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Add comprehensive documentation for all game engines
Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
This commit is contained in:
110
docs/engines/opengl_engine/camera_trait.md
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110
docs/engines/opengl_engine/camera_trait.md
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# `omath::opengl_engine::CameraTrait` — plug-in trait for `projection::Camera`
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> Header: `omath/engines/opengl_engine/traits/camera_trait.hpp` • Impl: `omath/engines/opengl_engine/traits/camera_trait.cpp`
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> Namespace: `omath::opengl_engine`
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> Purpose: provide OpenGL-style **look-at**, **view**, and **projection** math to the generic `omath::projection::Camera` (satisfies `CameraEngineConcept`).
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---
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## Summary
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`CameraTrait` exposes three `static` functions:
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* `calc_look_at_angle(origin, look_at)` – computes Euler angles so the camera at `origin` looks at `look_at`. Implementation normalizes the direction, computes **pitch** as `asin(dir.y)` and **yaw** as `-atan2(dir.x, -dir.z)`; **roll** is `0`. Pitch/yaw are returned using the project's strong angle types (`PitchAngle`, `YawAngle`, `RollAngle`).
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* `calc_view_matrix(angles, origin)` – delegates to OpenGL formulas `opengl_engine::calc_view_matrix`, producing a `Mat4X4` view matrix (column-major) for the given angles and origin.
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* `calc_projection_matrix(fov, viewport, near, far)` – builds a perspective projection by calling `calc_perspective_projection_matrix(fov_degrees, aspect, near, far)`, where `aspect = viewport.aspect_ratio()`. Accepts `FieldOfView` (degrees).
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The trait's types (`ViewAngles`, `Mat4X4`, angle aliases) and helpers live in the OpenGL math headers included by the trait (`formulas.hpp`) and the shared projection header (`projection/camera.hpp`).
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---
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## API
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```cpp
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namespace omath::opengl_engine {
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class CameraTrait final {
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public:
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// Compute Euler angles (pitch/yaw/roll) to look from cam_origin to look_at.
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static ViewAngles
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calc_look_at_angle(const Vector3<float>& cam_origin,
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const Vector3<float>& look_at) noexcept;
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// Build view matrix for given angles and origin (column-major).
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static Mat4X4
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calc_view_matrix(const ViewAngles& angles,
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const Vector3<float>& cam_origin) noexcept;
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// Build perspective projection from FOV (deg), viewport, near/far (column-major).
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static Mat4X4
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calc_projection_matrix(const projection::FieldOfView& fov,
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const projection::ViewPort& view_port,
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float near, float far) noexcept;
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};
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} // namespace omath::opengl_engine
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```
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Uses: `Vector3<float>`, `ViewAngles` (pitch/yaw/roll), `Mat4X4`, `projection::FieldOfView`, `projection::ViewPort`.
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---
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## Behavior & conventions
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* **Angles from look-at** (Y-up, -Z forward coordinate system):
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```
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dir = normalize(look_at - origin)
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pitch = asin(dir.y) // +Y is up
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yaw = -atan2(dir.x, -dir.z) // horizontal rotation
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roll = 0
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```
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Returned as `PitchAngle::from_radians(...)`, `YawAngle::from_radians(...)`, etc.
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* **View matrix**: built by the OpenGL helper `opengl_engine::calc_view_matrix(angles, origin)` to match OpenGL's right-handed, Y-up, -Z forward conventions. Matrix is **column-major**.
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* **Projection**: uses `calc_perspective_projection_matrix(fov.as_degrees(), viewport.aspect_ratio(), near, far)`. Pass your **vertical FOV** in degrees via `FieldOfView`; the helper computes a standard perspective matrix (column-major).
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---
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## Using with `projection::Camera`
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Create a camera whose math is driven by this trait:
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```cpp
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using Mat4 = Mat4X4; // from OpenGL math headers (column-major)
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using Angs = ViewAngles; // pitch/yaw/roll type
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using GLcam = omath::projection::Camera<Mat4, Angs, omath::opengl_engine::CameraTrait>;
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omath::projection::ViewPort vp{1920.f, 1080.f};
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auto fov = omath::projection::FieldOfView::from_degrees(45.f);
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GLcam cam(
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/*position*/ {5.f, 3.f, 5.f},
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/*angles*/ omath::opengl_engine::CameraTrait::calc_look_at_angle({5,3,5},{0,0,0}),
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/*viewport*/ vp,
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/*fov*/ fov,
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/*near*/ 0.1f,
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/*far*/ 100.f
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);
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```
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This satisfies `CameraEngineConcept` expected by `projection::Camera` (look-at, view, projection) as declared in the trait header.
