Improve documentation with cross-references and README enhancements

Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2025-11-01 09:54:08 +00:00
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@@ -43,18 +43,45 @@ It provides the latest features, is highly customizable, has all for cheat devel
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# Features
- **Efficiency**: Optimized for performance, ensuring quick computations using AVX2.
- **Versatility**: Includes a wide array of mathematical functions and algorithms.
- **Ease of Use**: Simplified interface for convenient integration into various projects.
- **Projectile Prediction**: Projectile prediction engine with O(N) algo complexity, that can power you projectile aim-bot.
- **3D Projection**: No need to find view-projection matrix anymore you can make your own projection pipeline.
- **Collision Detection**: Production ready code to handle collision detection by using simple interfaces.
- **No Additional Dependencies**: No additional dependencies need to use OMath except unit test execution
- **Ready for meta-programming**: Omath use templates for common types like Vectors, Matrixes etc, to handle all types!
- **Engine support**: Supports coordinate systems of **Source, Unity, Unreal, Frostbite, IWEngine and canonical OpenGL**.
- **Cross platform**: Supports Windows, MacOS and Linux.
- **Algorithms**: Has ability to scan for byte pattern with wildcards in PE files/modules, binary slices, works even with Wine apps.
## 🚀 Quick Example
```cpp
#include <omath/omath.hpp>
using namespace omath;
// 3D vector operations
Vector3<float> a{1, 2, 3};
Vector3<float> b{4, 5, 6};
auto dot = a.dot(b); // 32.0
auto cross = a.cross(b); // (-3, 6, -3)
auto distance = a.distance_to(b); // ~5.196
auto normalized = a.normalized(); // Unit vector
// World-to-screen projection (Source Engine example)
using namespace omath::source_engine;
Camera camera(position, angles, viewport, fov, near_plane, far_plane);
if (auto screen = camera.world_to_screen(world_position)) {
// Draw at screen->x, screen->y
}
```
**[➡️ See more examples and tutorials][TUTORIALS]**
# ✨ Features
- **🚀 Efficiency**: Optimized for performance, ensuring quick computations using AVX2.
- **🎯 Versatility**: Includes a wide array of mathematical functions and algorithms.
- **✅ Ease of Use**: Simplified interface for convenient integration into various projects.
- **🎮 Projectile Prediction**: Projectile prediction engine with O(N) algo complexity, that can power you projectile aim-bot.
- **📐 3D Projection**: No need to find view-projection matrix anymore you can make your own projection pipeline.
- **💥 Collision Detection**: Production ready code to handle collision detection by using simple interfaces.
- **📦 No Additional Dependencies**: No additional dependencies need to use OMath except unit test execution
- **🔧 Ready for meta-programming**: Omath use templates for common types like Vectors, Matrixes etc, to handle all types!
- **🎯 Engine support**: Supports coordinate systems of **Source, Unity, Unreal, Frostbite, IWEngine and canonical OpenGL**.
- **🌍 Cross platform**: Supports Windows, MacOS and Linux.
- **🔍 Algorithms**: Has ability to scan for byte pattern with wildcards in PE files/modules, binary slices, works even with Wine apps.
<div align = center>
# Gallery
@@ -84,6 +111,22 @@ It provides the latest features, is highly customizable, has all for cheat devel
</div>
## 📚 Documentation
- **[Getting Started Guide](https://libomath.org/getting_started/)** - Installation and first steps
- **[API Overview](https://libomath.org/api_overview/)** - Complete API reference
- **[Tutorials](https://libomath.org/tutorials/)** - Step-by-step guides
- **[FAQ](https://libomath.org/faq/)** - Common questions and answers
- **[Troubleshooting](https://libomath.org/troubleshooting/)** - Solutions to common issues
- **[Best Practices](https://libomath.org/best_practices/)** - Guidelines for effective usage
## 🤝 Community & Support
- **Discord**: [Join our community](https://discord.gg/eDgdaWbqwZ)
- **Telegram**: [@orangennotes](https://t.me/orangennotes)
- **Issues**: [Report bugs or request features](https://github.com/orange-cpp/omath/issues)
- **Contributing**: See [CONTRIBUTING.md](CONTRIBUTING.md) for guidelines
# 💘 Acknowledgments
- [All contributors](https://github.com/orange-cpp/omath/graphs/contributors)
@@ -93,8 +136,10 @@ It provides the latest features, is highly customizable, has all for cheat devel
[CS2 Preview]: docs/images/showcase/cs2.jpeg
[TF2 Preview]: docs/images/showcase/tf2.jpg
<!----------------------------------{ Buttons }--------------------------------->
[QUICKSTART]: docs/getting_started.md
[INSTALL]: INSTALL.md
[DOCUMENTATION]: http://libomath.org
[TUTORIALS]: docs/tutorials.md
[CONTRIBUTING]: CONTRIBUTING.md
[EXAMPLES]: examples
[SPONSOR]: https://boosty.to/orangecpp/purchase/3568644?ssource=DIRECT&share=subscription_link

