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10 Commits

Author SHA1 Message Date
ee9829af22 Merge pull request #31 from orange-cpp/u/orange-cpp/IWEngine
Added Infinity Ward Engine Support
2025-03-17 09:20:51 +03:00
cd452b0397 updated comment 2025-03-17 09:14:42 +03:00
2fa0c500a7 added magic number 2025-03-17 08:59:41 +03:00
0740d0778c added iw engine files 2025-03-17 07:20:13 +03:00
f5c271cfa6 changed naming of engines section 2025-03-17 05:27:00 +03:00
064a31f527 Merge pull request #30 from orange-cpp/u/orange-cpp/imgui-integration
ImGUI Vector integration
2025-03-17 04:12:39 +03:00
e5d0adf247 changed default option 2025-03-17 04:11:49 +03:00
8fc107ec0f fix 2025-03-17 04:07:21 +03:00
6dd72d2448 added convertors 2025-03-17 03:56:09 +03:00
c76f6e91b0 fix 2025-03-17 02:41:08 +03:00
27 changed files with 307 additions and 77 deletions

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@@ -9,7 +9,7 @@ option(OMATH_BUILD_TESTS "Build unit tests" OFF)
option(OMATH_THREAT_WARNING_AS_ERROR "Set highest level of warnings and force compiler to treat them as errors" ON)
option(OMATH_BUILD_AS_SHARED_LIBRARY "Build Omath as .so or .dll" OFF)
option(OMATH_USE_AVX2 "Omath will use AVX2 to boost performance" ON)
option(OMATH_IMGUI_INTEGRATION "Omath will define method to convert omath types to imgui types" OFF)
if (OMATH_BUILD_AS_SHARED_LIBRARY)
add_library(omath SHARED source/Vector3.cpp)
@@ -17,6 +17,14 @@ else()
add_library(omath STATIC source/Matrix.cpp)
endif()
if (OMATH_IMGUI_INTEGRATION)
target_compile_definitions(omath PUBLIC OMATH_IMGUI_INTEGRATION)
endif()
if (OMATH_USE_AVX2)
target_compile_definitions(omath PUBLIC OMATH_USE_AVX2)
endif()
set_target_properties(omath PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
@@ -31,9 +39,6 @@ endif()
target_compile_features(omath PUBLIC cxx_std_23)
if (OMATH_USE_AVX2)
target_compile_definitions(omath PUBLIC OMATH_USE_AVX2)
endif()
add_subdirectory(source)

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@@ -96,7 +96,6 @@ namespace omath
return Cos() / Sin();
}
[[nodiscard]]
constexpr Angle& operator+=(const Angle& other)
{
if constexpr (flags == AngleFlags::Normalized)
@@ -116,7 +115,6 @@ namespace omath
[[nodiscard]]
constexpr std::partial_ordering operator<=>(const Angle& other) const = default;
[[nodiscard]]
constexpr Angle& operator-=(const Angle& other)
{
return operator+=(-other);

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@@ -3,13 +3,19 @@
//
#pragma once
#include <tuple>
#include <cmath>
#include <tuple>
#ifdef OMATH_IMGUI_INTEGRATION
#include <imgui.h>
#endif
namespace omath
{
template<class Type> requires std::is_arithmetic_v<Type>
template<class Type>
requires std::is_arithmetic_v<Type>
class Vector2
{
public:
@@ -19,7 +25,9 @@ namespace omath
// Constructors
constexpr Vector2() = default;
constexpr Vector2(const Type& x, const Type& y) : x(x), y(y) {}
constexpr Vector2(const Type& x, const Type& y) : x(x), y(y)
{
}
// Equality operators
[[nodiscard]]
@@ -145,23 +153,12 @@ namespace omath
constexpr Vector2& Abs()
{
//FIXME: Replace with std::abs, if it will become constexprable
// FIXME: Replace with std::abs, if it will become constexprable
x = x < 0 ? -x : x;
y = y < 0 ? -y : y;
return *this;
}
template<class type>
[[nodiscard]] constexpr const type& As() const
{
return *reinterpret_cast<const type*>(this);
}
template<class type>
[[nodiscard]] constexpr type& As()
{
return *reinterpret_cast<type*>(this);
}
[[nodiscard]] constexpr Vector2 operator-() const
{
return {-x, -y};
@@ -188,7 +185,7 @@ namespace omath
return {x / fl, y / fl};
}
// Sum of elements
// Sum of elements
[[nodiscard]] constexpr Type Sum() const
{
return x + y;
@@ -199,5 +196,13 @@ namespace omath
{
return std::make_tuple(x, y);
}
#ifdef OMATH_IMGUI_INTEGRATION
[[nodiscard]]
ImVec2 ToImVec2() const
{
return {static_cast<float>(this->x), static_cast<float>(this->y)};
}
#endif
};
}
} // namespace omath

