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Adds omath library header
Creates the main omath header file that includes all omath library components. This provides a single point of inclusion for the entire library, simplifying usage and dependency management. Also, adjusts the return types for projectile prediction functions within the legacy engine to explicitly use the `Vector3` type for consistency and clarity.
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84
include/omath/omath.hpp
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84
include/omath/omath.hpp
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//
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// omath.hpp - Main header file that includes all omath library components
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// Created for the omath library
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//
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#pragma once
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// Basic math utilities
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#include "omath/angles.hpp"
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#include "omath/angle.hpp"
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// Vector classes (in dependency order)
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#include "omath/vector2.hpp"
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#include "omath/vector3.hpp"
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#include "omath/vector4.hpp"
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// Matrix classes
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#include "omath/mat.hpp"
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#include "omath/matrix.hpp"
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// Color functionality
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#include "omath/color.hpp"
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// Geometric primitives
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#include "omath/triangle.hpp"
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#include "omath/view_angles.hpp"
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// 3D primitives
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#include "omath/3d_primitives/box.hpp"
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// Collision detection
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#include "omath/collision/line_tracer.hpp"
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// Pathfinding algorithms
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#include "omath/pathfinding/a_star.hpp"
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#include "omath/pathfinding/navigation_mesh.hpp"
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// Projectile prediction
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#include "omath/projectile_prediction/projectile.hpp"
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#include "omath/projectile_prediction/target.hpp"
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#include "omath/projectile_prediction/proj_pred_engine.hpp"
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#include "omath/projectile_prediction/proj_pred_engine_legacy.hpp"
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#include "omath/projectile_prediction/proj_pred_engine_avx2.hpp"
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// Projection functionality
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#include "omath/projection/error_codes.hpp"
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#include "omath/projection/camera.hpp"
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// Engine-specific implementations
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// IW Engine
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#include "omath/engines/iw_engine/constants.hpp"
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#include "omath/engines/iw_engine/formulas.hpp"
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#include "omath/engines/iw_engine/camera.hpp"
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#include "omath/engines/iw_engine/traits/camera_trait.hpp"
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#include "omath/engines/iw_engine/traits/pred_engine_trait.hpp"
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// OpenGL Engine
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#include "omath/engines/opengl_engine/constants.hpp"
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#include "omath/engines/opengl_engine/formulas.hpp"
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#include "omath/engines/opengl_engine/camera.hpp"
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#include "omath/engines/opengl_engine/traits/camera_trait.hpp"
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#include "omath/engines/opengl_engine/traits/pred_engine_trait.hpp"
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// Source Engine
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#include "omath/engines/source_engine/constants.hpp"
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#include "omath/engines/source_engine/formulas.hpp"
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#include "omath/engines/source_engine/camera.hpp"
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#include "omath/engines/source_engine/traits/camera_trait.hpp"
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#include "omath/engines/source_engine/traits/pred_engine_trait.hpp"
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// Unity Engine
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#include "omath/engines/unity_engine/constants.hpp"
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#include "omath/engines/unity_engine/formulas.hpp"
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#include "omath/engines/unity_engine/camera.hpp"
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#include "omath/engines/unity_engine/traits/camera_trait.hpp"
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#include "omath/engines/unity_engine/traits/pred_engine_trait.hpp"
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// Unreal Engine
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#include "omath/engines/unreal_engine/constants.hpp"
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#include "omath/engines/unreal_engine/formulas.hpp"
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#include "omath/engines/unreal_engine/camera.hpp"
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#include "omath/engines/unreal_engine/traits/camera_trait.hpp"
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#include "omath/engines/unreal_engine/traits/pred_engine_trait.hpp"
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@@ -20,11 +20,11 @@ namespace omath::projectile_prediction
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Vector3<float> v3, // by-value for calc_viewpoint_from_angles
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float pitch, float yaw, float time, float gravity, std::optional<float> maybe_pitch) {
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// Presence + return types
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{ T::predict_projectile_position(projectile, pitch, yaw, time, gravity) } -> std::same_as<Vec3>;
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{ T::predict_target_position(target, time, gravity) } -> std::same_as<Vec3>;
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{ T::predict_projectile_position(projectile, pitch, yaw, time, gravity) } -> std::same_as<Vector3<float>>;
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{ T::predict_target_position(target, time, gravity) } -> std::same_as<Vector3<float>>;
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{ T::calc_vector_2d_distance(vec_a) } -> std::same_as<float>;
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{ T::get_vector_height_coordinate(vec_b) } -> std::same_as<float>;
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{ T::calc_viewpoint_from_angles(projectile, v3, maybe_pitch) } -> std::same_as<Vec3>;
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{ T::calc_viewpoint_from_angles(projectile, v3, maybe_pitch) } -> std::same_as<Vector3<float>>;
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{ T::calc_direct_pitch_angle(vec_a, vec_b) } -> std::same_as<float>;
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{ T::calc_direct_yaw_angle(vec_a, vec_b) } -> std::same_as<float>;
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