Merge pull request #186 from orange-cpp/feauture/camera_numeric_template

Feauture/camera numeric template
This commit is contained in:
2026-04-25 21:48:06 +03:00
committed by GitHub
30 changed files with 480 additions and 443 deletions

6
.idea/editor.xml generated
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@@ -103,7 +103,7 @@
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIncompatiblePointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIncompleteSwitchStatement/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppInconsistentNaming/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppInconsistentNaming/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIntegralToPointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppInvalidLineContinuation/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppJoinDeclarationAndAssignment/@EntryIndexedValue" value="SUGGESTION" type="string" />
@@ -202,7 +202,7 @@
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStaticDataMemberInUnnamedStruct/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStaticSpecifierOnAnonymousNamespaceMember/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStringLiteralToCharPointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTabsAreDisallowed/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTabsAreDisallowed/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateArgumentsCanBeDeduced/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateParameterNeverUsed/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateParameterShadowing/@EntryIndexedValue" value="WARNING" type="string" />
@@ -216,7 +216,7 @@
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnmatchedPragmaEndRegionDirective/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnmatchedPragmaRegionDirective/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnamedNamespaceInHeaderFile/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnecessaryWhitespace/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnecessaryWhitespace/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnsignedZeroComparison/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnusedIncludeDirective/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseAlgorithmWithCount/@EntryIndexedValue" value="SUGGESTION" type="string" />

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@@ -12,11 +12,11 @@ constexpr float hit_distance_tolerance = 5.f;
void source_engine_projectile_prediction(benchmark::State& state)
{
constexpr Target target{.m_origin = {100, 0, 90}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr Projectile projectile = {.m_origin = {3, 2, 1}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
constexpr Target<float> target{.m_origin = {100, 0, 90}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr Projectile<float> projectile = {.m_origin = {3, 2, 1}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
for ([[maybe_unused]] const auto _: state)
std::ignore = ProjPredEngineLegacy(400, simulation_time_step, 50, hit_distance_tolerance)
std::ignore = ProjPredEngineLegacy<>(400.f, simulation_time_step, 50.f, hit_distance_tolerance)
.maybe_calculate_aim_point(projectile, target);
}

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@@ -12,7 +12,7 @@ namespace omath::cry_engine
class PredEngineTrait final
{
public:
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile& projectile,
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile<float>& projectile,
const float pitch, const float yaw,
const float time, const float gravity) noexcept
{
@@ -26,7 +26,7 @@ namespace omath::cry_engine
return current_pos;
}
[[nodiscard]]
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target& target,
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target<float>& target,
const float time, const float gravity) noexcept
{
auto predicted = target.m_origin + target.m_velocity * time;
@@ -49,7 +49,7 @@ namespace omath::cry_engine
}
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile<float>& projectile,
Vector3<float> predicted_target_position,
const std::optional<float> projectile_pitch) noexcept
{

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@@ -12,7 +12,7 @@ namespace omath::frostbite_engine
class PredEngineTrait final
{
public:
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile& projectile,
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile<float>& projectile,
const float pitch, const float yaw,
const float time, const float gravity) noexcept
{
@@ -26,7 +26,7 @@ namespace omath::frostbite_engine
return current_pos;
}
[[nodiscard]]
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target& target,
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target<float>& target,
const float time, const float gravity) noexcept
{
auto predicted = target.m_origin + target.m_velocity * time;
@@ -49,7 +49,7 @@ namespace omath::frostbite_engine
}
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile<float>& projectile,
Vector3<float> predicted_target_position,
const std::optional<float> projectile_pitch) noexcept
{

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@@ -13,7 +13,7 @@ namespace omath::iw_engine
class PredEngineTrait final
{
public:
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile& projectile,
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile<float>& projectile,
const float pitch, const float yaw,
const float time, const float gravity) noexcept
{
@@ -27,7 +27,7 @@ namespace omath::iw_engine
return current_pos;
}
[[nodiscard]]
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target& target,
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target<float>& target,
const float time, const float gravity) noexcept
{
auto predicted = target.m_origin + target.m_velocity * time;
@@ -50,7 +50,7 @@ namespace omath::iw_engine
}
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile<float>& projectile,
Vector3<float> predicted_target_position,
const std::optional<float> projectile_pitch) noexcept
{

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@@ -12,7 +12,7 @@ namespace omath::opengl_engine
class PredEngineTrait final
{
public:
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile& projectile,
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile<float>& projectile,
const float pitch, const float yaw,
const float time, const float gravity) noexcept
{
@@ -26,7 +26,7 @@ namespace omath::opengl_engine
return current_pos;
}
[[nodiscard]]
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target& target,
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target<float>& target,
const float time, const float gravity) noexcept
{
auto predicted = target.m_origin + target.m_velocity * time;
@@ -49,7 +49,7 @@ namespace omath::opengl_engine
}
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile<float>& projectile,
Vector3<float> predicted_target_position,
const std::optional<float> projectile_pitch) noexcept
{

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@@ -13,7 +13,7 @@ namespace omath::source_engine
class PredEngineTrait final
{
public:
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile& projectile,
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile<float>& projectile,
const float pitch, const float yaw,
const float time, const float gravity) noexcept
{
@@ -27,7 +27,7 @@ namespace omath::source_engine
return current_pos;
}
[[nodiscard]]
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target& target,
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target<float>& target,
const float time, const float gravity) noexcept
{
auto predicted = target.m_origin + target.m_velocity * time;
@@ -50,7 +50,7 @@ namespace omath::source_engine
}
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile<float>& projectile,
Vector3<float> predicted_target_position,
const std::optional<float> projectile_pitch) noexcept
{

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@@ -12,7 +12,7 @@ namespace omath::unity_engine
class PredEngineTrait final
{
public:
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile& projectile,
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile<float>& projectile,
const float pitch, const float yaw,
const float time, const float gravity) noexcept
{
@@ -26,7 +26,7 @@ namespace omath::unity_engine
return current_pos;
}
[[nodiscard]]
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target& target,
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target<float>& target,
const float time, const float gravity) noexcept
{
auto predicted = target.m_origin + target.m_velocity * time;
@@ -49,7 +49,7 @@ namespace omath::unity_engine
}
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile<float>& projectile,
Vector3<float> predicted_target_position,
const std::optional<float> projectile_pitch) noexcept
{

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@@ -9,5 +9,5 @@
namespace omath::unreal_engine
{
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE, {}, double>;
} // namespace omath::unreal_engine

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@@ -11,16 +11,16 @@
namespace omath::unreal_engine
{
constexpr Vector3<float> k_abs_up = {0, 0, 1};
constexpr Vector3<float> k_abs_right = {0, 1, 0};
constexpr Vector3<float> k_abs_forward = {1, 0, 0};
constexpr Vector3<double> k_abs_up = {0, 0, 1};
constexpr Vector3<double> k_abs_right = {0, 1, 0};
constexpr Vector3<double> k_abs_forward = {1, 0, 0};
using Mat4X4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat3X3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat1X3 = Mat<1, 3, float, MatStoreType::ROW_MAJOR>;
using PitchAngle = Angle<float, -90.f, 90.f, AngleFlags::Clamped>;
using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
using Mat4X4 = Mat<4, 4, double, MatStoreType::ROW_MAJOR>;
using Mat3X3 = Mat<4, 4, double, MatStoreType::ROW_MAJOR>;
using Mat1X3 = Mat<1, 3, double, MatStoreType::ROW_MAJOR>;
using PitchAngle = Angle<double, -90., 90., AngleFlags::Clamped>;
using YawAngle = Angle<double, -180., 180., AngleFlags::Normalized>;
using RollAngle = Angle<double, -180., 180., AngleFlags::Normalized>;
using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
} // namespace omath::unreal_engine

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@@ -8,21 +8,21 @@
namespace omath::unreal_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
Vector3<double> forward_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
Vector3<double> right_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
Vector3<double> up_vector(const ViewAngles& angles) noexcept;
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<double>& cam_origin) noexcept;
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
Mat4X4 calc_perspective_projection_matrix(double field_of_view, double aspect_ratio, double near, double far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
template<class FloatingType>

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@@ -12,13 +12,13 @@ namespace omath::unreal_engine
{
public:
[[nodiscard]]
static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept;
static ViewAngles calc_look_at_angle(const Vector3<double>& cam_origin, const Vector3<double>& look_at) noexcept;
[[nodiscard]]
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<double>& cam_origin) noexcept;
[[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far, NDCDepthRange ndc_depth_range) noexcept;
double near, double far, NDCDepthRange ndc_depth_range) noexcept;
};
} // namespace omath::unreal_engine

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@@ -12,67 +12,72 @@ namespace omath::unreal_engine
class PredEngineTrait final
{
public:
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile& projectile,
const float pitch, const float yaw,
const float time, const float gravity) noexcept
static Vector3<double> predict_projectile_position(const projectile_prediction::Projectile<double>& projectile,
const double pitch, const double yaw,
const double time, const double gravity) noexcept
{
const auto launch_pos = projectile.m_origin + projectile.m_launch_offset;
const auto fwd_d = forward_vector({PitchAngle::from_degrees(-pitch), YawAngle::from_degrees(yaw),
RollAngle::from_degrees(0)});
auto current_pos = launch_pos
+ forward_vector({PitchAngle::from_degrees(-pitch), YawAngle::from_degrees(yaw),
RollAngle::from_degrees(0)})
+ Vector3<double>{fwd_d.x, fwd_d.y, fwd_d.z}
* projectile.m_launch_speed * time;
current_pos.y -= (gravity * projectile.m_gravity_scale) * (time * time) * 0.5f;
current_pos.y -= (gravity * projectile.m_gravity_scale) * (time * time) * 0.5;
return current_pos;
}
[[nodiscard]]
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target& target,
const float time, const float gravity) noexcept
static Vector3<double> predict_target_position(const projectile_prediction::Target<double>& target,
const double time, const double gravity) noexcept
{
auto predicted = target.m_origin + target.m_velocity * time;
if (target.m_is_airborne)
predicted.y -= gravity * (time * time) * 0.5f;
predicted.y -= gravity * (time * time) * 0.5;
return predicted;
}
[[nodiscard]]
static float calc_vector_2d_distance(const Vector3<float>& delta) noexcept
static double calc_vector_2d_distance(const Vector3<double>& delta) noexcept
{
return std::sqrt(delta.x * delta.x + delta.z * delta.z);
}
[[nodiscard]]
constexpr static float get_vector_height_coordinate(const Vector3<float>& vec) noexcept
static double get_vector_height_coordinate(const Vector3<double>& vec) noexcept
{
return vec.y;
}
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
Vector3<float> predicted_target_position,
const std::optional<float> projectile_pitch) noexcept
static Vector3<double> calc_viewpoint_from_angles(const projectile_prediction::Projectile<double>& projectile,
Vector3<double> predicted_target_position,
const std::optional<double> projectile_pitch) noexcept
{
const auto delta2d = calc_vector_2d_distance(predicted_target_position - projectile.m_origin);
const auto height = delta2d * std::tan(angles::degrees_to_radians(projectile_pitch.value()));
return {predicted_target_position.x, predicted_target_position.y, projectile.m_origin.z + height};
}
// Due to specification of maybe_calculate_projectile_launch_pitch_angle, pitch angle must be:
// 89 look up, -89 look down
[[nodiscard]]
static float calc_direct_pitch_angle(const Vector3<float>& origin, const Vector3<float>& view_to) noexcept
static double calc_direct_pitch_angle(const Vector3<double>& origin, const Vector3<double>& view_to) noexcept
{
const auto direction = (view_to - origin).normalized();
return angles::radians_to_degrees(std::asin(direction.z));
}
[[nodiscard]]
static float calc_direct_yaw_angle(const Vector3<float>& origin, const Vector3<float>& view_to) noexcept
static double calc_direct_yaw_angle(const Vector3<double>& origin, const Vector3<double>& view_to) noexcept
{
const auto direction = (view_to - origin).normalized();
return angles::radians_to_degrees(std::atan2(direction.y, direction.x));
};
}
};
} // namespace omath::unreal_engine