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---
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## Notes & tips
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* Ensure your `ViewAngles` aliases (`PitchAngle`, `YawAngle`, `RollAngle`) match the project's angle policy (ranges/normalization). The implementation constructs them **from radians**.
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* `aspect_ratio()` is taken directly from `ViewPort` (`width / height`), so keep both positive and non-zero.
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* `near` must be > 0 and `< far` for a valid projection matrix (enforced by your math helpers).
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* OpenGL uses **Y-up, -Z forward**: pitch angles control vertical look (positive = up), yaw controls horizontal rotation.
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* Matrices are **column-major** (no transpose needed for OpenGL shaders).
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---
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## See also
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* OpenGL math helpers in `omath/engines/opengl_engine/formulas.hpp` (view/projection builders used above).
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* Generic camera wrapper `omath::projection::Camera` and its `CameraEngineConcept` (this trait is designed to plug straight into it).
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78
docs/engines/opengl_engine/constants.md
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78
docs/engines/opengl_engine/constants.md
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# `omath::opengl_engine` — types & constants
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> Header: `omath/engines/opengl_engine/constants.hpp`
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> Namespace: `omath::opengl_engine`
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> Purpose: define OpenGL coordinate system, matrix types, and angle ranges
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---
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## Summary
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The **OpenGL Engine** uses a **Y-up, right-handed** coordinate system:
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* **Up** = `{0, 1, 0}` (Y-axis)
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* **Right** = `{1, 0, 0}` (X-axis)
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* **Forward** = `{0, 0, -1}` (negative Z-axis)
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Matrices are **column-major**. Angles are **clamped pitch** (±90°) and **normalized yaw/roll** (±180°).
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---
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## Constants
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```cpp
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namespace omath::opengl_engine {
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constexpr Vector3<float> k_abs_up = {0, 1, 0};
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constexpr Vector3<float> k_abs_right = {1, 0, 0};
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constexpr Vector3<float> k_abs_forward = {0, 0, -1};
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}
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```
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These basis vectors define the engine's **world coordinate frame**.
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---
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## Matrix types
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```cpp
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using Mat4X4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat3X3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat1X3 = Mat<1, 3, float, MatStoreType::COLUMN_MAJOR>;
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```
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**Column-major** storage means columns are contiguous in memory. This matches OpenGL's native matrix layout and shader expectations (GLSL).
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---
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## Angle types
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```cpp
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using PitchAngle = Angle<float, -90.f, 90.f, AngleFlags::Clamped>;
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using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
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```
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* **PitchAngle**: clamped to **[-90°, +90°]** (looking down vs. up)
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* **YawAngle**: normalized to **[-180°, +180°]** (horizontal rotation)
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* **RollAngle**: normalized to **[-180°, +180°]** (camera roll)
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`ViewAngles` bundles all three into a single type for camera/view transforms.
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---
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## Coordinate system notes
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* **Y-up**: gravity points along `-Y`, height increases with `+Y`
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* **Right-handed**: cross product `right × up = forward` (forward is `-Z`)
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* **Forward = -Z**: the camera looks down the negative Z-axis (OpenGL convention)
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* This matches **OpenGL** conventions for 3D graphics pipelines
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---
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## See also
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* `omath/engines/opengl_engine/formulas.hpp` — view/projection matrix builders
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* `omath/trigonometry/angle.hpp` — angle normalization & clamping helpers
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* `omath/trigonometry/view_angles.hpp` — generic pitch/yaw/roll wrapper
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140
docs/engines/opengl_engine/formulas.md
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140
docs/engines/opengl_engine/formulas.md
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# `omath::opengl_engine` — formulas & matrix helpers
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> Header: `omath/engines/opengl_engine/formulas.hpp`
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> Namespace: `omath::opengl_engine`
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> Purpose: compute direction vectors, rotation matrices, view matrices, and perspective projections for OpenGL
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---
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## Summary
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This header provides **OpenGL**-specific math for:
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* **Direction vectors** (`forward`, `right`, `up`) from `ViewAngles`
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* **Rotation matrices** from Euler angles
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* **View matrices** (camera transforms)
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* **Perspective projection** matrices
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All functions respect OpenGL's **Y-up, right-handed** coordinate system with **forward = -Z**.
