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21 Commits

Author SHA1 Message Date
cdce07f2a5 Merge pull request #22 from orange-cpp/u/orange-cpp/improved-camera
U/orange cpp/improved camera
2024-12-26 18:42:17 +03:00
931937d010 added open gl stuff 2024-12-23 17:53:47 +03:00
af880be056 added methods 2024-12-23 15:34:38 +03:00
c3bfd12971 Merge pull request #21 from orange-cpp/u/orange-cpp/dropped-shared-export
U/orange cpp/dropped shared export
2024-12-23 13:52:55 +03:00
9ad8ec755b removed header 2024-12-23 13:52:12 +03:00
409cd18de6 dropped .dll/.so support 2024-12-23 13:47:28 +03:00
001c6a8a47 fixed vcs.mxl 2024-12-23 13:43:14 +03:00
30bc3f2c6d changed readme 2024-12-21 19:41:31 +03:00
232f456a4d Merge pull request #20 from orange-cpp/u/orange-cpp/mat_sqr_brackets_op
Added brand new operator[] support for Mat/Matrix class
2024-12-21 19:34:51 +03:00
2b9575311e added operator for matrix 2024-12-21 19:32:09 +03:00
e497308349 added operator square brackets 2024-12-21 19:29:33 +03:00
390e584aee updated version 2024-12-21 16:03:54 +03:00
93082d6a8d added components check 2024-12-21 15:53:47 +03:00
c8c3c4e5fc Merge pull request #19 from luadebug/main
Update README.md Vcpkg integration
2024-12-21 14:31:30 +03:00
Saikari
24ad4ac698 Update README.md 2024-12-21 01:18:25 +03:00
221fd54f5a fixed warning related with clang 2024-12-17 12:30:05 +03:00
5f8fc4058c Merge pull request #17 from luadebug/export
Create Export for DLL (shared MSVC build)
2024-12-17 12:24:11 +03:00
さくらみこ
fc164b339b fix 2024-12-17 12:08:18 +03:00
さくらみこ
58fb6a0304 clean 2024-12-17 08:40:48 +03:00
さくらみこ
193e87847a fixup 2024-12-17 07:24:44 +03:00
Saikari
075c553521 Export 2024-12-17 04:55:13 +03:00
34 changed files with 359 additions and 71 deletions

1
.idea/vcs.xml generated
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@@ -2,7 +2,6 @@
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
<mapping directory="$PROJECT_DIR$/extlibs/glm" vcs="Git" />
<mapping directory="$PROJECT_DIR$/extlibs/googletest" vcs="Git" />
</component>
</project>

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@@ -1,8 +1,8 @@
cmake_minimum_required(VERSION 3.26)
project(omath VERSION 1.0.0)
project(omath VERSION 1.0.1)
include(CMakePackageConfigHelpers)
set(CMAKE_CXX_STANDARD 26)
@@ -16,13 +16,18 @@ option(OMATH_BUILD_AS_SHARED_LIBRARY "Build Omath as .so or .dll" OFF)
if (OMATH_BUILD_AS_SHARED_LIBRARY)
add_library(omath SHARED source/Vector3.cpp)
else()
add_library(omath STATIC source/Vector3.cpp)
add_library(omath STATIC source/Vector3.cpp
include/omath/engines/OpenGL/Constants.hpp
include/omath/engines/OpenGL/Formulas.hpp
include/omath/engines/OpenGL/Camera.hpp)
endif()
target_compile_definitions(omath PUBLIC OMATH_EXPORT)
add_subdirectory(source)
add_subdirectory(extlibs)
if(OMATH_BUILD_TESTS)
add_subdirectory(extlibs)
add_subdirectory(tests)
endif()
@@ -79,4 +84,4 @@ install(FILES
"${CMAKE_CURRENT_BINARY_DIR}/omathConfig.cmake"
"${CMAKE_CURRENT_BINARY_DIR}/omathConfigVersion.cmake"
DESTINATION lib/cmake/omath
)
)

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@@ -26,6 +26,20 @@ Oranges's Math Library (omath) is a comprehensive, open-source library aimed at
- CMake (for building the project)
### Installation
### vcpkg
**Note**: Support vcpkg for package management
1. Install vcpkg (https://github.com/microsoft/vcpkg)
2. Run the following command to install the orange-math package:
```
vcpkg install orange-math
```
CMakeLists.txt
```cmake
find_package(omath CONFIG REQUIRED)
target_link_libraries(main PRIVATE omath::omath)
```
For detailed commands on installing different versions and more information, please refer to Microsoft's official instructions (https://learn.microsoft.com/en-us/vcpkg/get_started/overview)
### Build from source
1. Clone the repository:
```
git clone https://github.com/orange-cpp/omath.git
@@ -69,4 +83,4 @@ Contributions to `omath` are welcome! Please read `CONTRIBUTING.md` for details
This project is licensed under the MIT - see the `LICENSE` file for details.
