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29 Commits

Author SHA1 Message Date
4c65781c6f improvement 2026-04-25 05:34:53 +03:00
29b49685be fix 2026-04-25 05:29:59 +03:00
92582079c5 added types impl 2026-04-25 05:29:21 +03:00
13c7f7eb5a fixed lua 2026-04-25 05:16:18 +03:00
65cb803cfb update 2026-04-25 05:09:07 +03:00
607c034be7 fix 2026-04-25 04:51:10 +03:00
0487e285ef updated for unreal 2026-04-25 04:42:52 +03:00
180f2f2afa added template + concept 2026-04-24 18:51:06 +03:00
35bb1bc3c0 Merge pull request #185 from orange-cpp/feature/unreal-engine-projection-fix
Feature/unreal engine projection fix
2026-04-23 22:46:10 +03:00
e62e8672b3 fixed tests 2026-04-23 22:32:44 +03:00
11c053e28c fixed rotation ordering 2026-04-23 21:24:46 +03:00
56ebc47553 remove axys invertion 2026-04-23 20:02:34 +03:00
b3ba9eaadf updated formulas 2026-04-23 19:48:55 +03:00
42a8a5a763 also fixed for source 2026-04-23 19:23:13 +03:00
2eccb4023f fix 2026-04-23 18:33:00 +03:00
3eb9daf10b +90 up -90 down fix for camera view angles 2026-04-23 02:05:54 +03:00
27cb511510 Merge pull request #184 from orange-cpp/feature/more-tests
Feature/more tests
2026-04-20 01:50:23 +03:00
27b24b5fe7 added gource script 2026-04-20 01:36:08 +03:00
4186ae8d76 added more tests 2026-04-20 01:17:11 +03:00
8e6e3211c2 Merge pull request #183 from orange-cpp/featue/aabb-improvement
Featue/aabb improvement
2026-04-19 23:49:25 +03:00
1c0619ff7b added new methods 2026-04-19 23:20:29 +03:00
dfd18e96fb added aabb improvemnt 2026-04-19 23:07:58 +03:00
20930c629a added method to get camera matrix 2026-04-18 15:40:38 +03:00
0845a2e863 clarified interfaces 2026-04-18 12:54:37 +03:00
f3f454b02e Merge pull request #182 from orange-cpp/feature/camera_upgrade
Feature/camera upgrade
2026-04-15 18:59:18 +03:00
0419043720 Update include/omath/engines/frostbite_engine/camera.hpp
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-04-15 03:48:03 +03:00
79f64d9679 fixed unreal bug, improved interface 2026-04-15 03:38:02 +03:00
dbe29926dc fixed unity bug 2026-04-15 03:25:53 +03:00
9d30446c55 added ability to get view angles from view matrix 2026-04-15 03:08:06 +03:00
28 changed files with 1861 additions and 239 deletions

View File

@@ -318,22 +318,22 @@ int main()
glfwPollEvents(); glfwPollEvents();
omath::Vector3<float> move_dir; omath::Vector3<float> move_dir;
if (glfwGetKey(window, GLFW_KEY_W)) if (glfwGetKey(window, GLFW_KEY_W))
move_dir += camera.get_forward(); move_dir += camera.get_abs_forward();
if (glfwGetKey(window, GLFW_KEY_A)) if (glfwGetKey(window, GLFW_KEY_A))
move_dir -= camera.get_right(); move_dir -= camera.get_abs_right();
if (glfwGetKey(window, GLFW_KEY_S)) if (glfwGetKey(window, GLFW_KEY_S))
move_dir -= camera.get_forward(); move_dir -= camera.get_abs_forward();
if (glfwGetKey(window, GLFW_KEY_D)) if (glfwGetKey(window, GLFW_KEY_D))
move_dir += camera.get_right(); move_dir += camera.get_abs_right();
if (glfwGetKey(window, GLFW_KEY_SPACE)) if (glfwGetKey(window, GLFW_KEY_SPACE))
move_dir += camera.get_up(); move_dir += camera.get_abs_up();
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL)) if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL))
move_dir -= camera.get_up(); move_dir -= camera.get_abs_up();
auto delta = glfwGetTime() - old_mouse_time; auto delta = glfwGetTime() - old_mouse_time;

View File

@@ -7,6 +7,8 @@
namespace omath::primitives namespace omath::primitives
{ {
enum class UpAxis { X, Y, Z };
template<class Type> template<class Type>
struct Aabb final struct Aabb final
{ {
@@ -24,5 +26,42 @@ namespace omath::primitives
{ {
return (max - min) / static_cast<Type>(2); return (max - min) / static_cast<Type>(2);
} }
template<UpAxis Up = UpAxis::Y>
[[nodiscard]]
constexpr Vector3<Type> top() const noexcept
{
const auto aabb_center = center();
if constexpr (Up == UpAxis::Z)
return {aabb_center.x, aabb_center.y, max.z};
else if constexpr (Up == UpAxis::X)
return {max.x, aabb_center.y, aabb_center.z};
else if constexpr (Up == UpAxis::Y)
return {aabb_center.x, max.y, aabb_center.z};
else
std::unreachable();
}
template<UpAxis Up = UpAxis::Y>
[[nodiscard]]
constexpr Vector3<Type> bottom() const noexcept
{
const auto aabb_center = center();
if constexpr (Up == UpAxis::Z)
return {aabb_center.x, aabb_center.y, min.z};
else if constexpr (Up == UpAxis::X)
return {min.x, aabb_center.y, aabb_center.z};
else if constexpr (Up == UpAxis::Y)
return {aabb_center.x, min.y, aabb_center.z};
else
std::unreachable();
}
[[nodiscard]]
constexpr bool is_collide(const Aabb& other) const noexcept
{
return min.x <= other.max.x && max.x >= other.min.x &&
min.y <= other.max.y && max.y >= other.min.y &&min.z <= other.max.z && max.z >= other.min.z;
}
}; };
} // namespace omath::primitives } // namespace omath::primitives

View File

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

View File

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

View File

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

View File

@@ -8,5 +8,5 @@
namespace omath::opengl_engine namespace omath::opengl_engine
{ {
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, true, NDCDepthRange::NEGATIVE_ONE_TO_ONE>; using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::NEGATIVE_ONE_TO_ONE, {.inverted_forward = true}>;
} // namespace omath::opengl_engine } // namespace omath::opengl_engine

View File

@@ -7,5 +7,5 @@
#include "traits/camera_trait.hpp" #include "traits/camera_trait.hpp"
namespace omath::source_engine namespace omath::source_engine
{ {
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>; using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
} // namespace omath::source_engine } // namespace omath::source_engine

View File

@@ -9,5 +9,5 @@
namespace omath::unity_engine namespace omath::unity_engine
{ {
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>; using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE, {.inverted_forward = true}>;
} // namespace omath::unity_engine } // namespace omath::unity_engine

View File

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

View File

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

View File

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

View File

@@ -12,13 +12,13 @@ namespace omath::unreal_engine
{ {
public: public:
[[nodiscard]] [[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]] [[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]] [[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port, 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 } // namespace omath::unreal_engine

View File

@@ -17,9 +17,11 @@ namespace omath::unreal_engine
const float time, const float gravity) noexcept const float time, const float gravity) noexcept
{ {
const auto launch_pos = projectile.m_origin + projectile.m_launch_offset; 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 auto current_pos = launch_pos
+ forward_vector({PitchAngle::from_degrees(-pitch), YawAngle::from_degrees(yaw), + Vector3<float>{static_cast<float>(fwd_d.x), static_cast<float>(fwd_d.y),
RollAngle::from_degrees(0)}) static_cast<float>(fwd_d.z)}
* projectile.m_launch_speed * time; * 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) * 0.5f;

View File

@@ -667,21 +667,21 @@ namespace omath
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR, template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE> NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]] [[nodiscard]]
Mat<4, 4, Type, St> mat_perspective_left_handed(const float field_of_view, const float aspect_ratio, Mat<4, 4, Type, St> mat_perspective_left_handed(const Type field_of_view, const Type aspect_ratio,
const float near, const float far) noexcept 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) if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f}, return {{Type{1} / (aspect_ratio * fov_half_tan), Type{0}, Type{0}, Type{0}},
{0.f, 1.f / fov_half_tan, 0.f, 0.f}, {Type{0}, Type{1} / fov_half_tan, Type{0}, Type{0}},
{0.f, 0.f, far / (far - near), -(near * far) / (far - near)}, {Type{0}, Type{0}, far / (far - near), -(near * far) / (far - near)},
{0.f, 0.f, 1.f, 0.f}}; {Type{0}, Type{0}, Type{1}, Type{0}}};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE) else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f}, return {{Type{1} / (aspect_ratio * fov_half_tan), Type{0}, Type{0}, Type{0}},
{0.f, 1.f / fov_half_tan, 0.f, 0.f}, {Type{0}, Type{1} / fov_half_tan, Type{0}, Type{0}},
{0.f, 0.f, (far + near) / (far - near), -(2.f * near * far) / (far - near)}, {Type{0}, Type{0}, (far + near) / (far - near), -(Type{2} * near * far) / (far - near)},
{0.f, 0.f, 1.f, 0.f}}; {Type{0}, Type{0}, Type{1}, Type{0}}};
else else
std::unreachable(); std::unreachable();
} }
@@ -689,21 +689,74 @@ namespace omath
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR, template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE> NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]] [[nodiscard]]
Mat<4, 4, Type, St> mat_perspective_right_handed(const float field_of_view, const float aspect_ratio, Mat<4, 4, Type, St> mat_perspective_right_handed(const Type field_of_view, const Type aspect_ratio,
const float near, const float far) noexcept 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) if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f}, return {{Type{1} / (aspect_ratio * fov_half_tan), Type{0}, Type{0}, Type{0}},
{0.f, 1.f / fov_half_tan, 0.f, 0.f}, {Type{0}, Type{1} / fov_half_tan, Type{0}, Type{0}},
{0.f, 0.f, -far / (far - near), -(near * far) / (far - near)}, {Type{0}, Type{0}, -far / (far - near), -(near * far) / (far - near)},
{0.f, 0.f, -1.f, 0.f}}; {Type{0}, Type{0}, -Type{1}, Type{0}}};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE) else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f}, return {{Type{1} / (aspect_ratio * fov_half_tan), Type{0}, Type{0}, Type{0}},
{0.f, 1.f / fov_half_tan, 0.f, 0.f}, {Type{0}, Type{1} / fov_half_tan, Type{0}, Type{0}},
{0.f, 0.f, -(far + near) / (far - near), -(2.f * near * far) / (far - near)}, {Type{0}, Type{0}, -(far + near) / (far - near), -(Type{2} * near * far) / (far - near)},
{0.f, 0.f, -1.f, 0.f}}; {Type{0}, Type{0}, -Type{1}, Type{0}}};
else
std::unreachable();
}
// Horizontal-FOV variants — use these when the engine reports FOV as
// horizontal (UE's FMinimalViewInfo::FOV, Quake-family fov_x, etc.).
// X and Y scales derived as: X = 1 / tan(hfov/2), Y = aspect / tan(hfov/2).
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 Type horizontal_fov,
const Type aspect_ratio, const Type near,
const Type far) noexcept
{
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, 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, 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();
}
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 Type horizontal_fov,
const Type aspect_ratio, const Type near,
const Type far) noexcept
{
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, 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, 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 else
std::unreachable(); std::unreachable();
} }

