added as_vector3 to view angles

This commit is contained in:
2026-03-23 05:23:53 +03:00
parent 881d3b9a2a
commit be80a5d243
10 changed files with 357 additions and 3 deletions

View File

@@ -36,6 +36,7 @@ namespace omath
} }
public: public:
using ArithmeticType = Type;
[[nodiscard]] [[nodiscard]]
constexpr static Angle from_degrees(const Type& degrees) noexcept constexpr static Angle from_degrees(const Type& degrees) noexcept
{ {

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@@ -2,14 +2,25 @@
// Created by Orange on 11/30/2024. // Created by Orange on 11/30/2024.
// //
#pragma once #pragma once
#include "omath/linear_algebra/vector3.hpp"
#include <type_traits>
namespace omath namespace omath
{ {
template<class PitchType, class YawType, class RollType> template<class PitchType, class YawType, class RollType>
requires std::is_same_v<typename PitchType::ArithmeticType, typename YawType::ArithmeticType>
&& std::is_same_v<typename YawType::ArithmeticType, typename RollType::ArithmeticType>
struct ViewAngles struct ViewAngles
{ {
using ArithmeticType = PitchType::ArithmeticType;
PitchType pitch; PitchType pitch;
YawType yaw; YawType yaw;
RollType roll; RollType roll;
[[nodiscard]]
Vector3<ArithmeticType> as_vector3() const
{
return {pitch.as_degrees(), yaw.as_degrees(), roll.as_degrees()};
}
}; };
} // namespace omath } // namespace omath

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@@ -238,3 +238,53 @@ TEST(unit_test_cry_engine, loook_at_random_z_axis)
} }
EXPECT_LE(failed_points, 100); EXPECT_LE(failed_points, 100);
} }
TEST(unit_test_cry_engine, ViewAnglesAsVector3Zero)
{
const omath::cry_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_cry_engine, ViewAnglesAsVector3Values)
{
const omath::cry_engine::ViewAngles angles{
omath::cry_engine::PitchAngle::from_degrees(45.f),
omath::cry_engine::YawAngle::from_degrees(-90.f),
omath::cry_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_cry_engine, ViewAnglesAsVector3ClampedPitch)
{
// Pitch is clamped to [-90, 90]
const omath::cry_engine::ViewAngles angles{
omath::cry_engine::PitchAngle::from_degrees(120.f),
omath::cry_engine::YawAngle::from_degrees(0.f),
omath::cry_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_cry_engine, ViewAnglesAsVector3NormalizedYaw)
{
// Yaw is normalized to [-180, 180], 270 wraps to -90
const omath::cry_engine::ViewAngles angles{
omath::cry_engine::PitchAngle::from_degrees(0.f),
omath::cry_engine::YawAngle::from_degrees(270.f),
omath::cry_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

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@@ -405,3 +405,51 @@ TEST(unit_test_frostbite_engine, look_at_down)
std::views::zip(dir_vector.as_array(), (-omath::frostbite_engine::k_abs_up).as_array())) std::views::zip(dir_vector.as_array(), (-omath::frostbite_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f); EXPECT_NEAR(result, etalon, 0.0001f);
} }
TEST(unit_test_frostbite_engine, ViewAnglesAsVector3Zero)
{
const omath::frostbite_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_frostbite_engine, ViewAnglesAsVector3Values)
{
const omath::frostbite_engine::ViewAngles angles{
omath::frostbite_engine::PitchAngle::from_degrees(45.f),
omath::frostbite_engine::YawAngle::from_degrees(-90.f),
omath::frostbite_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_frostbite_engine, ViewAnglesAsVector3ClampedPitch)
{
const omath::frostbite_engine::ViewAngles angles{
omath::frostbite_engine::PitchAngle::from_degrees(120.f),
omath::frostbite_engine::YawAngle::from_degrees(0.f),
omath::frostbite_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_frostbite_engine, ViewAnglesAsVector3NormalizedYaw)
{
const omath::frostbite_engine::ViewAngles angles{
omath::frostbite_engine::PitchAngle::from_degrees(0.f),
omath::frostbite_engine::YawAngle::from_degrees(270.f),
omath::frostbite_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

