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504 Commits

Author SHA1 Message Date
d5233dd00b Merge pull request #139 from orange-cpp/feature/mesh_line_tracer
Feature/mesh line tracer
2026-01-27 01:42:41 +03:00
bd1d437d7d fixed naming 2026-01-27 01:25:49 +03:00
f67ad8ef42 mesh improvement 2026-01-27 01:25:07 +03:00
acc24f8438 WIP on feature/rotation_improved 2026-01-27 01:07:37 +03:00
8bccbdb620 Merge pull request #138 from orange-cpp/feature/primitives_improvement
Feature/primitives improvement
2026-01-27 01:07:15 +03:00
91a96fb97a dropped uselss cpp files 2026-01-27 00:51:17 +03:00
5fcac74a25 fixed naming 2026-01-27 00:39:34 +03:00
d2cf62bdbe added primitives to other engine triplets 2026-01-27 00:37:23 +03:00
2a2832c75f added opengl primitives 2026-01-27 00:33:35 +03:00
26fda5402e fix 2026-01-26 20:59:19 +03:00
906ddd75d4 fix 2026-01-26 19:01:39 +03:00
68505a77ae fix 2026-01-26 18:59:34 +03:00
d6746f6243 ppatch 2026-01-26 17:21:23 +03:00
ee2f084e0b added stuff 2026-01-26 17:07:38 +03:00
9bd42d9c8c added files 2026-01-26 15:44:46 +03:00
47d82fe083 Merge pull request #137 from luadebug/xm
xmake Add tests
2026-01-22 12:57:19 +03:00
Saikari
217fc108c2 fixup 2026-01-22 08:53:23 +03:00
Saikari
9c1c4fe6f3 Add tests 2026-01-22 08:52:18 +03:00
958156e6b7 Merge pull request #136 from luadebug/xmake
Add build configuration for omath and examples
2026-01-20 01:27:48 +03:00
Saikari
450f3a3ab0 Add rules for CMake and pkg-config imports 2026-01-19 04:45:41 +03:00
Saikari
8159686658 Add build configuration for omath and examples 2026-01-19 04:43:21 +03:00
9fc31d03e5 Update copyright year in LICENSE file 2026-01-17 21:35:34 +03:00
6017d40579 Merge pull request #135 from orange-cpp/feature/crypto_var
Feature/crypto var
2026-01-04 23:41:24 +03:00
618d4aa1c0 added final 2026-01-04 23:24:07 +03:00
8366c48965 improvement 2026-01-04 23:22:25 +03:00
d2e418c50b added cmake option 2026-01-04 23:02:58 +03:00
eae10d92ca forgot to remove 2026-01-04 22:53:57 +03:00
3f940c8e35 removed 128 bit int 2026-01-04 22:46:09 +03:00
0846022f8a improvement 2026-01-04 22:41:28 +03:00
8812abdf33 fixed test 2026-01-04 22:23:57 +03:00
d56d05f01e silenced warn 2026-01-04 22:16:40 +03:00
aabdebbbbe improved stuff 2026-01-04 22:16:40 +03:00
2b75b33d60 fix 2026-01-04 22:16:40 +03:00
9a3f5abb7c added check 2026-01-04 22:16:40 +03:00
be1049db93 changed algorithm 2026-01-04 22:16:40 +03:00
525b273a84 added stuff 2026-01-04 22:16:40 +03:00
77adc0ea8a unlikely added 2026-01-04 03:27:46 +03:00
83f17892d6 added unlikely 2026-01-03 08:57:56 +03:00
26fd8e158a i dont like icons now 2026-01-01 03:59:12 +03:00
2af77d30d4 Feature/elf pattern scan (#133)
* added some code

* improvement

* visit

* added scanner code

* update

* fixed naming

* added const

* added type casting

* added file

* patch

* added unlikely

* added in module scanner

* fixing test

* fix

* remove

* improvement

* fix

* Update source/utility/elf_pattern_scan.cpp

Co-authored-by: Saikari <lin@sz.cn.eu.org>

* rev

* fix

* patch

* decomposed method

* fix

* fix

* improvement

* fix

* fix

* commented stuff

---------

Co-authored-by: Saikari <lin@sz.cn.eu.org>
2026-01-01 03:37:55 +03:00
368272b1e8 fixed tests 2025-12-30 08:40:42 +03:00
Saikari
0ca471ed4f Use LLVM coverage and LCOV genhtml on Windows OS (#131) 2025-12-29 21:11:13 +03:00
Saikari
f0145ec68e Use LLVM coverage and LCOV genhtml on Windows OS (#129) 2025-12-28 02:44:00 +03:00
771e1e68fe improved code style 2025-12-28 02:32:35 +03:00
ffcf448a07 improved code style 2025-12-28 02:29:19 +03:00
00fcdc86bc Update license badge in README
Replaced the static badge with a dynamic GitHub license badge.
2025-12-27 20:07:45 +03:00
2c11c5ce1a returned back to zlib 2025-12-27 20:06:17 +03:00
fdb2ad099a umped version 2025-12-27 19:43:56 +03:00
88ce5e6b8c warning fix 2025-12-25 02:35:50 +03:00
29da13d244 Implement coverage for Windows/Linux/MacOS (#126) (#128)
* Implement coverage for Windows/Linux/MacOS (#126)

* reverted

---------

Co-authored-by: Saikari <lin@sz.cn.eu.org>
2025-12-25 02:28:17 +03:00
d16984a8b2 Add GitHub repo size badge to README 2025-12-24 02:38:26 +03:00
d935caf1a4 Feature/more constexpr (#125)
* added constexpr

* fix

* improved stuff

* added const

* improvement

* fix

* fix

* patch
2025-12-24 02:32:14 +03:00
897484bea1 Temp (#123)
* Coverage

* added fixes

* removed spacing

* removed junk

* removed print

* removed coverage

* removed useless stuff

* fix

---------

Co-authored-by: Saikari <lin@sz.cn.eu.org>
2025-12-23 02:47:12 +03:00
a03620c18f Merge pull request #121 from luadebug/try
Run unit tests for WASM
2025-12-22 00:34:28 +03:00
Saikari
4a8e7e85ce try 2025-12-21 22:57:38 +03:00
1499ac3213 Merge pull request #120 from luadebug/android
Rework CI
2025-12-21 18:18:02 +03:00
Saikari
f3a6a1a3ae Test build NDK 2025-12-21 18:03:25 +03:00
c312ccad0c Merge pull request #118 from orange-cpp/develop
Develop
2025-12-20 00:46:42 +03:00
939be67643 specified specific vcpkg version 2025-12-20 00:37:14 +03:00
43a063807d removed extra check 2025-12-19 23:59:25 +03:00
4fd7f8efa6 replaced numeric limits 2025-12-19 23:49:54 +03:00
52ca23383d changed epsilon 2025-12-19 23:43:03 +03:00
ce21c217f1 changed epsilon to numeric limmits 2025-12-19 23:34:10 +03:00
09b64cc702 Merge pull request #117 from luadebug/mingw
Add MinGW support
2025-12-19 23:21:31 +03:00
d085681efe removed redundant copy 2025-12-19 23:19:47 +03:00
Saikari
2f7746caeb Add MinGW support 2025-12-18 01:59:11 +03:00
94ee8751af Merge pull request #116 from luadebug/wasm
Add WASM support
2025-12-17 14:02:58 +03:00
Saikari
82b9b671f6 Add WASM support 2025-12-17 13:38:14 +03:00
082b5f69b8 Merge pull request #115 from luadebug/iphone
Add iOS support
2025-12-16 19:16:52 +03:00
Saikari
735a565446 Add iOS support 2025-12-16 14:48:20 +03:00
852bf5c56f Merge pull request #114 from luadebug/ndk
Add NDK support
2025-12-15 07:08:56 +03:00
Saikari
de5c8bc84d Add NDK support 2025-12-15 00:04:11 +03:00
35d9de1550 Merge pull request #113 from luadebug/freebsd
Add FreeBSD support
2025-12-14 22:57:07 +03:00
Saikari
201d8f5547 Add FreeBSD support 2025-12-14 22:48:29 +03:00
5a7b9d2338 Merge pull request #112 from orange-cpp/feature/test
fix
2025-12-14 12:31:45 +03:00
3d67827704 fix 2025-12-14 12:20:05 +03:00
45a37eb413 Merge pull request #111 from orange-cpp/feature/frustum_culling_method
added check method
2025-12-14 11:15:17 +03:00
90c4ea2036 removed nesting 2025-12-14 11:08:06 +03:00
e10cbf9356 added const 2025-12-14 11:06:15 +03:00
4ad44badb9 removed double size reserve 2025-12-14 11:05:24 +03:00
adce4a808a improved readability 2025-12-14 10:59:38 +03:00
257b06c552 extracted to methdod 2025-12-14 10:42:23 +03:00
a94c78f834 added nodiscard 2025-12-14 10:39:23 +03:00
b6ac0a1d61 decomposed into method 2025-12-14 10:26:36 +03:00
f3b74fe433 removed useless comment 2025-12-14 10:18:58 +03:00
2ddf29b158 style fix 2025-12-14 09:53:12 +03:00
bf30957acf renamed stuff 2025-12-14 09:50:46 +03:00
c9ac61935e updated preset file 2025-12-13 23:34:15 +03:00
60a3a42140 improved pmr stuff 2025-12-13 00:06:45 +03:00
17e21cde4b added missing include 2025-12-12 18:34:56 +03:00
7fb5ea47dd added check method 2025-12-09 10:21:54 +03:00
d7189eb7d4 added extra test 2025-12-09 10:16:57 +03:00
ff35571231 reverted is out of bounds check + added extra test 2025-12-09 10:06:25 +03:00
3744a6cdec returned stuff back 2025-12-09 09:31:22 +03:00
0fd9a5aed8 hot fix 2025-12-09 09:26:55 +03:00
3dd792c2d5 Merge pull request #110 from orange-cpp/feature/bug_fix
fixed bug due to on screen ndc check
2025-12-09 08:08:05 +03:00
584969da44 fixed bug due to on screen ndc check 2025-12-09 07:53:52 +03:00
acf36c3e04 Merge pull request #109 from orange-cpp/feature/collider_interface
Feature/collider interface
2025-12-06 14:59:34 +03:00
27c1d147c5 fixed naming 2025-12-06 14:49:30 +03:00
3831bc0999 removed file 2025-12-06 14:34:20 +03:00
d23bc3204d update 2025-12-06 14:30:44 +03:00
c158f08430 fix 2025-12-06 13:56:25 +03:00
e05eba42c3 added collider interface 2025-12-06 13:56:25 +03:00
e97be8c142 Merge pull request #108 from orange-cpp/fearure/epa_pmr
Fearure/epa pmr
2025-12-04 08:41:55 +03:00
e97d097b2b fix 2025-12-04 05:08:01 +03:00
58aa03c4a9 patch 2025-12-04 05:02:54 +03:00
e1399d1814 fix 2025-12-04 05:01:52 +03:00
1964d3d36f replaced with bool 2025-12-04 04:52:22 +03:00
d7a009eb67 oops 2025-12-04 04:47:34 +03:00
0e03805439 added nodiscard + static 2025-12-04 04:46:00 +03:00
eafefb40ec fixed typo 2025-12-04 04:45:15 +03:00
9e4c778e8f tweak 2025-12-04 04:38:44 +03:00
0788fd6122 replaced with emplace 2025-12-03 14:11:29 +03:00
3685f13344 back to static 2025-12-03 13:34:35 +03:00
d4d8f70fff switched to shared_ptr 2025-12-03 13:30:05 +03:00
918858e255 added poly allocators 2025-12-03 09:52:53 +03:00
1aff083ef3 fixed uv type 2025-12-01 05:03:43 +03:00
6414922884 added mesh culling 2025-11-30 06:19:38 +03:00
57ba809076 Auto stash before merge of "main" and "origin/main" 2025-11-30 01:32:25 +03:00
6fd3a695cf cleaned up code 2025-11-29 22:00:07 +03:00
f6857cac90 updated read me 2025-11-29 21:45:09 +03:00
b994e47357 Merge pull request #107 from orange-cpp/feature/example_improvement
fixed somebugs, improved tests
2025-11-29 21:41:43 +03:00
82b21d0458 fixed rotation 2025-11-29 21:34:40 +03:00
daa1abc047 added rotation by pitch 2025-11-29 21:31:20 +03:00
3a66b66c6a fixed somebugs, improved tests 2025-11-29 21:24:45 +03:00
6c89c72041 Merge pull request #106 from orange-cpp/feature/mesh_upgrade
Feature/mesh upgrade
2025-11-29 16:55:31 +03:00
e54d5e7388 changed ebo type 2025-11-29 16:49:19 +03:00
9a89e2467e fix 2025-11-29 16:37:30 +03:00
48bf06f69c refactored using stuff 2025-11-29 16:35:43 +03:00
8feddf872a added conecpt to method 2025-11-29 16:33:31 +03:00
99ebdeb188 added template arg to Vertex struct 2025-11-29 16:31:24 +03:00
ba267cbcb8 improved mesh class 2025-11-29 16:28:06 +03:00
b98093b244 removed newline 2025-11-14 18:20:25 +03:00
58392144ca Update version to 4.4.0 2025-11-14 14:35:58 +03:00
f1394a24e5 Bump version from 4.2.0 to 4.4.0 2025-11-14 12:12:23 +03:00
e396e00016 Revise Code of Conduct with comprehensive updates
Updated the Code of Conduct to include a universal declaration, preamble, and detailed articles outlining community rights, responsibilities, and enforcement strategies.
2025-11-14 00:30:55 +03:00
0dc4890107 Updates theme with custom link styles
Adds custom CSS to style links and the navbar,
improving the visual appearance of the documentation.

