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@@ -4,25 +4,24 @@
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#include <omath/engines/unity_engine/camera.hpp>
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#include <omath/engines/unity_engine/formulas.hpp>
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namespace omath::unity_engine
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{
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Camera::Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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const projection::FieldOfView& fov, const float near, const float far) :
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projection::Camera<Mat4x4, ViewAngles>(position, viewAngles, viewPort, fov, near, far)
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Camera::Camera(const Vector3<float>& position, const ViewAngles& view_angles, const projection::ViewPort& view_port,
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const projection::FieldOfView& fov, const float near, const float far)
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: projection::Camera<Mat4X4, ViewAngles>(position, view_angles, view_port, fov, near, far)
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{
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}
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void Camera::LookAt([[maybe_unused]] const Vector3<float>& target)
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void Camera::look_at([[maybe_unused]] const Vector3<float>& target)
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{
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throw std::runtime_error("Not implemented");
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}
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Mat4x4 Camera::CalcViewMatrix() const
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Mat4X4 Camera::calc_view_matrix() const
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{
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return unity_engine::CalcViewMatrix(m_viewAngles, m_origin);
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return unity_engine::calc_view_matrix(m_view_angles, m_origin);
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}
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Mat4x4 Camera::CalcProjectionMatrix() const
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Mat4X4 Camera::calc_projection_matrix() const
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{
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return CalcPerspectiveProjectionMatrix(m_fieldOfView.AsDegrees(), m_viewPort.AspectRatio(), m_nearPlaneDistance,
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m_farPlaneDistance);
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return calc_perspective_projection_matrix(m_field_of_view.as_degrees(), m_view_port.AspectRatio(),
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m_near_plane_distance, m_far_plane_distance);
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}
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} // namespace omath::unity_engine
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@@ -3,47 +3,45 @@
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//
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#include "omath/engines/unity_engine/formulas.hpp"
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namespace omath::unity_engine
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{
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Vector3<float> ForwardVector(const ViewAngles& angles)
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Vector3<float> forward_vector(const ViewAngles& angles)
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{
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsForward);
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const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_forward);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
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}
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Vector3<float> RightVector(const ViewAngles& angles)
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Vector3<float> right_vector(const ViewAngles& angles)
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{
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsRight);
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const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
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}
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Vector3<float> UpVector(const ViewAngles& angles)
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Vector3<float> up_vector(const ViewAngles& angles)
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{
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsUp);
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const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_up);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
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}
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Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView<float, MatStoreType::ROW_MAJOR>(ForwardVector(angles), -RightVector(angles),
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UpVector(angles), cam_origin);
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return mat_camera_view<float, MatStoreType::ROW_MAJOR>(forward_vector(angles), -right_vector(angles),
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up_vector(angles), cam_origin);
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}
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Mat4x4 RotationMatrix(const ViewAngles& angles)
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Mat4X4 rotation_matrix(const ViewAngles& angles)
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{
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return MatRotationAxisX<float, MatStoreType::ROW_MAJOR>(angles.pitch) *
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MatRotationAxisY<float, MatStoreType::ROW_MAJOR>(angles.yaw) *
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MatRotationAxisZ<float, MatStoreType::ROW_MAJOR>(angles.roll);
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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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}
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Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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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)
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{
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
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const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);
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return {
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{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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{0, 1.f / (fovHalfTan), 0, 0},
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{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
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{0, 1.f / (fov_half_tan), 0, 0},
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{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, -1.f, 0},
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};
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