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@@ -281,3 +281,53 @@ TEST(unit_test_iw_engine, look_at_down)
EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f); EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f);
EXPECT_NEAR(dir_vector.y, 0.f, 0.001f); EXPECT_NEAR(dir_vector.y, 0.f, 0.001f);
} }
TEST(unit_test_iw_engine, ViewAnglesAsVector3Zero)
{
const omath::iw_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_iw_engine, ViewAnglesAsVector3Values)
{
const omath::iw_engine::ViewAngles angles{
omath::iw_engine::PitchAngle::from_degrees(45.f),
omath::iw_engine::YawAngle::from_degrees(-90.f),
omath::iw_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_iw_engine, ViewAnglesAsVector3ClampedPitch)
{
// Pitch is clamped to [-89, 89]
const omath::iw_engine::ViewAngles angles{
omath::iw_engine::PitchAngle::from_degrees(120.f),
omath::iw_engine::YawAngle::from_degrees(0.f),
omath::iw_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 89.f);
}
TEST(unit_test_iw_engine, ViewAnglesAsVector3NormalizedYaw)
{
// Yaw is normalized to [-180, 180], 270 wraps to -90
const omath::iw_engine::ViewAngles angles{
omath::iw_engine::PitchAngle::from_degrees(0.f),
omath::iw_engine::YawAngle::from_degrees(270.f),
omath::iw_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

View File

@@ -395,3 +395,51 @@ TEST(unit_test_opengl_engine, look_at_down)
for (const auto& [result, etalon] : std::views::zip(dir_vector.as_array(), (-omath::opengl_engine::k_abs_up).as_array())) for (const auto& [result, etalon] : std::views::zip(dir_vector.as_array(), (-omath::opengl_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f); EXPECT_NEAR(result, etalon, 0.0001f);
} }
TEST(unit_test_opengl, ViewAnglesAsVector3Zero)
{
const omath::opengl_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_opengl, ViewAnglesAsVector3Values)
{
const omath::opengl_engine::ViewAngles angles{
omath::opengl_engine::PitchAngle::from_degrees(45.f),
omath::opengl_engine::YawAngle::from_degrees(-90.f),
omath::opengl_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_opengl, ViewAnglesAsVector3ClampedPitch)
{
const omath::opengl_engine::ViewAngles angles{
omath::opengl_engine::PitchAngle::from_degrees(120.f),
omath::opengl_engine::YawAngle::from_degrees(0.f),
omath::opengl_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_opengl, ViewAnglesAsVector3NormalizedYaw)
{
const omath::opengl_engine::ViewAngles angles{
omath::opengl_engine::PitchAngle::from_degrees(0.f),
omath::opengl_engine::YawAngle::from_degrees(270.f),
omath::opengl_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

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@@ -423,3 +423,53 @@ TEST(unit_test_source_engine, look_at_down)
EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f); EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f);
EXPECT_NEAR(dir_vector.y, 0.f, 0.001f); EXPECT_NEAR(dir_vector.y, 0.f, 0.001f);
} }
TEST(unit_test_source_engine, ViewAnglesAsVector3Zero)
{
const omath::source_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_source_engine, ViewAnglesAsVector3Values)
{
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(45.f),
omath::source_engine::YawAngle::from_degrees(-90.f),
omath::source_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_source_engine, ViewAnglesAsVector3ClampedPitch)
{
// Pitch is clamped to [-89, 89]
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(120.f),
omath::source_engine::YawAngle::from_degrees(0.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 89.f);
}
TEST(unit_test_source_engine, ViewAnglesAsVector3NormalizedYaw)
{
// Yaw is normalized to [-180, 180], 270 wraps to -90
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(0.f),
omath::source_engine::YawAngle::from_degrees(270.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