Disables unnecessary code inspection warnings to reduce clutter.
2025-11-13 23:47:17 +03:00
dd8c41b19f Merge pull request #105 from orange-cpp/feature/epa_improvement
Feature/epa improvement
2025-11-13 22:13:26 +03:00
0283935918 added std::optional 2025-11-13 21:25:45 +03:00
12f888b8d4 Calculates penetration vector for EPA algorithm
Adds `penetration_vector` to the `epa_result` struct to represent the direction and magnitude of penetration.

This allows for more accurate collision response calculations and simplifies access to penetration information.

Updates both the early-exit and iterative EPA calculations within `epa_algorithm.hpp` to compute and store the penetration vector, factoring in the relative origin of the colliding meshes.
2025-11-13 21:19:09 +03:00
a5b24f90dc Merge pull request #104 from orange-cpp/copilot/update-docs-new-classes
Add documentation for GJK/EPA collision detection and mesh primitives
2025-11-13 19:00:11 +03:00
copilot-swe-agent[bot]
df4947ceb3 Update API overview with new collision detection and mesh classes
Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
2025-11-13 15:21:37 +00:00
copilot-swe-agent[bot]
190a8bf91e Add documentation for collision detection and mesh classes
Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
2025-11-13 15:19:36 +00:00
copilot-swe-agent[bot]
d118e88f6b Initial plan 2025-11-13 15:10:10 +00:00
1553139a80 Merge pull request #103 from orange-cpp/feature/epa_algorithm
Feature/epa algorithm
2025-11-13 18:08:18 +03:00
798caa2b0d made ref 2025-11-13 17:34:39 +03:00
88d4447b20 add another test 2025-11-13 17:22:54 +03:00
ee458a24f7 fixed formating 2025-11-13 16:56:48 +03:00
fa91f21e39 Refactors collision detection with GJK and EPA
This commit refactors the collision detection pipeline to utilize a more standard GJK algorithm and simplifies the EPA implementation.

Removes the custom `GjkAlgorithmWithSimplex` in favor of the standalone `GjkAlgorithm`. This streamlines the collision detection process and enhances code clarity.

Updates unit tests to align with the new GJK implementation, ensuring continued functionality and correctness.
2025-11-13 16:39:26 +03:00
873bdd2036 Improves EPA test coverage
Adds a comprehensive unit test for the EPA algorithm,
validating collision detection, depth calculation, and
separation axis determination with a cube overlap scenario.

Refactors the test for clarity and robustness.
2025-11-13 16:34:14 +03:00
20aecac2ae Refactors vertex parameter name
Updates the `make_face` function to use `vertexes` instead of `verts` for clarity and consistency in naming conventions.
2025-11-13 16:16:23 +03:00
09fd92ccad Refactor EPA algorithm for clarity
Improves code organization and readability within the EPA algorithm implementation.

Changes include renaming variables for better semantic meaning (e.g., `verts` to `vertexes`), adding `final` specifiers to structs for clarity, and enhancing function signatures with `[[nodiscard]]` where appropriate.

These refactorings aim to enhance maintainability and understanding of the code without altering its core functionality.
2025-11-13 16:15:45 +03:00
2b21caf58f Refactors face initialization
Replaces `push_back` with `emplace_back` when initializing faces in the EPA algorithm. This avoids unnecessary copying and improves performance during face creation.
2025-11-13 16:07:57 +03:00
40e26be72e Refactors EPA algorithm loop
Replaces the `for(;;)` loop in the EPA algorithm with a `while(true)` loop for improved readability and clarity.

This change enhances the maintainability of the code without altering its functionality.
2025-11-13 16:06:18 +03:00
2699053102 fixed formating 2025-11-13 16:01:42 +03:00
06b597f37c added epa 2025-11-13 15:57:38 +03:00
6d3b543648 Refactors triangle calculations for generic vectors
Updates the `Triangle` class to use a generic `Vector` type instead of `Vector3`, enhancing flexibility and reusability.

Changes include updating relevant function return types to use `Vector::ContainedType` and adapting length and distance calculations accordingly.

This refactoring supports the ongoing work on the EPA algorithm (feature/epa_algorithm) by providing a more adaptable foundation for geometric calculations.
2025-11-13 15:29:10 +03:00
c515dc89a9 Adds GjkHitInfo and refactors collision detection
Introduces `GjkHitInfo` to encapsulate collision results, including the simplex.

Refactors `is_collide` to return the `GjkHitInfo` struct, providing more detailed collision data. This prepares the codebase for integrating the EPA algorithm (as per the feature branch) which requires simplex information.
2025-11-13 13:33:18 +03:00
66919af46a Refactors GJK algorithm vertex type
Simplifies the GJK algorithm by using a type alias for the vertex type, improving code readability and reducing redundancy. Removes unnecessary includes.
2025-11-11 23:37:56 +03:00
28ef194586 Adds nodiscard attribute to simplex functions
Applies the `[[nodiscard]]` attribute to several functions within the `omath::collision` namespace to improve code safety and signal potential misuse when return values are ignored. This encourages developers to handle the results of these functions appropriately.
2025-11-11 23:36:19 +03:00
05bc7577b5 Refactors perpendicular vector selection
Simplifies logic for finding a non-zero perpendicular vector by iterating through candidate directions. This improves readability and maintainability.
2025-11-11 23:34:30 +03:00
9efabd8fb2 Merge pull request #102 from orange-cpp/feature/gjk_algorithm
Feature/gjk algorithm
2025-11-09 23:27:03 +03:00
8f225c5f8e forgot keyname 2025-11-09 23:23:13 +03:00
44682b6f2c added other collision types 2025-11-09 22:39:09 +03:00
a6cf043d79 style fix 2025-11-09 22:27:04 +03:00
3968d13a19 removed redundant headers 2025-11-09 22:25:29 +03:00
a3f45628aa fixed formating 2025-11-09 22:22:02 +03:00
6da44a5a51 added mesh class, added mesh trair 2025-11-09 22:10:56 +03:00
e5d8e1c953 add mesh class 2025-11-09 21:28:00 +03:00
e2378bfa8b Refactors Simplex class for GJK algorithm
Simplifies Simplex initialization and accessors.

Ensures correct handling of collinearity within the simplex calculation, preventing issues when colliders share the same origin. This improves stability and reliability of the GJK algorithm.
2025-11-09 17:29:50 +03:00
ca3dab855b Corrects transform order for collider
Reorders the transform application to translation, scale, then rotation.