## Acknowledgments
- Orange | [Telegram](https://t.me/orange_cpp)
- [All contributors](https://github.com/orange-cpp/omath/graphs/contributors)

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@@ -4,3 +4,4 @@ include(CMakeFindDependencyMacro)
# Load the targets for the omath library
include("${CMAKE_CURRENT_LIST_DIR}/omathTargets.cmake")
check_required_components(omath)

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@@ -4,10 +4,8 @@
#pragma once
#include "omath/Angles.hpp"
#include <algorithm>
namespace omath
{
enum class AngleFlags

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@@ -6,7 +6,6 @@
#include <numbers>
#include <cmath>
namespace omath::angles
{
template<class Type>

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@@ -8,7 +8,6 @@
#include <cstdint>
#include "omath/Vector4.hpp"
namespace omath
{
struct HSV

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@@ -9,7 +9,6 @@
#include <utility>
#include "Vector3.hpp"
namespace omath
{
struct MatSize
@@ -66,6 +65,11 @@ namespace omath
m_data = other.m_data;
}
constexpr Type& operator[](const size_t row, const size_t col)
{
return At(row, col);
}
constexpr Mat(Mat&& other) noexcept
{
m_data = std::move(other.m_data);

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@@ -36,6 +36,13 @@ namespace omath
[[nodiscard]]
size_t RowCount() const noexcept;
[[nodiscard]]
float& operator[](size_t row, size_t column)
{
return At(row, column);
}
[[nodiscard]]
size_t ColumnsCount() const noexcept;

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@@ -6,7 +6,6 @@
#include <tuple>
#include <cmath>
namespace omath
{
class Vector2

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@@ -8,7 +8,6 @@
#include <functional>
#include "omath/Vector2.hpp"
namespace omath
{
class Vector3 : public Vector2

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@@ -6,7 +6,6 @@
#include <omath/Vector3.hpp>
#include <algorithm>
namespace omath
{
class Vector4 : public Vector3

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@@ -6,7 +6,6 @@
#include "omath/Vector3.hpp"
#include "omath/Triangle3d.hpp"
namespace omath::collision
{
class Ray

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@@ -0,0 +1,19 @@
//
// Created by Orange on 12/23/2024.
//
#pragma once
#include "Constants.hpp"
#include "omath/projection/Camera.hpp"
namespace omath::opengl
{
class Camera final : public projection::Camera<Mat4x4, ViewAngles>
{
public:
Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, float near, float far);
void LookAt(const Vector3& target) override;
[[nodiscard]] Mat4x4 CalcViewMatrix() const override;
[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
};
}

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@@ -0,0 +1,25 @@
//
// Created by Orange on 12/23/2024.
