Merge pull request #29 from orange-cpp/u/orange-cpp/template-vectors

Added template Vectors 2d 3d 4d
This commit is contained in:
2025-03-01 21:17:42 +03:00
committed by GitHub
43 changed files with 223 additions and 256 deletions

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@@ -13,10 +13,7 @@ option(OMATH_BUILD_AS_SHARED_LIBRARY "Build Omath as .so or .dll" OFF)
if (OMATH_BUILD_AS_SHARED_LIBRARY) if (OMATH_BUILD_AS_SHARED_LIBRARY)
add_library(omath SHARED source/Vector3.cpp) add_library(omath SHARED source/Vector3.cpp)
else() else()
add_library(omath STATIC source/Vector3.cpp add_library(omath STATIC source/Matrix.cpp)
include/omath/engines/OpenGL/Constants.hpp
include/omath/engines/OpenGL/Formulas.hpp
include/omath/engines/OpenGL/Camera.hpp)
endif() endif()
set_target_properties(omath PROPERTIES set_target_properties(omath PROPERTIES

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@@ -18,10 +18,10 @@ namespace omath
}; };
class Color final : public Vector4 class Color final : public Vector4<float>
{ {
public: public:
constexpr Color(float r, float g, float b, float a) : Vector4(r,g,b,a) constexpr Color(const float r, const float g, const float b, const float a) : Vector4(r,g,b,a)
{ {
Clamp(0.f, 1.f); Clamp(0.f, 1.f);
} }

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@@ -333,21 +333,21 @@ namespace omath
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR> template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
[[nodiscard]] [[nodiscard]]
constexpr static Mat<1, 4, Type, St> MatRowFromVector(const Vector3& vector) noexcept constexpr static Mat<1, 4, Type, St> MatRowFromVector(const Vector3<Type>& vector) noexcept
{ {
return {{vector.x, vector.y, vector.z, 1}}; return {{vector.x, vector.y, vector.z, 1}};
} }
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR> template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
[[nodiscard]] [[nodiscard]]
constexpr static Mat<4, 1, Type, St> MatColumnFromVector(const Vector3& vector) noexcept constexpr static Mat<4, 1, Type, St> MatColumnFromVector(const Vector3<Type>& vector) noexcept
{ {
return {{vector.x}, {vector.y}, {vector.z}, {1}}; return {{vector.x}, {vector.y}, {vector.z}, {1}};
} }
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR> template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
[[nodiscard]] [[nodiscard]]
constexpr Mat<4, 4, Type, St> MatTranslation(const Vector3& diff) noexcept constexpr Mat<4, 4, Type, St> MatTranslation(const Vector3<Type>& diff) noexcept
{ {
return return
{ {
@@ -399,8 +399,8 @@ namespace omath
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR> template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
[[nodiscard]] [[nodiscard]]
static Mat<4, 4, Type, St> MatCameraView(const Vector3& forward, const Vector3& right, const Vector3& up, static Mat<4, 4, Type, St> MatCameraView(const Vector3<Type>& forward, const Vector3<Type>& right,
const Vector3& cameraOrigin) noexcept const Vector3<Type>& up, const Vector3<Type>& cameraOrigin) noexcept
{ {
return Mat<4, 4, Type, St> return Mat<4, 4, Type, St>
{ {

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@@ -2,10 +2,10 @@
#include <initializer_list> #include <initializer_list>
#include <memory> #include <memory>
#include <string> #include <string>
#include "Vector3.hpp"
namespace omath namespace omath
{ {
class Vector3;
class Matrix final class Matrix final
{ {
@@ -19,10 +19,10 @@ namespace omath
static Matrix ToScreenMatrix(float screenWidth, float screenHeight); static Matrix ToScreenMatrix(float screenWidth, float screenHeight);
[[nodiscard]] [[nodiscard]]
static Matrix TranslationMatrix(const Vector3& diff); static Matrix TranslationMatrix(const Vector3<float>& diff);
[[nodiscard]] [[nodiscard]]
static Matrix OrientationMatrix(const Vector3& forward, const Vector3& right, const Vector3& up); static Matrix OrientationMatrix(const Vector3<float>& forward, const Vector3<float>& right, const Vector3<float>& up);
[[nodiscard]] [[nodiscard]]
static Matrix ProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far); static Matrix ProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);

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@@ -16,12 +16,12 @@ namespace omath
{ {
} }
Vector3 m_vertex1; Vector3<float> m_vertex1;
Vector3 m_vertex2; Vector3<float> m_vertex2;
Vector3 m_vertex3; Vector3<float> m_vertex3;
[[nodiscard]] [[nodiscard]]
constexpr Vector3 CalculateNormal() const constexpr Vector3<float> CalculateNormal() const
{ {
const auto b = SideBVector(); const auto b = SideBVector();
const auto a = SideAVector(); const auto a = SideAVector();
@@ -41,7 +41,7 @@ namespace omath
} }
[[nodiscard]] [[nodiscard]]
constexpr Vector3 SideAVector() const constexpr Vector3<float> SideAVector() const
{ {
return m_vertex1 - m_vertex2; return m_vertex1 - m_vertex2;
} }
@@ -61,12 +61,12 @@ namespace omath
return std::abs(sideA*sideA + sideB*sideB - hypot*hypot) <= 0.0001f; return std::abs(sideA*sideA + sideB*sideB - hypot*hypot) <= 0.0001f;
} }
[[nodiscard]] [[nodiscard]]
constexpr Vector3 SideBVector() const constexpr Vector3<float> SideBVector() const
{ {
return m_vertex3 - m_vertex2; return m_vertex3 - m_vertex2;
} }
[[nodiscard]] [[nodiscard]]
constexpr Vector3 MidPoint() const constexpr Vector3<float> MidPoint() const
{ {
return (m_vertex1 + m_vertex2 + m_vertex3) / 3; return (m_vertex1 + m_vertex2 + m_vertex3) / 3;
} }