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---
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## API
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```cpp
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namespace omath::opengl_engine {
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// Compute forward direction from pitch/yaw/roll
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[[nodiscard]]
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Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
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// Compute right direction from pitch/yaw/roll
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[[nodiscard]]
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Vector3<float> right_vector(const ViewAngles& angles) noexcept;
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// Compute up direction from pitch/yaw/roll
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[[nodiscard]]
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Vector3<float> up_vector(const ViewAngles& angles) noexcept;
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// Build 3x3 rotation matrix from angles
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[[nodiscard]]
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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// Build view matrix (camera space transform)
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[[nodiscard]]
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Mat4X4 calc_view_matrix(const ViewAngles& angles,
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const Vector3<float>& cam_origin) noexcept;
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// Build perspective projection matrix
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view,
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float aspect_ratio,
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float near, float far) noexcept;
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} // namespace omath::opengl_engine
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```
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---
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## Direction vectors
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Given camera angles (pitch/yaw/roll):
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* `forward_vector(angles)` → unit vector pointing where the camera looks (typically `-Z` direction)
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* `right_vector(angles)` → unit vector pointing to the camera's right (`+X` direction)
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* `up_vector(angles)` → unit vector pointing upward relative to the camera (`+Y` direction)
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These are used for movement, aim direction, and building coordinate frames.
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---
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## Rotation & view matrices
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* `rotation_matrix(angles)` → 3×3 (or 4×4) rotation matrix from Euler angles (column-major)
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* `calc_view_matrix(angles, origin)` → camera view matrix (column-major)
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The view matrix transforms world coordinates into camera space (origin at camera, axes aligned with camera orientation).
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**Note**: Matrices are **column-major** to match OpenGL/GLSL conventions. No transpose needed when uploading to shaders.
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---
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## Perspective projection
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```cpp
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Mat4X4 proj = calc_perspective_projection_matrix(
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fov_degrees, // vertical field of view (e.g., 45)
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aspect_ratio, // width / height (e.g., 16/9)
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near_plane, // e.g., 0.1
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far_plane // e.g., 100.0
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);
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```
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Produces a **perspective projection matrix** suitable for OpenGL rendering. Combined with the view matrix, this implements the standard camera transform chain.
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---
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## Usage example
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```cpp
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using namespace omath::opengl_engine;
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// Camera setup
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ViewAngles angles = {
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PitchAngle::from_degrees(-20.0f),
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YawAngle::from_degrees(135.0f),
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RollAngle::from_degrees(0.0f)
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};
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Vector3<float> cam_pos{5.0f, 3.0f, 5.0f};
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// Compute direction
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auto forward = forward_vector(angles);
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auto right = right_vector(angles);
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auto up = up_vector(angles);
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// Build matrices (column-major for OpenGL)
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auto view_mat = calc_view_matrix(angles, cam_pos);
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auto proj_mat = calc_perspective_projection_matrix(45.0f, 16.0f/9.0f, 0.1f, 100.0f);
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// Upload to OpenGL shaders (no transpose needed)
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glUniformMatrix4fv(view_loc, 1, GL_FALSE, view_mat.data());
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glUniformMatrix4fv(proj_loc, 1, GL_FALSE, proj_mat.data());
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```
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---
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## Conventions
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* **Angles**: pitch (up/down), yaw (left/right), roll (tilt)