//
#pragma once
#include <omath/Vector3.hpp>
#include <omath/Mat.hpp>
#include <omath/Angle.hpp>
#include <omath/ViewAngles.hpp>
namespace omath::opengl
{
constexpr Vector3 kAbsUp = {0, 1, 0};
constexpr Vector3 kAbsRight = {1, 0, 0};
constexpr Vector3 kAbsForward = {0, 0, -1};
using Mat4x4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
using Mat3x3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
using Mat1x3 = Mat<1, 3, float, MatStoreType::COLUMN_MAJOR>;
using PitchAngle = Angle<float, 0.f, 180.f, AngleFlags::Clamped>;
using YawAngle = Angle<float, 0.f, 360.f, AngleFlags::Normalized>;
using RollAngle = Angle<float, 0.f, 360.f, AngleFlags::Normalized>;
using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
}

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@@ -0,0 +1,54 @@
//
// Created by Orange on 12/23/2024.
//
#pragma once
#include "Constants.hpp"
namespace omath::opengl
{
[[nodiscard]]
inline Vector3 ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]]
inline Vector3 RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]]
inline Vector3 UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3& cam_origin)
{
return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
[[nodiscard]]
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, -1, 0},
};
}
}

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@@ -2,7 +2,7 @@
// Created by Orange on 12/4/2024.
//
#pragma once
#include "Constants.h"
#include "Constants.hpp"
#include "omath/projection/Camera.hpp"
namespace omath::source
@@ -11,9 +11,9 @@ namespace omath::source
{
public:
Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
const Angle<float, 0, 180, AngleFlags::Clamped>& fov, float near, float far);
const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, float near, float far);
void LookAt(const Vector3& target) override;
[[nodiscard]] Mat4x4 GetViewMatrix() const override;
[[nodiscard]] Mat4x4 GetProjectionMatrix() const override;
[[nodiscard]] Mat4x4 CalcViewMatrix() const override;
[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
};
}

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@@ -2,7 +2,7 @@
// Created by Orange on 12/4/2024.
//
#pragma once
#include "Constants.h"
#include "Constants.hpp"
namespace omath::source
{

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@@ -7,7 +7,6 @@
#include "NavigationMesh.hpp"
#include "omath/Vector3.hpp"
namespace omath::pathfinding
{
class Astar final

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@@ -9,7 +9,6 @@
#include <vector>
#include <string>
namespace omath::pathfinding
{

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@@ -9,7 +9,6 @@
#include "omath/prediction/Projectile.hpp"
#include "omath/prediction/Target.hpp"
namespace omath::prediction
{
class Engine final

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@@ -5,7 +5,6 @@
#pragma once
#include "omath/Vector3.hpp"
namespace omath::prediction
{
class Projectile final

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@@ -5,7 +5,6 @@
#pragma once
#include "omath/Vector3.hpp"
namespace omath::prediction
{
class Target final

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@@ -11,7 +11,6 @@
#include <omath/Angle.hpp>
#include <type_traits>
namespace omath::projection
{
class ViewPort final
@@ -30,7 +29,6 @@ namespace omath::projection
template<class Mat4x4Type, class ViewAnglesType>
class Camera
{
public:
virtual ~Camera() = default;