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@@ -8,16 +8,18 @@
namespace omath namespace omath
{ {
template<class Type> requires std::is_arithmetic_v<Type>
class Vector2 class Vector2
{ {
public: public:
float x = 0.f; Type x = static_cast<Type>(0);
float y = 0.f; Type y = static_cast<Type>(0);
// Constructors // Constructors
constexpr Vector2() = default; constexpr Vector2() = default;
constexpr Vector2(const float x, const float y) : x(x), y(y) {} constexpr Vector2(const Type& x, const Type& y) : x(x), y(y) {}
// Equality operators // Equality operators
[[nodiscard]] [[nodiscard]]
@@ -65,7 +67,7 @@ namespace omath
return *this; return *this;
} }
constexpr Vector2& operator*=(const float fl) constexpr Vector2& operator*=(const Type& fl)
{ {
x *= fl; x *= fl;
y *= fl; y *= fl;
@@ -73,7 +75,7 @@ namespace omath
return *this; return *this;
} }
constexpr Vector2& operator/=(const float fl) constexpr Vector2& operator/=(const Type& fl)
{ {
x /= fl; x /= fl;
y /= fl; y /= fl;
@@ -81,7 +83,7 @@ namespace omath
return *this; return *this;
} }
constexpr Vector2& operator+=(const float fl) constexpr Vector2& operator+=(const Type& fl)
{ {
x += fl; x += fl;
y += fl; y += fl;
@@ -89,7 +91,7 @@ namespace omath
return *this; return *this;
} }
constexpr Vector2& operator-=(const float fl) constexpr Vector2& operator-=(const Type& fl)
{ {
x -= fl; x -= fl;
y -= fl; y -= fl;
@@ -98,45 +100,45 @@ namespace omath
} }
// Basic vector operations // Basic vector operations
[[nodiscard]] float DistTo(const Vector2& vOther) const [[nodiscard]] Type DistTo(const Vector2& vOther) const
{ {
return std::sqrt(DistToSqr(vOther)); return std::sqrt(DistToSqr(vOther));
} }
[[nodiscard]] constexpr float DistToSqr(const Vector2& vOther) const [[nodiscard]] constexpr Type DistToSqr(const Vector2& vOther) const
{ {
return (x - vOther.x) * (x - vOther.x) + (y - vOther.y) * (y - vOther.y); return (x - vOther.x) * (x - vOther.x) + (y - vOther.y) * (y - vOther.y);
} }
[[nodiscard]] constexpr float Dot(const Vector2& vOther) const [[nodiscard]] constexpr Type Dot(const Vector2& vOther) const
{ {
return x * vOther.x + y * vOther.y; return x * vOther.x + y * vOther.y;
} }
#ifndef _MSC_VER #ifndef _MSC_VER
[[nodiscard]] constexpr float Length() const [[nodiscard]] constexpr Type& Length() const
{ {
return std::hypot(x, y); return std::hypot(x, y);
} }
[[nodiscard]] constexpr Vector2 Normalized() const [[nodiscard]] constexpr Vector2 Normalized() const
{ {
const float len = Length(); const Type len = Length();
return len > 0.f ? *this / len : *this; return len > 0.f ? *this / len : *this;
} }
#else #else
[[nodiscard]] float Length() const [[nodiscard]] Type Length() const
{ {
return std::hypot(x, y); return std::hypot(x, y);
} }
[[nodiscard]] Vector2 Normalized() const [[nodiscard]] Vector2 Normalized() const
{ {
const float len = Length(); const Type len = Length();
return len > 0.f ? *this / len : *this; return len > 0.f ? *this / len : *this;
} }
#endif #endif
[[nodiscard]] constexpr float LengthSqr() const [[nodiscard]] constexpr Type LengthSqr() const
{ {
return x * x + y * y; return x * x + y * y;
} }
@@ -187,13 +189,13 @@ namespace omath
} }
// Sum of elements // Sum of elements
[[nodiscard]] constexpr float Sum() const [[nodiscard]] constexpr Type Sum() const
{ {
return x + y; return x + y;
} }
[[nodiscard]] [[nodiscard]]
constexpr std::tuple<float, float> AsTuple() const constexpr std::tuple<Type, Type> AsTuple() const
{ {
return std::make_tuple(x, y); return std::make_tuple(x, y);
} }

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@@ -20,16 +20,17 @@ namespace omath
IMPOSSIBLE_BETWEEN_ANGLE, IMPOSSIBLE_BETWEEN_ANGLE,
}; };
class Vector3 : public Vector2 template<class Type> requires std::is_arithmetic_v<Type>
class Vector3 : public Vector2<Type>
{ {
public: public:
float z = 0.f; Type z = static_cast<Type>(0);
constexpr Vector3(const float x, const float y, const float z) : Vector2(x, y), z(z) { } constexpr Vector3(const Type& x, const Type& y, const Type& z) : Vector2<Type>(x, y), z(z) { }
constexpr Vector3() : Vector2() {}; constexpr Vector3() : Vector2<Type>() {};
[[nodiscard]] constexpr bool operator==(const Vector3& src) const [[nodiscard]] constexpr bool operator==(const Vector3& src) const
{ {
return Vector2::operator==(src) && (src.z == z); return Vector2<Type>::operator==(src) && (src.z == z);
} }
[[nodiscard]] constexpr bool operator!=(const Vector3& src) const [[nodiscard]] constexpr bool operator!=(const Vector3& src) const
@@ -39,7 +40,7 @@ namespace omath
constexpr Vector3& operator+=(const Vector3& v) constexpr Vector3& operator+=(const Vector3& v)
{ {
Vector2::operator+=(v); Vector2<Type>::operator+=(v);
z += v.z; z += v.z;
return *this; return *this;
@@ -47,7 +48,7 @@ namespace omath
constexpr Vector3& operator-=(const Vector3& v) constexpr Vector3& operator-=(const Vector3& v)
{ {
Vector2::operator-=(v); Vector2<Type>::operator-=(v);
z -= v.z; z -= v.z;
return *this; return *this;
@@ -55,7 +56,7 @@ namespace omath
constexpr Vector3& operator*=(const float fl) constexpr Vector3& operator*=(const float fl)
{ {
Vector2::operator*=(fl); Vector2<Type>::operator*=(fl);
z *= fl; z *= fl;
return *this; return *this;
@@ -63,7 +64,7 @@ namespace omath
constexpr Vector3& operator*=(const Vector3& v) constexpr Vector3& operator*=(const Vector3& v)
{ {
Vector2::operator*=(v); Vector2<Type>::operator*=(v);
z *= v.z; z *= v.z;
return *this; return *this;
@@ -71,7 +72,7 @@ namespace omath
constexpr Vector3& operator/=(const Vector3& v) constexpr Vector3& operator/=(const Vector3& v)
{ {
Vector2::operator/=(v); Vector2<Type>::operator/=(v);
z /= v.z; z /= v.z;
return *this; return *this;
@@ -79,7 +80,7 @@ namespace omath
constexpr Vector3& operator+=(const float fl) constexpr Vector3& operator+=(const float fl)
{ {
Vector2::operator+=(fl); Vector2<Type>::operator+=(fl);
z += fl; z += fl;
return *this; return *this;
@@ -87,7 +88,7 @@ namespace omath
constexpr Vector3& operator/=(const float fl) constexpr Vector3& operator/=(const float fl)
{ {
Vector2::operator/=(fl); Vector2<Type>::operator/=(fl);
z /= fl; z /= fl;
return *this; return *this;
@@ -95,7 +96,7 @@ namespace omath
constexpr Vector3& operator-=(const float fl) constexpr Vector3& operator-=(const float fl)
{ {
Vector2::operator-=(fl); Vector2<Type>::operator-=(fl);
z -= fl; z -= fl;
return *this; return *this;
@@ -103,7 +104,7 @@ namespace omath
constexpr Vector3& Abs() constexpr Vector3& Abs()
{ {
Vector2::Abs(); Vector2<Type>::Abs();
z = z < 0.f ? -z : z; z = z < 0.f ? -z : z;
return *this; return *this;
@@ -116,7 +117,7 @@ namespace omath
[[nodiscard]] constexpr float Dot(const Vector3& vOther) const [[nodiscard]] constexpr float Dot(const Vector3& vOther) const
{ {
return Vector2::Dot(vOther) + z * vOther.z; return Vector2<Type>::Dot(vOther) + z * vOther.z;
} }
#ifndef _MSC_VER #ifndef _MSC_VER
@@ -142,7 +143,7 @@ namespace omath
#else #else
[[nodiscard]] float Length() const [[nodiscard]] float Length() const
{ {
return std::hypot(x, y, z); return std::hypot(this->x, this->y, z);
} }
[[nodiscard]] Vector3 Normalized() const [[nodiscard]] Vector3 Normalized() const
@@ -152,9 +153,9 @@ namespace omath
return length != 0 ? *this / length : *this; return length != 0 ? *this / length : *this;
} }
[[nodiscard]] float Length2D() const [[nodiscard]] Type Length2D() const
{ {
return Vector2::Length(); return Vector2<Type>::Length();
} }
[[nodiscard]] float DistTo(const Vector3& vOther) const [[nodiscard]] float DistTo(const Vector3& vOther) const
@@ -166,51 +167,51 @@ namespace omath
[[nodiscard]] constexpr float LengthSqr() const [[nodiscard]] constexpr float LengthSqr() const
{ {
return Vector2::LengthSqr() + z * z; return Vector2<Type>::LengthSqr() + z * z;
} }
[[nodiscard]] constexpr Vector3 operator-() const [[nodiscard]] constexpr Vector3 operator-() const
{ {
return {-x, -y, -z}; return {-this->x, -this->y, -z};
} }
[[nodiscard]] constexpr Vector3 operator+(const Vector3& v) const [[nodiscard]] constexpr Vector3 operator+(const Vector3& v) const
{ {
return {x + v.x, y + v.y, z + v.z}; return {this->x + v.x, this->y + v.y, z + v.z};
} }
[[nodiscard]] constexpr Vector3 operator-(const Vector3& v) const [[nodiscard]] constexpr Vector3 operator-(const Vector3& v) const
{ {
return {x - v.x, y - v.y, z - v.z}; return {this->x - v.x, this->y - v.y, z - v.z};
} }
[[nodiscard]] constexpr Vector3 operator*(const float fl) const [[nodiscard]] constexpr Vector3 operator*(const float fl) const
{ {
return {x * fl, y * fl, z * fl}; return {this->x * fl, this->y * fl, z * fl};
} }
[[nodiscard]] constexpr Vector3 operator*(const Vector3& v) const [[nodiscard]] constexpr Vector3 operator*(const Vector3& v) const
{ {
return {x * v.x, y * v.y, z * v.z}; return {this->x * v.x, this->y * v.y, z * v.z};
} }
[[nodiscard]] constexpr Vector3 operator/(const float fl) const [[nodiscard]] constexpr Vector3 operator/(const float fl) const
{ {
return {x / fl, y / fl, z / fl}; return {this->x / fl, this->y / fl, z / fl};
} }
[[nodiscard]] constexpr Vector3 operator/(const Vector3& v) const [[nodiscard]] constexpr Vector3 operator/(const Vector3& v) const
{ {
return {x / v.x, y / v.y, z / v.z}; return {this->x / v.x, this->y / v.y, z / v.z};
} }
[[nodiscard]] constexpr Vector3 Cross(const Vector3 &v) const [[nodiscard]] constexpr Vector3 Cross(const Vector3 &v) const
{ {
return return
{ {
y * v.z - z * v.y, this->y * v.z - z * v.y,
z * v.x - x * v.z, z * v.x - this->x * v.z,
x * v.y - y * v.x this->x * v.y - this->y * v.x
}; };
} }
[[nodiscard]] constexpr float Sum() const [[nodiscard]] constexpr float Sum() const
@@ -239,14 +240,25 @@ namespace omath
[[nodiscard]] constexpr float Sum2D() const [[nodiscard]] constexpr float Sum2D() const
{ {
return Vector2::Sum(); return Vector2<Type>::Sum();
} }
[[nodiscard]] Vector3 ViewAngleTo(const Vector3& other) const;
[[nodiscard]] constexpr std::tuple<float, float, float> AsTuple() const [[nodiscard]] constexpr std::tuple<float, float, float> AsTuple() const
{ {
return std::make_tuple(x, y, z); return std::make_tuple(this->x, this->y, z);
}
[[nodiscard]] Vector3 ViewAngleTo(const Vector3 &other) const
{
const float distance = DistTo(other);
const auto delta = other - *this;
return
{
angles::RadiansToDegrees(std::asin(delta.z / distance)),
angles::RadiansToDegrees(std::atan2(delta.y, delta.x)),
0
};
} }
}; };
} }
@@ -254,9 +266,9 @@ namespace omath
namespace std namespace std
{ {
template<> template<>
struct hash<omath::Vector3> struct hash<omath::Vector3<float>>
{ {
std::size_t operator()(const omath::Vector3& vec) const noexcept std::size_t operator()(const omath::Vector3<float>& vec) const noexcept
{ {
std::size_t hash = 0; std::size_t hash = 0;
constexpr std::hash<float> hasher; constexpr std::hash<float> hasher;