View File

@@ -42,25 +42,32 @@ namespace omath::projection
AUTO, AUTO,
MANUAL, MANUAL,
}; };
template<class T, class MatType, class ViewAnglesType> struct CameraAxes
{
bool inverted_forward = false;
bool inverted_right = false;
};
template<class T, class MatType, class ViewAnglesType, class NumericType>
concept CameraEngineConcept = concept CameraEngineConcept =
requires(const Vector3<float>& cam_origin, const Vector3<float>& look_at, const ViewAnglesType& angles, requires(const Vector3<NumericType>& cam_origin, const Vector3<NumericType>& look_at,
const FieldOfView& fov, const ViewPort& viewport, float znear, float zfar, const ViewAnglesType& angles, const FieldOfView& fov, const ViewPort& viewport, NumericType z_near,
NDCDepthRange ndc_depth_range) { NumericType z_far, NDCDepthRange ndc_depth_range) {
// Presence + return types // Presence + return types
{ T::calc_look_at_angle(cam_origin, look_at) } -> std::same_as<ViewAnglesType>; { 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_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 // Enforce noexcept as in the trait declaration
requires noexcept(T::calc_look_at_angle(cam_origin, look_at)); requires noexcept(T::calc_look_at_angle(cam_origin, look_at));
requires noexcept(T::calc_view_matrix(angles, cam_origin)); 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, bool inverted_z = false, template<class Mat4X4Type, class ViewAnglesType, class TraitClass,
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE> NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE, CameraAxes axes = {},
requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType> class NumericType = float>
requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType, NumericType>
class Camera final class Camera final
{ {
#ifdef OMATH_BUILD_TESTS #ifdef OMATH_BUILD_TESTS
@@ -76,48 +83,110 @@ namespace omath::projection
}; };
~Camera() = default; ~Camera() = default;
Camera(const Vector3<float>& position, const ViewAnglesType& view_angles, const ViewPort& view_port, Camera(const Vector3<NumericType>& position, const ViewAnglesType& view_angles, const ViewPort& view_port,
const FieldOfView& fov, const float near, const float far) noexcept 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_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) m_view_angles(view_angles), m_origin(position)
{ {
} }
void look_at(const Vector3<float>& target) struct ProjectionParams final
{
FieldOfView fov;
NumericType aspect_ratio{};
};
// Recovers vertical FOV and aspect ratio from a perspective projection matrix
// built by any of the engine traits. Both variants (ZERO_TO_ONE and
// NEGATIVE_ONE_TO_ONE) share the same m[0,0]/m[1,1] layout, so this works
// regardless of the NDC depth range.
[[nodiscard]]
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 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(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<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<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]),
};
}
void look_at(const Vector3<NumericType>& target)
{ {
m_view_angles = TraitClass::calc_look_at_angle(m_origin, target); m_view_angles = TraitClass::calc_look_at_angle(m_origin, target);
m_view_projection_matrix = std::nullopt; m_view_projection_matrix = std::nullopt;
m_view_matrix = std::nullopt; m_view_matrix = std::nullopt;
} }
[[nodiscard]] [[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); return TraitClass::calc_look_at_angle(m_origin, look_to);
} }
[[nodiscard]] [[nodiscard]]
Vector3<float> get_forward() const noexcept Vector3<NumericType> get_forward() const noexcept
{ {
const auto& view_matrix = get_view_matrix(); const auto& view_matrix = get_view_matrix();
if constexpr (inverted_z)
return -Vector3<float>{view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
return {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]}; return {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
} }
[[nodiscard]] [[nodiscard]]
Vector3<float> get_right() const noexcept Vector3<NumericType> get_right() const noexcept
{ {
const auto& view_matrix = get_view_matrix(); const auto& view_matrix = get_view_matrix();
return {view_matrix[0, 0], view_matrix[0, 1], view_matrix[0, 2]}; return {view_matrix[0, 0], view_matrix[0, 1], view_matrix[0, 2]};
} }
[[nodiscard]] [[nodiscard]]
Vector3<float> get_up() const noexcept Vector3<NumericType> get_up() const noexcept
{ {
const auto& view_matrix = get_view_matrix(); const auto& view_matrix = get_view_matrix();
return {view_matrix[1, 0], view_matrix[1, 1], view_matrix[1, 2]}; return {view_matrix[1, 0], view_matrix[1, 1], view_matrix[1, 2]};
} }
[[nodiscard]]
Vector3<NumericType> get_abs_forward() const noexcept
{
if constexpr (axes.inverted_forward)
return -get_forward();
return get_forward();
}
[[nodiscard]]
Vector3<NumericType> get_abs_right() const noexcept
{
if constexpr (axes.inverted_right)
return -get_right();
return get_right();
}
[[nodiscard]]
Vector3<NumericType> get_abs_up() const noexcept
{
return get_up();
}
[[nodiscard]] const Mat4X4Type& get_view_projection_matrix() const noexcept [[nodiscard]] const Mat4X4Type& get_view_projection_matrix() const noexcept
{ {
@@ -137,9 +206,8 @@ namespace omath::projection
[[nodiscard]] const Mat4X4Type& get_projection_matrix() const noexcept [[nodiscard]] const Mat4X4Type& get_projection_matrix() const noexcept
{ {
if (!m_projection_matrix.has_value()) if (!m_projection_matrix.has_value())
m_projection_matrix = TraitClass::calc_projection_matrix(m_field_of_view, m_view_port, m_projection_matrix = TraitClass::calc_projection_matrix(
m_near_plane_distance, m_far_plane_distance, m_field_of_view, m_view_port, m_near_plane_distance, m_far_plane_distance, depth_range);
depth_range);
return m_projection_matrix.value(); return m_projection_matrix.value();
} }
@@ -151,14 +219,14 @@ namespace omath::projection
m_projection_matrix = std::nullopt; 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_near_plane_distance = near_plane;
m_view_projection_matrix = std::nullopt; m_view_projection_matrix = std::nullopt;
m_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_far_plane_distance = far_plane;
m_view_projection_matrix = std::nullopt; m_view_projection_matrix = std::nullopt;
@@ -172,7 +240,7 @@ namespace omath::projection
m_view_matrix = std::nullopt; 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_origin = origin;
m_view_projection_matrix = std::nullopt; m_view_projection_matrix = std::nullopt;
@@ -190,12 +258,12 @@ namespace omath::projection
return m_field_of_view; 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; 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; return m_far_plane_distance;
} }
@@ -205,14 +273,14 @@ namespace omath::projection
return m_view_angles; return m_view_angles;
} }
[[nodiscard]] const Vector3<float>& get_origin() const noexcept [[nodiscard]] const Vector3<NumericType>& get_origin() const noexcept
{ {
return m_origin; return m_origin;
} }
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER> template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] std::expected<Vector3<float>, Error> [[nodiscard]] std::expected<Vector3<NumericType>, Error>
world_to_screen(const Vector3<float>& world_position) const noexcept world_to_screen(const Vector3<NumericType>& world_position) const noexcept
{ {
const auto normalized_cords = world_to_view_port(world_position); const auto normalized_cords = world_to_view_port(world_position);
@@ -227,8 +295,8 @@ namespace omath::projection
std::unreachable(); std::unreachable();
} }
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER> template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] std::expected<Vector3<float>, Error> [[nodiscard]] std::expected<Vector3<NumericType>, Error>
world_to_screen_unclipped(const Vector3<float>& world_position) const noexcept world_to_screen_unclipped(const Vector3<NumericType>& world_position) const noexcept
{ {
const auto normalized_cords = world_to_view_port(world_position, ViewPortClipping::MANUAL); const auto normalized_cords = world_to_view_port(world_position, ViewPortClipping::MANUAL);
@@ -243,14 +311,14 @@ namespace omath::projection
std::unreachable(); 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) // 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() auto clip = get_view_projection_matrix()
* mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(point); * mat_column_from_vector<NumericType, Mat4X4Type::get_store_ordering()>(point);
return std::array<float, 4>{ return std::array<NumericType, 4>{
clip.at(0, 0), // x clip.at(0, 0), // x
clip.at(1, 0), // y clip.at(1, 0), // y
clip.at(2, 0), // z clip.at(2, 0), // z
@@ -263,12 +331,13 @@ namespace omath::projection
const auto c2 = to_clip(triangle.m_vertex3); const auto c2 = to_clip(triangle.m_vertex3);
// If all vertices are behind the camera (w <= 0), trivially reject // 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; return true;
// Helper: all three vertices outside the same clip plane // 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, auto all_outside_plane = [](const int axis, const std::array<NumericType, 4>& a,
const std::array<float, 4>& c, const bool positive_side) const std::array<NumericType, 4>& b, const std::array<NumericType, 4>& c,
const bool positive_side)
{ {
if (positive_side) if (positive_side)
return a[axis] > a[3] && b[axis] > b[3] && c[axis] > c[3]; return a[axis] > a[3] && b[axis] > b[3] && c[axis] > c[3];
@@ -309,7 +378,7 @@ namespace omath::projection
return false; 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(); const auto& m = get_view_projection_matrix();
@@ -324,16 +393,16 @@ namespace omath::projection
// Far = r3 - r2 // Far = r3 - r2
struct Plane final 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 const auto extract_plane = [&m](const int sign, const int row) -> Plane
{ {
return { return {
m.at(3, 0) + static_cast<float>(sign) * m.at(row, 0), m.at(3, 0) + static_cast<NumericType>(sign) * m.at(row, 0),
m.at(3, 1) + static_cast<float>(sign) * m.at(row, 1), m.at(3, 1) + static_cast<NumericType>(sign) * m.at(row, 1),
m.at(3, 2) + static_cast<float>(sign) * m.at(row, 2), m.at(3, 2) + static_cast<NumericType>(sign) * m.at(row, 2),
m.at(3, 3) + static_cast<float>(sign) * m.at(row, 3), m.at(3, 3) + static_cast<NumericType>(sign) * m.at(row, 3),
}; };
}; };
@@ -355,26 +424,26 @@ namespace omath::projection
// (the "positive vertex"). If it's outside, the entire AABB is outside. // (the "positive vertex"). If it's outside, the entire AABB is outside.
for (const auto& [a, b, c, d] : planes) for (const auto& [a, b, c, d] : planes)
{ {
const float px = a >= 0.f ? aabb.max.x : aabb.min.x; const auto px = a >= NumericType{0} ? aabb.max.x : aabb.min.x;
const float py = b >= 0.f ? aabb.max.y : aabb.min.y; const auto py = b >= NumericType{0} ? aabb.max.y : aabb.min.y;
const float pz = c >= 0.f ? aabb.max.z : aabb.min.z; 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 true;
} }
return false; return false;
} }
[[nodiscard]] std::expected<Vector3<float>, Error> [[nodiscard]] std::expected<Vector3<NumericType>, Error>
world_to_view_port(const Vector3<float>& world_position, world_to_view_port(const Vector3<NumericType>& world_position,
const ViewPortClipping& clipping = ViewPortClipping::AUTO) const noexcept const ViewPortClipping& clipping = ViewPortClipping::AUTO) const noexcept
{ {
auto projected = get_view_projection_matrix() 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); 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) if (w <= eps)
return std::unexpected(Error::PERSPECTIVE_DIVIDER_LESS_EQ_ZERO); return std::unexpected(Error::PERSPECTIVE_DIVIDER_LESS_EQ_ZERO);
@@ -386,16 +455,17 @@ namespace omath::projection
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS); return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
// ReSharper disable once CppTooWideScope // ReSharper disable once CppTooWideScope
constexpr auto z_min = depth_range == NDCDepthRange::ZERO_TO_ONE ? 0.0f : -1.0f; 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 const auto clipped_manually =
|| projected.at(2, 0) > 1.0f + eps); clipping == ViewPortClipping::MANUAL
&& (projected.at(2, 0) < z_min - eps || projected.at(2, 0) > NumericType{1} + eps);
if (clipped_manually) if (clipped_manually)
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS); 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]] [[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(); const auto inv_view_proj = get_view_projection_matrix().inverted();
@@ -403,58 +473,60 @@ namespace omath::projection
return std::unexpected(Error::INV_VIEW_PROJ_MAT_DET_EQ_ZERO); return std::unexpected(Error::INV_VIEW_PROJ_MAT_DET_EQ_ZERO);
auto inverted_projection = 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); 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); return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
inverted_projection /= w; inverted_projection /= w;
return Vector3<float>{inverted_projection.at(0, 0), inverted_projection.at(1, 0), return Vector3<NumericType>{inverted_projection.at(0, 0), inverted_projection.at(1, 0),
inverted_projection.at(2, 0)}; inverted_projection.at(2, 0)};
} }
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER> template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] [[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)); return view_port_to_world(screen_to_ndc<screen_start>(screen_pos));
} }
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER> template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] [[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; 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: protected:
ViewPort m_view_port{}; 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_view_projection_matrix;
mutable std::optional<Mat4X4Type> m_projection_matrix; mutable std::optional<Mat4X4Type> m_projection_matrix;
mutable std::optional<Mat4X4Type> m_view_matrix; mutable std::optional<Mat4X4Type> m_view_matrix;
float m_far_plane_distance; NumericType m_far_plane_distance;
float m_near_plane_distance; NumericType m_near_plane_distance;
ViewAnglesType m_view_angles; ViewAnglesType m_view_angles;
Vector3<float> m_origin; Vector3<NumericType> m_origin;
private: private:
template<class Type> template<class Type>
[[nodiscard]] constexpr static bool is_ndc_out_of_bounds(const Type& ndc) noexcept [[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(); const auto& data = ndc.raw_array();
// x and y are always in [-1, 1] // 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; 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 true;
return is_ndc_z_value_out_of_bounds(data[2]); return is_ndc_z_value_out_of_bounds(data[2]);
} }
@@ -462,11 +534,11 @@ namespace omath::projection
[[nodiscard]] [[nodiscard]]
constexpr static bool is_ndc_z_value_out_of_bounds(const ZType& z_ndc) noexcept 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) 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) 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(); std::unreachable();
} }
@@ -485,8 +557,8 @@ namespace omath::projection
v v
*/ */
[[nodiscard]] Vector3<float> [[nodiscard]] Vector3<NumericType>
ndc_to_screen_position_from_top_left_corner(const Vector3<float>& ndc) const noexcept ndc_to_screen_position_from_top_left_corner(const Vector3<NumericType>& ndc) const noexcept
{ {
/* /*
+------------------------> +------------------------>
@@ -499,11 +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> [[nodiscard]] Vector3<NumericType>
ndc_to_screen_position_from_bottom_left_corner(const Vector3<float>& ndc) const noexcept ndc_to_screen_position_from_bottom_left_corner(const Vector3<NumericType>& ndc) const noexcept
{ {
/* /*
^ ^
@@ -516,18 +589,19 @@ namespace omath::projection
| (0, 0) | (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> 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) 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, return {screen_pos.x / m_view_port.m_width * NumericType{2} - NumericType{1},
screen_pos.z}; NumericType{1} - screen_pos.y / m_view_port.m_height * NumericType{2}, screen_pos.z};
else if constexpr (screen_start == ScreenStart::BOTTOM_LEFT_CORNER) else if constexpr (screen_start == ScreenStart::BOTTOM_LEFT_CORNER)
return {screen_pos.x / m_view_port.m_width * 2.f - 1.f, return {screen_pos.x / m_view_port.m_width * NumericType{2} - NumericType{1},
(screen_pos.y / m_view_port.m_height - 0.5f) * 2.f, screen_pos.z}; (screen_pos.y / m_view_port.m_height - NumericType{0.5}) * NumericType{2}, screen_pos.z};
else else
std::unreachable(); std::unreachable();
} }