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@@ -667,21 +667,21 @@ namespace omath
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]]
Mat<4, 4, Type, St> mat_perspective_left_handed(const float field_of_view, const float aspect_ratio,
const float near, const float far) noexcept
Mat<4, 4, Type, St> mat_perspective_left_handed(const Type field_of_view, const Type aspect_ratio,
const Type near, const Type far) noexcept
{
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);
const auto fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / Type{2});
if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
{0.f, 1.f / fov_half_tan, 0.f, 0.f},
{0.f, 0.f, far / (far - near), -(near * far) / (far - near)},
{0.f, 0.f, 1.f, 0.f}};
return {{Type{1} / (aspect_ratio * fov_half_tan), Type{0}, Type{0}, Type{0}},
{Type{0}, Type{1} / fov_half_tan, Type{0}, Type{0}},
{Type{0}, Type{0}, far / (far - near), -(near * far) / (far - near)},
{Type{0}, Type{0}, Type{1}, Type{0}}};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
{0.f, 1.f / fov_half_tan, 0.f, 0.f},
{0.f, 0.f, (far + near) / (far - near), -(2.f * near * far) / (far - near)},
{0.f, 0.f, 1.f, 0.f}};
return {{Type{1} / (aspect_ratio * fov_half_tan), Type{0}, Type{0}, Type{0}},
{Type{0}, Type{1} / fov_half_tan, Type{0}, Type{0}},
{Type{0}, Type{0}, (far + near) / (far - near), -(Type{2} * near * far) / (far - near)},
{Type{0}, Type{0}, Type{1}, Type{0}}};
else
std::unreachable();
}
@@ -689,21 +689,21 @@ namespace omath
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]]
Mat<4, 4, Type, St> mat_perspective_right_handed(const float field_of_view, const float aspect_ratio,
const float near, const float far) noexcept
Mat<4, 4, Type, St> mat_perspective_right_handed(const Type field_of_view, const Type aspect_ratio,
const Type near, const Type far) noexcept
{
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);
const auto fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / Type{2});
if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
{0.f, 1.f / fov_half_tan, 0.f, 0.f},
{0.f, 0.f, -far / (far - near), -(near * far) / (far - near)},
{0.f, 0.f, -1.f, 0.f}};
return {{Type{1} / (aspect_ratio * fov_half_tan), Type{0}, Type{0}, Type{0}},
{Type{0}, Type{1} / fov_half_tan, Type{0}, Type{0}},
{Type{0}, Type{0}, -far / (far - near), -(near * far) / (far - near)},
{Type{0}, Type{0}, -Type{1}, Type{0}}};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
{0.f, 1.f / fov_half_tan, 0.f, 0.f},
{0.f, 0.f, -(far + near) / (far - near), -(2.f * near * far) / (far - near)},
{0.f, 0.f, -1.f, 0.f}};
return {{Type{1} / (aspect_ratio * fov_half_tan), Type{0}, Type{0}, Type{0}},
{Type{0}, Type{1} / fov_half_tan, Type{0}, Type{0}},
{Type{0}, Type{0}, -(far + near) / (far - near), -(Type{2} * near * far) / (far - near)},
{Type{0}, Type{0}, -Type{1}, Type{0}}};
else
std::unreachable();
}
@@ -714,24 +714,24 @@ namespace omath
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]]
Mat<4, 4, Type, St> mat_perspective_left_handed_horizontal_fov(const float horizontal_fov,
const float aspect_ratio, const float near,
const float far) noexcept
Mat<4, 4, Type, St> mat_perspective_left_handed_horizontal_fov(const Type horizontal_fov,
const Type aspect_ratio, const Type near,
const Type far) noexcept
{
const float inv_tan_half_hfov = 1.f / std::tan(angles::degrees_to_radians(horizontal_fov) / 2.f);
const float x_axis = inv_tan_half_hfov;
const float y_axis = inv_tan_half_hfov * aspect_ratio;
const auto inv_tan_half_hfov = Type{1} / std::tan(angles::degrees_to_radians(horizontal_fov) / Type{2});
const auto x_axis = inv_tan_half_hfov;
const auto y_axis = inv_tan_half_hfov * aspect_ratio;
if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
return {{x_axis, 0.f, 0.f, 0.f},
{0.f, y_axis, 0.f, 0.f},
{0.f, 0.f, far / (far - near), -(near * far) / (far - near)},
{0.f, 0.f, 1.f, 0.f}};
return {{x_axis, Type{0}, Type{0}, Type{0}},
{Type{0}, y_axis, Type{0}, Type{0}},
{Type{0}, Type{0}, far / (far - near), -(near * far) / (far - near)},
{Type{0}, Type{0}, Type{1}, Type{0}}};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {{x_axis, 0.f, 0.f, 0.f},
{0.f, y_axis, 0.f, 0.f},
{0.f, 0.f, (far + near) / (far - near), -(2.f * near * far) / (far - near)},
{0.f, 0.f, 1.f, 0.f}};
return {{x_axis, Type{0}, Type{0}, Type{0}},
{Type{0}, y_axis, Type{0}, Type{0}},
{Type{0}, Type{0}, (far + near) / (far - near), -(2.f * near * far) / (far - near)},
{Type{0}, Type{0}, Type{1}, Type{0}}};
else
std::unreachable();
}
@@ -739,24 +739,24 @@ namespace omath
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]]
Mat<4, 4, Type, St> mat_perspective_right_handed_horizontal_fov(const float horizontal_fov,
const float aspect_ratio, const float near,
const float far) noexcept
Mat<4, 4, Type, St> mat_perspective_right_handed_horizontal_fov(const Type horizontal_fov,
const Type aspect_ratio, const Type near,
const Type far) noexcept
{
const float inv_tan_half_hfov = 1.f / std::tan(angles::degrees_to_radians(horizontal_fov) / 2.f);
const float x_axis = inv_tan_half_hfov;
const float y_axis = inv_tan_half_hfov * aspect_ratio;
const auto inv_tan_half_hfov = Type{1} / std::tan(angles::degrees_to_radians(horizontal_fov) / Type{2});
const auto x_axis = inv_tan_half_hfov;
const auto y_axis = inv_tan_half_hfov * aspect_ratio;
if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
return {{x_axis, 0.f, 0.f, 0.f},
{0.f, y_axis, 0.f, 0.f},
{0.f, 0.f, -far / (far - near), -(near * far) / (far - near)},
{0.f, 0.f, -1.f, 0.f}};
return {{x_axis, Type{0}, Type{0}, Type{0}},
{Type{0}, y_axis, Type{0}, Type{0}},
{Type{0}, Type{0}, -far / (far - near), -(near * far) / (far - near)},
{Type{0}, Type{0}, -Type{1}, Type{0}}};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {{x_axis, 0.f, 0.f, 0.f},
{0.f, y_axis, 0.f, 0.f},
{0.f, 0.f, -(far + near) / (far - near), -(2.f * near * far) / (far - near)},
{0.f, 0.f, -1.f, 0.f}};
return {{x_axis, Type{0}, Type{0}, Type{0}},
{Type{0}, y_axis, Type{0}, Type{0}},
{Type{0}, Type{0}, -(far + near) / (far - near), -(2.f * near * far) / (far - near)},
{Type{0}, Type{0}, -Type{1}, Type{0}}};
else
std::unreachable();
}

View File

@@ -8,22 +8,24 @@
namespace omath::projectile_prediction
{
template<class ArithmeticType = float>
struct AimAngles
{
float pitch{};
float yaw{};
ArithmeticType pitch{};
ArithmeticType yaw{};
};
template<class ArithmeticType = float>
class ProjPredEngineInterface
{
public:
[[nodiscard]]
virtual std::optional<Vector3<float>> maybe_calculate_aim_point(const Projectile& projectile,
const Target& target) const = 0;
virtual std::optional<Vector3<ArithmeticType>> maybe_calculate_aim_point(
const Projectile<ArithmeticType>& projectile, const Target<ArithmeticType>& target) const = 0;
[[nodiscard]]
virtual std::optional<AimAngles> maybe_calculate_aim_angles(const Projectile& projectile,
const Target& target) const = 0;
virtual std::optional<AimAngles<ArithmeticType>> maybe_calculate_aim_angles(
const Projectile<ArithmeticType>& projectile, const Target<ArithmeticType>& target) const = 0;
virtual ~ProjPredEngineInterface() = default;
};

View File

@@ -6,14 +6,14 @@
namespace omath::projectile_prediction
{
class ProjPredEngineAvx2 final : public ProjPredEngineInterface
class ProjPredEngineAvx2 final : public ProjPredEngineInterface<float>
{
public:
[[nodiscard]] std::optional<Vector3<float>>
maybe_calculate_aim_point(const Projectile& projectile, const Target& target) const override;
maybe_calculate_aim_point(const Projectile<float>& projectile, const Target<float>& target) const override;
[[nodiscard]] std::optional<AimAngles>
maybe_calculate_aim_angles(const Projectile& projectile, const Target& target) const override;
[[nodiscard]] std::optional<AimAngles<float>>
maybe_calculate_aim_angles(const Projectile<float>& projectile, const Target<float>& target) const override;
ProjPredEngineAvx2(float gravity_constant, float simulation_time_step, float maximum_simulation_time);
~ProjPredEngineAvx2() override = default;
@@ -21,7 +21,7 @@ namespace omath::projectile_prediction
private:
[[nodiscard]] static std::optional<float> calculate_pitch(const Vector3<float>& proj_origin,
const Vector3<float>& target_pos,
float bullet_gravity, float v0, float time) ;
float bullet_gravity, float v0, float time);
// We use [[maybe_unused]] here since AVX2 is not available for ARM and ARM64 CPU
[[maybe_unused]] const float m_gravity_constant;