This ensures the collider’s world matrix is constructed correctly, preventing potential scaling or rotation issues in the GJK algorithm being developed on this branch.
2025-11-09 17:15:01 +03:00
79482d56d1 fix 2025-11-09 17:09:46 +03:00
c4024663bb Auto stash before checking out "origin/feature/gjk_algorithm" 2025-11-09 17:08:57 +03:00
b2a512eafe Adds mesh scaling to mesh collider
Updates the mesh collider to include a scale parameter, allowing for non-uniform scaling of the collision mesh.

This provides more flexibility in defining collision shapes and supports a wider range of scenarios.
2025-11-09 17:02:07 +03:00
7b0e2127dc Adds GJK collision test with equal origins
Implements a new test case for the GJK algorithm
to verify collision detection when colliders share the same origin.
This enhances the robustness of collision detection in scenarios
where objects are positioned at the same location.
2025-11-09 16:57:52 +03:00
0b663b73d5 Handles collinear cases in simplex collision
Adds helper functions to address near-zero vectors and find perpendicular directions.

This prevents potential crashes and improves robustness when the origin lies on the line defined by the simplex edges during GJK collision detection.
2025-11-09 16:56:38 +03:00
afc0720f08 Refactor: Simplify GJK simplex handling
Removes the separate `Simplex` class and integrates its functionality directly into the `GjkAlgorithm`. This simplifies the code and reduces unnecessary overhead.

Updates tests to align with refactored implementation.
2025-11-09 16:02:13 +03:00
015fc9b1e7 made final 2025-11-09 15:51:28 +03:00
62d1a615ae fix 2025-11-09 15:50:07 +03:00
043b5c588d updated 2025-11-09 15:39:11 +03:00
cd18b088cb updated test 2025-11-09 15:38:38 +03:00
ebfdd0b70e Refactors simplex handling in GJK algorithm
Updates simplex handling to use references for vertex access, avoiding unnecessary copies. This improves performance and clarity within the GJK algorithm.
2025-11-09 14:40:22 +03:00
e7b82f441c patch 2025-11-09 14:23:34 +03:00
6e59957247 Adds mat_scale function
Introduces a utility function to create a scaling matrix from a Vector3.
This simplifies the creation of scale transformations, particularly useful for the GJK algorithm implementation.
2025-11-09 14:19:08 +03:00
1e540862a0 Refactors GJK tetrahedron handling
Updates the `handle_tetrahedron` function to use const references for simplex points, improving efficiency and readability.

Corrects a potential bug where the `simplex` variable wasn't being correctly updated when recursively calling `handle_triangle`.

Also, const-qualifies `point_to_same_direction` for better safety.
2025-11-09 14:15:32 +03:00
31cc1116ae Updates simplex iterator and size access
Changes the index type for accessing simplex points to `std::size_t` for consistency and safety.

Adds `[[nodiscard]]` attribute to `size()` and iterator functions to signal potential misuse and enable static analysis.

These updates are part of the GJK algorithm implementation.
2025-11-09 14:05:46 +03:00
338246a618 Implements GJK collision detection
Adds GJK algorithm implementation for detecting collisions between mesh colliders.

Includes mesh collider definition and unit tests for basic collision detection.

Provides a foundation for more complex collision handling and physics interactions.
2025-11-09 14:04:01 +03:00
10ebf6ed04 Merge pull request #101 from orange-cpp/feature/added_pe_scan_example
Adds PE signature scanner example
2025-11-08 14:38:17 +03:00
ec9a15927a Adds PE signature scanner example
Implements a basic example demonstrating how to scan for a given pattern within a PE file.

The example takes a file path, section, and signature as input and utilizes the `omath::PePatternScanner` to locate the signature within the specified section of the PE file.
2025-11-08 14:34:14 +03:00
1a0e55b4cf Merge pull request #100 from orange-cpp/feature/improved_scree_to_world
Improves screen to world conversion accuracy
2025-11-08 13:54:44 +03:00
b48160e1b7 Improves screen to world conversion accuracy
Adds support for different screen origin configurations.

