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https://github.com/orange-cpp/omath.git
synced 2026-02-13 23:13:26 +00:00
changed naming of engines section
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@@ -1,2 +1,2 @@
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add_subdirectory(Source)
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add_subdirectory(OpenGL)
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add_subdirectory(source_engine)
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add_subdirectory(opengl_engine)
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@@ -1,11 +1,11 @@
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//
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// Created by Orange on 12/23/2024.
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//
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#include "omath/engines/OpenGL/Camera.hpp"
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#include "omath/engines/OpenGL/Formulas.hpp"
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#include "omath/engines/opengl_engine/Camera.hpp"
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#include "omath/engines/opengl_engine/Formulas.hpp"
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namespace omath::opengl
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namespace omath::opengl_engine
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{
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Camera::Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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@@ -25,7 +25,7 @@ namespace omath::opengl
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}
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Mat4x4 Camera::CalcViewMatrix() const
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{
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return opengl::CalcViewMatrix(m_viewAngles, m_origin);
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return opengl_engine::CalcViewMatrix(m_viewAngles, m_origin);
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}
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Mat4x4 Camera::CalcProjectionMatrix() const
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{
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@@ -1,11 +1,11 @@
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//
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// Created by Orange on 12/4/2024.
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//
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#include "omath/engines/Source/Camera.hpp"
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#include "omath/engines/Source/Formulas.hpp"
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#include "omath/engines/source_engine/Camera.hpp"
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#include "omath/engines/source_engine/Formulas.hpp"
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namespace omath::source
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namespace omath::source_engine
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{
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Camera::Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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@@ -26,7 +26,7 @@ namespace omath::source
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Mat4x4 Camera::CalcViewMatrix() const
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{
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return source::CalcViewMatrix(m_viewAngles, m_origin);
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return source_engine::CalcViewMatrix(m_viewAngles, m_origin);
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}
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Mat4x4 Camera::CalcProjectionMatrix() const
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@@ -4,15 +4,15 @@
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#include "omath/projectile_prediction/Projectile.hpp"
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#include <omath/engines/Source/Formulas.hpp>
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#include <omath/engines/source_engine/Formulas.hpp>
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namespace omath::projectile_prediction
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{
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Vector3<float> Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const
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{
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auto currentPos = m_origin + source::ForwardVector({source::PitchAngle::FromDegrees(-pitch),
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source::YawAngle::FromDegrees(yaw),
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source::RollAngle::FromDegrees(0)}) *
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auto currentPos = m_origin + source_engine::ForwardVector({source_engine::PitchAngle::FromDegrees(-pitch),
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source_engine::YawAngle::FromDegrees(yaw),
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source_engine::RollAngle::FromDegrees(0)}) *
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m_launchSpeed * time;
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currentPos.z -= (gravity * m_gravityScale) * (time * time) * 0.5f;
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