen(const Vector3 &worldPosition) const
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std::expected<Vector3, std::string_view> Camera::WorldToScreen(const Vector3 &worldPosition) const
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{
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{
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const auto posVecAsMatrix = Matrix({{worldPosition.x, worldPosition.y, worldPosition.z, 1.f}});
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const auto posVecAsMatrix = Matrix({{worldPosition.x, worldPosition.y, worldPosition.z, 1.f}});
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const auto viewProjectionMatrix = GetViewMatrix() * GetProjectionMatrix();
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auto projected = posVecAsMatrix * viewProjectionMatrix;
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const auto projectionMatrix = Matrix::ProjectionMatrix(m_fieldOfView, m_viewPort.AspectRatio(),
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m_nearPlaneDistance, m_farPlaneDistance);
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auto projected = posVecAsMatrix * (GetViewMatrix() * projectionMatrix);
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if (projected.At(0, 3) <= 0.f)
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if (projected.At(0, 3) <= 0.f)
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return std::unexpected("Projection point is out of camera field of view");
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return std::unexpected("Projection point is out of camera field of view");
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projected /= projected.At(0, 3);
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projected /= projected.At(0, 3);
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projected *= Matrix::ToScreenMatrix(m_viewPort.x, m_viewPort.y);
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projected *= Matrix::ToScreenMatrix(m_viewPort.m_width, m_viewPort.m_height);
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return Vector3{projected.At(0, 0), projected.At(0, 1), projected.At(0, 2)};
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return Vector3{projected.At(0, 0), projected.At(0, 1), projected.At(0, 2)};
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}
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}
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@@ -9,7 +9,7 @@
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TEST(UnitTestProjection, IsPointOnScreen)
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TEST(UnitTestProjection, IsPointOnScreen)
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{
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{
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const omath::projection::Camera camera({0, 0, 0}, {0, 0.f, 0.f} , {1920.f, 1080.f, 0.f}, 110, 0.1, 500);
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const omath::projection::Camera camera({0.f, 0.f, 0.f}, {0, 0.f, 0.f} , {1920.f, 1080.f}, 110.f, 0.1f, 500.f);
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const auto proj = camera.WorldToScreen({100, 0, 15});
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const auto proj = camera.WorldToScreen({100, 0, 15});
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if (proj)
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if (proj)
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