This change allows for more accurate conversion from screen coordinates to world coordinates by correctly handling different screen origin positions (top-left and bottom-left). Includes new unit tests to verify the functionality with both configurations.
2025-11-08 13:51:56 +03:00
d4a16a94e6 Update documentation links from HTTPS to HTTP 2025-11-08 07:43:28 +03:00
07c0eebf21 removed old banner 2025-11-03 17:17:54 +03:00
9ed18f27c3 Merge pull request #99 from luadebug/macosx
Add macOS CI workflow and update CMake presets for vcpkg integration
2025-11-01 16:53:27 +03:00
Saikari
86b1e8a00d Add macOS CI workflow and update CMake presets for vcpkg integration 2025-11-01 16:44:40 +03:00
db9200d7b5 upgraded version 2025-11-01 14:07:06 +03:00
d894b62773 patch 2025-11-01 13:39:13 +03:00
ade281cdd2 Adds const version of rev_bar method
Adds a const overload for the `rev_bar` virtual method.
This allows calling the method on const instances of the reverse engineered class.
2025-11-01 13:28:51 +03:00
9bb94ee33b Merge pull request #96 from orange-cpp/feature/docs
Feature/docs
2025-11-01 13:07:58 +03:00
754b370d8b Renames documentation titles for consistency
Updates several documentation titles to a more consistent format.
Changes include renaming "Frequently Asked Questions (FAQ)" to "FAQ",
"Getting Started with OMath" to "Getting Started",
"Troubleshooting Guide" to "Troubleshooting", and
"OMath Tutorials" to "Tutorials".
```
2025-11-01 13:00:32 +03:00
d3e379e71b Removes dark overrides CSS file
Deletes the `dark-overrides.css` file.

This file appears to have been superseded by other theming mechanisms and is no longer needed. Its presence was causing potential conflicts.
2025-11-01 12:57:33 +03:00
6ed40a7bc1 Merge pull request #98 from orange-cpp/copilot/sub-pr-96
Comprehensive documentation overhaul with guides, tutorials, and cross-references
2025-11-01 12:56:05 +03:00
copilot-swe-agent[bot]
f3d5f84d2c Improve documentation with cross-references and README enhancements
Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
2025-11-01 09:54:08 +00:00
copilot-swe-agent[bot]
0b89c1d36d Add comprehensive documentation improvements
Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
2025-11-01 09:51:38 +00:00
copilot-swe-agent[bot]
b8ed0bd5a5 Initial plan 2025-11-01 09:40:43 +00:00
b9ae356e57 Merge pull request #97 from orange-cpp/copilot/sub-pr-96
Add documentation for game engine math modules
2025-11-01 12:40:09 +03:00
copilot-swe-agent[bot]
e351b64355 Add comprehensive documentation for all game engines
Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
2025-11-01 09:37:11 +00:00
copilot-swe-agent[bot]
f4df88bb7a Initial plan 2025-11-01 09:22:33 +00:00
8142d800c7 Styles navbar for wider display and consistent spacing
Widens the navbar container to accommodate more content.
Adjusts padding of navbar items for tighter spacing.
Prevents line wrapping and enables horizontal scrolling on smaller screens.
2025-11-01 12:14:36 +03:00
95c0873b8c Documents view angle struct and related API
Adds documentation for the `omath::ViewAngles` struct,
clarifying its purpose, common usage patterns,
and the definition of the types of pitch, yaw and roll.

Also, adds short explanations of how to use ViewAngles and what tradeoffs exist
between using raw float types and strongly typed Angle<> types.
2025-11-01 09:12:04 +03:00
d12a2611b8 Moves images to improved documentation structure
Moves various image files demonstrating libomath’s usage and featuring artwork from showcases to the improved `docs/images` structure to reorganize the project's documentation in a logical and maintainable fashion.

This change ensures consistency and simplifies updating documentation assets.
2025-10-31 16:47:28 +03:00
9212b1f51f Documents pattern scanning API
Adds comprehensive documentation for the pattern scanning API.

Details parsing behavior, complexity, and usage examples.
Includes troubleshooting tips and minimal test sketches.
Clarifies edge-case handling and implementation notes.
2025-10-31 16:25:56 +03:00
56505cf3e1 Adds documentation for ray-triangle intersection
Documents the `omath::collision::Ray` and `LineTracer` types, detailing their purpose, usage, and API.

Includes a description of the Möller–Trumbore algorithm
and provides usage examples for segment-triangle
and infinite ray intersection tests.

Relates to feature/docs
2025-10-31 16:17:32 +03:00
0510dd8328 Adds documentation for Vector4 and incorporates ImGui integration
Adds comprehensive documentation for the `Vector4` class, outlining constructors, operators, and utility functions. Includes detailed notes on `clamp` functionality and potential ImGui integration caveats. Incorporates optional ImGui integration with explanations for correct usage and potential improvements.
2025-10-31 16:14:20 +03:00
ce9758c86b Adds dark theme support to the OM documentation
Applies a dark theme to the documentation site using the `darkly` theme.
Provides a visually appealing dark mode option.
Configures colors to ensure readability and aesthetic consistency.
2025-10-31 16:06:03 +03:00
7d194a5c36 Merge pull request #95 from orange-cpp/pathfinding_improvement
removed brackets
2025-10-30 05:44:00 +03:00
eec34c1efb removed brackets
Initial plan

Initial exploration and analysis complete

Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>

Optimize performance: A* pathfinding, Vector3 hash, pattern scanner, AVX2 code, and serialization

Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>

Add bounds check for navigation mesh serialization

Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>

Document serialization limitation for large neighbor counts

Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>

Add _codeql_build_dir to gitignore

Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>

Removes codeql detected source root

Eliminates the automatically generated file that was causing issues.

This file was added by codeql and no longer needed.

revert
cleaned up gitignore

moved to anon namespace

Improves navigation mesh serialization and clamping

Ensures correct serialization of navigation meshes by clamping neighbor counts to prevent data corruption when exceeding uint16_t limits.

Updates data types to `std::uint8_t` and `std::size_t` for consistency.
Uses `std::copy_n` instead of `std::memcpy` for deserialization.
2025-10-30 05:38:58 +03:00
765d5e7216 fixed typo 2025-10-30 05:37:34 +03:00
7cb8a4de52 Clarifies release process for stable builds
Explains that changes merged into master won't reach stable users unless the `stable` tag is updated.
2025-10-28 01:21:41 +03:00
d2fbc286b1 Merge pull request #93 from orange-cpp/feaure/small_improvement
removed useless option
2025-10-28 01:19:21 +03:00
64385757af fix 2025-10-28 01:15:36 +03:00
ea7b812645 removed 2025-10-28 01:11:02 +03:00
b214cdf3a1 removed useless option 2025-10-28 01:09:47 +03:00
dccc12ee30 added some comments 2025-10-27 11:25:31 +03:00
60e744978c force disabled tests 2025-10-27 11:22:24 +03:00
495a2a80e4 Merge pull request #92 from orange-cpp/feature/projection_utility
added vcpkg integration
2025-10-27 11:11:28 +03:00
6fbc010fa1 considered to switch to v4 2025-10-27 11:05:55 +03:00
c8f77de4f2 updated version 2025-10-27 10:59:30 +03:00
5c2d09b175 patch 2025-10-27 10:58:26 +03:00
b3646ab708 Adds default and artifact registries
Configures the default Vcpkg registry and adds an artifact registry
for the microsoft catalog. This enables the tool to find and use
pre-built packages from the Microsoft catalog.
2025-10-27 10:57:57 +03:00
d751eaf132 Adds Darwin build presets with Vcpkg support
Adds new CMake presets for Darwin platforms, including debug and release configurations with optional Vcpkg integration.
This allows for easier builds on Darwin systems utilizing pre-built libraries from Vcpkg.
2025-10-27 09:57:12 +03:00
62e7ccb054 Update CMake configuration for Vcpkg integration and feature enablement.
Enables features and sets build configurations via Vcpkg manifest.
Adds new presets for Windows and Linux debug/release builds using Vcpkg.
Conditionally enables features (imgui, avx2, tests, benchmark) based on Vcpkg manifest features.
2025-10-27 09:55:49 +03:00
4d9e055bb3 Fixes invalid NT header check in variant
Ensures the NT header signature check uses a capture to avoid potential issues with variable scope.
2025-10-27 09:22:00 +03:00
9be7ca886d Disables Vcpkg build override
Disables the automatic override of build options by Vcpkg.

This prevents unintended consequences when using Vcpkg and allows for more control over the build process.
2025-10-27 09:19:51 +03:00
30568f3633 Disables tests and benchmarks by default for VCPKG
Changes the default state of `OMATH_BUILD_TESTS` and `OMATH_BUILD_BENCHMARK` to OFF when built via VCPKG.

Previously, these flags were inherited from the project's top level. This change ensures that these are explicitly enabled via VCPKG manifest features, providing better control over build configuration.
2025-10-27 09:19:09 +03:00
5f22499b66 Links tests to gtest when available
Conditionally links the test target to gtest when it is available,
rather than requiring the OMATH_BUILD_VIA_VCPKG flag to be false.
This allows for a more flexible test setup.
2025-10-27 09:05:40 +03:00
f75afb8354 fix 2025-10-27 08:59:42 +03:00
e38df8bd23 Removes baseline from omath vcpkg.json
Eliminates the `builtin-baseline` setting from the omath vcpkg.json file.
This setting is no longer necessary.
2025-10-27 08:56:37 +03:00
ae347c8509 fix 2025-10-27 08:51:58 +03:00
ee40979a2d fix 2025-10-27 08:41:22 +03:00
69d0b7b829 fix 2025-10-27 08:37:55 +03:00
490ccfe983 fix 2025-10-27 08:36:48 +03:00
5630c2708e Update build system and enable VCPKG
Migrates to CMake presets and enables VCPKG to manage dependencies.
Removes explicit submodule configuration.
Updates benchmark and googletest to be integrated or linked properly.
The goal is to ease the build process and reduce complexity related to linking and dependency management.
2025-10-27 08:34:05 +03:00
ed7220dc9c Configures CMake for Vcpkg integration
Sets up CMake presets to utilize the Vcpkg toolchain.

Specifies the Vcpkg root directory and manifest features.

Defines the installation directory for Vcpkg packages.

Forces the usage of Ninja as the make program.