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@@ -8,18 +8,19 @@
namespace omath namespace omath
{ {
class Vector4 : public Vector3 template <class Type>
class Vector4 : public Vector3<Type>
{ {
public: public:
float w; Type w;
constexpr Vector4(const float x, const float y, const float z, const float w) : Vector3(x, y, z), w(w) {} constexpr Vector4(const Type& x, const Type& y, const Type& z, const Type& w) : Vector3<Type>(x, y, z), w(w) {}
constexpr Vector4() : Vector3(), w(0.f) {}; constexpr Vector4() : Vector3<Type>(), w(0) {};
[[nodiscard]] [[nodiscard]]
constexpr bool operator==(const Vector4& src) const constexpr bool operator==(const Vector4& src) const
{ {
return Vector3::operator==(src) && w == src.w; return Vector3<Type>::operator==(src) && w == src.w;
} }
[[nodiscard]] [[nodiscard]]
@@ -30,7 +31,7 @@ namespace omath
constexpr Vector4& operator+=(const Vector4& v) constexpr Vector4& operator+=(const Vector4& v)
{ {
Vector3::operator+=(v); Vector3<Type>::operator+=(v);
w += v.w; w += v.w;
return *this; return *this;
@@ -38,7 +39,7 @@ namespace omath
constexpr Vector4& operator-=(const Vector4& v) constexpr Vector4& operator-=(const Vector4& v)
{ {
Vector3::operator-=(v); Vector3<Type>::operator-=(v);
w -= v.w; w -= v.w;
return *this; return *this;
@@ -46,7 +47,7 @@ namespace omath
constexpr Vector4& operator*=(const float scalar) constexpr Vector4& operator*=(const float scalar)
{ {
Vector3::operator*=(scalar); Vector3<Type>::operator*=(scalar);
w *= scalar; w *= scalar;
return *this; return *this;
@@ -54,7 +55,7 @@ namespace omath
constexpr Vector4& operator*=(const Vector4& v) constexpr Vector4& operator*=(const Vector4& v)
{ {
Vector3::operator*=(v); Vector3<Type>::operator*=(v);
w *= v.w; w *= v.w;
return *this; return *this;
@@ -62,7 +63,7 @@ namespace omath
constexpr Vector4& operator/=(const float scalar) constexpr Vector4& operator/=(const float scalar)
{ {
Vector3::operator/=(scalar); Vector3<Type>::operator/=(scalar);
w /= scalar; w /= scalar;
return *this; return *this;
@@ -70,35 +71,38 @@ namespace omath
constexpr Vector4& operator/=(const Vector4& v) constexpr Vector4& operator/=(const Vector4& v)
{ {
Vector3::operator/=(v); Vector3<Type>::operator/=(v);
w /= v.w; w /= v.w;
return *this; return *this;
} }
[[nodiscard]] constexpr float LengthSqr() const [[nodiscard]] constexpr Type LengthSqr() const
{ {
return Vector3::LengthSqr() + w * w; return Vector3<Type>::LengthSqr() + w * w;
} }
[[nodiscard]] constexpr float Dot(const Vector4& vOther) const [[nodiscard]] constexpr float Dot(const Vector4& vOther) const
{ {
return Vector3::Dot(vOther) + w * vOther.w; return Vector3<Type>::Dot(vOther) + w * vOther.w;
} }
[[nodiscard]] float Length() const; [[nodiscard]] Vector3<Type> Length() const
{
return std::sqrt(LengthSqr());
}
constexpr Vector4& Abs() constexpr Vector4& Abs()
{ {
Vector3::Abs(); Vector3<Type>::Abs();
w = w < 0.f ? -w : w; w = w < 0.f ? -w : w;
return *this; return *this;
} }
constexpr Vector4& Clamp(const float min, const float max) constexpr Vector4& Clamp(const float min, const float max)
{ {
x = std::clamp(x, min, max); this->x = std::clamp(this->x, min, max);
y = std::clamp(y, min, max); this->y = std::clamp(this->y, min, max);
z = std::clamp(z, min, max); this->z = std::clamp(this->z, min, max);
return *this; return *this;
} }
@@ -106,49 +110,49 @@ namespace omath
[[nodiscard]] [[nodiscard]]
constexpr Vector4 operator-() const constexpr Vector4 operator-() const
{ {
return {-x, -y, -z, -w}; return {-this->x, -this->y, -this->z, -w};
} }
[[nodiscard]] [[nodiscard]]
constexpr Vector4 operator+(const Vector4& v) const constexpr Vector4 operator+(const Vector4& v) const
{ {
return {x + v.x, y + v.y, z + v.z, w + v.w}; return {this->x + v.x, this->y + v.y, this->z + v.z, w + v.w};
} }
[[nodiscard]] [[nodiscard]]
constexpr Vector4 operator-(const Vector4& v) const constexpr Vector4 operator-(const Vector4& v) const
{ {
return {x - v.x, y - v.y, z - v.z, w - v.w}; return {this->x - v.x, this->y - v.y, this->z - v.z, w - v.w};
} }
[[nodiscard]] [[nodiscard]]
constexpr Vector4 operator*(const float scalar) const constexpr Vector4 operator*(const float scalar) const
{ {
return {x * scalar, y * scalar, z * scalar, w * scalar}; return {this->x * scalar, this->y * scalar, this->z * scalar, w * scalar};
} }
[[nodiscard]] [[nodiscard]]
constexpr Vector4 operator*(const Vector4& v) const constexpr Vector4 operator*(const Vector4& v) const
{ {
return {x * v.x, y * v.y, z * v.z, w * v.w}; return {this->x * v.x, this->y * v.y, this->z * v.z, w * v.w};
} }
[[nodiscard]] [[nodiscard]]
constexpr Vector4 operator/(const float scalar) const constexpr Vector4 operator/(const float scalar) const
{ {
return {x / scalar, y / scalar, z / scalar, w / scalar}; return {this->x / scalar, this->y / scalar, this->z / scalar, w / scalar};
} }
[[nodiscard]] [[nodiscard]]
constexpr Vector4 operator/(const Vector4& v) const constexpr Vector4 operator/(const Vector4& v) const
{ {
return {x / v.x, y / v.y, z / v.z, w / v.w}; return {this->x / v.x, this->y / v.y, this->z / v.z, w / v.w};
} }
[[nodiscard]] [[nodiscard]]
constexpr float Sum() const constexpr Type Sum() const
{ {
return Vector3::Sum() + w; return Vector3<Type>::Sum() + w;
} }
}; };
} }