View File

@@ -13,24 +13,23 @@
namespace omath::projectile_prediction
{
template<class T>
template<class T, class ArithmeticType>
concept PredEngineConcept =
requires(const Projectile& projectile, const Target& target, const Vector3<float>& vec_a,
const Vector3<float>& vec_b,
Vector3<float> v3, // by-value for calc_viewpoint_from_angles
float pitch, float yaw, float time, float gravity, std::optional<float> maybe_pitch) {
// Presence + return types
requires(const Projectile<ArithmeticType>& projectile, const Target<ArithmeticType>& target,
const Vector3<ArithmeticType>& vec_a, const Vector3<ArithmeticType>& vec_b,
Vector3<ArithmeticType> v3,
ArithmeticType pitch, ArithmeticType yaw, ArithmeticType time, ArithmeticType gravity,
std::optional<ArithmeticType> maybe_pitch) {
{
T::predict_projectile_position(projectile, pitch, yaw, time, gravity)
} -> std::same_as<Vector3<float>>;
{ T::predict_target_position(target, time, gravity) } -> std::same_as<Vector3<float>>;
{ T::calc_vector_2d_distance(vec_a) } -> std::same_as<float>;
{ T::get_vector_height_coordinate(vec_b) } -> std::same_as<float>;
{ T::calc_viewpoint_from_angles(projectile, v3, maybe_pitch) } -> std::same_as<Vector3<float>>;
{ T::calc_direct_pitch_angle(vec_a, vec_b) } -> std::same_as<float>;
{ T::calc_direct_yaw_angle(vec_a, vec_b) } -> std::same_as<float>;
} -> std::same_as<Vector3<ArithmeticType>>;
{ T::predict_target_position(target, time, gravity) } -> std::same_as<Vector3<ArithmeticType>>;
{ T::calc_vector_2d_distance(vec_a) } -> std::same_as<ArithmeticType>;
{ T::get_vector_height_coordinate(vec_b) } -> std::same_as<ArithmeticType>;
{ T::calc_viewpoint_from_angles(projectile, v3, maybe_pitch) } -> std::same_as<Vector3<ArithmeticType>>;
{ T::calc_direct_pitch_angle(vec_a, vec_b) } -> std::same_as<ArithmeticType>;
{ T::calc_direct_yaw_angle(vec_a, vec_b) } -> std::same_as<ArithmeticType>;
// Enforce noexcept as in PredEngineTrait
requires noexcept(T::predict_projectile_position(projectile, pitch, yaw, time, gravity));
requires noexcept(T::predict_target_position(target, time, gravity));
requires noexcept(T::calc_vector_2d_distance(vec_a));
@@ -39,21 +38,24 @@ namespace omath::projectile_prediction
requires noexcept(T::calc_direct_pitch_angle(vec_a, vec_b));
requires noexcept(T::calc_direct_yaw_angle(vec_a, vec_b));
};
template<class EngineTrait = source_engine::PredEngineTrait>
requires PredEngineConcept<EngineTrait>
class ProjPredEngineLegacy final : public ProjPredEngineInterface
template<class EngineTrait = source_engine::PredEngineTrait, class ArithmeticType = float>
requires PredEngineConcept<EngineTrait, ArithmeticType>
class ProjPredEngineLegacy final : public ProjPredEngineInterface<ArithmeticType>
{
public:
explicit ProjPredEngineLegacy(const float gravity_constant, const float simulation_time_step,
const float maximum_simulation_time, const float distance_tolerance)
explicit ProjPredEngineLegacy(const ArithmeticType gravity_constant,
const ArithmeticType simulation_time_step,
const ArithmeticType maximum_simulation_time,
const ArithmeticType distance_tolerance)
: m_gravity_constant(gravity_constant), m_simulation_time_step(simulation_time_step),
m_maximum_simulation_time(maximum_simulation_time), m_distance_tolerance(distance_tolerance)
{
}
[[nodiscard]]
std::optional<Vector3<float>> maybe_calculate_aim_point(const Projectile& projectile,
const Target& target) const override
std::optional<Vector3<ArithmeticType>> maybe_calculate_aim_point(
const Projectile<ArithmeticType>& projectile, const Target<ArithmeticType>& target) const override
{
const auto solution = find_solution(projectile, target);
if (!solution)
@@ -64,28 +66,31 @@ namespace omath::projectile_prediction
}
[[nodiscard]]
std::optional<AimAngles> maybe_calculate_aim_angles(const Projectile& projectile,
const Target& target) const override
std::optional<AimAngles<ArithmeticType>> maybe_calculate_aim_angles(
const Projectile<ArithmeticType>& projectile, const Target<ArithmeticType>& target) const override
{
const auto solution = find_solution(projectile, target);
if (!solution)
return std::nullopt;
const auto yaw = EngineTrait::calc_direct_yaw_angle(projectile.m_origin + projectile.m_launch_offset, solution->predicted_target_position);
return AimAngles{solution->pitch, yaw};
const auto yaw = EngineTrait::calc_direct_yaw_angle(
projectile.m_origin + projectile.m_launch_offset, solution->predicted_target_position);
return AimAngles<ArithmeticType>{solution->pitch, yaw};
}
private:
struct Solution
{
Vector3<float> predicted_target_position;
float pitch;
Vector3<ArithmeticType> predicted_target_position;
ArithmeticType pitch;
};
[[nodiscard]]
std::optional<Solution> find_solution(const Projectile& projectile, const Target& target) const
std::optional<Solution> find_solution(const Projectile<ArithmeticType>& projectile,
const Target<ArithmeticType>& target) const
{
for (float time = 0.f; time < m_maximum_simulation_time; time += m_simulation_time_step)
for (ArithmeticType time = ArithmeticType{0}; time < m_maximum_simulation_time;
time += m_simulation_time_step)
{
const auto predicted_target_position =
EngineTrait::predict_target_position(target, time, m_gravity_constant);
@@ -105,10 +110,10 @@ namespace omath::projectile_prediction
return std::nullopt;
}
const float m_gravity_constant;
const float m_simulation_time_step;
const float m_maximum_simulation_time;
const float m_distance_tolerance;
const ArithmeticType m_gravity_constant;
const ArithmeticType m_simulation_time_step;
const ArithmeticType m_maximum_simulation_time;
const ArithmeticType m_distance_tolerance;
// Realization of this formula:
// https://stackoverflow.com/questions/54917375/how-to-calculate-the-angle-to-shoot-a-bullet-in-order-to-hit-a-moving-target
@@ -123,15 +128,15 @@ namespace omath::projectile_prediction
\]
*/
[[nodiscard]]
std::optional<float>
maybe_calculate_projectile_launch_pitch_angle(const Projectile& projectile,
const Vector3<float>& target_position) const noexcept
std::optional<ArithmeticType>
maybe_calculate_projectile_launch_pitch_angle(const Projectile<ArithmeticType>& projectile,
const Vector3<ArithmeticType>& target_position) const noexcept
{
const auto bullet_gravity = m_gravity_constant * projectile.m_gravity_scale;
const auto launch_origin = projectile.m_origin + projectile.m_launch_offset;
if (bullet_gravity == 0.f)
if (bullet_gravity == ArithmeticType{0})
return EngineTrait::calc_direct_pitch_angle(launch_origin, target_position);
const auto delta = target_position - launch_origin;
@@ -140,24 +145,28 @@ namespace omath::projectile_prediction
const auto distance2d_sqr = distance2d * distance2d;
const auto launch_speed_sqr = projectile.m_launch_speed * projectile.m_launch_speed;
float root = launch_speed_sqr * launch_speed_sqr
- bullet_gravity
* (bullet_gravity * distance2d_sqr
+ 2.0f * EngineTrait::get_vector_height_coordinate(delta) * launch_speed_sqr);
ArithmeticType root = launch_speed_sqr * launch_speed_sqr
- bullet_gravity
* (bullet_gravity * distance2d_sqr
+ ArithmeticType{2} * EngineTrait::get_vector_height_coordinate(delta)
* launch_speed_sqr);
if (root < 0.0f) [[unlikely]]
if (root < ArithmeticType{0}) [[unlikely]]
return std::nullopt;
root = std::sqrt(root);
const float angle = std::atan((launch_speed_sqr - root) / (bullet_gravity * distance2d));
const ArithmeticType angle = std::atan((launch_speed_sqr - root) / (bullet_gravity * distance2d));
return angles::radians_to_degrees(angle);
}
[[nodiscard]]
bool is_projectile_reached_target(const Vector3<float>& target_position, const Projectile& projectile,
const float pitch, const float time) const noexcept
bool is_projectile_reached_target(const Vector3<ArithmeticType>& target_position,
const Projectile<ArithmeticType>& projectile,
const ArithmeticType pitch, const ArithmeticType time) const noexcept
{
const auto yaw = EngineTrait::calc_direct_yaw_angle(projectile.m_origin + projectile.m_launch_offset, target_position);
const auto yaw = EngineTrait::calc_direct_yaw_angle(
projectile.m_origin + projectile.m_launch_offset, target_position);
const auto projectile_position =
EngineTrait::predict_projectile_position(projectile, pitch, yaw, time, m_gravity_constant);

View File

@@ -7,12 +7,13 @@
namespace omath::projectile_prediction
{
template <class ArithmeticType = float>
class Projectile final
{
public:
Vector3<float> m_origin;
Vector3<float> m_launch_offset{0.f, 0.f, 0.f};
float m_launch_speed{};
float m_gravity_scale{};
Vector3<ArithmeticType> m_origin;
Vector3<ArithmeticType> m_launch_offset{};
ArithmeticType m_launch_speed{};
ArithmeticType m_gravity_scale{};
};
} // namespace omath::projectile_prediction

View File

@@ -7,11 +7,12 @@
namespace omath::projectile_prediction
{
template <class ArithmeticType = float>
class Target final
{
public:
Vector3<float> m_origin;
Vector3<float> m_velocity;
Vector3<ArithmeticType> m_origin;
Vector3<ArithmeticType> m_velocity;
bool m_is_airborne{};
};
} // namespace omath::projectile_prediction
} // namespace omath::projectile_prediction