2025-10-27 08:11:13 +03:00
5e4fae9e42 Enables Vcpkg usage for CMake builds
Configures CMake to utilize vcpkg for dependency management on both Linux and Windows platforms.
This ensures consistent build environments across different operating systems and simplifies the integration of external libraries.
2025-10-27 08:07:25 +03:00
063f43e74c fix 2025-10-27 08:03:42 +03:00
171b4ca3da Adds Vcpkg setup to CI workflows
Adds vcpkg setup for Arch Linux and Windows CI jobs.

This ensures consistent dependency management and builds via Vcpkg for both platforms and enables OMath to build via vcpkg.
Clones the vcpkg repository and bootstraps it during the job execution.
2025-10-27 08:00:53 +03:00
878e3358c0 Adds vcpkg integration and updates build configuration
Configures CMakePresets.json to utilize vcpkg for dependency management.
Adds support for building with vcpkg.

Adds error message for missing VCPKG_ROOT environment variable.
Adds explicit VCPKG_MANIFEST_FEATURES and VCPKG_INSTALLED_DIR to CMakePresets.json.
Adds benchmark dependency to vcpkg.json.
2025-10-27 07:53:53 +03:00
81aef68143 Adds support for tests and benchmarks via Vcpkg features
Enables building unit tests using GTest and benchmarks using Benchmark,
through Vcpkg features.

Adds `tests` and `benchmark` features to `vcpkg.json`,
and adds corresponding CMake logic to control their build based on
Vcpkg manifest features.
2025-10-27 06:42:43 +03:00
e2a37f2c81 Fix formatting and spacing in LICENSE file
Corrected formatting and removed extra spaces in the LICENSE file.
2025-10-27 02:32:06 +03:00
69575c1cb3 added additional check 2025-10-23 06:43:09 +03:00
8adf5db409 added vcpkg manifest file 2025-10-23 06:35:22 +03:00
2c7e443f52 added contained type alias 2025-10-23 06:26:57 +03:00
6ad4ef29e9 fix 2025-10-23 01:08:19 +03:00
8feb805067 Remove 'future' from affiliation clause in LICENSE 2025-10-23 01:00:40 +03:00
816da38987 added frostbite into global header 2025-10-23 00:55:49 +03:00
0ba795c767 added Frostbite into readme 2025-10-23 00:50:35 +03:00
88b709f531 deleted not needed header 2025-10-23 00:49:54 +03:00
a7eacb529e updated comments 2025-10-23 00:48:54 +03:00
5a4026a4fc Merge pull request #91 from orange-cpp/feature/frostbite_engine
Defines constants for Frostbite engine
2025-10-23 00:18:07 +03:00
404c7de594 added frostbite sources 2025-10-23 00:08:17 +03:00
f26f48cc53 Defines constants for Frostbite engine
Introduces a constants header file for the Frostbite engine,
including common vectors, matrices, and angle types.
This provides a centralized location for defining and accessing
essential mathematical constants used throughout the engine.
2025-10-21 04:56:49 +03:00
ed8afb02a1 Merge pull request #90 from orange-cpp/feature/ndc_invalid_calc_fix
Fixes NDC calculation and updates formulas
2025-10-21 04:45:07 +03:00
d86695fad7 nuked not needed test 2025-10-21 04:38:43 +03:00
570c035f27 added second method of w2s 2025-10-21 04:38:43 +03:00
5657282577 Fixes incorrect NDC calculation and updates formulas
Corrects the NDC calculation in `world_to_screen` to improve accuracy.
Replaces custom perspective projection matrix calculation with `omath::mat_perspective_right_handed` for correctness and consistency.
Updates test cases and provides debugging information by printing view and projection matrices.
Addresses an issue in the feature/ndc_invalid_calc_fix branch.
2025-10-21 04:38:43 +03:00
551ac62075 Added TF2 into gallery 2025-10-19 04:00:20 +03:00
1b1be48ee6 Merge pull request #89 from luadebug/wasm
Fix pattern scan range check to use end() instead of cend()
2025-10-17 15:27:03 +03:00
Saikari
1f9ea136b0 Fix pattern scan range check to use end() instead of cend() 2025-10-16 19:47:27 +03:00
8dadb22e75 Removes ReSharper disable comments
Removes the `ReSharper disable CppInconsistentNaming` comments
from the header file.
2025-10-14 13:23:09 +03:00
8dd9860aa1 Adds PE pattern scan utility
Includes a new utility for scanning PE patterns.
2025-10-14 13:20:14 +03:00
9a0470f781 Merge pull request #88 from orange-cpp/feaute/more_support_for_hash
Adds hash support for Vector2, Vector3, and Vector4
2025-10-14 13:08:28 +03:00
eb8688c90c Unifies orthographic matrix generation
Consolidates the generation of left-handed and right-handed orthographic matrices into a shared implementation to reduce code duplication.
2025-10-14 13:06:23 +03:00
9f2f619a21 Adds hash support for Vector2, Vector3, and Vector4
Implements `std::hash` specialization for `omath::Vector2`, `omath::Vector3`, and `omath::Vector4` with float components.

This enables usage of these vector types as keys in hash-based containers, such as `std::unordered_map` and `std::unordered_set`.
2025-10-14 13:00:28 +03:00
568883ff1c Merge pull request #87 from orange-cpp/feature/no_win_api
Removes Windows-specific API dependencies for pattern scanning
2025-10-13 14:25:03 +03:00
97003b953a Update README.md 2025-10-13 14:24:53 +03:00
5646654317 Removes Windows-specific API dependencies for pattern scanning
Replaces calls to Windows API functions (GetModuleHandleA) with a void pointer parameter.

Simplifies pattern scanning for loaded modules by removing Windows-specific code and replacing it with a generic approach.
2025-10-13 14:17:30 +03:00
ee54e3de34 Merge pull request #86 from orange-cpp/feature/improved_pe_scanner_interface
Feature/improved pe scanner interface
2025-10-12 20:20:28 +03:00
7b0af9cf66 Removes unnecessary code in PE scanner
Simplifies the PePatternScanner class by removing extraneous code.
This cleans up the codebase and improves readability.
2025-10-12 20:00:52 +03:00
563ae0a656 Moves namespace declaration to end of file
Refactors the source file layout to improve readability and consistency.
Moves the namespace declaration to the end of the file.
2025-10-12 19:59:47 +03:00
b9e2307d7a Organizes PE scanner code into namespaces
Refactors the PE scanner implementation to group related definitions and functions within namespaces.

This improves code organization and readability, particularly for internal PE handling and scanning logic.

The included link to the `linux-pe` repository served as a reference during this refactoring.
2025-10-12 19:57:47 +03:00
cd0a864e7c Refactors PE scanner to eliminate redundant section extraction
Simplifies the PE pattern scanner by removing the redundant `extract_section_from_pe_file` function.

The extracted data is now returned directly from a new `ExtractedSection` struct within the main scanning function, streamlining the code and reducing duplication. This improves readability and maintainability of the PE scanner.
2025-10-12 19:53:41 +03:00
5c30f57c4c Merge pull request #85 from orange-cpp/feature/hide_pe_defs
Feature/hide pe defs
2025-10-12 19:46:22 +03:00
3dcd033616 Removes redundant NtHeaderVariant field declarations
Simplifies NtHeaderVariant structure by removing redundant field declarations.
This improves code readability and reduces unnecessary code duplication.
2025-10-12 19:43:29 +03:00
f10dc60772 Removes redundant NtHeaderVariant declaration
Moves the `NtHeaderVariant` definition outside the unnamed namespace,
to avoid repetition and improve code consistency.
This change is part of the ongoing work on feature/hide_pe_defs.
2025-10-12 19:42:53 +03:00
37f624956b Removes PE definition files
Removes the PE definition files and related functions as they are no longer needed.
2025-10-12 19:41:18 +03:00
20dc4e6730 Updates omath version to 3.9.2 2025-10-11 17:22:16 +03:00
f6c607d84c Uses source engine camera trait for view angle calculation
Replaces the custom `view_angle_to` function with `omath::source_engine::CameraTrait::calc_look_at_angle` for vector3 view angle calculations.
This change aligns with source engine conventions and improves code consistency.
2025-10-11 15:46:52 +03:00
81ed5f80d7 Merge pull request #84 from luadebug/patch-1
internal_rev_object.hpp: do not use __fastcall for non-Windows platforms
2025-10-10 07:47:25 +03:00
Saikari
e385686323 Update internal_rev_object.hpp 2025-10-09 21:34:19 +03:00
086eda4ee3 Merge pull request #82 from orange-cpp/feature/pe_scanner
Updates PE header structure for x64
2025-10-09 20:45:21 +03:00
9419e390da Allows specifying target section for file scan
Enables users to specify the target section name when scanning a PE file for a pattern.
This provides more flexibility in locating patterns within a PE file, as it's not limited to the ".text" section.
2025-10-09 20:42:03 +03:00
d919600ac2 Removes unused path parameter from function.
Simplifies `extract_section_from_pe_file` by removing the unused path parameter.
This clarifies the function's purpose and improves readability.
2025-10-09 20:36:10 +03:00
11681ac601 Refactors PE header parsing for improved robustness
Simplifies PE header reading and validation logic, extracting common functionality into helper functions.

Introduces `get_nt_header_from_file` to handle both x86 and x64 PE headers.

Adds validation checks for both DOS and NT headers to ensure file integrity.

Improves code readability and maintainability by reducing redundancy in header parsing.

Relates to feature/pe_scanner
2025-10-09 20:32:36 +03:00
6c5152297a Uses correct calling convention for virtual methods
Adjusts the virtual method calling convention based on the compiler (_MSC_VER).
This ensures compatibility and correct behavior on different platforms.
2025-10-09 20:08:04 +03:00
547f64e4c4 Removes platform-specific error handling
Simplifies pattern scanner logic by removing conditional compilation for non-Windows platforms.

The error handling previously thrown on non-Windows platforms was unnecessary as this functionality is not intended for those systems. This change streamlines the code and removes a misleading error message.
2025-10-09 20:03:43 +03:00
3129e32f0c Uses std::uint16_t for SubsystemId enum
Ensures consistency by using `std::uint16_t` instead of `uint16_t` for the `SubsystemId` enum.

Relates to feature/pe_scanner
2025-10-09 20:01:34 +03:00
72b54e9673 Removes PE scanner test code
Eliminates the PE scanner test code from the unit tests.

This removes a test that appears to be broken or no longer relevant, since the test directly references a file path.
2025-10-09 19:58:58 +03:00
2ff291b255 Supports broader architectures in PE scanner
Updates the PE scanner implementation to support both 32-bit and 64-bit architectures.
