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https://github.com/orange-cpp/omath.git
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now template
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@@ -10,9 +10,9 @@ namespace omath::opengl
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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& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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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& target) override;
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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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};
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@@ -10,9 +10,9 @@
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namespace omath::opengl
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{
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constexpr Vector3 kAbsUp = {0, 1, 0};
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constexpr Vector3 kAbsRight = {1, 0, 0};
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constexpr Vector3 kAbsForward = {0, 0, -1};
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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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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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@@ -8,7 +8,7 @@
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namespace omath::opengl
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{
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[[nodiscard]]
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inline Vector3 ForwardVector(const ViewAngles& angles)
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inline Vector3<float> ForwardVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
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@@ -16,7 +16,7 @@ namespace omath::opengl
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}
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[[nodiscard]]
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inline Vector3 RightVector(const ViewAngles& angles)
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inline Vector3<float> RightVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
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@@ -24,14 +24,14 @@ namespace omath::opengl
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}
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[[nodiscard]]
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inline Vector3 UpVector(const ViewAngles& angles)
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inline Vector3<float> UpVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
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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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[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3& cam_origin)
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[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
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}
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@@ -10,9 +10,9 @@ namespace omath::source
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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& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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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& target) override;
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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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};
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@@ -9,9 +9,9 @@
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#include <omath/ViewAngles.hpp>
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namespace omath::source
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{
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constexpr Vector3 kAbsUp = {0, 0, 1};
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constexpr Vector3 kAbsRight = {0, -1, 0};
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constexpr Vector3 kAbsForward = {1, 0, 0};
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constexpr Vector3<float> kAbsUp = {0, 0, 1};
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constexpr Vector3<float> kAbsRight = {0, -1, 0};
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constexpr Vector3<float> kAbsForward = {1, 0, 0};
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using Mat4x4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
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using Mat3x3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
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@@ -7,7 +7,7 @@
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namespace omath::source
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{
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[[nodiscard]]
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inline Vector3 ForwardVector(const ViewAngles& angles)
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inline Vector3<float> ForwardVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
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@@ -15,7 +15,7 @@ namespace omath::source
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}
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[[nodiscard]]
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inline Vector3 RightVector(const ViewAngles& angles)
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inline Vector3<float> RightVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
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@@ -23,14 +23,14 @@ namespace omath::source
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}
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[[nodiscard]]
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inline Vector3 UpVector(const ViewAngles& angles)
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inline Vector3<float> UpVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
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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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[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3& cam_origin)
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[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
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}
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