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@@ -417,3 +417,51 @@ TEST(unit_test_unity_engine, look_at_down)
std::views::zip(dir_vector.as_array(), (-omath::unity_engine::k_abs_up).as_array())) std::views::zip(dir_vector.as_array(), (-omath::unity_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f); EXPECT_NEAR(result, etalon, 0.0001f);
} }
TEST(unit_test_unity_engine, ViewAnglesAsVector3Zero)
{
const omath::unity_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_unity_engine, ViewAnglesAsVector3Values)
{
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(45.f),
omath::unity_engine::YawAngle::from_degrees(-90.f),
omath::unity_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_unity_engine, ViewAnglesAsVector3ClampedPitch)
{
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(120.f),
omath::unity_engine::YawAngle::from_degrees(0.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_unity_engine, ViewAnglesAsVector3NormalizedYaw)
{
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(0.f),
omath::unity_engine::YawAngle::from_degrees(270.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

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@@ -418,3 +418,51 @@ TEST(unit_test_unreal_engine, look_at_down)
for (const auto& [result, etalon] : std::views::zip(dir_vector.as_array(), (-omath::unreal_engine::k_abs_up).as_array())) for (const auto& [result, etalon] : std::views::zip(dir_vector.as_array(), (-omath::unreal_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f); EXPECT_NEAR(result, etalon, 0.0001f);
} }
TEST(unit_test_unreal_engine, ViewAnglesAsVector3Zero)
{
const omath::unreal_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_unreal_engine, ViewAnglesAsVector3Values)
{
const omath::unreal_engine::ViewAngles angles{
omath::unreal_engine::PitchAngle::from_degrees(45.f),
omath::unreal_engine::YawAngle::from_degrees(-90.f),
omath::unreal_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_unreal_engine, ViewAnglesAsVector3ClampedPitch)
{
const omath::unreal_engine::ViewAngles angles{
omath::unreal_engine::PitchAngle::from_degrees(120.f),
omath::unreal_engine::YawAngle::from_degrees(0.f),
omath::unreal_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_unreal_engine, ViewAnglesAsVector3NormalizedYaw)
{
const omath::unreal_engine::ViewAngles angles{
omath::unreal_engine::PitchAngle::from_degrees(0.f),
omath::unreal_engine::YawAngle::from_degrees(270.f),
omath::unreal_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

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@@ -188,7 +188,7 @@ TEST(unit_test_reverse_enineering, call_virtual_method_table_index_first_table)
TEST(unit_test_reverse_enineering, call_virtual_method_table_index_second_table) TEST(unit_test_reverse_enineering, call_virtual_method_table_index_second_table)
{ {
MultiPlayer mp; constexpr MultiPlayer mp;
const auto* rev = reinterpret_cast<const RevMultiPlayer*>(&mp); const auto* rev = reinterpret_cast<const RevMultiPlayer*>(&mp);
EXPECT_EQ(mp.get_b(), rev->rev_get_b()); EXPECT_EQ(mp.get_b(), rev->rev_get_b());
@@ -209,7 +209,7 @@ TEST(unit_test_reverse_enineering, call_virtual_method_table_index_non_const)
TEST(unit_test_reverse_enineering, call_virtual_method_table_zero_matches_default) TEST(unit_test_reverse_enineering, call_virtual_method_table_zero_matches_default)
{ {
// Table 0 with the TableIndex overload should match the original non-TableIndex overload // Table 0 with the TableIndex overload should match the original non-TableIndex overload
MultiPlayer mp; constexpr MultiPlayer mp;
const auto* rev = reinterpret_cast<const RevMultiPlayer*>(&mp); const auto* rev = reinterpret_cast<const RevMultiPlayer*>(&mp);
// Both access table 0, method index 1 — should return the same value // Both access table 0, method index 1 — should return the same value