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@@ -168,4 +168,14 @@ public:
---
*Last updated: 31 Oct 2025*
## See Also
- [Plane Documentation](../3d_primitives/plane.md) - Ray-plane intersection
- [Box Documentation](../3d_primitives/box.md) - AABB collision detection
- [Triangle Documentation](../linear_algebra/triangle.md) - Triangle primitives
- [Tutorials - Collision Detection](../tutorials.md#tutorial-4-collision-detection) - Complete collision tutorial
- [Getting Started Guide](../getting_started.md) - Quick start with OMath
---
*Last updated: 1 Nov 2025*

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@@ -105,5 +105,9 @@ This satisfies `CameraEngineConcept` expected by `projection::Camera` (look-at,
## See also
* Source Engine math helpers in `omath/engines/source_engine/formulas.hpp` (view/projection builders used above).
* Generic camera wrapper `omath::projection::Camera` and its `CameraEngineConcept` (this trait is designed to plug straight into it).
* [Source Engine Formulas](formulas.md) - View/projection matrix builders
* [Source Engine Constants](constants.md) - Engine-specific constants
* [Source Engine Pred Engine Trait](pred_engine_trait.md) - Projectile prediction for Source Engine
* [Generic Camera Documentation](../../projection/camera.md) - Camera base class
* [Getting Started Guide](../../getting_started.md) - Quick start with OMath
* [Tutorials - World-to-Screen](../../tutorials.md#tutorial-2-world-to-screen-projection) - Projection tutorial

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@@ -288,4 +288,13 @@ static Vector2 from_im_vec2(const ImVec2&) noexcept;
---
*Last updated: 31 Oct 2025*
## See Also
- [Vector3 Documentation](vector3.md) - 3D vector operations
- [Vector4 Documentation](vector4.md) - 4D vector operations
- [Getting Started Guide](../getting_started.md) - Quick start with OMath
- [Tutorials](../tutorials.md) - Step-by-step examples
---
*Last updated: 1 Nov 2025*

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---
*Last updated: 31 Oct 2025*
## See Also
- [Vector2 Documentation](vector2.md) - 2D vector operations
- [Vector4 Documentation](vector4.md) - 4D vector operations
- [Angle Documentation](../trigonometry/angle.md) - Working with angles
- [Getting Started Guide](../getting_started.md) - Quick start with OMath
- [Tutorials](../tutorials.md) - Practical examples including vector math
---
*Last updated: 1 Nov 2025*

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---
## See Also
- [Projectile Documentation](projectile.md) - Projectile properties
- [Target Documentation](target.md) - Target state representation
- [Legacy Implementation](proj_pred_engine_legacy.md) - Standard projectile prediction engine
- [AVX2 Implementation](proj_pred_engine_avx2.md) - Optimized AVX2 engine
- [Tutorials - Projectile Prediction](../tutorials.md#tutorial-3-projectile-prediction-aim-bot) - Complete aim-bot tutorial
---
*Last updated: 1 Nov 2025*

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@@ -258,4 +258,13 @@ struct LHCTrait {
---
## See Also
- [Engine-Specific Camera Traits](../engines/) - Camera implementations for different game engines
- [View Angles Documentation](../trigonometry/view_angles.md) - Understanding pitch/yaw/roll
- [Getting Started Guide](../getting_started.md) - Quick start with projection
- [Tutorials - World-to-Screen](../tutorials.md#tutorial-2-world-to-screen-projection) - Complete projection tutorial
---
*Last updated: 1 Nov 2025*