View File

@@ -45,29 +45,29 @@ namespace omath::projection
struct CameraAxes
{
bool inverted_forward = false;
bool inverted_right = false;
bool inverted_right = false;
};
template<class T, class MatType, class ViewAnglesType>
template<class T, class MatType, class ViewAnglesType, class NumericType>
concept CameraEngineConcept =
requires(const Vector3<float>& cam_origin, const Vector3<float>& look_at, const ViewAnglesType& angles,
const FieldOfView& fov, const ViewPort& viewport, float znear, float zfar,
NDCDepthRange ndc_depth_range) {
requires(const Vector3<NumericType>& cam_origin, const Vector3<NumericType>& look_at,
const ViewAnglesType& angles, const FieldOfView& fov, const ViewPort& viewport, NumericType z_near,
NumericType z_far, NDCDepthRange ndc_depth_range) {
// Presence + return types
{ T::calc_look_at_angle(cam_origin, look_at) } -> std::same_as<ViewAnglesType>;
{ T::calc_view_matrix(angles, cam_origin) } -> std::same_as<MatType>;
{ T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range) } -> std::same_as<MatType>;
{ T::calc_projection_matrix(fov, viewport, z_near, z_far, ndc_depth_range) } -> std::same_as<MatType>;
requires std::is_floating_point_v<NumericType>;
// Enforce noexcept as in the trait declaration
requires noexcept(T::calc_look_at_angle(cam_origin, look_at));
requires noexcept(T::calc_view_matrix(angles, cam_origin));
requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range));
requires noexcept(T::calc_projection_matrix(fov, viewport, z_near, z_far, ndc_depth_range));
};
template<class Mat4X4Type, class ViewAnglesType, class TraitClass,
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE,
CameraAxes axes = {}>
requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType>
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE, CameraAxes axes = {},
class NumericType = float>
requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType, NumericType>
class Camera final
{
#ifdef OMATH_BUILD_TESTS
@@ -83,17 +83,17 @@ namespace omath::projection
};
~Camera() = default;
Camera(const Vector3<float>& position, const ViewAnglesType& view_angles, const ViewPort& view_port,
const FieldOfView& fov, const float near, const float far) noexcept
Camera(const Vector3<NumericType>& position, const ViewAnglesType& view_angles, const ViewPort& view_port,
const FieldOfView& fov, const NumericType near, const NumericType far) noexcept
: m_view_port(view_port), m_field_of_view(fov), m_far_plane_distance(far), m_near_plane_distance(near),
m_view_angles(view_angles), m_origin(position)
{
}
struct ProjectionParams
struct ProjectionParams final
{
FieldOfView fov;
float aspect_ratio;
NumericType aspect_ratio{};
};
// Recovers vertical FOV and aspect ratio from a perspective projection matrix
@@ -104,66 +104,70 @@ namespace omath::projection
static ProjectionParams extract_projection_params(const Mat4X4Type& proj_matrix) noexcept
{
// m[1,1] == 1 / tan(fov/2) => fov = 2 * atan(1 / m[1,1])
const float f = proj_matrix.at(1, 1);
const auto f = proj_matrix.at(1, 1);
// m[0,0] == m[1,1] / aspect_ratio => aspect = m[1,1] / m[0,0]
return {FieldOfView::from_radians(2.f * std::atan(1.f / f)), f / proj_matrix.at(0, 0)};
return {FieldOfView::from_radians(NumericType{2} * std::atan(NumericType{1} / f)),
f / proj_matrix.at(0, 0)};
}
[[nodiscard]]
static ViewAnglesType calc_view_angles_from_view_matrix(const Mat4X4Type& view_matrix) noexcept
{
Vector3<float> forward_vector = {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
Vector3<NumericType> forward_vector = {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
if constexpr (axes.inverted_forward)
forward_vector = -forward_vector;
return TraitClass::calc_look_at_angle({}, forward_vector);
}
[[nodiscard]]
static Vector3<float> calc_origin_from_view_matrix(const Mat4X4Type& view_matrix) noexcept
static Vector3<NumericType> calc_origin_from_view_matrix(const Mat4X4Type& view_matrix) noexcept
{
// The view matrix is R * T(-origin), so the last column stores t = -R * origin.
// Recovering origin: origin = -R^T * t
return {
-(view_matrix[0, 0] * view_matrix[0, 3] + view_matrix[1, 0] * view_matrix[1, 3] + view_matrix[2, 0] * view_matrix[2, 3]),
-(view_matrix[0, 1] * view_matrix[0, 3] + view_matrix[1, 1] * view_matrix[1, 3] + view_matrix[2, 1] * view_matrix[2, 3]),
-(view_matrix[0, 2] * view_matrix[0, 3] + view_matrix[1, 2] * view_matrix[1, 3] + view_matrix[2, 2] * view_matrix[2, 3]),
-(view_matrix[0, 0] * view_matrix[0, 3] + view_matrix[1, 0] * view_matrix[1, 3]
+ view_matrix[2, 0] * view_matrix[2, 3]),
-(view_matrix[0, 1] * view_matrix[0, 3] + view_matrix[1, 1] * view_matrix[1, 3]
+ view_matrix[2, 1] * view_matrix[2, 3]),
-(view_matrix[0, 2] * view_matrix[0, 3] + view_matrix[1, 2] * view_matrix[1, 3]
+ view_matrix[2, 2] * view_matrix[2, 3]),
};
}
void look_at(const Vector3<float>& target)
void look_at(const Vector3<NumericType>& target)
{
m_view_angles = TraitClass::calc_look_at_angle(m_origin, target);
m_view_projection_matrix = std::nullopt;
m_view_matrix = std::nullopt;
}
[[nodiscard]]
ViewAnglesType calc_look_at_angles(const Vector3<float>& look_to) const
ViewAnglesType calc_look_at_angles(const Vector3<NumericType>& look_to) const
{
return TraitClass::calc_look_at_angle(m_origin, look_to);
}
[[nodiscard]]
Vector3<float> get_forward() const noexcept
Vector3<NumericType> get_forward() const noexcept
{
const auto& view_matrix = get_view_matrix();
return {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
}
[[nodiscard]]
Vector3<float> get_right() const noexcept
Vector3<NumericType> get_right() const noexcept
{
const auto& view_matrix = get_view_matrix();
return {view_matrix[0, 0], view_matrix[0, 1], view_matrix[0, 2]};
}
[[nodiscard]]
Vector3<float> get_up() const noexcept
Vector3<NumericType> get_up() const noexcept
{
const auto& view_matrix = get_view_matrix();
return {view_matrix[1, 0], view_matrix[1, 1], view_matrix[1, 2]};
}
[[nodiscard]]
Vector3<float> get_abs_forward() const noexcept
Vector3<NumericType> get_abs_forward() const noexcept
{
if constexpr (axes.inverted_forward)
return -get_forward();
@@ -171,7 +175,7 @@ namespace omath::projection
}
[[nodiscard]]
Vector3<float> get_abs_right() const noexcept
Vector3<NumericType> get_abs_right() const noexcept
{
if constexpr (axes.inverted_right)
return -get_right();
@@ -179,7 +183,7 @@ namespace omath::projection
}
[[nodiscard]]
Vector3<float> get_abs_up() const noexcept
Vector3<NumericType> get_abs_up() const noexcept
{
return get_up();
}
@@ -202,9 +206,8 @@ namespace omath::projection
[[nodiscard]] const Mat4X4Type& get_projection_matrix() const noexcept
{
if (!m_projection_matrix.has_value())
m_projection_matrix = TraitClass::calc_projection_matrix(m_field_of_view, m_view_port,
m_near_plane_distance, m_far_plane_distance,
depth_range);
m_projection_matrix = TraitClass::calc_projection_matrix(
m_field_of_view, m_view_port, m_near_plane_distance, m_far_plane_distance, depth_range);
return m_projection_matrix.value();
}
@@ -216,14 +219,14 @@ namespace omath::projection
m_projection_matrix = std::nullopt;
}
void set_near_plane(const float near_plane) noexcept
void set_near_plane(const NumericType near_plane) noexcept
{
m_near_plane_distance = near_plane;
m_view_projection_matrix = std::nullopt;
m_projection_matrix = std::nullopt;
}
void set_far_plane(const float far_plane) noexcept
void set_far_plane(const NumericType far_plane) noexcept
{
m_far_plane_distance = far_plane;
m_view_projection_matrix = std::nullopt;
@@ -237,7 +240,7 @@ namespace omath::projection
m_view_matrix = std::nullopt;
}
void set_origin(const Vector3<float>& origin) noexcept
void set_origin(const Vector3<NumericType>& origin) noexcept
{
m_origin = origin;
m_view_projection_matrix = std::nullopt;
@@ -255,12 +258,12 @@ namespace omath::projection
return m_field_of_view;
}
[[nodiscard]] const float& get_near_plane() const noexcept
[[nodiscard]] const NumericType& get_near_plane() const noexcept
{
return m_near_plane_distance;
}
[[nodiscard]] const float& get_far_plane() const noexcept
[[nodiscard]] const NumericType& get_far_plane() const noexcept
{
return m_far_plane_distance;
}
@@ -270,14 +273,14 @@ namespace omath::projection
return m_view_angles;
}
[[nodiscard]] const Vector3<float>& get_origin() const noexcept
[[nodiscard]] const Vector3<NumericType>& get_origin() const noexcept
{
return m_origin;
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] std::expected<Vector3<float>, Error>
world_to_screen(const Vector3<float>& world_position) const noexcept
[[nodiscard]] std::expected<Vector3<NumericType>, Error>
world_to_screen(const Vector3<NumericType>& world_position) const noexcept
{
const auto normalized_cords = world_to_view_port(world_position);
@@ -292,8 +295,8 @@ namespace omath::projection
std::unreachable();
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] std::expected<Vector3<float>, Error>
world_to_screen_unclipped(const Vector3<float>& world_position) const noexcept
[[nodiscard]] std::expected<Vector3<NumericType>, Error>
world_to_screen_unclipped(const Vector3<NumericType>& world_position) const noexcept
{
const auto normalized_cords = world_to_view_port(world_position, ViewPortClipping::MANUAL);
@@ -308,14 +311,14 @@ namespace omath::projection
std::unreachable();
}
[[nodiscard]] bool is_culled_by_frustum(const Triangle<Vector3<float>>& triangle) const noexcept
[[nodiscard]] bool is_culled_by_frustum(const Triangle<Vector3<NumericType>>& triangle) const noexcept
{
// Transform to clip space (before perspective divide)
auto to_clip = [this](const Vector3<float>& point)
auto to_clip = [this](const Vector3<NumericType>& point)
{
auto clip = get_view_projection_matrix()
* mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(point);
return std::array<float, 4>{
* mat_column_from_vector<NumericType, Mat4X4Type::get_store_ordering()>(point);
return std::array<NumericType, 4>{
clip.at(0, 0), // x
clip.at(1, 0), // y