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@@ -4,13 +4,12 @@
#pragma once
#include "Vector2.hpp"
#include <cstdint>
#include <functional>
#include "omath/Vector2.hpp"
#include "omath/Angle.hpp"
#include <expected>
#include <immintrin.h>
#include <functional>
#include "omath/Angle.hpp"
#include "omath/Vector2.hpp"
namespace omath
{

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@@ -6,6 +6,7 @@
#include <omath/Vector3.hpp>
#include <algorithm>
namespace omath
{
template <class Type>
@@ -154,5 +155,19 @@ namespace omath
{
return Vector3<Type>::Sum() + w;
}
#ifdef OMATH_IMGUI_INTEGRATION
[[nodiscard]]
ImVec4 ToImVec4() const
{
return
{
static_cast<float>(this->x),
static_cast<float>(this->y),
static_cast<float>(this->z),
static_cast<float>(w),
};
}
#endif
};
}

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@@ -0,0 +1,21 @@
//
// Created by Vlad on 3/17/2025.
//
#pragma once
#include "Constants.hpp"
#include "omath/projection/Camera.hpp"
namespace omath::iw_engine
{
class Camera final : public projection::Camera<Mat4x4, ViewAngles>
{
public:
Camera(const Vector3<float>& 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<float>& target) override;
protected:
[[nodiscard]] Mat4x4 CalcViewMatrix() const override;
[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
};
}

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@@ -0,0 +1,25 @@
//
// Created by Vlad on 3/17/2025.
//
#pragma once
#include <omath/Vector3.hpp>
#include <omath/Mat.hpp>
#include <omath/Angle.hpp>
#include <omath/ViewAngles.hpp>
namespace omath::iw_engine
{
constexpr Vector3<float> kAbsUp = {0, 0, 1};
constexpr Vector3<float> kAbsRight = {0, -1, 0};
constexpr Vector3<float> kAbsForward = {1, 0, 0};
using Mat4x4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat3x3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat1x3 = Mat<1, 3, float, MatStoreType::ROW_MAJOR>;
using PitchAngle = Angle<float, -89.f, 89.f, AngleFlags::Clamped>;
using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
}

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@@ -0,0 +1,56 @@
//
// Created by Vlad on 3/17/2025.
//
#pragma once
#include "Constants.hpp"
namespace omath::iw_engine
{
[[nodiscard]]
inline Vector3<float> 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<float> 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<float> 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<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
[[nodiscard]]
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
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},
};
}
} // namespace omath::source

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@@ -5,7 +5,7 @@
#include "Constants.hpp"
#include "omath/projection/Camera.hpp"
namespace omath::opengl
namespace omath::opengl_engine
{
class Camera final : public projection::Camera<Mat4x4, ViewAngles>
{

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@@ -8,7 +8,7 @@
#include <omath/Angle.hpp>
#include <omath/ViewAngles.hpp>
namespace omath::opengl
namespace omath::opengl_engine
{
constexpr Vector3<float> kAbsUp = {0, 1, 0};
constexpr Vector3<float> kAbsRight = {1, 0, 0};

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@@ -5,7 +5,7 @@
#include "Constants.hpp"
namespace omath::opengl
namespace omath::opengl_engine
{
[[nodiscard]]
inline Vector3<float> ForwardVector(const ViewAngles& angles)

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@@ -5,7 +5,7 @@
#include "Constants.hpp"
#include "omath/projection/Camera.hpp"
namespace omath::source
namespace omath::source_engine
{
class Camera final : public projection::Camera<Mat4x4, ViewAngles>
{
@@ -13,6 +13,7 @@ namespace omath::source
Camera(const Vector3<float>& 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<float>& target) override;
protected:
[[nodiscard]] Mat4x4 CalcViewMatrix() const override;
[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
};

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@@ -7,7 +7,8 @@
#include <omath/Mat.hpp>
#include <omath/Angle.hpp>
#include <omath/ViewAngles.hpp>
namespace omath::source
namespace omath::source_engine
{
constexpr Vector3<float> kAbsUp = {0, 0, 1};
constexpr Vector3<float> kAbsRight = {0, -1, 0};

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@@ -4,7 +4,7 @@
#pragma once
#include "Constants.hpp"
namespace omath::source
namespace omath::source_engine
{
[[nodiscard]]
inline Vector3<float> ForwardVector(const ViewAngles& angles)
@@ -40,8 +40,7 @@ namespace omath::source
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
// NOTE: Needed tp make thing draw normal, since source is wierd
// and use tricky projection matrix formula.
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;

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@@ -1,2 +1,3 @@
add_subdirectory(Source)
add_subdirectory(OpenGL)
add_subdirectory(source_engine)
add_subdirectory(opengl_engine)
add_subdirectory(iw_engine)