61
scripts/gource-timelapse.sh Executable file
View File

@@ -0,0 +1,61 @@
#!/bin/bash
# =============================================================================
# Gource Timelapse — renders the repository history as a video
# Requires: gource, ffmpeg
# =============================================================================
set -euo pipefail
# --- Config (override via env vars) ---
OUTPUT="${OUTPUT:-gource-timelapse.mp4}"
SECONDS_PER_DAY="${SECONDS_PER_DAY:-0.1}"
RESOLUTION="${RESOLUTION:-1920x1080}"
FPS="${FPS:-60}"
TITLE="${TITLE:-omath}"
# --- Dependency checks ---
for cmd in gource ffmpeg; do
if ! command -v "$cmd" &>/dev/null; then
echo "Error: '$cmd' is not installed."
echo " macOS: brew install $cmd"
echo " Linux: sudo apt install $cmd"
exit 1
fi
done
echo "----------------------------------------------------"
echo "Rendering gource timelapse → $OUTPUT"
echo " Resolution : $RESOLUTION"
echo " FPS : $FPS"
echo " Speed : ${SECONDS_PER_DAY}s per day"
echo "----------------------------------------------------"
gource \
--title "$TITLE" \
--seconds-per-day "$SECONDS_PER_DAY" \
--auto-skip-seconds 0.1 \
--time-scale 3 \
--max-files 0 \
--hide filenames \
--date-format "%Y-%m-%d" \
--multi-sampling \
--bloom-multiplier 0.5 \
--elasticity 0.05 \
--${RESOLUTION%x*}x${RESOLUTION#*x} \
--output-framerate "$FPS" \
--output-ppm-stream - \
| ffmpeg -y \
-r "$FPS" \
-f image2pipe \
-vcodec ppm \
-i - \
-vcodec libx264 \
-preset fast \
-pix_fmt yuv420p \
-crf 18 \
"$OUTPUT"
echo "----------------------------------------------------"
echo "Done: $OUTPUT"
echo "----------------------------------------------------"

View File

@@ -38,25 +38,24 @@ namespace omath::source_engine
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, 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 const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation // Source (inherited from Quake) stores FOV as horizontal FOV at a 4:3
constexpr auto k_multiply_factor = 0.75f; // reference aspect. Convert to true vertical FOV, then delegate to the
// standard vertical-FOV left-handed builder with the caller's actual
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f) * k_multiply_factor; // aspect ratio.
// vfov = 2 · atan( tan(hfov_4:3 / 2) / (4/3) )
constexpr float k_source_reference_aspect = 4.f / 3.f;
const float half_hfov_4_3 = angles::degrees_to_radians(field_of_view) / 2.f;
const float vfov_deg = angles::radians_to_degrees(
2.f * std::atan(std::tan(half_hfov_4_3) / k_source_reference_aspect));
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE) if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return { return mat_perspective_left_handed<
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0}, float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
{0, 1.f / (fov_half_tan), 0, 0}, vfov_deg, aspect_ratio, near, far);
{0, 0, far / (far - near), -(near * far) / (far - near)},
{0, 0, 1, 0},
};
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE) if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return { return mat_perspective_left_handed<
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0}, float, MatStoreType::ROW_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
{0, 1.f / (fov_half_tan), 0, 0}, vfov_deg, aspect_ratio, near, far);
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
std::unreachable(); std::unreachable();
} }
} // namespace omath::source_engine } // namespace omath::source_engine