clip.at(2, 0), // z
@@ -328,12 +331,13 @@ namespace omath::projection
const auto c2 = to_clip(triangle.m_vertex3);
// If all vertices are behind the camera (w <= 0), trivially reject
if (c0[3] <= 0.f && c1[3] <= 0.f && c2[3] <= 0.f)
if (c0[3] <= NumericType{0} && c1[3] <= NumericType{0} && c2[3] <= NumericType{0})
return true;
// Helper: all three vertices outside the same clip plane
auto all_outside_plane = [](const int axis, const std::array<float, 4>& a, const std::array<float, 4>& b,
const std::array<float, 4>& c, const bool positive_side)
auto all_outside_plane = [](const int axis, const std::array<NumericType, 4>& a,
const std::array<NumericType, 4>& b, const std::array<NumericType, 4>& c,
const bool positive_side)
{
if (positive_side)
return a[axis] > a[3] && b[axis] > b[3] && c[axis] > c[3];
@@ -374,7 +378,7 @@ namespace omath::projection
return false;
}
[[nodiscard]] bool is_aabb_culled_by_frustum(const primitives::Aabb<float>& aabb) const noexcept
[[nodiscard]] bool is_aabb_culled_by_frustum(const primitives::Aabb<NumericType>& aabb) const noexcept
{
const auto& m = get_view_projection_matrix();
@@ -389,16 +393,16 @@ namespace omath::projection
// Far = r3 - r2
struct Plane final
{
float a, b, c, d;
NumericType a, b, c, d;
};
const auto extract_plane = [&m](const int sign, const int row) -> Plane
{
return {
m.at(3, 0) + static_cast<float>(sign) * m.at(row, 0),
m.at(3, 1) + static_cast<float>(sign) * m.at(row, 1),
m.at(3, 2) + static_cast<float>(sign) * m.at(row, 2),
m.at(3, 3) + static_cast<float>(sign) * m.at(row, 3),
m.at(3, 0) + static_cast<NumericType>(sign) * m.at(row, 0),
m.at(3, 1) + static_cast<NumericType>(sign) * m.at(row, 1),
m.at(3, 2) + static_cast<NumericType>(sign) * m.at(row, 2),
m.at(3, 3) + static_cast<NumericType>(sign) * m.at(row, 3),
};
};
@@ -420,26 +424,26 @@ namespace omath::projection
// (the "positive vertex"). If it's outside, the entire AABB is outside.
for (const auto& [a, b, c, d] : planes)
{
const float px = a >= 0.f ? aabb.max.x : aabb.min.x;
const float py = b >= 0.f ? aabb.max.y : aabb.min.y;
const float pz = c >= 0.f ? aabb.max.z : aabb.min.z;
const auto px = a >= NumericType{0} ? aabb.max.x : aabb.min.x;
const auto py = b >= NumericType{0} ? aabb.max.y : aabb.min.y;
const auto pz = c >= NumericType{0} ? aabb.max.z : aabb.min.z;
if (a * px + b * py + c * pz + d < 0.f)
if (a * px + b * py + c * pz + d < NumericType{0})
return true;
}
return false;
}
[[nodiscard]] std::expected<Vector3<float>, Error>
world_to_view_port(const Vector3<float>& world_position,
[[nodiscard]] std::expected<Vector3<NumericType>, Error>
world_to_view_port(const Vector3<NumericType>& world_position,
const ViewPortClipping& clipping = ViewPortClipping::AUTO) const noexcept
{
auto projected = get_view_projection_matrix()
* mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(world_position);
* mat_column_from_vector<NumericType, Mat4X4Type::get_store_ordering()>(world_position);
const auto& w = projected.at(3, 0);
constexpr auto eps = std::numeric_limits<float>::epsilon();
constexpr auto eps = std::numeric_limits<NumericType>::epsilon();
if (w <= eps)
return std::unexpected(Error::PERSPECTIVE_DIVIDER_LESS_EQ_ZERO);
@@ -451,16 +455,17 @@ namespace omath::projection
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
// ReSharper disable once CppTooWideScope
constexpr auto z_min = depth_range == NDCDepthRange::ZERO_TO_ONE ? 0.0f : -1.0f;
const auto clipped_manually = clipping == ViewPortClipping::MANUAL && (projected.at(2, 0) < z_min - eps
|| projected.at(2, 0) > 1.0f + eps);
constexpr auto z_min = depth_range == NDCDepthRange::ZERO_TO_ONE ? NumericType{0} : -NumericType{1};
const auto clipped_manually =
clipping == ViewPortClipping::MANUAL
&& (projected.at(2, 0) < z_min - eps || projected.at(2, 0) > NumericType{1} + eps);
if (clipped_manually)
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
return Vector3<float>{projected.at(0, 0), projected.at(1, 0), projected.at(2, 0)};
return Vector3<NumericType>{projected.at(0, 0), projected.at(1, 0), projected.at(2, 0)};
}
[[nodiscard]]
std::expected<Vector3<float>, Error> view_port_to_world(const Vector3<float>& ndc) const noexcept
std::expected<Vector3<NumericType>, Error> view_port_to_world(const Vector3<NumericType>& ndc) const noexcept
{
const auto inv_view_proj = get_view_projection_matrix().inverted();
@@ -468,70 +473,72 @@ namespace omath::projection
return std::unexpected(Error::INV_VIEW_PROJ_MAT_DET_EQ_ZERO);
auto inverted_projection =
inv_view_proj.value() * mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(ndc);
inv_view_proj.value() * mat_column_from_vector<NumericType, Mat4X4Type::get_store_ordering()>(ndc);
const auto& w = inverted_projection.at(3, 0);
if (std::abs(w) < std::numeric_limits<float>::epsilon())
if (std::abs(w) < std::numeric_limits<NumericType>::epsilon())
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
inverted_projection /= w;
return Vector3<float>{inverted_projection.at(0, 0), inverted_projection.at(1, 0),
inverted_projection.at(2, 0)};
return Vector3<NumericType>{inverted_projection.at(0, 0), inverted_projection.at(1, 0),
inverted_projection.at(2, 0)};
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]]
std::expected<Vector3<float>, Error> screen_to_world(const Vector3<float>& screen_pos) const noexcept
std::expected<Vector3<NumericType>, Error>
screen_to_world(const Vector3<NumericType>& screen_pos) const noexcept
{
return view_port_to_world(screen_to_ndc<screen_start>(screen_pos));
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]]
std::expected<Vector3<float>, Error> screen_to_world(const Vector2<float>& screen_pos) const noexcept
std::expected<Vector3<NumericType>, Error>
screen_to_world(const Vector2<NumericType>& screen_pos) const noexcept
{
const auto& [x, y] = screen_pos;
return screen_to_world<screen_start>({x, y, 1.f});
return screen_to_world<screen_start>({x, y, 1});
}
protected:
ViewPort m_view_port{};
Angle<float, 0.f, 180.f, AngleFlags::Clamped> m_field_of_view;
FieldOfView m_field_of_view;
mutable std::optional<Mat4X4Type> m_view_projection_matrix;
mutable std::optional<Mat4X4Type> m_projection_matrix;
mutable std::optional<Mat4X4Type> m_view_matrix;
float m_far_plane_distance;
float m_near_plane_distance;
NumericType m_far_plane_distance;
NumericType m_near_plane_distance;
ViewAnglesType m_view_angles;
Vector3<float> m_origin;
Vector3<NumericType> m_origin;
private:
template<class Type>
[[nodiscard]] constexpr static bool is_ndc_out_of_bounds(const Type& ndc) noexcept
{
constexpr auto eps = std::numeric_limits<float>::epsilon();
constexpr auto eps = std::numeric_limits<NumericType>::epsilon();
const auto& data = ndc.raw_array();
// x and y are always in [-1, 1]
if (data[0] < -1.0f - eps || data[0] > 1.0f + eps)
if (data[0] < -NumericType{1} - eps || data[0] > NumericType{1} + eps)
return true;
if (data[1] < -1.0f - eps || data[1] > 1.0f + eps)
if (data[1] < -NumericType{1} - eps || data[1] > NumericType{1} + eps)
return true;
return is_ndc_z_value_out_of_bounds(data[2]);
}
template<class ZType>
[[nodiscard]]
[[nodiscard]]
constexpr static bool is_ndc_z_value_out_of_bounds(const ZType& z_ndc) noexcept
{
constexpr auto eps = std::numeric_limits<float>::epsilon();
constexpr auto eps = std::numeric_limits<NumericType>::epsilon();
if constexpr (depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return z_ndc < -1.0f - eps || z_ndc > 1.0f + eps;
return z_ndc < -NumericType{1} - eps || z_ndc > NumericType{1} + eps;
if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
return z_ndc < 0.0f - eps || z_ndc > 1.0f + eps;
return z_ndc < NumericType{0} - eps || z_ndc > NumericType{1} + eps;
std::unreachable();
}
@@ -550,8 +557,8 @@ namespace omath::projection
v
*/
[[nodiscard]] Vector3<float>
ndc_to_screen_position_from_top_left_corner(const Vector3<float>& ndc) const noexcept
[[nodiscard]] Vector3<NumericType>
ndc_to_screen_position_from_top_left_corner(const Vector3<NumericType>& ndc) const noexcept
{
/*
+------------------------>
@@ -564,11 +571,12 @@ namespace omath::projection
|
*/
return {(ndc.x + 1.f) / 2.f * m_view_port.m_width, (ndc.y / -2.f + 0.5f) * m_view_port.m_height, ndc.z};
return {(ndc.x + NumericType{1}) / NumericType{2} * m_view_port.m_width,
(ndc.y / -NumericType{2} + NumericType{0.5}) * m_view_port.m_height, ndc.z};
}
[[nodiscard]] Vector3<float>
ndc_to_screen_position_from_bottom_left_corner(const Vector3<float>& ndc) const noexcept
[[nodiscard]] Vector3<NumericType>
ndc_to_screen_position_from_bottom_left_corner(const Vector3<NumericType>& ndc) const noexcept
{
/*
^
@@ -581,18 +589,19 @@ namespace omath::projection
| (0, 0)
+------------------------>
*/
return {(ndc.x + 1.f) / 2.f * m_view_port.m_width, (ndc.y / 2.f + 0.5f) * m_view_port.m_height, ndc.z};
return {(ndc.x + NumericType{1}) / NumericType{2} * m_view_port.m_width,
(ndc.y / NumericType{2} + NumericType{0.5}) * m_view_port.m_height, ndc.z};
}
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] Vector3<float> screen_to_ndc(const Vector3<float>& screen_pos) const noexcept
[[nodiscard]] Vector3<NumericType> screen_to_ndc(const Vector3<NumericType>& screen_pos) const noexcept
{
if constexpr (screen_start == ScreenStart::TOP_LEFT_CORNER)
return {screen_pos.x / m_view_port.m_width * 2.f - 1.f, 1.f - screen_pos.y / m_view_port.m_height * 2.f,
screen_pos.z};
return {screen_pos.x / m_view_port.m_width * NumericType{2} - NumericType{1},
NumericType{1} - screen_pos.y / m_view_port.m_height * NumericType{2}, screen_pos.z};
else if constexpr (screen_start == ScreenStart::BOTTOM_LEFT_CORNER)
return {screen_pos.x / m_view_port.m_width * 2.f - 1.f,
(screen_pos.y / m_view_port.m_height - 0.5f) * 2.f, screen_pos.z};
return {screen_pos.x / m_view_port.m_width * NumericType{2} - NumericType{1},
(screen_pos.y / m_view_port.m_height - NumericType{0.5}) * NumericType{2}, screen_pos.z};
else
std::unreachable();
}

