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.
This commit is contained in:
2025-08-25 21:42:58 +03:00
parent 0de6b4589f
commit c90497f77b
5 changed files with 111 additions and 11 deletions

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@@ -182,19 +182,12 @@
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@@ -1,5 +1,6 @@
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</state> </state>
</component> </component>

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@@ -42,7 +42,8 @@ Oranges's Math Library (omath) is a comprehensive, open-source library aimed at
| Source | ✅YES | | Source | ✅YES |
| Unity | ✅YES | | Unity | ✅YES |
| IWEngine | ✅YES | | IWEngine | ✅YES |
| Unreal | ❌NO | | OpenGL | ✅YES |
| Unreal | ✅YES |
## Supported Operating Systems ## Supported Operating Systems

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@@ -30,9 +30,9 @@ namespace omath::unreal_engine
} }
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{ {
return mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch) return mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.roll)
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.yaw) * mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.pitch)
* mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.roll); * mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.yaw);
} }
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept const float far) noexcept

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@@ -1,3 +1,108 @@
// //
// Created by Vlad on 8/25/2025. // Created by Vlad on 8/25/2025.
// //
//
// Created by Orange on 11/27/2024.
//
#include <gtest/gtest.h>
#include <omath/engines/unreal_engine/camera.hpp>
#include <omath/engines/unreal_engine/constants.hpp>
#include <omath/engines/unreal_engine/formulas.hpp>
#include <print>
TEST(unit_test_unreal_engine, ForwardVector)
{
const auto forward = omath::unreal_engine::forward_vector({});
EXPECT_EQ(forward, omath::unreal_engine::k_abs_forward);
}
TEST(unit_test_unreal_engine, ForwardVectorRotationYaw)
{
omath::unreal_engine::ViewAngles angles;
angles.yaw = omath::unreal_engine::YawAngle::from_degrees(90.f);
const auto forward = omath::unreal_engine::forward_vector(angles);
EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_right.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::unreal_engine::k_abs_right.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::unreal_engine::k_abs_right.z, 0.00001f);
}
TEST(unit_test_unreal_engine, ForwardVectorRotationPitch)
{
omath::unreal_engine::ViewAngles angles;
angles.pitch = omath::unreal_engine::PitchAngle::from_degrees(-90.f);
const auto forward = omath::unreal_engine::forward_vector(angles);
EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_up.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::unreal_engine::k_abs_up.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::unreal_engine::k_abs_up.z, 0.00001f);
}
TEST(unit_test_unreal_engine, ForwardVectorRotationRoll)
{
omath::unreal_engine::ViewAngles angles;
angles.roll = omath::unreal_engine::RollAngle::from_degrees(-90.f);
const auto forward = omath::unreal_engine::up_vector(angles);
EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_right.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::unreal_engine::k_abs_right.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::unreal_engine::k_abs_right.z, 0.00001f);
}
TEST(unit_test_unreal_engine, RightVector)
{
const auto right = omath::unreal_engine::right_vector({});
EXPECT_EQ(right, omath::unreal_engine::k_abs_right);
}
TEST(unit_test_unreal_engine, UpVector)
{
const auto up = omath::unreal_engine::up_vector({});
EXPECT_EQ(up, omath::unreal_engine::k_abs_up);
}
TEST(unit_test_unreal_engine, ProjectTargetMovedFromCamera)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.01f, 1000.f);
for (float distance = 0.02f; distance < 100.f; distance += 0.01f)
{
const auto projected = cam.world_to_screen({distance, 0, 0});
EXPECT_TRUE(projected.has_value());
if (!projected.has_value())
continue;
EXPECT_NEAR(projected->x, 640, 0.00001f);
EXPECT_NEAR(projected->y, 360, 0.00001f);
}
}
TEST(unit_test_unreal_engine, CameraSetAndGetFov)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
EXPECT_EQ(cam.get_field_of_view().as_degrees(), 90.f);
cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(50.f));
EXPECT_EQ(cam.get_field_of_view().as_degrees(), 50.f);
}
TEST(unit_test_unreal_engine, CameraSetAndGetOrigin)
{
auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
EXPECT_EQ(cam.get_origin(), omath::Vector3<float>{});
cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(50.f));
EXPECT_EQ(cam.get_field_of_view().as_degrees(), 50.f);
}