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@@ -0,0 +1,34 @@
//
// Created by Vlad on 3/17/2025.
//
#include "omath/engines/iw_engine/Camera.hpp"
#include "omath/engines/iw_engine/Formulas.hpp"
namespace omath::iw_engine
{
Camera::Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
const Angle<float, 0.f, 180.f, 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<float>& 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 iw_engine::CalcViewMatrix(m_viewAngles, m_origin);
}
Mat4x4 Camera::CalcProjectionMatrix() const
{
return CalcPerspectiveProjectionMatrix(m_fieldOfView.AsDegrees(), m_viewPort.AspectRatio(), m_nearPlaneDistance,
m_farPlaneDistance);
}
} // namespace omath::openg

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@@ -1,11 +1,11 @@
//
// Created by Orange on 12/23/2024.
//
#include "omath/engines/OpenGL/Camera.hpp"
#include "omath/engines/OpenGL/Formulas.hpp"
#include "omath/engines/opengl_engine/Camera.hpp"
#include "omath/engines/opengl_engine/Formulas.hpp"
namespace omath::opengl
namespace omath::opengl_engine
{
Camera::Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
@@ -25,7 +25,7 @@ namespace omath::opengl
}
Mat4x4 Camera::CalcViewMatrix() const
{
return opengl::CalcViewMatrix(m_viewAngles, m_origin);
return opengl_engine::CalcViewMatrix(m_viewAngles, m_origin);
}
Mat4x4 Camera::CalcProjectionMatrix() const
{

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

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@@ -1,11 +1,11 @@
//
// Created by Orange on 12/4/2024.
//
#include "omath/engines/Source/Camera.hpp"
#include "omath/engines/Source/Formulas.hpp"
#include "omath/engines/source_engine/Camera.hpp"
#include "omath/engines/source_engine/Formulas.hpp"
namespace omath::source
namespace omath::source_engine
{
Camera::Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
@@ -26,7 +26,7 @@ namespace omath::source
Mat4x4 Camera::CalcViewMatrix() const
{
return source::CalcViewMatrix(m_viewAngles, m_origin);
return source_engine::CalcViewMatrix(m_viewAngles, m_origin);
}
Mat4x4 Camera::CalcProjectionMatrix() const

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@@ -4,15 +4,15 @@
#include "omath/projectile_prediction/Projectile.hpp"
#include <omath/engines/Source/Formulas.hpp>
#include <omath/engines/source_engine/Formulas.hpp>
namespace omath::projectile_prediction
{
Vector3<float> Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const
{
auto currentPos = m_origin + source::ForwardVector({source::PitchAngle::FromDegrees(-pitch),
source::YawAngle::FromDegrees(yaw),
source::RollAngle::FromDegrees(0)}) *
auto currentPos = m_origin + source_engine::ForwardVector({source_engine::PitchAngle::FromDegrees(-pitch),
source_engine::YawAngle::FromDegrees(yaw),
source_engine::RollAngle::FromDegrees(0)}) *
m_launchSpeed * time;
currentPos.z -= (gravity * m_gravityScale) * (time * time) * 0.5f;

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@@ -22,6 +22,7 @@ add_executable(unit-tests
engines/UnitTestOpenGL.cpp
engines/UnitTestUnityEngine.cpp
engines/UnitTestSourceEngine.cpp
engines/UnitTestIwEngine.cpp
)

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@@ -0,0 +1,69 @@
//
// Created by Vlad on 3/17/2025.
//
#include <gtest/gtest.h>
#include <omath/engines/iw_engine/Camera.hpp>
#include <omath/engines/iw_engine/Constants.hpp>
#include <omath/engines/iw_engine/Formulas.hpp>
TEST(UnitTestEwEngine, ForwardVector)
{
const auto forward = omath::source_engine::ForwardVector({});
EXPECT_EQ(forward, omath::source_engine::kAbsForward);
}
TEST(UnitTestEwEngine, RightVector)
{
const auto right = omath::source_engine::RightVector({});
EXPECT_EQ(right, omath::source_engine::kAbsRight);
}
TEST(UnitTestEwEngine, UpVector)
{
const auto up = omath::source_engine::UpVector({});
EXPECT_EQ(up, omath::source_engine::kAbsUp);
}
TEST(UnitTestEwEngine, ProjectTargetMovedFromCamera)
{
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);
const auto cam = omath::source_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
for (float distance = 0.02f; distance < 1000.f; distance += 0.01f)
{
const auto projected = cam.WorldToScreen({distance, 0, 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(UnitTestEwEngine, CameraSetAndGetFov)
{
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);
auto cam = omath::source_engine::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(UnitTestEwEngine, CameraSetAndGetOrigin)
{
auto cam = omath::source_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
EXPECT_EQ(cam.GetOrigin(), omath::Vector3<float>{});
cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f));
EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f);
}

