now template

This commit is contained in:
Vladislav Alpatov
2025-03-01 21:11:46 +03:00
parent 9ba3bc754a
commit 6d0d267743
43 changed files with 224 additions and 256 deletions

View File

@@ -10,9 +10,9 @@ namespace omath::opengl
class Camera final : public projection::Camera<Mat4x4, ViewAngles>
{
public:
Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, float near, float far);
void LookAt(const Vector3& target) override;
void LookAt(const Vector3<float>& target) override;
[[nodiscard]] Mat4x4 CalcViewMatrix() const override;
[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
};

View File

@@ -10,9 +10,9 @@
namespace omath::opengl
{
constexpr Vector3 kAbsUp = {0, 1, 0};
constexpr Vector3 kAbsRight = {1, 0, 0};
constexpr Vector3 kAbsForward = {0, 0, -1};
constexpr Vector3<float> kAbsUp = {0, 1, 0};
constexpr Vector3<float> kAbsRight = {1, 0, 0};
constexpr Vector3<float> kAbsForward = {0, 0, -1};
using Mat4x4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
using Mat3x3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;

View File

@@ -8,7 +8,7 @@
namespace omath::opengl
{
[[nodiscard]]
inline Vector3 ForwardVector(const ViewAngles& angles)
inline Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
@@ -16,7 +16,7 @@ namespace omath::opengl
}
[[nodiscard]]
inline Vector3 RightVector(const ViewAngles& angles)
inline Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
@@ -24,14 +24,14 @@ namespace omath::opengl
}
[[nodiscard]]
inline Vector3 UpVector(const ViewAngles& angles)
inline Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3& cam_origin)
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}

View File

@@ -10,9 +10,9 @@ namespace omath::source
class Camera final : public projection::Camera<Mat4x4, ViewAngles>
{
public:
Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, float near, float far);
void LookAt(const Vector3& target) override;
void LookAt(const Vector3<float>& target) override;
[[nodiscard]] Mat4x4 CalcViewMatrix() const override;
[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
};

View File

@@ -9,9 +9,9 @@
#include <omath/ViewAngles.hpp>
namespace omath::source
{
constexpr Vector3 kAbsUp = {0, 0, 1};
constexpr Vector3 kAbsRight = {0, -1, 0};
constexpr Vector3 kAbsForward = {1, 0, 0};
constexpr Vector3<float> kAbsUp = {0, 0, 1};
constexpr Vector3<float> kAbsRight = {0, -1, 0};
constexpr Vector3<float> kAbsForward = {1, 0, 0};
using Mat4x4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat3x3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;

View File

@@ -7,7 +7,7 @@
namespace omath::source
{
[[nodiscard]]
inline Vector3 ForwardVector(const ViewAngles& angles)
inline Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
@@ -15,7 +15,7 @@ namespace omath::source
}
[[nodiscard]]
inline Vector3 RightVector(const ViewAngles& angles)
inline Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
@@ -23,14 +23,14 @@ namespace omath::source
}
[[nodiscard]]
inline Vector3 UpVector(const ViewAngles& angles)
inline Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3& cam_origin)
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}