Camera(const Vector3& position, const ViewAnglesType& viewAngles, const ViewPort& viewPort,
@@ -43,18 +41,82 @@ namespace omath::projection
virtual void LookAt(const Vector3& target) = 0;
[[nodiscard]] virtual Mat4x4Type GetViewMatrix() const = 0;
[[nodiscard]] virtual Mat4x4Type CalcViewMatrix() const = 0;
[[nodiscard]] virtual Mat4x4Type GetProjectionMatrix() const = 0;
[[nodiscard]] virtual Mat4x4Type CalcProjectionMatrix() const = 0;
[[nodiscard]] Mat4x4Type GetViewProjectionMatrix()
[[nodiscard]] Mat4x4Type CalcViewProjectionMatrix() const
{
return GetProjectionMatrix() * GetViewMatrix();
return CalcProjectionMatrix() * CalcViewMatrix();
}
[[nodiscard]] std::expected<Vector3, Error> WorldToScreen(const Mat4x4Type& viewProj, const Vector3& worldPosition) const
void SetFieldOfView(const FieldOfView& fov)
{
auto projected = viewProj * MatColumnFromVector<float, Mat4x4Type::GetStoreOrdering()>(worldPosition);
m_fieldOfView = fov;
m_viewProjectionMatrix = CalcViewProjectionMatrix();
}
void SetNearPlane(const float near)
{
m_nearPlaneDistance = near;
m_viewProjectionMatrix = CalcViewProjectionMatrix();
}
void SetFarPlane(const float far)
{
m_farPlaneDistance = far;
m_viewProjectionMatrix = CalcViewProjectionMatrix();
}
void SetViewAngles(const ViewAnglesType& viewAngles)
{
m_viewAngles = viewAngles;
m_viewProjectionMatrix = CalcViewProjectionMatrix();
}
void SetOrigin(const Vector3& origin)
{
m_origin = origin;
m_viewProjectionMatrix = CalcViewProjectionMatrix();
}
void SetViewPort(const ViewPort& viewPort)
{
m_viewPort = viewPort;
m_viewProjectionMatrix = CalcViewProjectionMatrix();
}
[[nodiscard]] const FieldOfView& GetFieldOfView() const
{
return m_fieldOfView;
}
[[nodiscard]] const float& GetNearPlane() const
{
return m_nearPlaneDistance;
}
[[nodiscard]] const float& GetFarPlane() const
{
return m_farPlaneDistance;
}
[[nodiscard]] const ViewAnglesType& GetViewAngles() const
{
return m_viewAngles;
}
[[nodiscard]] const Vector3& GetOrigin() const
{
return m_origin;
}
[[nodiscard]] std::expected<Vector3, Error> WorldToScreen(const Vector3& worldPosition) const
{
if (!m_viewProjectionMatrix.has_value())
m_viewProjectionMatrix = CalcViewProjectionMatrix();
auto projected = m_viewProjectionMatrix.value() * MatColumnFromVector<float, Mat4x4Type::GetStoreOrdering()>(worldPosition);
if (projected.At(3, 0) == 0.0f)
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
@@ -64,13 +126,18 @@ namespace omath::projection
if (IsNdcOutOfBounds(projected))
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
return Vector3{(projected.At(0,0)+1) / 2 * m_viewPort.m_width , (-projected.At(1,0)+1) / 2 * m_viewPort.m_height, projected.At(2,0)};
const auto screenPositionX = (projected.At(0,0)+1.f) / 2.f * m_viewPort.m_width;
const auto screenPositionY = (-projected.At(1,0)+1) / 2.f * m_viewPort.m_height;
return Vector3{screenPositionX, screenPositionY, projected.At(2,0)};
}
protected:
ViewPort m_viewPort{};
Angle<float, 0.f, 180.f, AngleFlags::Clamped> m_fieldOfView;
mutable std::optional<Mat4x4Type> m_viewProjectionMatrix;
float m_farPlaneDistance;
float m_nearPlaneDistance;

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@@ -1 +1,2 @@
add_subdirectory(Source)
add_subdirectory(Source)
add_subdirectory(OpenGL)

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@@ -0,0 +1 @@
target_sources(omath PRIVATE Camera.cpp)

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@@ -0,0 +1,35 @@
//
// Created by Orange on 12/23/2024.