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* **Pitch**: positive = looking up, negative = looking down
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* **Yaw**: increases counter-clockwise from the -Z axis
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* **Coordinate system**: Y-up, -Z-forward, X-right (right-handed)
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* **Matrix storage**: column-major (matches OpenGL/GLSL)
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---
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## See also
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* `omath/engines/opengl_engine/constants.hpp` — coordinate frame & angle types
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* `omath/engines/opengl_engine/traits/camera_trait.hpp` — plug-in for generic `Camera`
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* `omath/projection/camera.hpp` — generic camera wrapper using these formulas
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199
docs/engines/opengl_engine/pred_engine_trait.md
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199
docs/engines/opengl_engine/pred_engine_trait.md
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# `omath::opengl_engine::PredEngineTrait` — projectile prediction trait
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> Header: `omath/engines/opengl_engine/traits/pred_engine_trait.hpp`
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> Namespace: `omath::opengl_engine`
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> Purpose: provide OpenGL-specific projectile and target prediction for ballistic calculations
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---
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## Summary
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`PredEngineTrait` implements engine-specific helpers for **projectile prediction**:
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* `predict_projectile_position` – computes where a projectile will be after `time` seconds
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* `predict_target_position` – computes where a moving target will be after `time` seconds
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* `calc_vector_2d_distance` – horizontal distance (X/Z plane, ignoring Y)
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* `get_vector_height_coordinate` – extracts vertical coordinate (Y in OpenGL)
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* `calc_viewpoint_from_angles` – computes aim point given pitch angle
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* `calc_direct_pitch_angle` – pitch angle to look from origin to target
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* `calc_direct_yaw_angle` – yaw angle to look from origin to target
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|
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These methods satisfy the `PredEngineTraitConcept` required by generic projectile prediction algorithms.
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||||
---
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||||
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||||
## API
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||||
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||||
```cpp
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namespace omath::opengl_engine {
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||||
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||||
class PredEngineTrait final {
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public:
|
||||
// Predict projectile position after `time` seconds
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static constexpr Vector3<float>
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||||
predict_projectile_position(const projectile_prediction::Projectile& projectile,
|
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float pitch, float yaw, float time,
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float gravity) noexcept;
|
||||
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||||
// Predict target position after `time` seconds
|
||||
static constexpr Vector3<float>
|
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predict_target_position(const projectile_prediction::Target& target,
|
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float time, float gravity) noexcept;
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||||
|
||||
// Compute horizontal (2D) distance
|
||||
static float
|
||||
calc_vector_2d_distance(const Vector3<float>& delta) noexcept;
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||||
// Get vertical coordinate (Y in OpenGL)
|
||||
static constexpr float
|
||||
get_vector_height_coordinate(const Vector3<float>& vec) noexcept;
|
||||
|
||||
// Compute aim point from angles
|
||||
static Vector3<float>
|
||||
calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
|
||||
Vector3<float> predicted_target_position,
|
||||
std::optional<float> projectile_pitch) noexcept;
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||||
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||||
// Compute pitch angle to look at target
|
||||
static float
|
||||
calc_direct_pitch_angle(const Vector3<float>& origin,
|
||||
const Vector3<float>& view_to) noexcept;
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||||
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||||
// Compute yaw angle to look at target
|
||||
static float
|
||||
calc_direct_yaw_angle(const Vector3<float>& origin,
|
||||
const Vector3<float>& view_to) noexcept;
|
||||
};
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||||
|
||||
} // namespace omath::opengl_engine
|
||||
```
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||||
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||||
---
|
||||
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||||
## Projectile prediction
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||||
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||||
```cpp
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||||
auto pos = PredEngineTrait::predict_projectile_position(
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||||
projectile, // initial position, speed, gravity scale
|
||||
pitch_deg, // launch pitch (positive = up)
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||||
yaw_deg, // launch yaw
|
||||
time, // time in seconds
|
||||
gravity // gravity constant (e.g., 9.81 m/s²)
|
||||
);
|
||||
```
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||||
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||||
Computes:
|
||||
|
||||
1. Forward vector from pitch/yaw (using `forward_vector`)
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||||
2. Initial velocity: `forward * launch_speed`
|
||||
3. Position after `time`: `origin + velocity*time - 0.5*gravity*gravityScale*time²` (Y component only)
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||||
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||||
**Note**: Negative pitch in `forward_vector` convention → positive pitch looks up.
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||||
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||||
---
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||||
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||||
## Target prediction
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||||
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||||
```cpp
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||||
auto pos = PredEngineTrait::predict_target_position(
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||||
target, // position, velocity, airborne flag
|
||||
time, // time in seconds
|
||||
gravity // gravity constant
|
||||
);
|
||||
```
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||||
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||||
Simple linear extrapolation plus gravity if target is airborne:
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||||
|
||||
```
|
||||
predicted = origin + velocity * time
|
||||
if (airborne)
|
||||
predicted.y -= 0.5 * gravity * time²
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Distance & height helpers
|
||||
|
||||
* `calc_vector_2d_distance(delta)` → `sqrt(delta.x² + delta.z²)` (horizontal distance)
|
||||
* `get_vector_height_coordinate(vec)` → `vec.y` (vertical coordinate in OpenGL)
|
||||
|
||||
Used to compute ballistic arc parameters.
|
||||
|
||||
---
|
||||
|
||||
## Aim angle calculation
|
||||
|
||||
* `calc_direct_pitch_angle(origin, target)` → pitch in degrees to look from `origin` to `target`
|
||||
- Formula: `asin(Δy / distance)` converted to degrees (direction normalized first)
|
||||
- Positive = looking up, negative = looking down
|
||||
|
||||
* `calc_direct_yaw_angle(origin, target)` → yaw in degrees to look from `origin` to `target`
|
||||
- Formula: `-atan2(Δx, -Δz)` converted to degrees (direction normalized first)
|
||||
- Horizontal rotation around Y-axis (accounts for -Z forward convention)
|
||||
|
||||
---
|
||||
|
||||
## Viewpoint from angles
|
||||
|
||||
```cpp
|
||||
auto aim_point = PredEngineTrait::calc_viewpoint_from_angles(
|
||||
projectile,
|
||||
predicted_target_pos,
|
||||
optional_pitch_deg
|
||||
);
|
||||
```
|
||||
|
||||
Computes where to aim in 3D space given a desired pitch angle. Uses horizontal distance and `tan(pitch)` to compute height offset. Result has adjusted Y coordinate.
|
||||
|
||||
---
|
||||
|
||||
## Conventions
|
||||
|
||||
* **Coordinate system**: Y-up, -Z forward (height increases with Y)
|
||||
* **Angles**: pitch in [-90°, +90°], yaw in [-180°, +180°]
|
||||
* **Gravity**: applied downward along -Y axis
|
||||
* **Pitch convention**: +90° = straight up, -90° = straight down
|
||||
* **Forward direction**: negative Z-axis
|
||||
|
||||
---
|
||||
|
||||
## Usage example
|
||||
|
||||
```cpp
|
||||
using namespace omath::opengl_engine;
|
||||
using namespace omath::projectile_prediction;
|
||||
|
||||
Projectile proj{
|
||||
.m_origin = {0, 2, 0},
|
||||
.m_launch_speed = 30.0f,
|
||||
.m_gravity_scale = 1.0f
|
||||
};
|
||||
|
||||
Target tgt{
|
||||
.m_origin = {10, 2, -15},
|
||||
.m_velocity = {0.5f, 0, -1.0f},
|
||||
.m_is_airborne = false
|
||||
};
|
||||
|
||||
float gravity = 9.81f;
|
||||
float time = 0.5f;
|
||||
|
||||
// Predict where target will be
|
||||
auto target_pos = PredEngineTrait::predict_target_position(tgt, time, gravity);
|
||||
|
||||
// Compute aim angles
|
||||
float pitch = PredEngineTrait::calc_direct_pitch_angle(proj.m_origin, target_pos);
|
||||
float yaw = PredEngineTrait::calc_direct_yaw_angle(proj.m_origin, target_pos);
|
||||
|
||||
// Predict projectile position with those angles
|
||||
auto proj_pos = PredEngineTrait::predict_projectile_position(proj, pitch, yaw, time, gravity);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## See also
|
||||
|
||||
* `omath/engines/opengl_engine/formulas.hpp` — direction vectors and matrix builders
|
||||
* `omath/projectile_prediction/projectile.hpp` — `Projectile` struct
|
||||
* `omath/projectile_prediction/target.hpp` — `Target` struct
|
||||
* Generic projectile prediction algorithms that use `PredEngineTraitConcept`
|
||||
Reference in New Issue
Block a user