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@@ -2,35 +2,35 @@
// Created by Orange on 11/23/2024.
//
#include <gtest/gtest.h>
#include <omath/engines/OpenGL/Camera.hpp>
#include <omath/engines/OpenGL/Constants.hpp>
#include <omath/engines/OpenGL/Formulas.hpp>
#include <omath/engines/opengl_engine//Camera.hpp>
#include <omath/engines/opengl_engine/Constants.hpp>
#include <omath/engines/opengl_engine/Formulas.hpp>
TEST(UnitTestOpenGL, ForwardVector)
{
const auto forward = omath::opengl::ForwardVector({});
const auto forward = omath::opengl_engine::ForwardVector({});
EXPECT_EQ(forward, omath::opengl::kAbsForward);
EXPECT_EQ(forward, omath::opengl_engine::kAbsForward);
}
TEST(UnitTestOpenGL, RightVector)
{
const auto right = omath::opengl::RightVector({});
const auto right = omath::opengl_engine::RightVector({});
EXPECT_EQ(right, omath::opengl::kAbsRight);
EXPECT_EQ(right, omath::opengl_engine::kAbsRight);
}
TEST(UnitTestOpenGL, UpVector)
{
const auto up = omath::opengl::UpVector({});
EXPECT_EQ(up, omath::opengl::kAbsUp);
const auto up = omath::opengl_engine::UpVector({});
EXPECT_EQ(up, omath::opengl_engine::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);
const auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
for (float distance = -10.f; distance > -1000.f; distance -= 0.01f)
@@ -50,7 +50,7 @@ TEST(UnitTestOpenGL, ProjectTargetMovedFromCamera)
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);
auto cam = omath::opengl_engine::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));
@@ -60,7 +60,7 @@ TEST(UnitTestOpenGL, CameraSetAndGetFov)
TEST(UnitTestOpenGL, CameraSetAndGetOrigin)
{
auto cam = omath::opengl::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
EXPECT_EQ(cam.GetOrigin(), omath::Vector3<float>{});
cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f));

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@@ -2,35 +2,35 @@
// Created by Orange on 11/23/2024.
//
#include <gtest/gtest.h>
#include <omath/engines/Source/Camera.hpp>
#include <omath/engines/Source/Constants.hpp>
#include <omath/engines/Source/Formulas.hpp>
#include <omath/engines/source_engine/Camera.hpp>
#include <omath/engines/source_engine/Constants.hpp>
#include <omath/engines/source_engine/Formulas.hpp>
TEST(UnitTestSourceEngine, ForwardVector)
{
const auto forward = omath::source::ForwardVector({});
const auto forward = omath::source_engine::ForwardVector({});
EXPECT_EQ(forward, omath::source::kAbsForward);
EXPECT_EQ(forward, omath::source_engine::kAbsForward);
}
TEST(UnitTestSourceEngine, RightVector)
{
const auto right = omath::source::RightVector({});
const auto right = omath::source_engine::RightVector({});
EXPECT_EQ(right, omath::source::kAbsRight);
EXPECT_EQ(right, omath::source_engine::kAbsRight);
}
TEST(UnitTestSourceEngine, UpVector)
{
const auto up = omath::source::UpVector({});
EXPECT_EQ(up, omath::source::kAbsUp);
const auto up = omath::source_engine::UpVector({});
EXPECT_EQ(up, omath::source_engine::kAbsUp);
}
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 cam = omath::source_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
for (float distance = 0.02f; distance < 1000.f; distance += 0.01f)
@@ -50,7 +50,7 @@ TEST(UnitTestSourceEngine, ProjectTargetMovedFromCamera)
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);
auto cam = omath::source_engine::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));
@@ -60,7 +60,7 @@ TEST(UnitTestSourceEngine, CameraSetAndGetFov)
TEST(UnitTestSourceEngine, CameraSetAndGetOrigin)
{
auto cam = omath::source::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
auto cam = omath::source_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
EXPECT_EQ(cam.GetOrigin(), omath::Vector3<float>{});
cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f));

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@@ -3,15 +3,14 @@
//
#include <complex>
#include <gtest/gtest.h>
#include <omath/Matrix.hpp>
#include <omath/engines/Source/Camera.hpp>
#include <omath/engines/source_engine/Camera.hpp>
#include <omath/projection/Camera.hpp>
#include <print>
TEST(UnitTestProjection, Projection)
{
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);
auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, x, 0.01f, 1000.f);
const auto projected = cam.WorldToScreen({1000, 0, 50});
std::print("{} {} {}", projected->x, projected->y, projected->z);