View File

@@ -11,14 +11,14 @@ namespace omath::collision
class Ray class Ray
{ {
public: public:
Vector3 start; Vector3<float> start;
Vector3 end; Vector3<float> end;
[[nodiscard]] [[nodiscard]]
Vector3 DirectionVector() const; Vector3<float> DirectionVector() const;
[[nodiscard]] [[nodiscard]]
Vector3 DirectionVectorNormalized() const; Vector3<float> DirectionVectorNormalized() const;
}; };
class LineTracer class LineTracer
{ {
@@ -27,12 +27,12 @@ namespace omath::collision
[[nodiscard]] [[nodiscard]]
static bool CanTraceLine(const Ray& ray, const Triangle<Vector3>& triangle); static bool CanTraceLine(const Ray& ray, const Triangle<Vector3<float>>& triangle);
// Realization of MöllerTrumbore intersection algorithm // Realization of MöllerTrumbore intersection algorithm
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm // https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
[[nodiscard]] [[nodiscard]]
static Vector3 GetRayHitPoint(const Ray& ray, const Triangle<Vector3>& triangle); static Vector3<float> GetRayHitPoint(const Ray& ray, const Triangle<Vector3<float>>& triangle);
}; };
} }

View File

@@ -10,9 +10,9 @@ namespace omath::opengl
class Camera final : public projection::Camera<Mat4x4, ViewAngles> class Camera final : public projection::Camera<Mat4x4, ViewAngles>
{ {
public: 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); 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 CalcViewMatrix() const override;
[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override; [[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
}; };

View File

@@ -10,9 +10,9 @@
namespace omath::opengl namespace omath::opengl
{ {
constexpr Vector3 kAbsUp = {0, 1, 0}; constexpr Vector3<float> kAbsUp = {0, 1, 0};
constexpr Vector3 kAbsRight = {1, 0, 0}; constexpr Vector3<float> kAbsRight = {1, 0, 0};
constexpr Vector3 kAbsForward = {0, 0, -1}; constexpr Vector3<float> kAbsForward = {0, 0, -1};
using Mat4x4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>; using Mat4x4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
using Mat3x3 = 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 namespace omath::opengl
{ {
[[nodiscard]] [[nodiscard]]
inline Vector3 ForwardVector(const ViewAngles& angles) inline Vector3<float> ForwardVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward); const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
@@ -16,7 +16,7 @@ namespace omath::opengl
} }
[[nodiscard]] [[nodiscard]]
inline Vector3 RightVector(const ViewAngles& angles) inline Vector3<float> RightVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight); const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
@@ -24,14 +24,14 @@ namespace omath::opengl
} }
[[nodiscard]] [[nodiscard]]
inline Vector3 UpVector(const ViewAngles& angles) inline Vector3<float> UpVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp); const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; 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); 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> class Camera final : public projection::Camera<Mat4x4, ViewAngles>
{ {
public: 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); 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 CalcViewMatrix() const override;
[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override; [[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
}; };

View File

@@ -9,9 +9,9 @@
#include <omath/ViewAngles.hpp> #include <omath/ViewAngles.hpp>
namespace omath::source namespace omath::source
{ {
constexpr Vector3 kAbsUp = {0, 0, 1}; constexpr Vector3<float> kAbsUp = {0, 0, 1};
constexpr Vector3 kAbsRight = {0, -1, 0}; constexpr Vector3<float> kAbsRight = {0, -1, 0};
constexpr Vector3 kAbsForward = {1, 0, 0}; constexpr Vector3<float> kAbsForward = {1, 0, 0};
using Mat4x4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>; using Mat4x4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat3x3 = 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 namespace omath::source
{ {
[[nodiscard]] [[nodiscard]]
inline Vector3 ForwardVector(const ViewAngles& angles) inline Vector3<float> ForwardVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward); const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
@@ -15,7 +15,7 @@ namespace omath::source
} }
[[nodiscard]] [[nodiscard]]
inline Vector3 RightVector(const ViewAngles& angles) inline Vector3<float> RightVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight); const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
@@ -23,14 +23,14 @@ namespace omath::source
} }
[[nodiscard]] [[nodiscard]]
inline Vector3 UpVector(const ViewAngles& angles) inline Vector3<float> UpVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp); const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; 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); return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
} }