View File

@@ -4,27 +4,27 @@
#include "omath/engines/unreal_engine/formulas.hpp"
namespace omath::unreal_engine
{
Vector3<float> forward_vector(const ViewAngles& angles) noexcept
Vector3<double> forward_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_forward);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Vector3<float> right_vector(const ViewAngles& angles) noexcept
Vector3<double> right_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Vector3<float> up_vector(const ViewAngles& angles) noexcept
Vector3<double> up_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_up);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<double>& cam_origin) noexcept
{
return mat_camera_view<float, MatStoreType::ROW_MAJOR>(forward_vector(angles), right_vector(angles),
return mat_camera_view<double, MatStoreType::ROW_MAJOR>(forward_vector(angles), right_vector(angles),
up_vector(angles), cam_origin);
}
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
@@ -33,24 +33,24 @@ namespace omath::unreal_engine
// frame), which for column-vector composition is Rz·Ry·Rx.
// Pitch and roll axes in omath spin opposite to UE's convention, so
// both carry a sign flip.
return mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.yaw)
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(-angles.pitch)
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(-angles.roll);
return mat_rotation_axis_z<double, MatStoreType::ROW_MAJOR>(angles.yaw)
* mat_rotation_axis_y<double, MatStoreType::ROW_MAJOR>(-angles.pitch)
* mat_rotation_axis_x<double, MatStoreType::ROW_MAJOR>(-angles.roll);
}
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far, const NDCDepthRange ndc_depth_range) noexcept
Mat4X4 calc_perspective_projection_matrix(const double field_of_view, const double aspect_ratio, const double near,
const double far, const NDCDepthRange ndc_depth_range) noexcept
{
// UE stores horizontal FOV in FMinimalViewInfo — use the left-handed
// horizontal-FOV builder directly.
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed_horizontal_fov<
float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
double, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_left_handed_horizontal_fov<
float, MatStoreType::ROW_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
double, MatStoreType::ROW_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
std::unreachable();
}

View File

@@ -6,20 +6,20 @@
namespace omath::unreal_engine
{
ViewAngles CameraTrait::calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept
ViewAngles CameraTrait::calc_look_at_angle(const Vector3<double>& cam_origin, const Vector3<double>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(std::asin(direction.z)),
YawAngle::from_radians(std::atan2(direction.y, direction.x)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<double>& cam_origin) noexcept
{
return unreal_engine::calc_view_matrix(angles, cam_origin);
}
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port, const float near,
const float far, const NDCDepthRange ndc_depth_range) noexcept
const projection::ViewPort& view_port, const double near,
const double far, const NDCDepthRange ndc_depth_range) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);

View File

@@ -78,7 +78,8 @@ namespace
}
// Register an engine: alias shared types, register unique Camera
template<class EngineTraits>
template<class EngineTraits, class ArithmeticType = float>
requires std::is_arithmetic_v<ArithmeticType>
void register_engine(sol::table& omath_table, const char* subtable_name)
{
using PitchAngle = typename EngineTraits::PitchAngle;
@@ -92,9 +93,9 @@ namespace
engine_table.new_usertype<Camera>(
"Camera",
sol::constructors<Camera(const omath::Vector3<float>&, const ViewAngles&,
sol::constructors<Camera(const omath::Vector3<ArithmeticType>&, const ViewAngles&,
const omath::projection::ViewPort&, const omath::projection::FieldOfView&,
float, float)>(),
ArithmeticType, ArithmeticType)>(),
"look_at", &Camera::look_at, "get_forward", &Camera::get_forward, "get_right", &Camera::get_right,
"get_up", &Camera::get_up, "get_origin", &Camera::get_origin, "get_view_angles",
&Camera::get_view_angles, "get_near_plane", &Camera::get_near_plane, "get_far_plane",
@@ -104,8 +105,8 @@ namespace
&Camera::set_near_plane, "set_far_plane", &Camera::set_far_plane,
"world_to_screen",
[](const Camera& cam, const omath::Vector3<float>& pos)
-> std::tuple<sol::optional<omath::Vector3<float>>, sol::optional<std::string>>
[](const Camera& cam, const omath::Vector3<ArithmeticType>& pos)
-> std::tuple<sol::optional<omath::Vector3<ArithmeticType>>, sol::optional<std::string>>
{
auto result = cam.world_to_screen(pos);
if (result)
@@ -114,8 +115,8 @@ namespace
},
"screen_to_world",
[](const Camera& cam, const omath::Vector3<float>& pos)
-> std::tuple<sol::optional<omath::Vector3<float>>, sol::optional<std::string>>
[](const Camera& cam, const omath::Vector3<ArithmeticType>& pos)
-> std::tuple<sol::optional<omath::Vector3<ArithmeticType>>, sol::optional<std::string>>
{
auto result = cam.screen_to_world(pos);
if (result)
@@ -224,7 +225,7 @@ namespace omath::lua
register_engine<IWEngineTraits>(omath_table, "iw");
register_engine<SourceEngineTraits>(omath_table, "source");
register_engine<UnityEngineTraits>(omath_table, "unity");
register_engine<UnrealEngineTraits>(omath_table, "unreal");
register_engine<UnrealEngineTraits, double>(omath_table, "unreal");
register_engine<CryEngineTraits>(omath_table, "cry");
}
} // namespace omath::lua::detail

View File

@@ -14,8 +14,8 @@
namespace omath::projectile_prediction
{
std::optional<Vector3<float>>
ProjPredEngineAvx2::maybe_calculate_aim_point([[maybe_unused]] const Projectile& projectile,
[[maybe_unused]] const Target& target) const
ProjPredEngineAvx2::maybe_calculate_aim_point([[maybe_unused]] const Projectile<float>& projectile,
[[maybe_unused]] const Target<float>& target) const
{
#if defined(OMATH_USE_AVX2) && defined(__i386__) && defined(__x86_64__)
const float bullet_gravity = m_gravity_constant * projectile.m_gravity_scale;
@@ -124,9 +124,9 @@ namespace omath::projectile_prediction
std::format("{} AVX2 feature is not enabled!", std::source_location::current().function_name()));
#endif
}
std::optional<AimAngles>
ProjPredEngineAvx2::maybe_calculate_aim_angles([[maybe_unused]] const Projectile& projectile,
[[maybe_unused]] const Target& target) const
std::optional<AimAngles<float>>
ProjPredEngineAvx2::maybe_calculate_aim_angles([[maybe_unused]] const Projectile<float>& projectile,
[[maybe_unused]] const Target<float>& target) const
{
#if defined(OMATH_USE_AVX2) && defined(__i386__) && defined(__x86_64__)
const float bullet_gravity = m_gravity_constant * projectile.m_gravity_scale;
@@ -201,7 +201,7 @@ namespace omath::projectile_prediction
const Vector3 delta = target_pos - projectile.m_origin;
const float yaw = angles::radians_to_degrees(std::atan2(delta.y, delta.x));
return AimAngles{*pitch, yaw};
return AimAngles<float>{*pitch, yaw};
}
}
}