View File

@@ -2,45 +2,56 @@
// Created by Vlad on 3/22/2025. // Created by Vlad on 3/22/2025.
// //
#include "omath/engines/unreal_engine/formulas.hpp" #include "omath/engines/unreal_engine/formulas.hpp"
namespace omath::unreal_engine 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); 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)}; 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); 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)}; 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); 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)}; 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); up_vector(angles), cam_origin);
} }
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{ {
return mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.roll) // UE FRotator is intrinsic Z-Y-X (Yaw → Pitch → Roll applied in local
* mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.yaw) // frame), which for column-vector composition is Rz·Ry·Rx.
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.pitch); // Pitch and roll axes in omath spin opposite to UE's convention, so
// both carry a sign flip.
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
{
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
return mat_perspective_left_handed(field_of_view, aspect_ratio, near, far);
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<
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<
double, MatStoreType::ROW_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
std::unreachable();
} }
} // namespace omath::unreal_engine } // namespace omath::unreal_engine

View File

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

View File

@@ -78,7 +78,8 @@ namespace
} }
// Register an engine: alias shared types, register unique Camera // 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) void register_engine(sol::table& omath_table, const char* subtable_name)
{ {
using PitchAngle = typename EngineTraits::PitchAngle; using PitchAngle = typename EngineTraits::PitchAngle;
@@ -92,9 +93,9 @@ namespace
engine_table.new_usertype<Camera>( engine_table.new_usertype<Camera>(
"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&, 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, "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", "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", &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, &Camera::set_near_plane, "set_far_plane", &Camera::set_far_plane,
"world_to_screen", "world_to_screen",
[](const Camera& cam, const omath::Vector3<float>& pos) [](const Camera& cam, const omath::Vector3<ArithmeticType>& pos)
-> std::tuple<sol::optional<omath::Vector3<float>>, sol::optional<std::string>> -> std::tuple<sol::optional<omath::Vector3<ArithmeticType>>, sol::optional<std::string>>
{ {
auto result = cam.world_to_screen(pos); auto result = cam.world_to_screen(pos);
if (result) if (result)
@@ -114,8 +115,8 @@ namespace
}, },
"screen_to_world", "screen_to_world",
[](const Camera& cam, const omath::Vector3<float>& pos) [](const Camera& cam, const omath::Vector3<ArithmeticType>& pos)
-> std::tuple<sol::optional<omath::Vector3<float>>, sol::optional<std::string>> -> std::tuple<sol::optional<omath::Vector3<ArithmeticType>>, sol::optional<std::string>>
{ {
auto result = cam.screen_to_world(pos); auto result = cam.screen_to_world(pos);
if (result) if (result)
@@ -224,7 +225,7 @@ namespace omath::lua
register_engine<IWEngineTraits>(omath_table, "iw"); register_engine<IWEngineTraits>(omath_table, "iw");
register_engine<SourceEngineTraits>(omath_table, "source"); register_engine<SourceEngineTraits>(omath_table, "source");
register_engine<UnityEngineTraits>(omath_table, "unity"); 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"); register_engine<CryEngineTraits>(omath_table, "cry");
} }
} // namespace omath::lua::detail } // namespace omath::lua::detail

View File

@@ -453,3 +453,184 @@ TEST(unit_test_frostbite_engine, ViewAnglesAsVector3NormalizedYaw)
EXPECT_NEAR(vec.y, -90.f, 0.01f); EXPECT_NEAR(vec.y, -90.f, 0.01f);
} }
// ---------------------------------------------------------------------------
// extract_projection_params
// ---------------------------------------------------------------------------
// Tolerance: tan/atan round-trip in single precision introduces ~1e-5 rad
// error, which is ~5.7e-4 degrees.
static constexpr float k_fov_tolerance_deg = 0.001f;
static constexpr float k_aspect_tolerance = 1e-5f;
TEST(unit_test_frostbite_engine, ExtractProjectionParams_BasicRoundTrip)
{
// Build a matrix with known inputs and verify both outputs are recovered.
constexpr float fov_deg = 60.f;
constexpr float aspect = 16.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 1000.f, omath::NDCDepthRange::ZERO_TO_ONE);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_NegOneToOneDepthRange)
{
// The FOV/aspect encoding in rows 0 and 1 is identical for both NDC
// depth ranges, so extraction must work the same way.
constexpr float fov_deg = 75.f;
constexpr float aspect = 4.f / 3.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 500.f, omath::NDCDepthRange::NEGATIVE_ONE_TO_ONE);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_Fov45)
{
constexpr float fov_deg = 45.f;
constexpr float aspect = 16.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.01f, 1000.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_Fov90)
{
constexpr float fov_deg = 90.f;
constexpr float aspect = 16.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.01f, 1000.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_Fov120)
{
constexpr float fov_deg = 120.f;
constexpr float aspect = 16.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.01f, 1000.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_AspectRatio_4by3)
{
constexpr float fov_deg = 60.f;
constexpr float aspect = 4.f / 3.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 500.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_AspectRatio_Ultrawide)
{
constexpr float fov_deg = 90.f;
constexpr float aspect = 21.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 500.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_AspectRatio_Square)
{
constexpr float fov_deg = 90.f;
constexpr float aspect = 1.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 500.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_FovAndAspectAreIndependent)
{
// Changing only FOV must not affect recovered aspect ratio, and vice versa.
constexpr float aspect = 16.f / 9.f;
for (const float fov_deg : {45.f, 60.f, 90.f, 110.f})
{
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 1000.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_ViaCamera_RoundTrip)
{
// End-to-end: construct a Camera, retrieve its projection matrix, then
// recover the FOV and aspect ratio and compare against the original inputs.
constexpr auto fov_in = omath::projection::FieldOfView::from_degrees(90.f);
constexpr float aspect = 1920.f / 1080.f;
const auto cam = omath::frostbite_engine::Camera(
{0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov_in, 0.01f, 1000.f);
const auto [fov_out, ar_out] =
omath::frostbite_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(fov_out.as_degrees(), fov_in.as_degrees(), k_fov_tolerance_deg);
EXPECT_NEAR(ar_out, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_ViaCamera_AfterFovChange)
{
// Verify that the extracted FOV tracks the camera's FOV after set_field_of_view().
auto cam = omath::frostbite_engine::Camera(
{0.f, 0.f, 0.f}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(60.f), 0.01f, 1000.f);
cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(110.f));
const auto [fov, ar] =
omath::frostbite_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(fov.as_degrees(), 110.f, k_fov_tolerance_deg);
EXPECT_NEAR(ar, 1920.f / 1080.f, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_ViaCamera_AfterViewportChange)
{
// Verify that the extracted aspect ratio tracks the viewport after set_view_port().
auto cam = omath::frostbite_engine::Camera(
{0.f, 0.f, 0.f}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
cam.set_view_port({1280.f, 720.f});
const auto [fov, ar] =
omath::frostbite_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(fov.as_degrees(), 90.f, k_fov_tolerance_deg);
EXPECT_NEAR(ar, 1280.f / 720.f, k_aspect_tolerance);
}

View File

@@ -499,10 +499,11 @@ TEST(NDCDepthRangeTests, CryEngine_BothDepthRanges)
// ── Verify Z mapping for ZERO_TO_ONE across all engines ───────────────────── // ── 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 // 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}); auto clip = proj * mat_column_from_vector<Type, Store>({0, 0, static_cast<Type>(z)});
return clip.at(2, 0) / clip.at(3, 0); return static_cast<float>(clip.at(2, 0) / clip.at(3, 0));
} }
TEST(NDCDepthRangeTests, Source_ZeroToOne_ZRange) TEST(NDCDepthRangeTests, Source_ZeroToOne_ZRange)

View File

@@ -32,7 +32,7 @@ TEST(unit_test_unreal_engine, ForwardVectorRotationPitch)
{ {
omath::unreal_engine::ViewAngles angles; omath::unreal_engine::ViewAngles angles;
angles.pitch = omath::unreal_engine::PitchAngle::from_degrees(-90.f); angles.pitch = omath::unreal_engine::PitchAngle::from_degrees(90.f);
const auto forward = omath::unreal_engine::forward_vector(angles); const auto forward = omath::unreal_engine::forward_vector(angles);
EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_up.x, 0.00001f); EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_up.x, 0.00001f);
@@ -44,7 +44,7 @@ TEST(unit_test_unreal_engine, ForwardVectorRotationRoll)
{ {
omath::unreal_engine::ViewAngles angles; omath::unreal_engine::ViewAngles angles;
angles.roll = omath::unreal_engine::RollAngle::from_degrees(-90.f); angles.roll = omath::unreal_engine::RollAngle::from_degrees(90.f);
const auto forward = omath::unreal_engine::up_vector(angles); const auto forward = omath::unreal_engine::up_vector(angles);
EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_right.x, 0.00001f); EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_right.x, 0.00001f);
@@ -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); 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)); cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(50.f));
EXPECT_EQ(cam.get_field_of_view().as_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; std::size_t failed_points = 0;
for (int i = 0; i < 100; i++) 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) if (cam.get_origin().distance_to(position_to_look) < 10)
continue; 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) TEST(unit_test_unreal_engine, loook_at_random_x_axis)
{ {
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source 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); 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); 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; std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++) 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) if (cam.get_origin().distance_to(position_to_look) < 10)
continue; continue;
@@ -190,7 +190,7 @@ TEST(unit_test_unreal_engine, loook_at_random_y_axis)
std::size_t failed_points = 0; std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++) 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) if (cam.get_origin().distance_to(position_to_look) < 10)
continue; continue;
@@ -221,7 +221,7 @@ TEST(unit_test_unreal_engine, loook_at_random_z_axis)
std::size_t failed_points = 0; std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++) 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) if (cam.get_origin().distance_to(position_to_look) < 10)
continue; continue;