View File

@@ -14,12 +14,17 @@ namespace omath::pathfinding
{ {
public: public:
[[nodiscard]] [[nodiscard]]
static std::vector<Vector3> FindPath(const Vector3& start, const Vector3& end, const NavigationMesh& navMesh); static std::vector<Vector3<float>> FindPath(const Vector3<float>& start, const Vector3<float>& end,
const NavigationMesh& navMesh);
private: private:
[[nodiscard]] [[nodiscard]]
static std::vector<Vector3> ReconstructFinalPath(const std::unordered_map<Vector3, PathNode>& closedList, const Vector3& current); static std::vector<Vector3<float>>
ReconstructFinalPath(const std::unordered_map<Vector3<float>, PathNode>& closedList,
const Vector3<float>& current);
[[nodiscard]] [[nodiscard]]
static auto GetPerfectNode(const std::unordered_map<Vector3, PathNode>& openList, const Vector3& endVertex); static auto GetPerfectNode(const std::unordered_map<Vector3<float>, PathNode>& openList,
const Vector3<float>& endVertex);
}; };
} } // namespace omath::pathfinding

View File

@@ -22,17 +22,17 @@ namespace omath::pathfinding
public: public:
[[nodiscard]] [[nodiscard]]
std::expected<Vector3, std::string> GetClosestVertex(const Vector3& point) const; std::expected<Vector3<float>, std::string> GetClosestVertex(const Vector3<float>& point) const;
[[nodiscard]] [[nodiscard]]
const std::vector<Vector3>& GetNeighbors(const Vector3& vertex) const; const std::vector<Vector3<float>>& GetNeighbors(const Vector3<float>& vertex) const;
[[nodiscard]] [[nodiscard]]
bool Empty() const; bool Empty() const;
[[nodiscard]] std::vector<uint8_t> Serialize() const; [[nodiscard]] std::vector<uint8_t> Serialize() const;
void Deserialize(const std::vector<uint8_t>& raw); void Deserialize(const std::vector<uint8_t>& raw);
std::unordered_map<Vector3, std::vector<Vector3>> m_verTextMap; std::unordered_map<Vector3<float>, std::vector<Vector3<float>>> m_verTextMap;
}; };
} }

View File

@@ -13,7 +13,7 @@ namespace omath::projectile_prediction
{ {
public: public:
[[nodiscard]] [[nodiscard]]
virtual std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile, virtual std::optional<Vector3<float>> MaybeCalculateAimPoint(const Projectile& projectile,
const Target& target) const = 0; const Target& target) const = 0;
virtual ~ProjPredEngine() = default; virtual ~ProjPredEngine() = default;
}; };

View File

@@ -9,7 +9,7 @@ namespace omath::projectile_prediction
class ProjPredEngineAVX2 final : public ProjPredEngine class ProjPredEngineAVX2 final : public ProjPredEngine
{ {
public: public:
[[nodiscard]] std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile, [[nodiscard]] std::optional<Vector3<float>> MaybeCalculateAimPoint(const Projectile& projectile,
const Target& target) const override; const Target& target) const override;
@@ -17,7 +17,7 @@ namespace omath::projectile_prediction
~ProjPredEngineAVX2() override = default; ~ProjPredEngineAVX2() override = default;
private: private:
[[nodiscard]] static std::optional<float> CalculatePitch(const Vector3& projOrigin, const Vector3& targetPos, [[nodiscard]] static std::optional<float> CalculatePitch(const Vector3<float>& projOrigin, const Vector3<float>& targetPos,
float bulletGravity, float v0, float time); float bulletGravity, float v0, float time);
const float m_gravityConstant; const float m_gravityConstant;
const float m_simulationTimeStep; const float m_simulationTimeStep;

View File

@@ -20,7 +20,7 @@ namespace omath::projectile_prediction
float distanceTolerance); float distanceTolerance);
[[nodiscard]] [[nodiscard]]
std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile, std::optional<Vector3<float>> MaybeCalculateAimPoint(const Projectile& projectile,
const Target& target) const override; const Target& target) const override;
private: private:
@@ -31,11 +31,11 @@ namespace omath::projectile_prediction
[[nodiscard]] [[nodiscard]]
std::optional<float> MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile, std::optional<float> MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
const Vector3& targetPosition) const; const Vector3<float>& targetPosition) const;
[[nodiscard]] [[nodiscard]]
bool IsProjectileReachedTarget(const Vector3& targetPosition, const Projectile& projectile, float pitch, bool IsProjectileReachedTarget(const Vector3<float>& targetPosition, const Projectile& projectile, float pitch,
float time) const; float time) const;
}; };
} // namespace omath::projectile_prediction } // namespace omath::projectile_prediction

View File

@@ -12,9 +12,9 @@ namespace omath::projectile_prediction
public: public:
[[nodiscard]] [[nodiscard]]
Vector3 PredictPosition(float pitch, float yaw, float time, float gravity) const; Vector3<float> PredictPosition(float pitch, float yaw, float time, float gravity) const;
Vector3 m_origin; Vector3<float> m_origin;
float m_launchSpeed{}; float m_launchSpeed{};
float m_gravityScale{}; float m_gravityScale{};
}; };

View File

@@ -12,7 +12,7 @@ namespace omath::projectile_prediction
public: public:
[[nodiscard]] [[nodiscard]]
constexpr Vector3 PredictPosition(const float time, const float gravity) const constexpr Vector3<float> PredictPosition(const float time, const float gravity) const
{ {
auto predicted = m_origin + m_velocity * time; auto predicted = m_origin + m_velocity * time;
@@ -22,8 +22,8 @@ namespace omath::projectile_prediction
return predicted; return predicted;
} }
Vector3 m_origin; Vector3<float> m_origin;
Vector3 m_velocity; Vector3<float> m_velocity;
bool m_isAirborne{}; bool m_isAirborne{};
}; };
} }

View File

@@ -31,7 +31,7 @@ namespace omath::projection
{ {
public: public:
virtual ~Camera() = default; virtual ~Camera() = default;
Camera(const Vector3& position, const ViewAnglesType& viewAngles, const ViewPort& viewPort, Camera(const Vector3<float>& position, const ViewAnglesType& viewAngles, const ViewPort& viewPort,
const FieldOfView& fov, const float near, const float far) : const FieldOfView& fov, const float near, const float far) :
m_viewPort(viewPort), m_fieldOfView(fov), m_farPlaneDistance(far), m_nearPlaneDistance(near), m_viewPort(viewPort), m_fieldOfView(fov), m_farPlaneDistance(far), m_nearPlaneDistance(near),
m_viewAngles(viewAngles), m_origin(position) m_viewAngles(viewAngles), m_origin(position)
@@ -39,7 +39,7 @@ namespace omath::projection
} }
virtual void LookAt(const Vector3& target) = 0; virtual void LookAt(const Vector3<float>& target) = 0;
[[nodiscard]] virtual Mat4x4Type CalcViewMatrix() const = 0; [[nodiscard]] virtual Mat4x4Type CalcViewMatrix() const = 0;
@@ -74,7 +74,7 @@ namespace omath::projection
m_viewProjectionMatrix = CalcViewProjectionMatrix(); m_viewProjectionMatrix = CalcViewProjectionMatrix();
} }
void SetOrigin(const Vector3& origin) void SetOrigin(const Vector3<float>& origin)
{ {
m_origin = origin; m_origin = origin;
m_viewProjectionMatrix = CalcViewProjectionMatrix(); m_viewProjectionMatrix = CalcViewProjectionMatrix();
@@ -106,12 +106,12 @@ namespace omath::projection
return m_viewAngles; return m_viewAngles;
} }
[[nodiscard]] const Vector3& GetOrigin() const [[nodiscard]] const Vector3<float>& GetOrigin() const
{ {
return m_origin; return m_origin;
} }
[[nodiscard]] std::expected<Vector3, Error> WorldToScreen(const Vector3& worldPosition) const [[nodiscard]] std::expected<Vector3<float>, Error> WorldToScreen(const Vector3<float>& worldPosition) const
{ {
if (!m_viewProjectionMatrix.has_value()) if (!m_viewProjectionMatrix.has_value())
m_viewProjectionMatrix = CalcViewProjectionMatrix(); m_viewProjectionMatrix = CalcViewProjectionMatrix();
@@ -143,7 +143,7 @@ namespace omath::projection
ViewAnglesType m_viewAngles; ViewAnglesType m_viewAngles;
Vector3 m_origin; Vector3<float> m_origin;
private: private:
template<class Type> template<class Type>