Leverages `std::variant` and a generic `ImageNtHeaders` to abstract architecture-specific details.
Simplifies the logic for retrieving section data, generalizing the process for improved maintainability.
2025-10-09 19:58:19 +03:00
8eda1ce4bc Adds PE scanner infrastructure and data structures
Initializes infrastructure for PE file scanning.

Adds data structures for PE headers (DOS, optional, section),
including user-defined types for section characteristics.

Refactors existing pattern scanning code to utilize new PE data structures.

Adds basic parsing of PE headers.
2025-10-08 19:22:20 +03:00
e1b4375621 fixed for mac improved readability 2025-10-08 19:22:20 +03:00
d84259fdcc Adds PE file header definitions
Defines `DosHeader` and `FileHeader` structures to represent PE file header information.
Includes definitions for `MachineId` enum and `FileCharacteristics` union.
These definitions are prerequisite for PE file parsing and analysis.
2025-10-08 19:22:20 +03:00
d64c7ad756 Adds PE section extraction and pattern scanning
Adds functionality to extract a specific section from a PE file and scan for a given pattern within that section.

Introduces `extract_section_from_pe_file` to isolate a section, enabling more targeted pattern searches.
Overhauls `scan_for_pattern_in_file` to utilize extracted section data and improve accuracy.
2025-10-08 19:22:20 +03:00
710f91999f Adds scan functionality for PE files
Introduces a method to scan for patterns within specified PE files.
This facilitates searching for patterns outside of loaded modules.
2025-10-08 19:22:20 +03:00
f3fe0e3cee added pe pattern scan 2025-10-08 19:22:20 +03:00
c5c5c2e972 Clarifies build preset usage in INSTALL.md
Rephrases the explanation regarding build presets for clarity in the INSTALL.md file.
The text now more explicitly advises users on selecting appropriate presets.
2025-10-08 19:22:20 +03:00
a7cb056ce7 Moves PE headers file to omath directory
Organizes the project by relocating the PE headers file to the omath directory structure.
This improves code organization and maintainability.
2025-10-08 19:22:20 +03:00
dae1555ec4 added mkdoc 2025-10-08 19:22:19 +03:00
2c6ef1b8cc Defines PE header structure for x64
Introduces a structure for representing the DOS header
within a PE (Portable Executable) file for x64 architectures.
This definition enables easier parsing and manipulation of PE header information.
2025-10-08 19:22:19 +03:00
d70e8853e8 Add Kaspersky LLC to license restrictions 2025-10-08 17:48:24 +03:00
e35d64b486 Disables rvalue overload of scan_for_pattern
Prevents implicit conversions and unexpected behavior by deleting the rvalue overload of `scan_for_pattern`.
2025-10-06 15:05:04 +03:00
9868c832a1 Corrects function signature
Adjusts the `scan_for_pattern` function signature to correctly use `const std::string_view&`.
2025-10-06 14:46:40 +03:00
42e46f9921 added global header 2025-10-06 14:36:00 +03:00
e7ccc2ead0 added concept for iterators, reworked interface 2025-10-06 14:25:52 +03:00
170f969697 improved scanner interface 2025-10-06 14:21:52 +03:00
131fd891b0 added unlikely 2025-10-06 14:04:43 +03:00
a5396b72cb Merge pull request #81 from orange-cpp/feature/pattern_scan
Improves pattern scanning functionality and adds corner case tests
2025-10-05 15:59:59 +03:00
ec876ea292 Includes header for fixed-width integer types
Adds `#include ` to ensure platform-independent use of fixed-width integer types.
2025-10-05 15:56:35 +03:00
8021050fad Uses std::ranges::find for pattern scanning
Replaces `std::find` with `std::ranges::find` for improved code consistency and potentially better performance when dealing with ranges.
2025-10-05 15:54:54 +03:00
bd585b5412 Uses parsed pattern size in pattern scan
Updates the pattern scan loop to iterate over the size of the parsed pattern, ensuring correct iteration when using parsed patterns.
2025-10-05 14:14:31 +03:00
06f9a8c9ee Adds pattern scanning functionality and corner case tests
Implements a pattern scanning feature that allows searching for byte patterns within a byte range.

Adds `scan_for_pattern` method to `PatternScanner` to locate a pattern within a byte span.

Adds corner case tests to verify functionality and handle invalid inputs.
2025-10-05 06:37:20 +03:00
160b51da94 Adds corner case tests for pattern scanning
Adds new test cases to cover additional scenarios for pattern scanning, including tests for leading/trailing whitespace and spacing variations to ensure robustness.
2025-10-04 18:43:05 +03:00
064edf9ef1 Handles empty pattern strings
Skips processing when encountering an empty string slice during pattern scanning.
This prevents unexpected behavior and potential errors when the pattern string contains sections that result in an empty byte string.
2025-10-04 18:33:57 +03:00
f17d36dcd3 Adds pattern scanning functionality
Implements a pattern scanner for byte sequence parsing.

Introduces `omath::PatternScanner` to parse pattern strings, which represent byte sequences.
Adds support for wildcard characters ('?' and '?') to represent optional bytes in the pattern.
Includes unit tests for basic read operations to ensure proper functionality.
2025-10-04 18:30:43 +03:00
ec4f9f6c90 Merge pull request #80 from orange-cpp/feature/rev_eng
Feature: Reverse Engineering classes
2025-10-04 10:09:07 +03:00
cbee8c2c95 finished test 2025-10-04 10:04:34 +03:00
dc6edbb67f update global header 2025-10-04 09:52:14 +03:00
74381eda5c added external class 2025-10-04 09:47:48 +03:00
1ef7833bd9 reordored omath headers 2025-10-03 13:51:53 +03:00
c10386f3f6 added rev_object 2025-10-03 13:43:47 +03:00
413cef4f23 version update 2025-10-03 13:16:48 +03:00
867cee41c3 femoved useless file 2025-10-03 13:14:11 +03:00
990fe78a33 fixed wrong spam of command option into build log 2025-10-03 12:40:18 +03:00
1efdb50f73 Merge pull request #78 from luadebug/patch-1
CMakeLists.txt: support AVX2 detection
2025-10-01 03:10:24 +03:00
Saikari
86fea065e7 CMakeLists.txt: do not use /ARCH:AVX since we have /ARCH:AVX2 already 2025-09-30 23:40:07 +03:00
Saikari
ac046aae6c Update CMakeLists.txt 2025-09-30 23:18:00 +03:00
Saikari
9646054877 CMakeLists.txt: support AVX2 detection for https://github.com/xmake-io/xmake-repo/pull/8277 2025-09-30 21:40:25 +03:00
6334002639 forgot linux macos 2025-09-29 11:23:28 +03:00
72e0c0c90b removed useless fields of C compiler 2025-09-29 11:21:43 +03:00
2f2a5a00c4 added another clangformat 2025-09-27 10:55:05 +03:00
c394993418 Add documentation link to README 2025-09-27 10:40:54 +03:00
476048583d added version file update cmake version 2025-09-27 10:38:31 +03:00
76ae67c968 Revise features and clean up README
Updated features section and removed usage examples.
2025-09-27 10:35:14 +03:00
d1d95d2f36 Merge pull request #77 from orange-cpp/feature/formating_improvement
Feature/formating improvement
2025-09-25 22:03:47 +03:00
6409568334 added plane header 2025-09-25 21:59:59 +03:00
83ba339eb5 fix 2025-09-25 21:57:05 +03:00
c49c93d542 decomposed formatter 2025-09-25 21:55:56 +03:00
92dab52d66 improvement 2025-09-25 21:43:33 +03:00
dac3d8e43f improved encoding for formating 2025-09-25 21:06:46 +03:00
fb0b05d7ef imprvoed code style 2025-09-25 19:33:06 +03:00
993212e7ab Merge pull request #76 from orange-cpp/bugfix/projectile_pred
projectile pred look at fix
2025-09-22 02:43:04 +03:00
380a9f0a16 fix 2025-09-22 02:41:12 +03:00
ba7bce5502 ooops 2025-09-22 02:39:50 +03:00
ce40891e37 added targets specification to ci cd build 2025-09-22 02:38:25 +03:00
c4d10f8872 disable benchmark build for CI/CD 2025-09-22 02:34:52 +03:00
2bb0c82c30 added source engine benchmark 2025-09-22 02:29:36 +03:00
a4dcf8dc3b unreal engine fix 2025-09-22 02:12:20 +03:00
17eaddbc8c fix unity 2025-09-22 02:10:33 +03:00
9005c02499 opengl fix 2025-09-22 02:08:58 +03:00
e7380b5eb6 Merge pull request #75 from orange-cpp/bugfix/fix_look_at
Bugfix/fix look at
2025-09-20 17:12:16 +03:00
f8d6e4b544 unified look at for source iw_engine 2025-09-20 17:09:13 +03:00
893eca296b improved tests 2025-09-20 17:00:49 +03:00
b0bd58ccb2 improved opengl tests stability 2025-09-20 16:36:05 +03:00
44a42d39d0 improved test stability 2025-09-20 16:34:44 +03:00
a8c7e8eb54 fixed test 2025-09-20 16:22:24 +03:00
cef22919a4 added more iterations 2025-09-20 16:08:04 +03:00
f79350e609 style fix 2025-09-20 16:00:30 +03:00
1102cad390 fixed unreal 2025-09-20 15:59:43 +03:00
df4e999c82 fixed unity 2025-09-20 15:54:48 +03:00
3baeb182f0 fixed opengl 2025-09-20 15:48:59 +03:00
5539bbad0d reverted 2025-09-20 15:46:21 +03:00
4d4dfae8f2 fix 2025-09-20 15:44:33 +03:00
03c514104e fixed rotation matrix 2025-09-20 15:44:33 +03:00
792db7a673 added new mat function
more tests
2025-09-20 15:44:33 +03:00
bfd399e631 fixed test 2025-09-20 15:44:33 +03:00
7fef690f5e fixed iw engine
fixed source

revert
2025-09-20 15:44:33 +03:00
3df7d65ac1 Update README.md 2025-09-18 19:39:11 +03:00
e1a1164136 fixed warning 2025-09-18 19:06:56 +03:00
23216279dc fix 2025-09-18 18:42:02 +03:00
9e082f7dfa now its ref 2025-09-18 18:39:28 +03:00
7750819e83 improved naming 2025-09-18 18:38:07 +03:00
2ec0e2f93f Update CREDITS.md to include Billy O'Neal
Added acknowledgment for Billy O'Neal's contributions.
2025-09-18 06:08:49 +03:00
9170ffb1a9 Merge pull request #74 from BillyONeal/fmodf
Don't name std::fmodf.
2025-09-18 06:04:43 +03:00
e05f9ef5a9 Removes FMA check for matrix multiplication
Removes preprocessor check for FMA instructions in matrix multiplication functions.
This simplifies the code and relies on the compiler's ability to optimize the
code based on available hardware support. The assumption is that modern
compilers will automatically utilize FMA instructions if available, and fall
back to alternative implementations if not.
2025-09-18 06:02:37 +03:00
89bb4aa625 Guards AVX2 usage with a preprocessor definition
Ensures that AVX2 intrinsics are only included when the
OMATH_USE_AVX2 preprocessor definition is set. This prevents
compilation errors when AVX2 support is not available or
explicitly disabled.
2025-09-18 05:22:22 +03:00
Billy Robert O'Neal III
9b0845593d Don't name std::fmodf.
The C standard library function fmodf is not guaranteed to be in namespace std, and in fact is not with a default Ubuntu 24.04 installation, leading to the following compile error:

