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improved projection class
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@@ -21,24 +21,24 @@ namespace omath::projection
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m_farPlaneDistance = far;
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}
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Matrix Camera::GetViewMatrix() const
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Mat<4, 4> Camera::GetViewMatrix() const
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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 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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return Matrix::TranslationMatrix(-m_origin) * Matrix::OrientationMatrix(forward, right, up);
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return Mat<4, 4>::TranslationMat(-m_origin) * Mat<4, 4>::OrientationMat(forward, right, up);
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}
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std::expected<Vector2, Error> Camera::WorldToScreen(const Vector3 &worldPosition) const
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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 = Mat<1, 4>({{worldPosition.x, worldPosition.y, worldPosition.z, 1.f}});
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const auto projectionMatrix = Matrix::ProjectionMatrix(m_fieldOfView, m_viewPort.AspectRatio(),
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const auto projectionMatrix = Mat<4, 4>::ProjectionMat(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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Mat<1, 4> projected = posVecAsMatrix * (GetViewMatrix() * projectionMatrix);
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if (projected.At(0, 3) <= 0.f)
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return std::unexpected(Error::WORLD_POSITION_IS_BEHIND_CAMERA);
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@@ -49,7 +49,7 @@ namespace omath::projection
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projected.At(0, 1) < -1.f || projected.At(0, 1) > 1.f)
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return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
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projected *= Matrix::ToScreenMatrix(m_viewPort.m_width, m_viewPort.m_height);
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projected *= Mat<4, 4>::ToScreenMat(m_viewPort.m_width, m_viewPort.m_height);
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return Vector2{projected.At(0, 0), projected.At(0, 1)};
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}
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