View File

@@ -1,9 +1,6 @@
target_sources(omath PRIVATE target_sources(omath PRIVATE
Vector3.cpp
Matrix.cpp Matrix.cpp
color.cpp color.cpp
Vector4.cpp
Vector2.cpp
) )
add_subdirectory(projectile_prediction) add_subdirectory(projectile_prediction)

View File

@@ -315,7 +315,7 @@ namespace omath
}; };
} }
Matrix Matrix::TranslationMatrix(const Vector3& diff) Matrix Matrix::TranslationMatrix(const Vector3<float>& diff)
{ {
return { return {
{1.f, 0.f, 0.f, 0.f}, {1.f, 0.f, 0.f, 0.f},
@@ -325,7 +325,7 @@ namespace omath
}; };
} }
Matrix Matrix::OrientationMatrix(const Vector3& forward, const Vector3& right, const Vector3& up) Matrix Matrix::OrientationMatrix(const Vector3<float>& forward, const Vector3<float>& right, const Vector3<float>& up)
{ {
return { return {
{right.x, up.x, forward.x, 0.f}, {right.x, up.x, forward.x, 0.f},

View File

@@ -1,11 +0,0 @@
//
// Created by Vlad on 02.09.2024.
//
#include "omath/Vector2.hpp"
#include <cmath>
namespace omath
{
}

View File

@@ -1,23 +0,0 @@
//
// Created by vlad on 10/28/23.
//
#include <omath/Vector3.hpp>
#include <cmath>
#include <omath/Angles.hpp>
namespace omath
{
Vector3 Vector3::ViewAngleTo(const Vector3 &other) const
{
const float distance = DistTo(other);
const auto delta = other - *this;
return
{
angles::RadiansToDegrees(std::asin(delta.z / distance)),
angles::RadiansToDegrees(std::atan2(delta.y, delta.x)),
0.f
};
}
}

View File

@@ -1,16 +0,0 @@
//
// Vector4.cpp
//
#include "omath/Vector4.hpp"
#include <cmath>
namespace omath
{
float Vector4::Length() const
{
return std::sqrt(LengthSqr());
}
}

View File

@@ -5,21 +5,21 @@
namespace omath::collision namespace omath::collision
{ {
bool LineTracer::CanTraceLine(const Ray& ray, const Triangle<Vector3>& triangle) bool LineTracer::CanTraceLine(const Ray& ray, const Triangle<Vector3<float>>& triangle)
{ {
return GetRayHitPoint(ray, triangle) == ray.end; return GetRayHitPoint(ray, triangle) == ray.end;
} }
Vector3 Ray::DirectionVector() const Vector3<float> Ray::DirectionVector() const
{ {
return end - start; return end - start;
} }
Vector3 Ray::DirectionVectorNormalized() const Vector3<float> Ray::DirectionVectorNormalized() const
{ {
return DirectionVector().Normalized(); return DirectionVector().Normalized();
} }
Vector3 LineTracer::GetRayHitPoint(const Ray& ray, const Triangle<Vector3>& triangle) Vector3<float> LineTracer::GetRayHitPoint(const Ray& ray, const Triangle<Vector3<float>>& triangle)
{ {
constexpr float kEpsilon = std::numeric_limits<float>::epsilon(); constexpr float kEpsilon = std::numeric_limits<float>::epsilon();

View File

@@ -8,12 +8,12 @@
namespace omath::opengl namespace omath::opengl
{ {
Camera::Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort, Camera::Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, const float near, const float far) : const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, const float near, const float far) :
projection::Camera<Mat4x4, ViewAngles>(position, viewAngles, viewPort, fov, near, far) projection::Camera<Mat4x4, ViewAngles>(position, viewAngles, viewPort, fov, near, far)
{ {
} }
void Camera::LookAt([[maybe_unused]] const Vector3& target) void Camera::LookAt([[maybe_unused]] const Vector3<float>& target)
{ {
const float distance = m_origin.DistTo(target); const float distance = m_origin.DistTo(target);
const auto delta = target - m_origin; const auto delta = target - m_origin;

View File

@@ -8,12 +8,12 @@
namespace omath::source namespace omath::source
{ {
Camera::Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort, Camera::Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
const projection::FieldOfView& fov, const float near, const float far) : const projection::FieldOfView& fov, const float near, const float far) :
projection::Camera<Mat4x4, ViewAngles>(position, viewAngles, viewPort, fov, near, far) projection::Camera<Mat4x4, ViewAngles>(position, viewAngles, viewPort, fov, near, far)
{ {
} }
void Camera::LookAt(const Vector3& target) void Camera::LookAt(const Vector3<float>& target)
{ {
const float distance = m_origin.DistTo(target); const float distance = m_origin.DistTo(target);
const auto delta = target - m_origin; const auto delta = target - m_origin;

View File

@@ -13,15 +13,15 @@ namespace omath::pathfinding
{ {
struct PathNode final struct PathNode final
{ {
std::optional<Vector3> cameFrom; std::optional<Vector3<float>> cameFrom;
float gCost = 0.f; float gCost = 0.f;
}; };
std::vector<Vector3> Astar::ReconstructFinalPath(const std::unordered_map<Vector3, PathNode>& closedList, std::vector<Vector3<float>> Astar::ReconstructFinalPath(const std::unordered_map<Vector3<float>, PathNode>& closedList,
const Vector3& current) const Vector3<float>& current)
{ {
std::vector<Vector3> path; std::vector<Vector3<float>> path;
std::optional currentOpt = current; std::optional currentOpt = current;
while (currentOpt) while (currentOpt)
@@ -39,7 +39,7 @@ namespace omath::pathfinding
std::ranges::reverse(path); std::ranges::reverse(path);
return path; return path;
} }
auto Astar::GetPerfectNode(const std::unordered_map<Vector3, PathNode>& openList, const Vector3& endVertex) auto Astar::GetPerfectNode(const std::unordered_map<Vector3<float>, PathNode>& openList, const Vector3<float>& endVertex)
{ {
return std::ranges::min_element(openList, return std::ranges::min_element(openList,
[&endVertex](const auto& a, const auto& b) [&endVertex](const auto& a, const auto& b)
@@ -50,10 +50,10 @@ namespace omath::pathfinding
}); });
} }
std::vector<Vector3> Astar::FindPath(const Vector3& start, const Vector3& end, const NavigationMesh& navMesh) std::vector<Vector3<float>> Astar::FindPath(const Vector3<float>& start, const Vector3<float>& end, const NavigationMesh& navMesh)
{ {
std::unordered_map<Vector3, PathNode> closedList; std::unordered_map<Vector3<float>, PathNode> closedList;
std::unordered_map<Vector3, PathNode> openList; std::unordered_map<Vector3<float>, PathNode> openList;
auto maybeStartVertex = navMesh.GetClosestVertex(start); auto maybeStartVertex = navMesh.GetClosestVertex(start);
auto maybeEndVertex = navMesh.GetClosestVertex(end); auto maybeEndVertex = navMesh.GetClosestVertex(end);