View File

@@ -20,19 +20,19 @@
#include <vector> #include <vector>
#if defined(__linux__) #if defined(__linux__)
# include <unistd.h> #include <fcntl.h>
# include <fcntl.h> #include <unistd.h>
# if defined(__ANDROID__) #if defined(__ANDROID__)
# if __ANDROID_API__ >= 30 #if __ANDROID_API__ >= 30
# include <sys/mman.h> #include <sys/mman.h>
# define OMATH_TEST_USE_MEMFD 1 #define OMATH_TEST_USE_MEMFD 1
# endif #endif
// Android < 30: fall through to tmpfile() path below // Android < 30: fall through to tmpfile() path below
# else #else
// Desktop Linux: memfd_create available since glibc 2.27 / kernel 3.17 // Desktop Linux: memfd_create available since glibc 2.27 / kernel 3.17
# include <sys/mman.h> #include <sys/mman.h>
# define OMATH_TEST_USE_MEMFD 1 #define OMATH_TEST_USE_MEMFD 1
# endif #endif
#endif #endif
class MemFdFile class MemFdFile
@@ -57,9 +57,11 @@ public:
MemFdFile(MemFdFile&& o) noexcept MemFdFile(MemFdFile&& o) noexcept
: m_path(std::move(o.m_path)) : m_path(std::move(o.m_path))
#if defined(OMATH_TEST_USE_MEMFD) #if defined(OMATH_TEST_USE_MEMFD)
, m_fd(o.m_fd) ,
m_fd(o.m_fd)
#else #else
, m_temp_path(std::move(o.m_temp_path)) ,
m_temp_path(std::move(o.m_temp_path))
#endif #endif
{ {
#if defined(OMATH_TEST_USE_MEMFD) #if defined(OMATH_TEST_USE_MEMFD)
@@ -69,9 +71,15 @@ public:
#endif #endif
} }
[[nodiscard]] bool valid() const { return !m_path.empty(); } [[nodiscard]] bool valid() const
{
return !m_path.empty();
}
[[nodiscard]] const std::filesystem::path& path() const { return m_path; } [[nodiscard]] const std::filesystem::path& path() const
{
return m_path;
}
static MemFdFile create(const std::vector<std::uint8_t>& data) static MemFdFile create(const std::vector<std::uint8_t>& data)
{ {
@@ -163,25 +171,27 @@ inline std::vector<std::uint8_t> build_minimal_pe(const std::vector<std::uint8_t
std::vector<std::uint8_t> buf(data_off + section_bytes.size(), 0u); std::vector<std::uint8_t> buf(data_off + section_bytes.size(), 0u);
buf[0] = 'M'; buf[1] = 'Z'; buf[0] = 'M';
buf[1] = 'Z';
std::memcpy(buf.data() + 0x3Cu, &e_lfanew, 4); std::memcpy(buf.data() + 0x3Cu, &e_lfanew, 4);
buf[nt_off] = 'P'; buf[nt_off + 1] = 'E'; buf[nt_off] = 'P';
buf[nt_off + 1] = 'E';
const std::uint16_t machine = 0x8664u, num_sections = 1u; constexpr std::uint16_t machine = 0x8664u, num_sections = 1u;
std::memcpy(buf.data() + fh_off, &machine, 2); std::memcpy(buf.data() + fh_off, &machine, 2);
std::memcpy(buf.data() + fh_off + 2, &num_sections, 2); std::memcpy(buf.data() + fh_off + 2, &num_sections, 2);
std::memcpy(buf.data() + fh_off + 16, &size_opt, 2); std::memcpy(buf.data() + fh_off + 16, &size_opt, 2);
const std::uint16_t magic = 0x20Bu; constexpr std::uint16_t magic = 0x20Bu;
std::memcpy(buf.data() + oh_off, &magic, 2); std::memcpy(buf.data() + oh_off, &magic, 2);
const char name[8] = {'.','t','e','x','t',0,0,0}; constexpr char name[8] = {'.', 't', 'e', 'x', 't', 0, 0, 0};
std::memcpy(buf.data() + sh_off, name, 8); std::memcpy(buf.data() + sh_off, name, 8);
const auto vsize = static_cast<std::uint32_t>(section_bytes.size()); const auto vsize = static_cast<std::uint32_t>(section_bytes.size());
const std::uint32_t vaddr = 0x1000u; constexpr std::uint32_t vaddr = 0x1000u;
const auto ptr_raw = static_cast<std::uint32_t>(data_off); constexpr auto ptr_raw = static_cast<std::uint32_t>(data_off);
std::memcpy(buf.data() + sh_off + 8, &vsize, 4); std::memcpy(buf.data() + sh_off + 8, &vsize, 4);
std::memcpy(buf.data() + sh_off + 12, &vaddr, 4); std::memcpy(buf.data() + sh_off + 12, &vaddr, 4);
std::memcpy(buf.data() + sh_off + 16, &vsize, 4); std::memcpy(buf.data() + sh_off + 16, &vsize, 4);

View File

@@ -0,0 +1,240 @@
//
// Created by Vladislav on 19.04.2026.
//
#include <gtest/gtest.h>
#include "omath/3d_primitives/aabb.hpp"
using AABB = omath::primitives::Aabb<float>;
using Vec3 = omath::Vector3<float>;
// --- center() ---
TEST(AabbTests, CenterOfSymmetricBox)
{
constexpr AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr auto c = box.center();
EXPECT_FLOAT_EQ(c.x, 0.f);
EXPECT_FLOAT_EQ(c.y, 0.f);
EXPECT_FLOAT_EQ(c.z, 0.f);
}
TEST(AabbTests, CenterOfOffsetBox)
{
constexpr AABB box{{1.f, 2.f, 3.f}, {3.f, 6.f, 7.f}};
constexpr auto c = box.center();
EXPECT_FLOAT_EQ(c.x, 2.f);
EXPECT_FLOAT_EQ(c.y, 4.f);
EXPECT_FLOAT_EQ(c.z, 5.f);
}
TEST(AabbTests, CenterOfDegenerateBox)
{
constexpr AABB box{{5.f, 5.f, 5.f}, {5.f, 5.f, 5.f}};
constexpr auto c = box.center();
EXPECT_FLOAT_EQ(c.x, 5.f);
EXPECT_FLOAT_EQ(c.y, 5.f);
EXPECT_FLOAT_EQ(c.z, 5.f);
}
// --- extents() ---
TEST(AabbTests, ExtentsOfSymmetricBox)
{
constexpr AABB box{{-2.f, -3.f, -4.f}, {2.f, 3.f, 4.f}};
constexpr auto e = box.extents();
EXPECT_FLOAT_EQ(e.x, 2.f);
EXPECT_FLOAT_EQ(e.y, 3.f);
EXPECT_FLOAT_EQ(e.z, 4.f);
}
TEST(AabbTests, ExtentsOfUnitBox)
{
constexpr AABB box{{0.f, 0.f, 0.f}, {2.f, 2.f, 2.f}};
constexpr auto e = box.extents();
EXPECT_FLOAT_EQ(e.x, 1.f);
EXPECT_FLOAT_EQ(e.y, 1.f);
EXPECT_FLOAT_EQ(e.z, 1.f);
}
TEST(AabbTests, ExtentsOfDegenerateBox)
{
constexpr AABB box{{3.f, 3.f, 3.f}, {3.f, 3.f, 3.f}};
constexpr auto e = box.extents();
EXPECT_FLOAT_EQ(e.x, 0.f);
EXPECT_FLOAT_EQ(e.y, 0.f);
EXPECT_FLOAT_EQ(e.z, 0.f);
}
using UpAxis = omath::primitives::UpAxis;
// --- top() ---
TEST(AabbTests, TopYUpSymmetricBox)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
constexpr auto t = box.top<UpAxis::Y>();
EXPECT_FLOAT_EQ(t.x, 0.f);
EXPECT_FLOAT_EQ(t.y, 2.f);
EXPECT_FLOAT_EQ(t.z, 0.f);
}
TEST(AabbTests, TopYUpOffsetBox)
{
constexpr AABB box{{1.f, 4.f, 2.f}, {3.f, 10.f, 6.f}};
constexpr auto t = box.top<UpAxis::Y>();
EXPECT_FLOAT_EQ(t.x, 2.f);
EXPECT_FLOAT_EQ(t.y, 10.f);
EXPECT_FLOAT_EQ(t.z, 4.f);
}
TEST(AabbTests, TopZUpSymmetricBox)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
constexpr auto t = box.top<UpAxis::Z>();
EXPECT_FLOAT_EQ(t.x, 0.f);
EXPECT_FLOAT_EQ(t.y, 0.f);
EXPECT_FLOAT_EQ(t.z, 3.f);
}
TEST(AabbTests, TopZUpOffsetBox)
{
constexpr AABB box{{1.f, 4.f, 2.f}, {3.f, 10.f, 6.f}};
constexpr auto t = box.top<UpAxis::Z>();
EXPECT_FLOAT_EQ(t.x, 2.f);
EXPECT_FLOAT_EQ(t.y, 7.f);
EXPECT_FLOAT_EQ(t.z, 6.f);
}
TEST(AabbTests, TopDefaultIsYUp)
{
constexpr AABB box{{0.f, 0.f, 0.f}, {2.f, 4.f, 6.f}};
EXPECT_EQ(box.top(), box.top<UpAxis::Y>());
}
// --- bottom() ---
TEST(AabbTests, BottomYUpSymmetricBox)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
constexpr auto b = box.bottom<UpAxis::Y>();
EXPECT_FLOAT_EQ(b.x, 0.f);
EXPECT_FLOAT_EQ(b.y, -2.f);
EXPECT_FLOAT_EQ(b.z, 0.f);
}
TEST(AabbTests, BottomYUpOffsetBox)
{
constexpr AABB box{{1.f, 4.f, 2.f}, {3.f, 10.f, 6.f}};
constexpr auto b = box.bottom<UpAxis::Y>();
EXPECT_FLOAT_EQ(b.x, 2.f);
EXPECT_FLOAT_EQ(b.y, 4.f);
EXPECT_FLOAT_EQ(b.z, 4.f);
}
TEST(AabbTests, BottomZUpSymmetricBox)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
constexpr auto b = box.bottom<UpAxis::Z>();
EXPECT_FLOAT_EQ(b.x, 0.f);
EXPECT_FLOAT_EQ(b.y, 0.f);
EXPECT_FLOAT_EQ(b.z, -3.f);
}
TEST(AabbTests, BottomZUpOffsetBox)
{
constexpr AABB box{{1.f, 4.f, 2.f}, {3.f, 10.f, 6.f}};
constexpr auto b = box.bottom<UpAxis::Z>();
EXPECT_FLOAT_EQ(b.x, 2.f);
EXPECT_FLOAT_EQ(b.y, 7.f);
EXPECT_FLOAT_EQ(b.z, 2.f);
}
TEST(AabbTests, BottomDefaultIsYUp)
{
constexpr AABB box{{0.f, 0.f, 0.f}, {2.f, 4.f, 6.f}};
EXPECT_EQ(box.bottom(), box.bottom<UpAxis::Y>());
}
TEST(AabbTests, TopAndBottomAreSymmetric)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
EXPECT_FLOAT_EQ(box.top<UpAxis::Y>().y, -box.bottom<UpAxis::Y>().y);
EXPECT_FLOAT_EQ(box.top<UpAxis::Z>().z, -box.bottom<UpAxis::Z>().z);
}
// --- is_collide() ---
TEST(AabbTests, OverlappingBoxesCollide)
{
constexpr AABB a{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{0.f, 0.f, 0.f}, {2.f, 2.f, 2.f}};
EXPECT_TRUE(a.is_collide(b));
EXPECT_TRUE(b.is_collide(a));
}
TEST(AabbTests, SeparatedBoxesDoNotCollide)
{
constexpr AABB a{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{2.f, 2.f, 2.f}, {4.f, 4.f, 4.f}};
EXPECT_FALSE(a.is_collide(b));
EXPECT_FALSE(b.is_collide(a));
}
TEST(AabbTests, TouchingFacesCollide)
{
constexpr AABB a{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{1.f, -1.f, -1.f}, {3.f, 1.f, 1.f}};
EXPECT_TRUE(a.is_collide(b));
EXPECT_TRUE(b.is_collide(a));
}
TEST(AabbTests, ContainedBoxCollides)
{
constexpr AABB outer{{-3.f, -3.f, -3.f}, {3.f, 3.f, 3.f}};
constexpr AABB inner{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
EXPECT_TRUE(outer.is_collide(inner));
EXPECT_TRUE(inner.is_collide(outer));
}
TEST(AabbTests, SeparatedOnXAxisDoNotCollide)
{
constexpr AABB a{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{2.f, 0.f, 0.f}, {3.f, 1.f, 1.f}};
EXPECT_FALSE(a.is_collide(b));
}
TEST(AabbTests, SeparatedOnYAxisDoNotCollide)
{
constexpr AABB a{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{0.f, 2.f, 0.f}, {1.f, 3.f, 1.f}};
EXPECT_FALSE(a.is_collide(b));
}
TEST(AabbTests, SeparatedOnZAxisDoNotCollide)
{
constexpr AABB a{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{0.f, 0.f, 2.f}, {1.f, 1.f, 3.f}};
EXPECT_FALSE(a.is_collide(b));
}
TEST(AabbTests, IdenticalBoxesCollide)
{
constexpr AABB a{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
EXPECT_TRUE(a.is_collide(a));
}
TEST(AabbTests, DegeneratePointBoxCollidesWhenInsideOther)
{
constexpr AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB point{{0.f, 0.f, 0.f}, {0.f, 0.f, 0.f}};
EXPECT_TRUE(box.is_collide(point));
EXPECT_TRUE(point.is_collide(box));
}
TEST(AabbTests, DegeneratePointBoxDoesNotCollideWhenOutside)
{
constexpr AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB point{{5.f, 0.f, 0.f}, {5.f, 0.f, 0.f}};
EXPECT_FALSE(box.is_collide(point));
EXPECT_FALSE(point.is_collide(box));
}