```console
Change Dir: '/vcpkg/buildtrees/vcpkg-ci-orange-math/x64-linux-dbg'

Run Build Command(s): /vcpkg/downloads/tools/ninja/1.12.1-linux/ninja -v -v -j33
[1/2] /usr/bin/c++ -DOMATH_SUPRESS_SAFETY_CHECKS -DOMATH_VERSION=\"3.5.0\" -isystem /vcpkg/installed/x64-linux/include -fPIC -g -std=gnu++23 -MD -MT CMakeFiles/main.dir/main.cpp.o -MF CMakeFiles/main.dir/main.cpp.o.d -o CMakeFiles/main.dir/main.cpp.o -c /vcpkg/scripts/test_ports/vcpkg-ci-orange-math/project/main.cpp
FAILED: CMakeFiles/main.dir/main.cpp.o
/usr/bin/c++ -DOMATH_SUPRESS_SAFETY_CHECKS -DOMATH_VERSION=\"3.5.0\" -isystem /vcpkg/installed/x64-linux/include -fPIC -g -std=gnu++23 -MD -MT CMakeFiles/main.dir/main.cpp.o -MF CMakeFiles/main.dir/main.cpp.o.d -o CMakeFiles/main.dir/main.cpp.o -c /vcpkg/scripts/test_ports/vcpkg-ci-orange-math/project/main.cpp
In file included from /vcpkg/installed/x64-linux/include/omath/omath.hpp:22,
                 from /vcpkg/scripts/test_ports/vcpkg-ci-orange-math/project/main.cpp:1:
/vcpkg/installed/x64-linux/include/omath/color.hpp: In member function ‘constexpr omath::Hsv omath::Color::to_hsv() const’:
/vcpkg/installed/x64-linux/include/omath/color.hpp:98:45: error: ‘fmodf’ is not a member of ‘std’; did you mean ‘modf’?
   98 |                 hsv_data.hue = 60.f * (std::fmodf(((green - blue) / delta), 6.f));
      |                                             ^~~~~
      |                                             modf
ninja: build stopped: subcommand failed.
```

Only the 'sufficient additional overloads' of `fmod` are guaranteed to be in `std`. Since this is clearly intended to call the (float, float) overload, explicitly cast `((green - blue) / delta)` (which is a `double`) to `float` and call the name in `std` as suggested by the diagnostic.
2025-09-17 19:15:10 -07:00
617ded2dd4 Merge pull request #73 from orange-cpp/featore/performance_tests
added performance folder
2025-09-17 20:53:11 +03:00
e882a224d2 fix 2025-09-17 20:50:30 +03:00
e04f6573c0 patch 2025-09-17 20:46:00 +03:00
791e3b2313 improved bench 2025-09-17 20:40:03 +03:00
26b56d757c fix 2025-09-17 20:25:22 +03:00
fbb77b9925 patch 2025-09-17 20:22:42 +03:00
7b671dbd90 added benchmark submodule 2025-09-17 20:14:33 +03:00
5875930f1a added benchmark 2025-09-17 19:56:50 +03:00
d773985822 added avx mutiplication 2025-09-17 19:47:29 +03:00
a2de6f8fae renamed folder 2025-09-17 18:07:28 +03:00
d71795006d added performance folder 2025-09-17 17:47:55 +03:00
561438d45c Merge pull request #72 from orange-cpp/feature/mat_refactor
Feature/mat refactor
2025-09-17 17:41:15 +03:00
874b028e86 removed unused var 2025-09-17 17:38:17 +03:00
68ec42d9ed added space 2025-09-17 17:33:05 +03:00
8aeb4667d7 decomposed mutiplication 2025-09-17 17:30:57 +03:00
565464f0cd forgot std 2025-09-17 17:23:02 +03:00
04b50d4545 Merge pull request #71 from orange-cpp/feature/mat_perf_boost
Improves matrix multiplication performance
2025-09-17 17:18:12 +03:00
e01d32fb22 Improves matrix multiplication performance
Optimizes matrix multiplication by specializing the algorithm
based on the matrix storage type (row-major or column-major).

This change significantly improves performance by leveraging
memory access patterns specific to each storage order.
2025-09-17 17:12:41 +03:00
a3a023a664 Add acknowledgment for AmbushedRaccoon's contribution 2025-09-16 16:58:00 +03:00
1b5a7ed4fd Merge pull request #69 from luadebug/patch-1
Repair omath.hpp by removing unexisting header include
2025-09-15 15:01:04 +03:00
Saikari
362b818a71 Update omath.hpp 2025-09-15 13:13:55 +03:00
29a96d64bb Adds 2D screen to world conversion
Adds an overload for screen_to_world that accepts a 2D screen position.

Renames screen_to_dnc to screen_to_ndc for clarity.
2025-09-14 04:48:56 +03:00
256365e52e patch 2025-09-14 04:43:25 +03:00
e333d81b81 Enables formatting support for Angle objects
Adds a partial specialization of `std::formatter` for `omath::Angle`
to provide formatting support using `std::format`.

This allows `Angle` objects to be easily formatted as strings,
including degree symbol representation, using standard formatting
techniques.
2025-09-14 04:43:01 +03:00
d66f60d419 Removes unnecessary div tag
Removes an empty div tag, which streamlines the HTML structure and contributes to cleaner code.
2025-09-13 20:13:35 +03:00
4a4939b604 Repositions YouTube preview link
Moves the YouTube preview link to improve the README's visual flow.
2025-09-13 20:08:48 +03:00
ebe8d1a90e Improves README readability
Adds a newline to the README file for better visual separation
between the contribute button and the horizontal rule.
2025-09-13 19:55:23 +03:00
1a3376fe6c Improves button aesthetics on README
Adds whitespace to the buttons displayed on the README to improve their appearance.
2025-09-13 19:53:09 +03:00
20188d7043 Updates README with gallery, install and usage
Enhances the README by adding a gallery showcasing OMath's capabilities,
providing a clearer installation guide, and improving usage examples
to facilitate easier adoption.
Also restructures the navigation for better user experience.
2025-09-13 19:50:58 +03:00
f59e0d255f Update README.md 2025-09-13 19:20:37 +03:00
071cb15492 Update README.md 2025-09-13 19:16:19 +03:00
f8812ed9e7 Update README.md 2025-09-09 22:15:00 +03:00
19d310d35f Update README.md 2025-09-09 21:48:54 +03:00
c364879b5f Merge pull request #68 from orange-cpp/feature/screen_to_world
Feature/screen to world
2025-09-09 02:58:32 +03:00
418b7c0e7e Fixes float type conversion in world_to_screen
Fixes a potential type conversion issue by explicitly casting the x-coordinate to float in the world_to_screen test. This prevents possible compiler warnings and ensures the intended behavior.
2025-09-09 02:13:45 +03:00
69f46abce1 Adds projection test for world-to-screen consistency
Adds a test to verify the consistency of world-to-screen and
screen-to-world projections. This ensures that projecting a point
from world to screen and back results in the same point, thereby
validating the correctness of the camera projection transformations.
2025-09-09 01:37:38 +03:00
de61f7a5d8 Adds screen to world space conversion
Adds functionality to convert screen coordinates to world space, including handling for cases where the inverse view projection matrix is singular or when the world position is out of screen bounds.

Also exposes Camera class to unit tests.
2025-09-09 01:31:23 +03:00
07a449b633 Simplifies raycast early exit condition
Combines the infinite length raycast hit check into a single condition.

This clarifies the logic and avoids redundant checks for early exit
in the ray-triangle intersection test, improving performance.
2025-09-08 23:52:35 +03:00
6bb549ef4c Merge pull request #67 from orange-cpp/feature/angle-improvement
Implements angle class with normalization
2025-09-08 20:18:11 +03:00
14fa810ecb Implements angle class with normalization
Adds an angle class with support for different normalization
and clamping strategies. Includes trigonometric functions and
arithmetic operators. Introduces unit tests to verify correct
functionality.

Disables unity builds to address a compilation issue.
2025-09-08 20:15:59 +03:00
b964661030 Merge pull request #66 from orange-cpp/feature/remove-legacy
Removes deprecated Matrix class
2025-09-08 19:59:34 +03:00
9c11551c9a Removes deprecated Matrix class
Removes the deprecated `Matrix` class and its associated source files and unit tests.

This change is to ensure code cleanliness and prevent accidental usage of the slow and outdated `Matrix` class.
The `Mat` class should be used instead.
2025-09-08 19:56:04 +03:00
21fece7c84 Update LICENSE 2025-09-08 15:52:01 +03:00
996618994d updated logo psd 2025-09-06 23:14:14 +03:00
ce8be6dd52 Update README.md 2025-09-04 23:49:07 +03:00
17aac2f80e Update CREDITS.md 2025-09-04 20:36:12 +03:00
ba927734d2 Update LICENSE 2025-09-04 20:35:25 +03:00
c0d5fd18f5 Update SECURITY.md 2025-09-04 20:35:04 +03:00
996a9cf15a Update LICENSE 2025-09-04 19:35:05 +03:00
91078f5701 Update LICENSE 2025-09-04 19:33:59 +03:00
036d3a8992 updated logo 2025-09-03 22:18:54 +03:00
7534fe8969 removed unused defines 2025-09-03 12:52:00 +03:00
8e4f1812cc fix 2025-09-03 12:50:31 +03:00
e8f40218dd Merge pull request #62 from orange-cpp/feaure/added_logo
Feaure/added logo
2025-09-01 17:04:50 +03:00
50054ca937 Acknowledges logo design contribution
Updates the credits to acknowledge the new initial logo design.
2025-09-01 17:04:29 +03:00
63220c0be7 Adds an omath.psd file.
Adds a binary file named omath.psd.
2025-09-01 17:03:31 +03:00
3b6d19782c Updates README with local image links
Updates the README to use local image links instead of Imgur links for the showcase section.

This improves the project's resilience against external link rot and
ensures the images remain accessible even if Imgur experiences issues.
2025-09-01 17:02:23 +03:00
2d58330508 Replaces banner with logo
Replaces the project banner in the README with a dedicated logo.

This change simplifies the banner implementation and improves maintainability
by using a local image file instead of referencing an external URL.
2025-09-01 16:56:43 +03:00
abf57a55ea Updates include paths and removes dependency
Updates the include paths in omath.hpp to be more explicit,
ensuring correct referencing of header files.

Removes unnecessary include of vector3.hpp from vector2.hpp.
2025-09-01 01:28:04 +03:00
463532ba81 Merge pull request #60 from orange-cpp/feature/moved_to_dear
Refactors: Moves linear algebra to new directory
2025-09-01 00:02:00 +03:00
d74c66990a Refactors: Moves linear algebra to new directory
Moves linear algebra headers to a new subdirectory to improve project structure.

Updates includes to reflect the directory change.
Adds vcpkg to the tracked repositories.
2025-08-31 23:36:05 +03:00
7f1bc51905 Updates project version to 3.5.0
Increments the project version number in CMakeLists.txt
from 3.4.0 to 3.5.0.
2025-08-29 22:04:12 +03:00
71127f1f12 Updates project version to 3.4.0
Bumps the project's version number from 3.3.0 to 3.4.0.

Adds a compile definition to expose the project version via the
`OMATH_VERSION` macro.
2025-08-29 22:03:35 +03:00
89041e20ae Merge pull request #59 from orange-cpp/feature/new_primitives
Adds plane primitive generation
2025-08-29 14:41:36 +03:00
a54dd4b52a Fixes plane triangle generation
Corrects the order of vertices when constructing triangles
for the plane primitive, addressing a potential winding order
issue that could lead to incorrect surface normals and rendering.
2025-08-29 00:11:31 +03:00
d7e497b617 Simplifies plane creation logic
Refactors the plane creation function to directly compute the triangle vertices, removing unnecessary intermediate variables. This results in more concise and readable code.
2025-08-28 23:57:22 +03:00
80938cd913 Adds plane primitive generation
Implements a function to generate a plane primitive from two vertices, a direction vector, and a size, returning an array of two triangles.
2025-08-28 23:18:36 +03:00
830505dbe5 Merge pull request #58 from orange-cpp/feature/ortho-proj
Adds left- and right-handed ortho matrices
2025-08-27 23:23:40 +03:00
75565ecf2d Adds left- and right-handed ortho matrices.
Adds functions to generate left- and right-handed orthographic projection matrices.
This provides more flexibility when defining a projection for rendering.
2025-08-27 23:17:56 +03:00
9a7a4c7fff Removed submodule extlibs/glm 2025-08-27 20:22:33 +03:00
c0f0bb3c2e com 2025-08-27 20:07:47 +03:00
a097c0a2f4 Merge pull request #57 from orange-cpp/feature/added_formatters
Adds std::format support for math types
2025-08-26 12:37:13 +03:00
20ae2b4dd1 Adds formatters for Angle and Color
Adds formatters for `omath::Angle` and `omath::Color` to allow for easy formatting using `std::format`.

This allows users to easily output Angle and Color values in a human-readable format.
2025-08-26 12:35:40 +03:00
115b5a3471 Adds std::format support for math types
Adds `std::formatter` specializations for `Mat`, `Vector2`, `Vector3`, and `Vector4` types, enabling the use of `std::format` for these types.

This simplifies formatting and printing of these mathematical objects, improving code readability and consistency.