View File

@@ -44,46 +44,46 @@ static void expect_matrix_near(const MatT& a, const MatT& b, float eps = 1e-5f)
#include <omath/engines/cry_engine/traits/pred_engine_trait.hpp>
// Helper: verify that zero offset matches default-initialized offset behavior
template<typename Trait>
static void verify_launch_offset_at_time_zero(const Vector3<float>& origin, const Vector3<float>& offset)
template<typename Trait, typename AT = float>
static void verify_launch_offset_at_time_zero(const Vector3<AT>& origin, const Vector3<AT>& offset)
{
projectile_prediction::Projectile p;
projectile_prediction::Projectile<AT> p;
p.m_origin = origin;
p.m_launch_offset = offset;
p.m_launch_speed = 100.f;
p.m_gravity_scale = 1.f;
p.m_launch_speed = static_cast<AT>(100);
p.m_gravity_scale = static_cast<AT>(1);
const auto pos = Trait::predict_projectile_position(p, 0.f, 0.f, 0.f, 9.81f);
const auto pos = Trait::predict_projectile_position(p, AT{0}, AT{0}, AT{0}, static_cast<AT>(9.81));
const auto expected = origin + offset;
EXPECT_NEAR(pos.x, expected.x, 1e-4f);
EXPECT_NEAR(pos.y, expected.y, 1e-4f);
EXPECT_NEAR(pos.z, expected.z, 1e-4f);
EXPECT_NEAR(static_cast<double>(pos.x), static_cast<double>(expected.x), 1e-4);
EXPECT_NEAR(static_cast<double>(pos.y), static_cast<double>(expected.y), 1e-4);
EXPECT_NEAR(static_cast<double>(pos.z), static_cast<double>(expected.z), 1e-4);
}
template<typename Trait>
template<typename Trait, typename AT = float>
static void verify_zero_offset_matches_default()
{
projectile_prediction::Projectile p;
p.m_origin = {10.f, 20.f, 30.f};
p.m_launch_offset = {0.f, 0.f, 0.f};
p.m_launch_speed = 50.f;
p.m_gravity_scale = 1.f;
projectile_prediction::Projectile<AT> p;
p.m_origin = {static_cast<AT>(10), static_cast<AT>(20), static_cast<AT>(30)};
p.m_launch_offset = {};
p.m_launch_speed = static_cast<AT>(50);
p.m_gravity_scale = static_cast<AT>(1);
projectile_prediction::Projectile p2;
p2.m_origin = {10.f, 20.f, 30.f};
p2.m_launch_speed = 50.f;
p2.m_gravity_scale = 1.f;
projectile_prediction::Projectile<AT> p2;
p2.m_origin = {static_cast<AT>(10), static_cast<AT>(20), static_cast<AT>(30)};
p2.m_launch_speed = static_cast<AT>(50);
p2.m_gravity_scale = static_cast<AT>(1);
const auto pos1 = Trait::predict_projectile_position(p, 15.f, 30.f, 1.f, 9.81f);
const auto pos2 = Trait::predict_projectile_position(p2, 15.f, 30.f, 1.f, 9.81f);
const auto pos1 = Trait::predict_projectile_position(p, static_cast<AT>(15), static_cast<AT>(30), static_cast<AT>(1), static_cast<AT>(9.81));
const auto pos2 = Trait::predict_projectile_position(p2, static_cast<AT>(15), static_cast<AT>(30), static_cast<AT>(1), static_cast<AT>(9.81));
#if defined(__x86_64__) || defined(_M_X64) || defined(__aarch64__) || defined(_M_ARM64)
constexpr float tol = 1e-6f;
constexpr double tol = 1e-6;
#else
constexpr float tol = 1e-4f;
constexpr double tol = 1e-4;
#endif
EXPECT_NEAR(pos1.x, pos2.x, tol);
EXPECT_NEAR(pos1.y, pos2.y, tol);
EXPECT_NEAR(pos1.z, pos2.z, tol);
EXPECT_NEAR(static_cast<double>(pos1.x), static_cast<double>(pos2.x), tol);
EXPECT_NEAR(static_cast<double>(pos1.y), static_cast<double>(pos2.y), tol);
EXPECT_NEAR(static_cast<double>(pos1.z), static_cast<double>(pos2.z), tol);
}
TEST(LaunchOffsetTests, Source_OffsetAtTimeZero)
@@ -128,11 +128,11 @@ TEST(LaunchOffsetTests, Unity_ZeroOffsetMatchesDefault)
}
TEST(LaunchOffsetTests, Unreal_OffsetAtTimeZero)
{
verify_launch_offset_at_time_zero<unreal_engine::PredEngineTrait>({0, 0, 0}, {5, 3, -2});
verify_launch_offset_at_time_zero<unreal_engine::PredEngineTrait, double>({0, 0, 0}, {5, 3, -2});
}
TEST(LaunchOffsetTests, Unreal_ZeroOffsetMatchesDefault)
{
verify_zero_offset_matches_default<unreal_engine::PredEngineTrait>();
verify_zero_offset_matches_default<unreal_engine::PredEngineTrait, double>();
}
TEST(LaunchOffsetTests, CryEngine_OffsetAtTimeZero)
{
@@ -401,38 +401,38 @@ TEST(TraitTests, Unreal_Pred_And_Mesh_And_Camera)
{
namespace e = omath::unreal_engine;
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 1.f;
projectile_prediction::Projectile<double> p;
p.m_origin = {0.0, 0.0, 0.0};
p.m_launch_speed = 10.0;
p.m_gravity_scale = 1.0;
const auto pos = e::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f);
EXPECT_NEAR(pos.x, 10.f, 1e-4f);
EXPECT_NEAR(pos.y, -9.81f * 0.5f, 1e-4f);
const auto pos = e::PredEngineTrait::predict_projectile_position(p, 0.0, 0.0, 1.0, 9.81);
EXPECT_NEAR(pos.x, 10.0, 1e-4);
EXPECT_NEAR(pos.y, -9.81 * 0.5, 1e-4);
projectile_prediction::Target t;
t.m_origin = {0.f, 5.f, 0.f};
t.m_velocity = {2.f, 0.f, 0.f};
projectile_prediction::Target<double> t;
t.m_origin = {0.0, 5.0, 0.0};
t.m_velocity = {2.0, 0.0, 0.0};
t.m_is_airborne = true;
const auto pred = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred.x, 4.f, 1e-6f);
EXPECT_NEAR(pred.y, 5.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f);
const auto pred = e::PredEngineTrait::predict_target_position(t, 2.0, 9.81);
EXPECT_NEAR(pred.x, 4.0, 1e-6);
EXPECT_NEAR(pred.y, 5.0 - 9.81 * (2.0 * 2.0) * 0.5, 1e-6);
EXPECT_NEAR(e::PredEngineTrait::calc_vector_2d_distance({3.f, 0.f, 4.f}), 5.f, 1e-6f);
EXPECT_NEAR(e::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 2.5f, 1e-6f);
EXPECT_NEAR(e::PredEngineTrait::calc_vector_2d_distance({3.0, 0.0, 4.0}), 5.0, 1e-6);
EXPECT_NEAR(e::PredEngineTrait::get_vector_height_coordinate({1.0, 2.5, 3.0}), 2.5, 1e-6);
std::optional<float> pitch = 45.f;
auto vp = e::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch);
EXPECT_NEAR(vp.z, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f);
std::optional<double> pitch = 45.0;
auto vp = e::PredEngineTrait::calc_viewpoint_from_angles(p, Vector3<double>{10.0, 0.0, 0.0}, pitch);
EXPECT_NEAR(vp.z, 0.0 + 10.0 * std::tan(angles::degrees_to_radians(45.0)), 1e-6);
Vector3<float> origin{0.f, 0.f, 0.f};
Vector3<float> view_to{1.f, 1.f, 1.f};
Vector3<double> origin{0.0, 0.0, 0.0};
Vector3<double> view_to{1.0, 1.0, 1.0};
const auto pitch_calc = e::PredEngineTrait::calc_direct_pitch_angle(origin, view_to);
const auto dir = (view_to - origin).normalized();
EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.z)), 1e-3f);
EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.z)), 1e-3);
const auto yaw_calc = e::PredEngineTrait::calc_direct_yaw_angle(origin, view_to);
EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(dir.y, dir.x)), 1e-3f);
EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(dir.y, dir.x)), 1e-3);
e::ViewAngles va;
expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va));
@@ -448,8 +448,8 @@ TEST(TraitTests, Unreal_Pred_And_Mesh_And_Camera)
// non-airborne
t.m_is_airborne = false;
const auto pred_ground_unreal = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred_ground_unreal.x, 4.f, 1e-6f);
const auto pred_ground_unreal = e::PredEngineTrait::predict_target_position(t, 2.0, 9.81);
EXPECT_NEAR(pred_ground_unreal.x, 4.0, 1e-6);
}
// ── NDC Depth Range tests for Source and CryEngine camera traits ────────────
@@ -499,10 +499,11 @@ TEST(NDCDepthRangeTests, CryEngine_BothDepthRanges)
// ── Verify Z mapping for ZERO_TO_ONE across all engines ─────────────────────
// Helper: projects a point at given z through a left-handed projection matrix and returns NDC z
static float project_z_lh(const Mat<4, 4>& proj, float z)
template<class Type = float, MatStoreType Store = MatStoreType::ROW_MAJOR>
static float project_z_lh(const Mat<4, 4, Type, Store>& proj, float z)
{
auto clip = proj * mat_column_from_vector<float>({0, 0, z});
return clip.at(2, 0) / clip.at(3, 0);
auto clip = proj * mat_column_from_vector<Type, Store>({0, 0, static_cast<Type>(z)});
return static_cast<float>(clip.at(2, 0) / clip.at(3, 0));
}
TEST(NDCDepthRangeTests, Source_ZeroToOne_ZRange)

View File

@@ -111,7 +111,7 @@ 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>{});
EXPECT_EQ(cam.get_origin(), omath::Vector3<double>{});
cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(50.f));
EXPECT_EQ(cam.get_field_of_view().as_degrees(), 50.f);
@@ -129,7 +129,7 @@ TEST(unit_test_unreal_engine, loook_at_random_all_axis)
std::size_t failed_points = 0;
for (int i = 0; i < 100; i++)
{
const auto position_to_look = omath::Vector3<float>{dist(gen), dist(gen), dist(gen)};
const auto position_to_look = omath::Vector3<double>{dist(gen), dist(gen), dist(gen)};
if (cam.get_origin().distance_to(position_to_look) < 10)
continue;
@@ -151,7 +151,7 @@ TEST(unit_test_unreal_engine, loook_at_random_all_axis)
TEST(unit_test_unreal_engine, loook_at_random_x_axis)
{
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
std::uniform_real_distribution<float> dist(-1000.f, 1000.f);
std::uniform_real_distribution<double> dist(-1000.f, 1000.f);
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
@@ -159,7 +159,7 @@ TEST(unit_test_unreal_engine, loook_at_random_x_axis)
std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++)
{
const auto position_to_look = omath::Vector3<float>{dist(gen), dist(gen), dist(gen)};
const auto position_to_look = omath::Vector3<double>{dist(gen), dist(gen), dist(gen)};
if (cam.get_origin().distance_to(position_to_look) < 10)
continue;
@@ -190,7 +190,7 @@ TEST(unit_test_unreal_engine, loook_at_random_y_axis)
std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++)
{
const auto position_to_look = omath::Vector3<float>{0.f, dist(gen), 0.f};
const auto position_to_look = omath::Vector3<double>{0.f, dist(gen), 0.f};
if (cam.get_origin().distance_to(position_to_look) < 10)
continue;
@@ -221,7 +221,7 @@ TEST(unit_test_unreal_engine, loook_at_random_z_axis)
std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++)
{
const auto position_to_look = omath::Vector3<float>{0.f, 0.f, dist(gen)};
const auto position_to_look = omath::Vector3<double>{0.f, 0.f, dist(gen)};
if (cam.get_origin().distance_to(position_to_look) < 10)
continue;

View File

@@ -220,8 +220,8 @@ TEST(UnitTestMatStandalone, Equanity)
constexpr omath::Vector3<float> left_handed = {0, 2, 10};
constexpr omath::Vector3<float> right_handed = {0, 2, -10};
const auto proj_left_handed = omath::mat_perspective_left_handed(90.f, 16.f / 9.f, 0.1, 1000);
const auto proj_right_handed = omath::mat_perspective_right_handed(90.f, 16.f / 9.f, 0.1, 1000);
const auto proj_left_handed = omath::mat_perspective_left_handed(90.f, 16.f / 9.f, 0.1f, 1000.f);
const auto proj_right_handed = omath::mat_perspective_right_handed(90.f, 16.f / 9.f, 0.1f, 1000.f);
auto ndc_left_handed = proj_left_handed * omath::mat_column_from_vector(left_handed);
auto ndc_right_handed = proj_right_handed * omath::mat_column_from_vector(right_handed);

View File

@@ -7,9 +7,12 @@
using namespace omath;
using namespace omath::source_engine;
using Projectile = projectile_prediction::Projectile<float>;
using Target = projectile_prediction::Target<float>;
TEST(PredEngineTrait, PredictProjectilePositionBasic)
{
projectile_prediction::Projectile p;
Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 1.f;
@@ -23,7 +26,7 @@ TEST(PredEngineTrait, PredictProjectilePositionBasic)
TEST(PredEngineTrait, PredictTargetPositionAirborne)
{
projectile_prediction::Target t;
Target t;
t.m_origin = {0.f, 0.f, 10.f};
t.m_velocity = {1.f, 0.f, 0.f};
t.m_is_airborne = true;
@@ -42,7 +45,7 @@ TEST(PredEngineTrait, CalcVector2dDistance)
TEST(PredEngineTrait, CalcViewpointFromAngles)
{
projectile_prediction::Projectile p;
Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
@@ -55,7 +58,7 @@ TEST(PredEngineTrait, CalcViewpointFromAngles)
TEST(PredEngineTrait, PredictProjectilePositionWithLaunchOffset)
{
projectile_prediction::Projectile p;
Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_offset = {5.f, 3.f, -2.f};
p.m_launch_speed = 10.f;
@@ -76,13 +79,13 @@ TEST(PredEngineTrait, PredictProjectilePositionWithLaunchOffset)
TEST(PredEngineTrait, ZeroLaunchOffsetMatchesOriginalBehavior)
{
projectile_prediction::Projectile p;
Projectile p;
p.m_origin = {10.f, 20.f, 30.f};
p.m_launch_offset = {0.f, 0.f, 0.f};
p.m_launch_speed = 15.f;
p.m_gravity_scale = 0.5f;
projectile_prediction::Projectile p_no_offset;
Projectile p_no_offset;
p_no_offset.m_origin = {10.f, 20.f, 30.f};
p_no_offset.m_launch_speed = 15.f;
p_no_offset.m_gravity_scale = 0.5f;