View File

@@ -0,0 +1,275 @@
//
// Created by Vladislav on 20.04.2026.
//
#include <gtest/gtest.h>
#include <omath/engines/cry_engine/traits/pred_engine_trait.hpp>
#include <omath/projectile_prediction/projectile.hpp>
#include <omath/projectile_prediction/target.hpp>
using namespace omath;
using namespace omath::cry_engine;
// ---- predict_projectile_position ----
TEST(CryPredEngineTrait, PredictProjectilePositionAtTimeZero)
{
projectile_prediction::Projectile p;
p.m_origin = {1.f, 2.f, 3.f};
p.m_launch_offset = {4.f, 5.f, 6.f};
p.m_launch_speed = 100.f;
p.m_gravity_scale = 1.f;
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 0.f, 9.81f);
// At t=0 no velocity is applied, just origin+offset
EXPECT_NEAR(pos.x, 5.f, 1e-4f);
EXPECT_NEAR(pos.y, 7.f, 1e-4f);
EXPECT_NEAR(pos.z, 9.f, 1e-4f);
}
TEST(CryPredEngineTrait, PredictProjectilePositionZeroAnglesForwardIsY)
{
// Cry engine forward = +Y. At pitch=0, yaw=0 the projectile travels along +Y.
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 0.f; // no gravity so we isolate direction
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f);
EXPECT_NEAR(pos.x, 0.f, 1e-4f);
EXPECT_NEAR(pos.y, 10.f, 1e-4f);
EXPECT_NEAR(pos.z, 0.f, 1e-4f);
}
TEST(CryPredEngineTrait, PredictProjectilePositionGravityDropsZ)
{
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;
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 2.f, 9.81f);
// z = 0 - (9.81 * 1) * (4) * 0.5 = -19.62
EXPECT_NEAR(pos.z, -9.81f * 4.f * 0.5f, 1e-3f);
}
TEST(CryPredEngineTrait, PredictProjectilePositionGravityScaleZeroNoZDrop)
{
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 0.f;
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 3.f, 9.81f);
EXPECT_NEAR(pos.z, 0.f, 1e-4f);
}
TEST(CryPredEngineTrait, PredictProjectilePositionWithLaunchOffset)
{
projectile_prediction::Projectile p;
p.m_origin = {5.f, 0.f, 0.f};
p.m_launch_offset = {0.f, 0.f, 2.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 0.f;
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 0.f);
// launch position = {5, 0, 2}, travels along +Y by 10
EXPECT_NEAR(pos.x, 5.f, 1e-4f);
EXPECT_NEAR(pos.y, 10.f, 1e-4f);
EXPECT_NEAR(pos.z, 2.f, 1e-4f);
}
// ---- predict_target_position ----
TEST(CryPredEngineTrait, PredictTargetPositionGroundedStationary)
{
projectile_prediction::Target t;
t.m_origin = {10.f, 20.f, 5.f};
t.m_velocity = {0.f, 0.f, 0.f};
t.m_is_airborne = false;
const auto pred = PredEngineTrait::predict_target_position(t, 5.f, 9.81f);
EXPECT_NEAR(pred.x, 10.f, 1e-6f);
EXPECT_NEAR(pred.y, 20.f, 1e-6f);
EXPECT_NEAR(pred.z, 5.f, 1e-6f);
}
TEST(CryPredEngineTrait, PredictTargetPositionGroundedMoving)
{
projectile_prediction::Target t;
t.m_origin = {0.f, 0.f, 0.f};
t.m_velocity = {3.f, 4.f, 0.f};
t.m_is_airborne = false;
const auto pred = PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred.x, 6.f, 1e-6f);
EXPECT_NEAR(pred.y, 8.f, 1e-6f);
EXPECT_NEAR(pred.z, 0.f, 1e-6f); // grounded — no gravity
}
TEST(CryPredEngineTrait, PredictTargetPositionAirborneGravityDropsZ)
{
projectile_prediction::Target t;
t.m_origin = {0.f, 0.f, 20.f};
t.m_velocity = {0.f, 0.f, 0.f};
t.m_is_airborne = true;
const auto pred = PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
// z = 20 - 9.81 * 4 * 0.5 = 20 - 19.62 = 0.38
EXPECT_NEAR(pred.z, 20.f - 9.81f * 4.f * 0.5f, 1e-4f);
}
TEST(CryPredEngineTrait, PredictTargetPositionAirborneMovingWithGravity)
{
projectile_prediction::Target t;
t.m_origin = {0.f, 0.f, 50.f};
t.m_velocity = {10.f, 5.f, 0.f};
t.m_is_airborne = true;
const auto pred = PredEngineTrait::predict_target_position(t, 3.f, 9.81f);
EXPECT_NEAR(pred.x, 30.f, 1e-4f);
EXPECT_NEAR(pred.y, 15.f, 1e-4f);
EXPECT_NEAR(pred.z, 50.f - 9.81f * 9.f * 0.5f, 1e-4f);
}
// ---- calc_vector_2d_distance ----
TEST(CryPredEngineTrait, CalcVector2dDistance_3_4_5)
{
EXPECT_NEAR(PredEngineTrait::calc_vector_2d_distance({3.f, 4.f, 999.f}), 5.f, 1e-5f);
}
TEST(CryPredEngineTrait, CalcVector2dDistance_ZeroVector)
{
EXPECT_NEAR(PredEngineTrait::calc_vector_2d_distance({0.f, 0.f, 0.f}), 0.f, 1e-6f);
}
TEST(CryPredEngineTrait, CalcVector2dDistance_ZIgnored)
{
// Z does not affect the 2D distance
EXPECT_NEAR(PredEngineTrait::calc_vector_2d_distance({0.f, 5.f, 100.f}),
PredEngineTrait::calc_vector_2d_distance({0.f, 5.f, 0.f}), 1e-6f);
}
// ---- get_vector_height_coordinate ----
TEST(CryPredEngineTrait, GetVectorHeightCoordinate_ReturnsZ)
{
// Cry engine up = +Z
EXPECT_FLOAT_EQ(PredEngineTrait::get_vector_height_coordinate({1.f, 2.f, 7.f}), 7.f);
}
// ---- calc_direct_pitch_angle ----
TEST(CryPredEngineTrait, CalcDirectPitchAngle_Flat)
{
// Target at same height → pitch = 0
EXPECT_NEAR(PredEngineTrait::calc_direct_pitch_angle({0.f, 0.f, 0.f}, {0.f, 100.f, 0.f}), 0.f, 1e-4f);
}
TEST(CryPredEngineTrait, CalcDirectPitchAngle_LookingUp)
{
// Target at 45° above (equal XY distance and Z height)
// direction to {0, 1, 1} normalized = {0, 0.707, 0.707}, asin(0.707) = 45°
EXPECT_NEAR(PredEngineTrait::calc_direct_pitch_angle({0.f, 0.f, 0.f}, {0.f, 1.f, 1.f}), 45.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectPitchAngle_LookingDown)
{
// Target directly below
EXPECT_NEAR(PredEngineTrait::calc_direct_pitch_angle({0.f, 0.f, 10.f}, {0.f, 0.f, 0.f}), -90.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectPitchAngle_LookingDirectlyUp)
{
EXPECT_NEAR(PredEngineTrait::calc_direct_pitch_angle({0.f, 0.f, 0.f}, {0.f, 0.f, 100.f}), 90.f, 1e-3f);
}
// ---- calc_direct_yaw_angle ----
TEST(CryPredEngineTrait, CalcDirectYawAngle_ForwardAlongY)
{
// Cry engine forward = +Y → yaw = 0
EXPECT_NEAR(PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {0.f, 100.f, 0.f}), 0.f, 1e-4f);
}
TEST(CryPredEngineTrait, CalcDirectYawAngle_AlongPositiveX)
{
// direction = {1, 0, 0}, yaw = -atan2(1, 0) = -90°
EXPECT_NEAR(PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {100.f, 0.f, 0.f}), -90.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectYawAngle_AlongNegativeX)
{
// direction = {-1, 0, 0}, yaw = -atan2(-1, 0) = 90°
EXPECT_NEAR(PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {-100.f, 0.f, 0.f}), 90.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectYawAngle_BackwardAlongNegY)
{
// direction = {0, -1, 0}, yaw = -atan2(0, -1) = ±180°
const float yaw = PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {0.f, -100.f, 0.f});
EXPECT_NEAR(std::abs(yaw), 180.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectYawAngle_OffOriginCamera)
{
// Same relative direction regardless of camera position
const float yaw_a = PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {0.f, 100.f, 0.f});
const float yaw_b = PredEngineTrait::calc_direct_yaw_angle({50.f, 50.f, 0.f}, {50.f, 150.f, 0.f});
EXPECT_NEAR(yaw_a, yaw_b, 1e-4f);
}
// ---- calc_viewpoint_from_angles ----
TEST(CryPredEngineTrait, CalcViewpointFromAngles_45Degrees)
{
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
// Target along +Y at distance 10; pitch=45° → height = 10 * tan(45°) = 10
const Vector3<float> target{0.f, 10.f, 0.f};
const auto vp = PredEngineTrait::calc_viewpoint_from_angles(p, target, 45.f);
EXPECT_NEAR(vp.x, 0.f, 1e-4f);
EXPECT_NEAR(vp.y, 10.f, 1e-4f);
EXPECT_NEAR(vp.z, 10.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcViewpointFromAngles_ZeroPitch)
{
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 5.f};
p.m_launch_speed = 1.f;
const Vector3<float> target{3.f, 4.f, 0.f};
const auto vp = PredEngineTrait::calc_viewpoint_from_angles(p, target, 0.f);
// tan(0) = 0 → viewpoint Z = origin.z + 0 = 5
EXPECT_NEAR(vp.x, 3.f, 1e-4f);
EXPECT_NEAR(vp.y, 4.f, 1e-4f);
EXPECT_NEAR(vp.z, 5.f, 1e-4f);
}
TEST(CryPredEngineTrait, CalcViewpointXYMatchesPredictedTargetXY)
{
projectile_prediction::Projectile p;
p.m_origin = {1.f, 2.f, 3.f};
p.m_launch_speed = 50.f;
const Vector3<float> target{10.f, 20.f, 5.f};
const auto vp = PredEngineTrait::calc_viewpoint_from_angles(p, target, 30.f);
// X and Y always match the predicted target position
EXPECT_NEAR(vp.x, target.x, 1e-4f);
EXPECT_NEAR(vp.y, target.y, 1e-4f);
}