//
#include "omath/engines/OpenGL/Camera.hpp"
#include "omath/engines/OpenGL/Formulas.hpp"
namespace omath::opengl
{
Camera::Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
const Angle<float, 0, 180, AngleFlags::Clamped>& fov, const float near, const float far) :
projection::Camera<Mat4x4, ViewAngles>(position, viewAngles, viewPort, fov, near, far)
{
}
void Camera::LookAt([[maybe_unused]] const Vector3& target)
{
const float distance = m_origin.DistTo(target);
const auto delta = target - m_origin;
m_viewAngles.pitch = PitchAngle::FromRadians(std::asin(delta.z / distance));
m_viewAngles.yaw = -YawAngle::FromRadians(std::atan2(delta.y, delta.x));
m_viewAngles.roll = RollAngle::FromRadians(0.f);
}
Mat4x4 Camera::CalcViewMatrix() const
{
return opengl::CalcViewMatrix(m_viewAngles, m_origin);
}
Mat4x4 Camera::CalcProjectionMatrix() const
{
return CalcPerspectiveProjectionMatrix(m_fieldOfView.AsDegrees(), m_viewPort.AspectRatio(), m_nearPlaneDistance,
m_farPlaneDistance);
}
} // namespace omath::opengl

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@@ -24,13 +24,14 @@ namespace omath::source
m_viewAngles.roll = RollAngle::FromRadians(0.f);
}
Mat4x4 Camera::GetViewMatrix() const
Mat4x4 Camera::CalcViewMatrix() const
{
return CalcViewMatrix(m_viewAngles, m_origin);
return source::CalcViewMatrix(m_viewAngles, m_origin);
}
Mat4x4 Camera::GetProjectionMatrix() const
Mat4x4 Camera::CalcProjectionMatrix() const
{
return CalcPerspectiveProjectionMatrix(m_fieldOfView.AsDegrees(), m_viewPort.AspectRatio(), m_nearPlaneDistance, m_farPlaneDistance);
return CalcPerspectiveProjectionMatrix(m_fieldOfView.AsDegrees(), m_viewPort.AspectRatio(), m_nearPlaneDistance,
m_farPlaneDistance);
}
} // namespace omath::source

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@@ -1,37 +1,69 @@
//
// Created by Orange on 11/23/2024.
//
#include <complex>
#include <gtest/gtest.h>
#include <omath/Matrix.hpp>
#include <print>
// #include <glm/glm.hpp>
// #include "glm/ext/matrix_clip_space.hpp"
// #include "glm/ext/matrix_transform.hpp"
#include <omath/engines/OpenGL/Camera.hpp>
#include <omath/engines/OpenGL/Constants.hpp>
#include <omath/engines/OpenGL/Formulas.hpp>
TEST(UnitTestOpenGL, Projection)
TEST(UnitTestOpenGL, ForwardVector)
{
const auto forward = omath::opengl::ForwardVector({});
/*const auto proj_glm = glm::perspective(glm::radians(90.f), 16.f / 9.f, 0.1f, 1000.f);
// const auto proj_glm2 = glm::perspectiveLH_NO(glm::radians(90.f), 16.f / 9.f, 0.1f, 1000.f);
// const auto proj_omath = omath::Mat<4, 4, float, omath::MatStoreType::COLUMN_MAJOR>((const float*)&proj_glm);
// EXPECT_EQ(omath::opengl::PerspectiveProjectionMatrix(90, 16.f / 9.f, 0.1f, 1000.f), proj_omath);
EXPECT_EQ(forward, omath::opengl::kAbsForward);
}
TEST(UnitTestOpenGL, RightVector)
{
const auto right = omath::opengl::RightVector({});
EXPECT_EQ(right, omath::opengl::kAbsRight);
}
TEST(UnitTestOpenGL, UpVector)
{
const auto up = omath::opengl::UpVector({});
EXPECT_EQ(up, omath::opengl::kAbsUp);
}
TEST(UnitTestOpenGL, ProjectTargetMovedFromCamera)
{
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);
auto cam = omath::opengl::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
glm::vec4 ndc_glm2 = proj_glm * glm::vec4(300.f, 0.f, -1000.f, 1.f);
ndc_glm2 /= ndc_glm2.w;
const omath::Mat<4, 1, float, omath::MatStoreType::COLUMN_MAJOR> cords_omath =
for (float distance = -10.f; distance > -1000.f; distance -= 0.01f)
{
{0},
{0},
{-0.2f},
{1}
};
const auto projected = cam.WorldToScreen({0, 0, distance});
//auto ndc_omath = proj_omath * cords_omath;
// ndc_omath /= ndc_omath.At(3, 0);
*/
EXPECT_TRUE(projected.has_value());
if (!projected.has_value())
continue;
EXPECT_NEAR(projected->x, 960, 0.00001f);
