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switched to 4x4
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@@ -349,44 +349,47 @@ namespace omath
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR, class Angle>
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[[nodiscard]]
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Mat<3, 3, Type, St> RotationMatAxisX(const Angle& roll) noexcept
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Mat<4, 4, Type, St> RotationMatAxisX(const Angle& angle) noexcept
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{
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return
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{
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{1, 0, 0},
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{0, roll.Cos(), -roll.Sin()},
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{0, roll.Sin(), roll.Cos()},
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{1, 0, 0, 0},
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{0, angle.Cos(), -angle.Sin(), 0},
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{0, angle.Sin(), angle.Cos(), 0},
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{0, 0, 0, 1}
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};
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}
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR, class Angle>
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[[nodiscard]]
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Mat<3, 3, Type, St> RotationMatAxisY(const Angle& pitch) noexcept
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Mat<4, 4, Type, St> RotationMatAxisY(const Angle& angle) noexcept
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{
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return
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{
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{pitch.Cos(), 0, pitch.Sin()},
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{0 , 1, 0},
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{-pitch.Sin(), 0, pitch.Cos()},
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{angle.Cos(), 0, angle.Sin(), 0},
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{0 , 1, 0, 0},
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{-angle.Sin(), 0, angle.Cos(), 0},
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{0 , 0, 0, 1}
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};
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}
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR, class Angle>
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[[nodiscard]]
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Mat<3, 3, Type, St> RotationMatAxisZ(const Angle& Yaw) noexcept
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Mat<4, 4, Type, St> RotationMatAxisZ(const Angle& angle) noexcept
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{
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return
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{
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{Yaw.Cos(), -Yaw.Sin(), 0},
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{Yaw.Sin(), Yaw.Cos(), 0},
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{0, 0, 1},
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{angle.Cos(), -angle.Sin(), 0, 0},
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{angle.Sin(), angle.Cos(), 0, 0},
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{0, 0, 1, 0},
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{0, 0, 0, 1},
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};
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}
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR, class ViewAngles>
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[[nodiscard]]
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Mat<3, 3, Type, St> RotationMat(const ViewAngles& angles) noexcept
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Mat<4, 4, Type, St> RotationMat(const ViewAngles& angles) noexcept
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{
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return RotationMatAxisY(angles.pitch) * RotationMatAxisZ(angles.yaw) * RotationMatAxisX(angles.roll);
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return RotationMatAxisZ(angles.yaw) * RotationMatAxisY(angles.pitch) * RotationMatAxisX(angles.roll);
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}
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} // namespace omath
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@@ -10,7 +10,7 @@ namespace omath::source
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[[nodiscard]]
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inline Vector3 ForwardVector(const ViewAngles& angles)
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{
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const auto vec = RotationMat(angles) * Mat<3, 1>({{kAbsForward.x}, {kAbsForward.y}, {kAbsForward.z}});
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const auto vec = RotationMat(angles) * MatColumnFromVector(kAbsForward);
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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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@@ -18,7 +18,7 @@ namespace omath::source
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[[nodiscard]]
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inline Vector3 RightVector(const ViewAngles& angles)
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{
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const auto vec = RotationMat(angles) * Mat<3, 1>({{kAbsRight.x}, {kAbsRight.y}, {kAbsRight.z}});
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const auto vec = RotationMat(angles) * MatColumnFromVector(kAbsRight);
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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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@@ -26,7 +26,7 @@ namespace omath::source
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[[nodiscard]]
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inline Vector3 UpVector(const ViewAngles& angles)
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{
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const auto vec = RotationMat(angles) * Mat<3, 1>({{kAbsUp.x}, {kAbsUp.y}, {kAbsUp.z}});
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const auto vec = RotationMat(angles) * MatColumnFromVector(kAbsUp);
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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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@@ -58,7 +58,7 @@ namespace omath::source
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
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return {
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{-1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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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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{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, 1, 0},
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