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Fixes Unreal Engine view angle matrix order
The view angle rotation matrix order in Unreal Engine was incorrect, leading to incorrect camera orientation. This commit fixes the order of rotation matrices to roll, pitch, yaw to correctly implement Unreal Engine camera rotations. Adds comprehensive unit tests for Unreal Engine formulas, camera and constants. Marks Unreal Engine as supported in README.md.
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@@ -30,9 +30,9 @@ namespace omath::unreal_engine
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}
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
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{
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return mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch)
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* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.yaw)
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* mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.roll);
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return mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.roll)
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* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.pitch)
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* mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.yaw);
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}
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Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
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const float far) noexcept
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