View File

@@ -220,8 +220,8 @@ TEST(UnitTestMatStandalone, Equanity)
constexpr omath::Vector3<float> left_handed = {0, 2, 10}; constexpr omath::Vector3<float> left_handed = {0, 2, 10};
constexpr omath::Vector3<float> right_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_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, 0.1, 1000); 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_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); auto ndc_right_handed = proj_right_handed * omath::mat_column_from_vector(right_handed);

View File

@@ -5,8 +5,13 @@
#include <complex> #include <complex>
#include <gtest/gtest.h> #include <gtest/gtest.h>
#include <omath/3d_primitives/aabb.hpp> #include <omath/3d_primitives/aabb.hpp>
#include <omath/engines/cry_engine/camera.hpp>
#include <omath/engines/frostbite_engine/camera.hpp>
#include <omath/engines/iw_engine/camera.hpp>
#include <omath/engines/opengl_engine/camera.hpp> #include <omath/engines/opengl_engine/camera.hpp>
#include <omath/engines/source_engine/camera.hpp> #include <omath/engines/source_engine/camera.hpp>
#include <omath/engines/unreal_engine/camera.hpp>
#include <omath/linear_algebra/triangle.hpp>
#include <omath/projection/camera.hpp> #include <omath/projection/camera.hpp>
#include <print> #include <print>
#include <random> #include <random>
@@ -511,3 +516,673 @@ TEST(UnitTestProjection, AabbUnityEngineStraddlesNearNotCulled)
const omath::primitives::Aabb<float> aabb{{-1.f, -1.f, -5.f}, {1.f, 1.f, 5.f}}; const omath::primitives::Aabb<float> aabb{{-1.f, -1.f, -5.f}, {1.f, 1.f, 5.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb)); EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
} }
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_LookingForward)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(0.f),
omath::source_engine::YawAngle::from_degrees(0.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 0.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 0.f, k_eps);
}
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_PositivePitchAndYaw)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(30.f),
omath::source_engine::YawAngle::from_degrees(45.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 30.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 45.f, k_eps);
}
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_NegativePitchAndYaw)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(-45.f),
omath::source_engine::YawAngle::from_degrees(-90.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), -45.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), -90.f, k_eps);
}
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_OffOriginCameraIgnored)
{
// The forward vector from the view matrix does not depend on camera origin,
// so the same angles should be recovered regardless of position.
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(20.f),
omath::source_engine::YawAngle::from_degrees(60.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({100.f, 200.f, -50.f}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 20.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 60.f, k_eps);
}
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_RollAlwaysZero)
{
// Roll cannot be encoded in the forward vector, so it is always 0 in the result.
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(10.f),
omath::source_engine::YawAngle::from_degrees(30.f),
omath::source_engine::RollAngle::from_degrees(15.f)
};
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_FLOAT_EQ(result.roll.as_degrees(), 0.f);
}
TEST(UnitTestProjection, CalcOriginFromViewMatrix_AtOrigin)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto origin = omath::source_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 0.f, k_eps);
EXPECT_NEAR(origin.y, 0.f, k_eps);
EXPECT_NEAR(origin.z, 0.f, k_eps);
}
TEST(UnitTestProjection, CalcOriginFromViewMatrix_ArbitraryPosition)
{
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(0.f),
omath::source_engine::YawAngle::from_degrees(0.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({100.f, 200.f, -50.f}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto origin = omath::source_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 100.f, k_eps);
EXPECT_NEAR(origin.y, 200.f, k_eps);
EXPECT_NEAR(origin.z, -50.f, k_eps);
}
TEST(UnitTestProjection, CalcOriginFromViewMatrix_WithRotation)
{
// Origin recovery must work even when the camera is rotated.
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(30.f),
omath::source_engine::YawAngle::from_degrees(45.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({300.f, -100.f, 75.f}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto origin = omath::source_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 300.f, k_eps);
EXPECT_NEAR(origin.y, -100.f, k_eps);
EXPECT_NEAR(origin.z, 75.f, k_eps);
}
TEST(UnitTestProjection, CalcOriginFromViewMatrix_IndependentOfAngles)
{
// Same position, different orientations — should always recover the same origin.
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
constexpr omath::Vector3<float> expected_origin{50.f, 50.f, 50.f};
const omath::source_engine::ViewAngles angles_a{
omath::source_engine::PitchAngle::from_degrees(0.f),
omath::source_engine::YawAngle::from_degrees(0.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const omath::source_engine::ViewAngles angles_b{
omath::source_engine::PitchAngle::from_degrees(-60.f),
omath::source_engine::YawAngle::from_degrees(135.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam_a = omath::source_engine::Camera(expected_origin, angles_a, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto cam_b = omath::source_engine::Camera(expected_origin, angles_b, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto origin_a = omath::source_engine::Camera::calc_origin_from_view_matrix(cam_a.get_view_matrix());
const auto origin_b = omath::source_engine::Camera::calc_origin_from_view_matrix(cam_b.get_view_matrix());
EXPECT_NEAR(origin_a.x, expected_origin.x, k_eps);
EXPECT_NEAR(origin_a.y, expected_origin.y, k_eps);
EXPECT_NEAR(origin_a.z, expected_origin.z, k_eps);
EXPECT_NEAR(origin_b.x, expected_origin.x, k_eps);
EXPECT_NEAR(origin_b.y, expected_origin.y, k_eps);
EXPECT_NEAR(origin_b.z, expected_origin.z, k_eps);
}
// ---- Unity engine camera tests ----
TEST(UnitTestProjection, Unity_CalcViewAnglesFromViewMatrix_LookingForward)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(0.f),
omath::unity_engine::YawAngle::from_degrees(0.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::unity_engine::Camera({0, 0, 0}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto result = omath::unity_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 0.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 0.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcViewAnglesFromViewMatrix_PositivePitchAndYaw)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(30.f),
omath::unity_engine::YawAngle::from_degrees(45.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::unity_engine::Camera({0, 0, 0}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto result = omath::unity_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 30.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 45.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcViewAnglesFromViewMatrix_NegativePitchAndYaw)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(-45.f),
omath::unity_engine::YawAngle::from_degrees(-90.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::unity_engine::Camera({0, 0, 0}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto result = omath::unity_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), -45.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), -90.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcOriginFromViewMatrix_AtOrigin)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const auto cam = omath::unity_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto origin = omath::unity_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 0.f, k_eps);
EXPECT_NEAR(origin.y, 0.f, k_eps);
EXPECT_NEAR(origin.z, 0.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcOriginFromViewMatrix_ArbitraryPosition)
{
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(0.f),
omath::unity_engine::YawAngle::from_degrees(0.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::unity_engine::Camera({100.f, 200.f, -50.f}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto origin = omath::unity_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 100.f, k_eps);
EXPECT_NEAR(origin.y, 200.f, k_eps);
EXPECT_NEAR(origin.z, -50.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcOriginFromViewMatrix_WithRotation)
{
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(30.f),
omath::unity_engine::YawAngle::from_degrees(45.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::unity_engine::Camera({300.f, -100.f, 75.f}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto origin = omath::unity_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 300.f, k_eps);
EXPECT_NEAR(origin.y, -100.f, k_eps);
EXPECT_NEAR(origin.z, 75.f, k_eps);
}
// ---- Camera basis vectors at zero angles ----
TEST(UnitTestProjection, SourceEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::source_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::source_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::source_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::source_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::source_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::source_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::source_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::source_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::source_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, UnityEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::unity_engine::Camera({}, {}, {1280.f, 720.f},
