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Add comprehensive documentation for all game engines
Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
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docs/engines/unreal_engine/formulas.md
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docs/engines/unreal_engine/formulas.md
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# `omath::unreal_engine` — formulas & matrix helpers
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> Header: `omath/engines/unreal_engine/formulas.hpp`
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> Namespace: `omath::unreal_engine`
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> Purpose: compute direction vectors, rotation matrices, view matrices, and perspective projections for Unreal Engine
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---
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## Summary
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This header provides **Unreal Engine**-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 Unreal Engine's **Z-up, left-handed** coordinate system.
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---
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## API
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```cpp
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namespace omath::unreal_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::unreal_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
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* `right_vector(angles)` → unit vector pointing to the camera's right
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* `up_vector(angles)` → unit vector pointing upward relative to the camera
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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
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* `calc_view_matrix(angles, origin)` → camera view matrix
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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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---
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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., 90)
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aspect_ratio, // width / height (e.g., 16/9)
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near_plane, // e.g., 10.0
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far_plane // e.g., 100000.0
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);
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```
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Produces a **perspective projection matrix** suitable for 3D rendering pipelines. 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::unreal_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(45.0f),
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RollAngle::from_degrees(0.0f)
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};
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Vector3<float> cam_pos{1000.0f, 500.0f, 200.0f};
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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
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auto view_mat = calc_view_matrix(angles, cam_pos);
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auto proj_mat = calc_perspective_projection_matrix(90.0f, 16.0f/9.0f, 10.0f, 100000.0f);
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// Use view_mat and proj_mat for rendering...
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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 +X axis
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* **Coordinate system**: Z-up, X-forward, Y-right (left-handed)
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---
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## See also
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* `omath/engines/unreal_engine/constants.hpp` — coordinate frame & angle types
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* `omath/engines/unreal_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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