View File

@@ -1,14 +1,19 @@
#include <gtest/gtest.h>
#include <omath/projectile_prediction/proj_pred_engine_legacy.hpp>
#include <omath/engines/source_engine/traits/camera_trait.hpp>
using Projectile = omath::projectile_prediction::Projectile<float>;
using Target = omath::projectile_prediction::Target<float>;
using Engine = omath::projectile_prediction::ProjPredEngineLegacy<>;
TEST(UnitTestPrediction, PredictionTest)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {100, 0, 90}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {3, 2, 1}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
constexpr Projectile proj = {
.m_origin = {3, 2, 1}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
const auto viewPoint =
omath::projectile_prediction::ProjPredEngineLegacy(400, 1.f / 1000.f, 50, 5.f).maybe_calculate_aim_point(proj, target);
Engine(400.f, 1.f / 1000.f, 50.f, 5.f).maybe_calculate_aim_point(proj, target);
const auto [pitch, yaw, _] =omath::source_engine::CameraTrait::calc_look_at_angle(proj.m_origin, viewPoint.value());
@@ -18,12 +23,12 @@ TEST(UnitTestPrediction, PredictionTest)
}
// Helper: verify aim_angles match angles derived from aim_point via CameraTrait
static void expect_angles_match_aim_point(const omath::projectile_prediction::Projectile& proj,
const omath::projectile_prediction::Target& target,
static void expect_angles_match_aim_point(const Projectile& proj,
const Target& target,
float gravity, float step, float max_time, float tolerance,
float angle_eps = 0.01f)
{
const omath::projectile_prediction::ProjPredEngineLegacy engine(gravity, step, max_time, tolerance);
const Engine engine(gravity, step, max_time, tolerance);
const auto aim_point = engine.maybe_calculate_aim_point(proj, target);
const auto aim_angles = engine.maybe_calculate_aim_angles(proj, target);
@@ -45,30 +50,30 @@ static void expect_angles_match_aim_point(const omath::projectile_prediction::Pr
TEST(UnitTestPrediction, AimAnglesMatchAimPoint_StaticTarget)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {100, 0, 90}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {3, 2, 1}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
constexpr Projectile proj = {
.m_origin = {3, 2, 1}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_angles_match_aim_point(proj, target, 400, 1.f / 1000.f, 50, 5.f);
}
TEST(UnitTestPrediction, AimAnglesMatchAimPoint_MovingTarget)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {500, 100, 0}, .m_velocity = {-50, 20, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 3000, .m_gravity_scale = 1.0};
constexpr Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 3000.f, .m_gravity_scale = 1.0f};
expect_angles_match_aim_point(proj, target, 800, 1.f / 500.f, 30, 10.f);
}
TEST(UnitTestPrediction, AimAnglesMatchAimPoint_AirborneTarget)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {200, 50, 300}, .m_velocity = {10, -5, -20}, .m_is_airborne = true};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 4000, .m_gravity_scale = 0.5};
constexpr Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 4000.f, .m_gravity_scale = 0.5f};
expect_angles_match_aim_point(proj, target, 400, 1.f / 1000.f, 50, 10.f);
}
@@ -76,10 +81,10 @@ TEST(UnitTestPrediction, AimAnglesMatchAimPoint_AirborneTarget)
TEST(UnitTestPrediction, AimAnglesMatchAimPoint_HighArc)
{
// Target nearly directly above — high pitch angle
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {10, 0, 500}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 5000, .m_gravity_scale = 0.3};
constexpr Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.3f};
expect_angles_match_aim_point(proj, target, 400, 1.f / 1000.f, 50, 5.f);
}
@@ -87,20 +92,20 @@ TEST(UnitTestPrediction, AimAnglesMatchAimPoint_HighArc)
TEST(UnitTestPrediction, AimAnglesMatchAimPoint_NegativeYaw)
{
// Target behind and to the left — negative yaw quadrant
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {-200, -150, 10}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
constexpr Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_angles_match_aim_point(proj, target, 400, 1.f / 1000.f, 50, 5.f);
}
TEST(UnitTestPrediction, AimAnglesMatchAimPoint_WithLaunchOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {200, 0, 50}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
const omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {5, 0, -3}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
const Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {5, 0, -3}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_angles_match_aim_point(proj, target, 400, 1.f / 1000.f, 50, 5.f);
}
@@ -108,13 +113,13 @@ TEST(UnitTestPrediction, AimAnglesMatchAimPoint_WithLaunchOffset)
// Helper: simulate projectile flight using aim_angles and verify it reaches the target.
// Steps the projectile forward in small increments, simultaneously predicts target position,
// and checks that the minimum distance is within hit_tolerance.
static void expect_projectile_hits_target(const omath::projectile_prediction::Projectile& proj,
const omath::projectile_prediction::Target& target,
static void expect_projectile_hits_target(const Projectile& proj,
const Target& target,
float gravity, float engine_step, float max_time, float engine_tolerance,
float hit_tolerance, float sim_step = 1.f / 2000.f)
{
using Trait = omath::source_engine::PredEngineTrait;
const omath::projectile_prediction::ProjPredEngineLegacy engine(gravity, engine_step, max_time, engine_tolerance);
const Engine engine(gravity, engine_step, max_time, engine_tolerance);
const auto aim_angles = engine.maybe_calculate_aim_angles(proj, target);
ASSERT_TRUE(aim_angles.has_value()) << "engine must find a solution";
@@ -148,50 +153,50 @@ static void expect_projectile_hits_target(const omath::projectile_prediction::Pr
TEST(ProjectileSimulation, HitsStaticTarget_NoOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {100, 0, 90}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {3, 2, 1}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
constexpr Projectile proj = {
.m_origin = {3, 2, 1}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 5.f, 10.f);
}
TEST(ProjectileSimulation, HitsMovingTarget_NoOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {500, 100, 0}, .m_velocity = {-50, 20, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 3000, .m_gravity_scale = 1.0};
constexpr Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 3000.f, .m_gravity_scale = 1.0f};
expect_projectile_hits_target(proj, target, 800, 1.f / 500.f, 30, 10.f, 15.f);
}
TEST(ProjectileSimulation, HitsAirborneTarget_NoOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {200, 50, 300}, .m_velocity = {10, -5, -20}, .m_is_airborne = true};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 4000, .m_gravity_scale = 0.5};
constexpr Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 4000.f, .m_gravity_scale = 0.5f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 10.f, 15.f);
}
TEST(ProjectileSimulation, HitsHighTarget_NoOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {10, 0, 500}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 5000, .m_gravity_scale = 0.3};
constexpr Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.3f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 5.f, 10.f);
}
TEST(ProjectileSimulation, HitsNegativeYawTarget_NoOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {-200, -150, 10}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
constexpr Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 5.f, 10.f);
}
@@ -200,92 +205,92 @@ TEST(ProjectileSimulation, HitsNegativeYawTarget_NoOffset)
TEST(ProjectileSimulation, HitsStaticTarget_SmallOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {200, 0, 50}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
const omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {5, 0, -3}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
const Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {5, 0, -3}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 5.f, 10.f);
}
TEST(ProjectileSimulation, HitsStaticTarget_LargeXOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {300, 100, 0}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
const omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {20, 0, 0}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
const Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {20, 0, 0}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 5.f, 10.f);
}
TEST(ProjectileSimulation, HitsStaticTarget_LargeYOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {150, -200, 30}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
const omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {0, 15, 0}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
const Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {0, 15, 0}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 5.f, 10.f);
}
TEST(ProjectileSimulation, HitsStaticTarget_LargeZOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {100, 0, 200}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
const omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {0, 0, -10}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
const Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {0, 0, -10}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 5.f, 10.f);
}
TEST(ProjectileSimulation, HitsStaticTarget_AllAxesOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {250, 80, 60}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
const omath::projectile_prediction::Projectile proj = {
.m_origin = {10, 5, 20}, .m_launch_offset = {8, -4, -6}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
const Projectile proj = {
.m_origin = {10, 5, 20}, .m_launch_offset = {8, -4, -6}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 5.f, 10.f);
}
TEST(ProjectileSimulation, HitsMovingTarget_WithOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {400, 0, 50}, .m_velocity = {-30, 10, 5}, .m_is_airborne = false};
const omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {10, -5, 2}, .m_launch_speed = 3000, .m_gravity_scale = 0.8};
const Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {10, -5, 2}, .m_launch_speed = 3000.f, .m_gravity_scale = 0.8f};
expect_projectile_hits_target(proj, target, 800, 1.f / 500.f, 30, 10.f, 15.f);
}
TEST(ProjectileSimulation, HitsAirborneTarget_WithOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {150, 80, 250}, .m_velocity = {5, -10, -30}, .m_is_airborne = true};
const omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 50}, .m_launch_offset = {3, 7, -5}, .m_launch_speed = 4000, .m_gravity_scale = 0.5};
const Projectile proj = {
.m_origin = {0, 0, 50}, .m_launch_offset = {3, 7, -5}, .m_launch_speed = 4000.f, .m_gravity_scale = 0.5f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 10.f, 15.f);
}
TEST(ProjectileSimulation, HitsNegativeYawTarget_WithOffset)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {-200, -150, 10}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
const omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {-5, 3, 2}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
const Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_offset = {-5, 3, 2}, .m_launch_speed = 5000.f, .m_gravity_scale = 0.4f};
expect_projectile_hits_target(proj, target, 400, 1.f / 1000.f, 50, 5.f, 10.f);
}
TEST(UnitTestPrediction, AimAnglesReturnsNulloptWhenNoSolution)
{
constexpr omath::projectile_prediction::Target target{
constexpr Target target{
.m_origin = {100000, 0, 0}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr omath::projectile_prediction::Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 1, .m_gravity_scale = 1};
constexpr Projectile proj = {
.m_origin = {0, 0, 0}, .m_launch_speed = 1.f, .m_gravity_scale = 1.f};
const omath::projectile_prediction::ProjPredEngineLegacy engine(9.81f, 0.1f, 2.f, 5.f);
const Engine engine(9.81f, 0.1f, 2.f, 5.f);
const auto aim_point = engine.maybe_calculate_aim_point(proj, target);
const auto aim_angles = engine.maybe_calculate_aim_angles(proj, target);

View File

@@ -4,8 +4,8 @@
#include <omath/projectile_prediction/target.hpp>
#include <omath/linear_algebra/vector3.hpp>
using omath::projectile_prediction::Projectile;
using omath::projectile_prediction::Target;
using Projectile = omath::projectile_prediction::Projectile<float>;
using Target = omath::projectile_prediction::Target<float>;
using omath::Vector3;
// Fake engine trait where gravity is effectively zero and projectile prediction always hits the target