EXPECT_NEAR(projected->y, 540, 0.00001f);
}
}
TEST(UnitTestOpenGL, CameraSetAndGetFov)
{
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);
auto cam = omath::opengl::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 90.f);
cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f));
EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f);
}
TEST(UnitTestOpenGL, CameraSetAndGetOrigin)
{
auto cam = omath::opengl::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
EXPECT_EQ(cam.GetOrigin(), omath::Vector3{});
cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f));
EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f);
}

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@@ -3,7 +3,7 @@
//
#include <gtest/gtest.h>
#include <omath/engines/Source/Camera.hpp>
#include <omath/engines/Source/Constants.h>
#include <omath/engines/Source/Constants.hpp>
#include <omath/engines/Source/Formulas.hpp>
@@ -27,17 +27,15 @@ TEST(UnitTestSourceEngine, UpVector)
EXPECT_EQ(up, omath::source::kAbsUp);
}
TEST(UnitTestSourceEngine, PerpectiveProjectionAtCenter)
TEST(UnitTestSourceEngine, ProjectTargetMovedFromCamera)
{
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);
auto cam = omath::source::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto viewProjMatrix = cam.GetViewProjectionMatrix();
for (float distance = 0.02f; distance < 1000.f; distance += 0.01f)
{
const auto projected = cam.WorldToScreen(viewProjMatrix, {distance, 0, 0});
const auto projected = cam.WorldToScreen({distance, 0, 0});
EXPECT_TRUE(projected.has_value());
@@ -47,4 +45,25 @@ TEST(UnitTestSourceEngine, PerpectiveProjectionAtCenter)
EXPECT_NEAR(projected->x, 960, 0.00001f);
EXPECT_NEAR(projected->y, 540, 0.00001f);
}
}
TEST(UnitTestSourceEngine, CameraSetAndGetFov)
{
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);
auto cam = omath::source::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 90.f);
cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f));
EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f);
}
TEST(UnitTestSourceEngine, CameraSetAndGetOrigin)
{
auto cam = omath::source::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
EXPECT_EQ(cam.GetOrigin(), omath::Vector3{});
cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f));
EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f);
}

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@@ -40,6 +40,14 @@ TEST_F(UnitTestMat, Constructor_InitializerList)
EXPECT_FLOAT_EQ(m.At(1, 1), 4.0f);
}
TEST_F(UnitTestMat, Operator_SquareBrackets)
{
EXPECT_EQ((m2[0, 0]), 1.0f);
EXPECT_EQ((m2[0, 1]), 2.0f);
EXPECT_EQ((m2[1, 0]), 3.0f);
EXPECT_EQ((m2[1, 1]), 4.0f);
}
TEST_F(UnitTestMat, Constructor_Copy)
{
Mat<2, 2> m3 = m2;

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@@ -29,6 +29,15 @@ TEST_F(UnitTestMatrix, Constructor_Size)
EXPECT_EQ(m.ColumnsCount(), 3);
}
TEST_F(UnitTestMatrix, Operator_SquareBrackets)
{
EXPECT_EQ((m2[0, 0]), 1.0f);
EXPECT_EQ((m2[0, 1]), 2.0f);
EXPECT_EQ((m2[1, 0]), 3.0f);
EXPECT_EQ((m2[1, 1]), 4.0f);
}
TEST_F(UnitTestMatrix, Constructor_InitializerList)
{
Matrix m{{1.0f, 2.0f}, {3.0f, 4.0f}};

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@@ -10,9 +10,9 @@
TEST(UnitTestProjection, Projection)
{
auto x = omath::Angle<float, 0.f, 180.f, omath::AngleFlags::Clamped>::FromDegrees(90.f);
const auto x = omath::Angle<float, 0.f, 180.f, omath::AngleFlags::Clamped>::FromDegrees(90.f);
auto cam = omath::source::Camera({0, 0, 0}, omath::source::ViewAngles{}, {1920.f, 1080.f}, x, 0.01f, 1000.f);
const auto projected = cam.WorldToScreen(cam.GetViewProjectionMatrix(), {1000, 0, 50});
const auto projected = cam.WorldToScreen({1000, 0, 50});
std::print("{} {} {}", projected->x, projected->y, projected->z);
}