omath::projection::FieldOfView::from_degrees(60.f), 0.03f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::unity_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::unity_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::unity_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::unity_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::unity_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::unity_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::unity_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::unity_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::unity_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, OpenGLEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::opengl_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::opengl_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::opengl_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::opengl_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::opengl_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::opengl_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::opengl_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::opengl_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::opengl_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::opengl_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, UnrealEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::unreal_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::unreal_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::unreal_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::unreal_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::unreal_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::unreal_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::unreal_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::unreal_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::unreal_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::unreal_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, FrostbiteEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::frostbite_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::frostbite_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::frostbite_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::frostbite_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::frostbite_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::frostbite_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::frostbite_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::frostbite_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::frostbite_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::frostbite_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, CryEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::cry_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::cry_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::cry_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::cry_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::cry_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::cry_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::cry_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::cry_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::cry_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::cry_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, IWEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::iw_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::iw_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::iw_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::iw_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::iw_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::iw_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::iw_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::iw_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::iw_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::iw_engine::k_abs_up.z, k_eps);
}
// ---- extract_projection_params ----
TEST(UnitTestProjection, ExtractProjectionParams_FovRoundTrip)
{
// Source engine applies a 0.75 scale factor to its projection matrix, so
// extract_projection_params (standard formula) does not round-trip with it.
// Use Unity engine, which uses a standard projection matrix.
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(75.f);
const auto cam = omath::unity_engine::Camera({}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto params = omath::unity_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(params.fov.as_degrees(), 75.f, k_eps);
}
TEST(UnitTestProjection, ExtractProjectionParams_AspectRatioRoundTrip)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto params = omath::source_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(params.aspect_ratio, 1920.f / 1080.f, k_eps);
}
TEST(UnitTestProjection, ExtractProjectionParams_UnityEngine)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const auto cam = omath::unity_engine::Camera({}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto params = omath::unity_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(params.fov.as_degrees(), 60.f, k_eps);
EXPECT_NEAR(params.aspect_ratio, 1280.f / 720.f, k_eps);
}
// ---- Accessors ----
TEST(UnitTestProjection, Accessors_GetFovNearFarOrigin)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::Vector3<float> origin{10.f, 20.f, 30.f};
const auto cam = omath::source_engine::Camera(origin, {}, {1920.f, 1080.f}, fov, 0.1f, 500.f);
EXPECT_NEAR(cam.get_field_of_view().as_degrees(), 90.f, 1e-4f);
EXPECT_FLOAT_EQ(cam.get_near_plane(), 0.1f);
EXPECT_FLOAT_EQ(cam.get_far_plane(), 500.f);
EXPECT_FLOAT_EQ(cam.get_origin().x, 10.f);
EXPECT_FLOAT_EQ(cam.get_origin().y, 20.f);
EXPECT_FLOAT_EQ(cam.get_origin().z, 30.f);
}
// ---- Setters + cache invalidation ----
TEST(UnitTestProjection, SetFieldOfView_InvalidatesProjection)
{
constexpr auto fov_a = omath::projection::FieldOfView::from_degrees(90.f);
constexpr auto fov_b = omath::projection::FieldOfView::from_degrees(45.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov_a, 0.01f, 1000.f);
const auto proj_before = cam.get_projection_matrix();
cam.set_field_of_view(fov_b);
const auto proj_after = cam.get_projection_matrix();
EXPECT_NE(proj_before.at(0, 0), proj_after.at(0, 0));
EXPECT_NEAR(cam.get_field_of_view().as_degrees(), 45.f, 1e-4f);
}
TEST(UnitTestProjection, SetNearPlane_InvalidatesProjection)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto proj_before = cam.get_projection_matrix();
cam.set_near_plane(1.f);
const auto proj_after = cam.get_projection_matrix();
EXPECT_FLOAT_EQ(cam.get_near_plane(), 1.f);
EXPECT_NE(proj_before.at(2, 2), proj_after.at(2, 2));
}
TEST(UnitTestProjection, SetFarPlane_InvalidatesProjection)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto proj_before = cam.get_projection_matrix();
cam.set_far_plane(100.f);
const auto proj_after = cam.get_projection_matrix();
EXPECT_FLOAT_EQ(cam.get_far_plane(), 100.f);
EXPECT_NE(proj_before.at(2, 2), proj_after.at(2, 2));
}
TEST(UnitTestProjection, SetOrigin_InvalidatesViewMatrix)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Target is off to the side — stays at the same world position while camera
// moves laterally, so the projected X must change.
const auto screen_before = cam.world_to_screen({500.f, 100.f, 0.f});
cam.set_origin({0.f, 100.f, 0.f}); // lateral shift
const auto screen_after = cam.world_to_screen({500.f, 100.f, 0.f});
ASSERT_TRUE(screen_before.has_value());
ASSERT_TRUE(screen_after.has_value());
EXPECT_NE(screen_before->x, screen_after->x);
EXPECT_FLOAT_EQ(cam.get_origin().y, 100.f);
}
TEST(UnitTestProjection, SetViewPort_InvalidatesProjection)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto proj_before = cam.get_projection_matrix();
// 1280x800 is 8:5, different aspect ratio from 1920x1080 (16:9)
cam.set_view_port({1280.f, 800.f});
const auto proj_after = cam.get_projection_matrix();
EXPECT_NE(proj_before.at(0, 0), proj_after.at(0, 0));
}
TEST(UnitTestProjection, SetViewAngles_InvalidatesViewMatrix)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto view_before = cam.get_view_matrix();
const omath::source_engine::ViewAngles rotated{
omath::source_engine::PitchAngle::from_degrees(30.f),
omath::source_engine::YawAngle::from_degrees(45.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
cam.set_view_angles(rotated);
const auto view_after = cam.get_view_matrix();
EXPECT_NE(view_before.at(0, 0), view_after.at(0, 0));
}
// ---- calc_look_at_angles / look_at ----
TEST(UnitTestProjection, CalcLookAtAngles_ForwardTarget)
{
// Source engine: +X is forward. Camera at origin, target on +X axis.
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto angles = cam.calc_look_at_angles({100.f, 0.f, 0.f});
EXPECT_NEAR(angles.pitch.as_degrees(), 0.f, 1e-4f);
EXPECT_NEAR(angles.yaw.as_degrees(), 0.f, 1e-4f);
}
TEST(UnitTestProjection, LookAt_ForwardVectorPointsAtTarget)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
cam.look_at({200.f, 0.f, 0.f});
const auto fwd = cam.get_abs_forward();
// After pointing at +X target the forward vector should be ~(1,0,0)
EXPECT_NEAR(fwd.x, 1.f, 1e-4f);
EXPECT_NEAR(fwd.y, 0.f, 1e-4f);
EXPECT_NEAR(fwd.z, 0.f, 1e-4f);
}
// ---- is_culled_by_frustum (triangle) ----
TEST(UnitTestProjection, TriangleInsideFrustumNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Small triangle directly in front (Source: +X forward)
const omath::Triangle<omath::Vector3<float>> tri{
{100.f, 0.f, 1.f},
{100.f, 1.f, -1.f},
{100.f, -1.f, -1.f}
};
EXPECT_FALSE(cam.is_culled_by_frustum(tri));
}
TEST(UnitTestProjection, TriangleBehindCameraCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Triangle entirely behind the camera (-X)
const omath::Triangle<omath::Vector3<float>> tri{
{-100.f, 0.f, 1.f},
{-100.f, 1.f, -1.f},
{-100.f, -1.f, -1.f}
};
EXPECT_TRUE(cam.is_culled_by_frustum(tri));
}
TEST(UnitTestProjection, TriangleBeyondFarPlaneCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Triangle beyond the 1000-unit far plane
const omath::Triangle<omath::Vector3<float>> tri{
{2000.f, 0.f, 1.f},
{2000.f, 1.f, -1.f},
{2000.f, -1.f, -1.f}
};
EXPECT_TRUE(cam.is_culled_by_frustum(tri));
}
TEST(UnitTestProjection, TriangleFarToSideCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Triangle far outside the side frustum planes
const omath::Triangle<omath::Vector3<float>> tri{
{100.f, 5000.f, 0.f},
{100.f, 5001.f, 1.f},
{100.f, 5001.f, -1.f}
};
EXPECT_TRUE(cam.is_culled_by_frustum(tri));
}
TEST(UnitTestProjection, TriangleStraddlingFrustumNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Large triangle with vertices on both sides of the frustum — should not be culled
const omath::Triangle<omath::Vector3<float>> tri{
{ 100.f, 0.f, 0.f},
{ 100.f, 5000.f, 0.f},
{ 100.f, 0.f, 5000.f}
};
EXPECT_FALSE(cam.is_culled_by_frustum(tri));
}