View File

@@ -7,7 +7,7 @@
#include <algorithm> #include <algorithm>
namespace omath::pathfinding namespace omath::pathfinding
{ {
std::expected<Vector3, std::string> NavigationMesh::GetClosestVertex(const Vector3 &point) const std::expected<Vector3<float>, std::string> NavigationMesh::GetClosestVertex(const Vector3<float> &point) const
{ {
const auto res = std::ranges::min_element(m_verTextMap, const auto res = std::ranges::min_element(m_verTextMap,
[&point](const auto& a, const auto& b) [&point](const auto& a, const auto& b)
@@ -21,7 +21,7 @@ namespace omath::pathfinding
return res->first; return res->first;
} }
const std::vector<Vector3>& NavigationMesh::GetNeighbors(const Vector3 &vertex) const const std::vector<Vector3<float>>& NavigationMesh::GetNeighbors(const Vector3<float> &vertex) const
{ {
return m_verTextMap.at(vertex); return m_verTextMap.at(vertex);
} }
@@ -73,18 +73,18 @@ namespace omath::pathfinding
while (offset < raw.size()) while (offset < raw.size())
{ {
Vector3 vertex; Vector3<float> vertex;
loadFromVector(raw, offset, vertex); loadFromVector(raw, offset, vertex);
uint16_t neighborsCount; uint16_t neighborsCount;
loadFromVector(raw, offset, neighborsCount); loadFromVector(raw, offset, neighborsCount);
std::vector<Vector3> neighbors; std::vector<Vector3<float>> neighbors;
neighbors.reserve(neighborsCount); neighbors.reserve(neighborsCount);
for (size_t i = 0; i < neighborsCount; ++i) for (size_t i = 0; i < neighborsCount; ++i)
{ {
Vector3 neighbor; Vector3<float> neighbor;
loadFromVector(raw, offset, neighbor); loadFromVector(raw, offset, neighbor);
neighbors.push_back(neighbor); neighbors.push_back(neighbor);
} }

View File

@@ -6,7 +6,7 @@
namespace omath::projectile_prediction namespace omath::projectile_prediction
{ {
std::optional<Vector3> ProjPredEngineAVX2::MaybeCalculateAimPoint(const Projectile& projectile, std::optional<Vector3<float>> ProjPredEngineAVX2::MaybeCalculateAimPoint(const Projectile& projectile,
const Target& target) const const Target& target) const
{ {
const float bulletGravity = m_gravityConstant * projectile.m_gravityScale; const float bulletGravity = m_gravityConstant * projectile.m_gravityScale;
@@ -110,7 +110,7 @@ namespace omath::projectile_prediction
m_maximumSimulationTime(simulationTimeStep) m_maximumSimulationTime(simulationTimeStep)
{ {
} }
std::optional<float> ProjPredEngineAVX2::CalculatePitch(const Vector3& projOrigin, const Vector3& targetPos, std::optional<float> ProjPredEngineAVX2::CalculatePitch(const Vector3<float>& projOrigin, const Vector3<float>& targetPos,
const float bulletGravity, const float v0, const float time) const float bulletGravity, const float v0, const float time)
{ {
if (time <= 0.0f) if (time <= 0.0f)

View File

@@ -11,7 +11,7 @@ namespace omath::projectile_prediction
{ {
} }
std::optional<Vector3> ProjPredEngineLegacy::MaybeCalculateAimPoint(const Projectile& projectile, std::optional<Vector3<float>> ProjPredEngineLegacy::MaybeCalculateAimPoint(const Projectile& projectile,
const Target& target) const const Target& target) const
{ {
for (float time = 0.f; time < m_maximumSimulationTime; time += m_simulationTimeStep) for (float time = 0.f; time < m_maximumSimulationTime; time += m_simulationTimeStep)
@@ -36,7 +36,7 @@ namespace omath::projectile_prediction
std::optional<float> std::optional<float>
ProjPredEngineLegacy::MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile, ProjPredEngineLegacy::MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
const Vector3& targetPosition) const const Vector3<float>& targetPosition) const
{ {
const auto bulletGravity = m_gravityConstant * projectile.m_gravityScale; const auto bulletGravity = m_gravityConstant * projectile.m_gravityScale;
const auto delta = targetPosition - projectile.m_origin; const auto delta = targetPosition - projectile.m_origin;
@@ -57,7 +57,7 @@ namespace omath::projectile_prediction
return angles::RadiansToDegrees(angle); return angles::RadiansToDegrees(angle);
} }
bool ProjPredEngineLegacy::IsProjectileReachedTarget(const Vector3& targetPosition, const Projectile& projectile, bool ProjPredEngineLegacy::IsProjectileReachedTarget(const Vector3<float>& targetPosition, const Projectile& projectile,
const float pitch, const float time) const const float pitch, const float time) const
{ {
const auto yaw = projectile.m_origin.ViewAngleTo(targetPosition).y; const auto yaw = projectile.m_origin.ViewAngleTo(targetPosition).y;

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@@ -8,7 +8,7 @@
namespace omath::projectile_prediction namespace omath::projectile_prediction
{ {
Vector3 Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const Vector3<float> Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const
{ {
auto currentPos = m_origin + source::ForwardVector({source::PitchAngle::FromDegrees(-pitch), auto currentPos = m_origin + source::ForwardVector({source::PitchAngle::FromDegrees(-pitch),
source::YawAngle::FromDegrees(yaw), source::YawAngle::FromDegrees(yaw),

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@@ -62,7 +62,7 @@ TEST(UnitTestOpenGL, CameraSetAndGetOrigin)
{ {
auto cam = omath::opengl::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f); auto cam = omath::opengl::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
EXPECT_EQ(cam.GetOrigin(), omath::Vector3{}); EXPECT_EQ(cam.GetOrigin(), omath::Vector3<float>{});
cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f)); cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f));
EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f); EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f);

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@@ -62,7 +62,7 @@ TEST(UnitTestSourceEngine, CameraSetAndGetOrigin)
{ {
auto cam = omath::source::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f); auto cam = omath::source::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
EXPECT_EQ(cam.GetOrigin(), omath::Vector3{}); EXPECT_EQ(cam.GetOrigin(), omath::Vector3<float>{});
cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f)); cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f));
EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f); EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f);

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@@ -10,10 +10,10 @@ class LineTracerTest : public ::testing::Test
{ {
protected: protected:
// Set up common variables for use in each test // Set up common variables for use in each test
Vector3 vertex1{0.0f, 0.0f, 0.0f}; Vector3<float> vertex1{0.0f, 0.0f, 0.0f};
Vector3 vertex2{1.0f, 0.0f, 0.0f}; Vector3<float> vertex2{1.0f, 0.0f, 0.0f};
Vector3 vertex3{0.0f, 1.0f, 0.0f}; Vector3<float> vertex3{0.0f, 1.0f, 0.0f};
Triangle<Vector3> triangle{vertex1, vertex2, vertex3}; Triangle<Vector3<float>> triangle{vertex1, vertex2, vertex3};
}; };
// Test that a ray intersecting the triangle returns false for CanTraceLine // Test that a ray intersecting the triangle returns false for CanTraceLine
@@ -71,7 +71,7 @@ TEST_F(LineTracerTest, TriangleFarBeyondRayEndPoint)
constexpr Ray ray{{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}; constexpr Ray ray{{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
// Define a triangle far beyond the ray's endpoint // Define a triangle far beyond the ray's endpoint
constexpr Triangle<Vector3> distantTriangle{ constexpr Triangle<Vector3<float>> distantTriangle{
{1000.0f, 1000.0f, 1000.0f}, {1001.0f, 1000.0f, 1000.0f}, {1000.0f, 1001.0f, 1000.0f} {1000.0f, 1000.0f, 1000.0f}, {1001.0f, 1000.0f, 1000.0f}, {1000.0f, 1001.0f, 1000.0f}
}; };

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@@ -13,28 +13,28 @@ class UnitTestTriangle : public ::testing::Test
{ {
protected: protected:
// Define some Triangles to use in tests // Define some Triangles to use in tests
Triangle<Vector3> t1; Triangle<Vector3<float>> t1;
Triangle<Vector3> t2; Triangle<Vector3<float>> t2;
Triangle<Vector3> t3; Triangle<Vector3<float>> t3;
constexpr void SetUp() override constexpr void SetUp() override
{ {
// Triangle with vertices (0, 0, 0), (1, 0, 0), (0, 1, 0) // Triangle with vertices (0, 0, 0), (1, 0, 0), (0, 1, 0)
t1 = Triangle<Vector3>( t1 = Triangle<Vector3<float>>(
Vector3(0.0f, 0.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f),
Vector3(1.0f, 0.0f, 0.0f), Vector3(1.0f, 0.0f, 0.0f),
Vector3(0.0f, 1.0f, 0.0f) Vector3(0.0f, 1.0f, 0.0f)
); );
// Triangle with vertices (1, 2, 3), (4, 5, 6), (7, 8, 9) // Triangle with vertices (1, 2, 3), (4, 5, 6), (7, 8, 9)
t2 = Triangle<Vector3>( t2 = Triangle<Vector3<float>>(
Vector3(1.0f, 2.0f, 3.0f), Vector3(1.0f, 2.0f, 3.0f),
Vector3(4.0f, 5.0f, 6.0f), Vector3(4.0f, 5.0f, 6.0f),
Vector3(7.0f, 8.0f, 9.0f) Vector3(7.0f, 8.0f, 9.0f)
); );
// An isosceles right triangle // An isosceles right triangle
t3 = Triangle<Vector3>( t3 = Triangle<Vector3<float>>(
Vector3(0.0f, 0.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f),
Vector3(2.0f, 0.0f, 0.0f), Vector3(2.0f, 0.0f, 0.0f),
Vector3(0.0f, 2.0f, 0.0f) Vector3(0.0f, 2.0f, 0.0f)
@@ -45,7 +45,7 @@ protected:
// Test constructor and vertices // Test constructor and vertices
TEST_F(UnitTestTriangle, Constructor) TEST_F(UnitTestTriangle, Constructor)
{ {
constexpr Triangle<Vector3> t( constexpr Triangle<Vector3<float>> t(
Vector3(1.0f, 2.0f, 3.0f), Vector3(1.0f, 2.0f, 3.0f),
Vector3(4.0f, 5.0f, 6.0f), Vector3(4.0f, 5.0f, 6.0f),
Vector3(7.0f, 8.0f, 9.0f) Vector3(7.0f, 8.0f, 9.0f)
@@ -113,7 +113,7 @@ TEST_F(UnitTestTriangle, SideVectors)
TEST_F(UnitTestTriangle, IsRectangular) TEST_F(UnitTestTriangle, IsRectangular)
{ {
EXPECT_TRUE(Triangle<Vector3>({2,0,0}, {}, {0,2,0}).IsRectangular()); EXPECT_TRUE(Triangle<Vector3<float>>({2,0,0}, {}, {0,2,0}).IsRectangular());
} }
// Test midpoint // Test midpoint
TEST_F(UnitTestTriangle, MidPoint) TEST_F(UnitTestTriangle, MidPoint)

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@@ -12,8 +12,8 @@ using namespace omath;
class UnitTestVector2 : public ::testing::Test class UnitTestVector2 : public ::testing::Test
{ {
protected: protected:
Vector2 v1; Vector2<float> v1;
Vector2 v2; Vector2<float> v2;
constexpr void SetUp() override constexpr void SetUp() override
{ {
@@ -25,7 +25,7 @@ protected:
// Test constructor and default values // Test constructor and default values
TEST_F(UnitTestVector2, Constructor_Default) TEST_F(UnitTestVector2, Constructor_Default)
{ {
constexpr Vector2 v; constexpr Vector2<float> v;
EXPECT_FLOAT_EQ(v.x, 0.0f); EXPECT_FLOAT_EQ(v.x, 0.0f);
EXPECT_FLOAT_EQ(v.y, 0.0f); EXPECT_FLOAT_EQ(v.y, 0.0f);
} }

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@@ -13,8 +13,8 @@ using namespace omath;
class UnitTestVector3 : public ::testing::Test class UnitTestVector3 : public ::testing::Test
{ {
protected: protected:
Vector3 v1; Vector3<float> v1;
Vector3 v2; Vector3<float> v2;
void SetUp() override void SetUp() override
{ {
@@ -26,7 +26,7 @@ protected:
// Test constructor and default values // Test constructor and default values
TEST_F(UnitTestVector3, Constructor_Default) TEST_F(UnitTestVector3, Constructor_Default)
{ {
constexpr Vector3 v; constexpr Vector3<float> v;
EXPECT_FLOAT_EQ(v.x, 0.0f); EXPECT_FLOAT_EQ(v.x, 0.0f);
EXPECT_FLOAT_EQ(v.y, 0.0f); EXPECT_FLOAT_EQ(v.y, 0.0f);
EXPECT_FLOAT_EQ(v.z, 0.0f); EXPECT_FLOAT_EQ(v.z, 0.0f);
@@ -34,7 +34,7 @@ TEST_F(UnitTestVector3, Constructor_Default)
TEST_F(UnitTestVector3, Constructor_Values) TEST_F(UnitTestVector3, Constructor_Values)
{ {
constexpr Vector3 v(1.0f, 2.0f, 3.0f); constexpr Vector3<float> v(1.0f, 2.0f, 3.0f);
EXPECT_FLOAT_EQ(v.x, 1.0f); EXPECT_FLOAT_EQ(v.x, 1.0f);
EXPECT_FLOAT_EQ(v.y, 2.0f); EXPECT_FLOAT_EQ(v.y, 2.0f);
EXPECT_FLOAT_EQ(v.z, 3.0f); EXPECT_FLOAT_EQ(v.z, 3.0f);

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@@ -14,8 +14,8 @@ using namespace omath;
class UnitTestVector4 : public ::testing::Test class UnitTestVector4 : public ::testing::Test
{ {
protected: protected:
Vector4 v1; Vector4<float> v1;
Vector4 v2; Vector4<float> v2;
void SetUp() override void SetUp() override
{ {
@@ -27,7 +27,7 @@ protected:
// Test constructor and default values // Test constructor and default values
TEST_F(UnitTestVector4, Constructor_Default) TEST_F(UnitTestVector4, Constructor_Default)
{ {
constexpr Vector4 v; constexpr Vector4<float> v;
EXPECT_FLOAT_EQ(v.x, 0.0f); EXPECT_FLOAT_EQ(v.x, 0.0f);
EXPECT_FLOAT_EQ(v.y, 0.0f); EXPECT_FLOAT_EQ(v.y, 0.0f);
EXPECT_FLOAT_EQ(v.z, 0.0f); EXPECT_FLOAT_EQ(v.z, 0.0f);