Also adds a hash function specialization for Vector3.
2025-08-26 12:22:33 +03:00
77893629f9 Adds omath library header
Creates the main omath header file that includes all
omath library components. This provides a single point
of inclusion for the entire library, simplifying usage
and dependency management.

Also, adjusts the return types for projectile prediction
functions within the legacy engine to explicitly use
the `Vector3` type for consistency and clarity.
2025-08-25 22:33:00 +03:00
afb27b1aa9 Adds build test status message
Adds a status message to the build process that displays whether unit tests are enabled.

This provides better visibility into the build configuration.
2025-08-25 22:11:39 +03:00
61006122ae Displays build configuration options
Prints the values of various CMake configuration options to the console during the build process.

This provides better visibility into the build configuration and helps with debugging build-related issues.
2025-08-25 22:10:10 +03:00
4eb0f59fc0 Updates build status message
Updates the build status message in CMake to include the project name, providing more context during the build process.
2025-08-25 21:59:25 +03:00
3b4bf24a16 Updates project version to 3.3.0
Increments the project version number in CMakeLists.txt
from 3.2.1 to 3.3.0.
2025-08-25 21:57:07 +03:00
51d93c4464 Removes outdated header comments
Removes redundant and outdated header comments. These comments are no longer necessary for maintaining the codebase.
2025-08-25 21:54:59 +03:00
d83a8121db Merge pull request #55 from orange-cpp/feature/unreal-support
Adds Unreal Engine math library
2025-08-25 21:49:11 +03:00
2584cda5c3 Fixes namespace and angle calculations
Corrects namespace naming from unity_engine to unreal_engine.

Adjusts projectile prediction and angle calculations for accuracy
in Unreal Engine environments.
2025-08-25 21:46:50 +03:00
c90497f77b Fixes Unreal Engine view angle matrix order
The view angle rotation matrix order in Unreal Engine was incorrect, leading to incorrect camera orientation.

This commit fixes the order of rotation matrices to roll, pitch, yaw
to correctly implement Unreal Engine camera rotations.

Adds comprehensive unit tests for Unreal Engine formulas, camera and constants.

Marks Unreal Engine as supported in README.md.
2025-08-25 21:42:58 +03:00
0de6b4589f Adds .idea/ to .gitignore
Adds the standard .idea/ folder contents to the .gitignore file.

This prevents project-specific IDE settings and workspace files from being tracked by Git, keeping the repository cleaner and avoiding potential conflicts between developers using different IDE configurations.
2025-08-25 21:31:07 +03:00
8004c8c181 Adds Unreal Engine math implementations
Adds Unreal Engine-specific implementations for camera and projectile prediction calculations.

This includes:
- Defining constants and data types tailored for Unreal Engine's coordinate system and conventions.
- Implementing functions for calculating forward, right, and up vectors, view matrices, and perspective projection matrices.
- Providing camera trait for look-at angle calculations and projection matrix generation.
- Implements projectile prediction traits and utilities.
2025-08-25 21:30:35 +03:00
1246c4ed07 Update README.md 2025-08-25 17:26:56 +03:00
ab463e1caa Update README.md 2025-08-25 16:00:36 +03:00
4f13010e7d Removes workspace configuration file
Deletes the `.idea/workspace.xml` file.
This file tracks workspace-specific settings,
and is not meant to be shared across different
development environments.
2025-08-21 00:33:02 +03:00
83d3cc099f Improves test accuracy and adds .gitignore entry
Updates unit tests to include more accurate assertions for camera projections.

Adds .idea/workspace.xml to .gitignore to prevent tracking local IDE settings.

Refactors some test fixture class names for consistency.
2025-08-21 00:30:05 +03:00
625c676010 Fixes MSVC redefinition of min/max
Adds a compiler definition for MSVC to prevent redefinition of min/max macros by the Windows SDK.

Removes unnecessary undef directives in color.hpp as the NOMINMAX definition now handles the issue.
2025-08-21 00:17:59 +03:00
2d9ed4cfc8 Configures project IDE settings and improves gitignore
Adds project-specific IDE settings to improve code style consistency and development environment.

Removes the .idea directory from the .gitignore file, as these files are now intended to be part of the project for consistent IDE configuration across contributors.
2025-08-21 00:11:37 +03:00
29795e9906 Includes missing formula headers
Includes the necessary formula headers in the camera trait files for different rendering engines.
This ensures that the required mathematical functions and definitions are available when using camera traits.
2025-08-12 19:08:30 +03:00
0328fef4f7 Fixes Vector3 conversion from ImVec2
Corrects the static function signature for creating a Vector3 from an ImVec2.

It was mistakenly returning a Vector3 instead of Vector3.

patch
2025-08-12 09:38:43 +03:00
687772f073 feat(omath): Add NDC to screen position coordinate diagram 2025-08-12 09:29:14 +03:00
c66df11754 Updates project version to 3.2.1
Increments the project version number in CMakeLists.txt
from 3.0.4.1 to 3.2.1, indicating a release or significant
changes in the project.
2025-08-12 09:25:40 +03:00
0450dc3547 Adds concept for prediction engine traits
Introduces a concept `PredEngineConcept` to ensure that classes used as projectile prediction engine traits conform to a specific interface.
This enforces the presence and return types of required methods and ensures that these methods are `noexcept`, improving type safety and predictability.
2025-08-12 09:21:34 +03:00
0bd9eda48f Introduces CameraEngine concept
Adds a concept `CameraEngineConcept` to ensure that camera
engine implementations provide the necessary functions
with the correct signatures and `noexcept` specifications.

This enables compile-time checks for valid camera engine
implementations, improving code reliability and preventing
runtime errors.
2025-08-12 09:13:02 +03:00
858314fa0a Merge pull request #54 from orange-cpp/feature/vec_fix_improvement
Adds comparison operators to Vector types
2025-08-12 08:57:31 +03:00
f277b1038c Adds comparison operators to Vector types
Adds less than, greater than, less than or equal, and greater than or equal operators to the Vector2, Vector3 and Vector4 classes.
The comparison is based on the lengths of the vectors.

Adds corresponding unit tests.
2025-08-12 08:54:33 +03:00
15c055beb7 Removes virtual destructor from Camera
Removes the virtual destructor from the Camera class as it is not required,
as the class does not act as a base class. This simplifies the class
definition and avoids potential vtable overhead.
2025-08-11 01:43:22 +03:00
4d24815f3e Update issue templates 2025-08-11 01:30:26 +03:00
d96b0cd2f7 Marks Camera class as final
Prevents inheritance from the Camera class.
2025-08-11 01:18:39 +03:00
d238bd137f Merge pull request #53 from orange-cpp/u/camera_type_traits
Refactors camera and prediction using traits
2025-08-11 00:47:25 +03:00
17b150499d Refactors camera and prediction engine traits.
Moves camera and prediction engine implementations into traits for each engine,
decoupling the engine-specific logic from the core classes, promoting code reuse
and maintainability. This change allows for easier addition of new engines and
customization of existing ones.
2025-08-11 00:32:09 +03:00
c7228c9674 Updates googletest submodule
Updates the googletest submodule to the latest commit.

This brings in the latest fixes and improvements from the
googletest project.
2025-08-07 23:33:30 +03:00
7a9f5d4966 Removes projectile.cpp
Removes the projectile.cpp file. The removal indicates that the associated projectile prediction functionality is no longer needed or has been moved elsewhere.
2025-08-06 18:37:28 +03:00
a16050242a Adds community badges to README
Enhances the README by adding Discord and Telegram badges, providing users with direct access to community channels for support and discussions.
2025-08-06 06:39:57 +03:00
ea8f3d8d51 Adds contributing guidelines
Introduces a CONTRIBUTING.MD file to provide guidelines for
contributing to the project, including prerequisites, setup
instructions, pull request workflow, code style, and building
instructions.

xd

returned back

patch
2025-08-06 06:23:06 +03:00
08d2ccc03a Refactors Vector operations for type safety
Ensures type safety in Vector2, Vector3, and Vector4 operations by using static_cast(0) instead of relying on implicit conversions.
This prevents potential issues with different numeric types.

Adds from_im_vec2 and from_im_vec4 methods for creating vectors from ImVec2/ImVec4 types.
2025-08-06 06:06:42 +03:00
21ec23d77b patch 2025-08-06 05:56:09 +03:00
2c4ff37062 Merge pull request #52 from orange-cpp/feature/more_traits
Adds engine traits for projectile prediction
2025-08-06 05:49:25 +03:00
695a8035b5 Adds engine traits for projectile prediction
Implements engine-specific traits for projectile and target position prediction.
Each trait encapsulates logic tailored to a specific game engine (IW, OpenGL, Unity),
accounting for engine-specific coordinate systems and calculations.
This allows for accurate projectile prediction across different game environments.
2025-08-06 05:45:37 +03:00
d12b236e56 Refactors target position prediction
Moves target prediction logic into engine traits, improving modularity.

This change consolidates target position prediction within the engine traits,
allowing for a more flexible and maintainable design.

This eliminates redundant code and simplifies the core prediction engine by
delegating target movement calculations to the appropriate trait.
2025-08-04 03:16:04 +03:00
7a5090d9f6 Marks legacy engine class as final
Prevents further inheritance from the legacy projectile prediction engine class.
2025-08-04 01:12:22 +03:00
ec76a7239c Adds direct pitch angle calculation
Implements a direct pitch angle calculation for scenarios with zero gravity, ensuring accurate projectile trajectory predictions in such conditions.

Also marks several methods as noexcept for better performance and exception safety.
2025-08-04 01:11:11 +03:00
2758f549a3 Updates project version and removes legacy code
Updates the project version to prepare for a new release.

Removes the legacy projectile prediction engine, which is no longer needed.
2025-08-03 18:35:52 +03:00
493931ef0f Ignores vcpkg directory
Excludes the vcpkg directory from being tracked by Git.

This prevents accidental commits of external library files
managed by vcpkg, keeping the repository cleaner.
2025-08-03 18:31:02 +03:00
9e1990942b Refactors projectile prediction engine
Migrates projectile prediction logic to leverage engine traits for improved flexibility and testability.

This change decouples core prediction algorithms from specific engine implementations, allowing for easier adaptation to different game engines or simulation environments.
2025-08-03 18:28:47 +03:00
311 changed files with 26393 additions and 1957 deletions

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@@ -56,7 +56,7 @@ SpaceBeforeParensOptions:
AfterIfMacros: true AfterIfMacros: true
AfterOverloadedOperator: false AfterOverloadedOperator: false
BeforeNonEmptyParentheses: false BeforeNonEmptyParentheses: false
SpaceBeforeRangeBasedForLoopColon: false SpaceBeforeRangeBasedForLoopColon: true
SpaceInEmptyParentheses: false SpaceInEmptyParentheses: false
SpacesInCStyleCastParentheses: false SpacesInCStyleCastParentheses: false
SpacesInConditionalStatement: false SpacesInConditionalStatement: false

38
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@@ -0,0 +1,38 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: ''
assignees: ''
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Desktop (please complete the following information):**
- OS: [e.g. iOS]
- Browser [e.g. chrome, safari]
- Version [e.g. 22]
**Smartphone (please complete the following information):**
- Device: [e.g. iPhone6]
- OS: [e.g. iOS8.1]
- Browser [e.g. stock browser, safari]
- Version [e.g. 22]
**Additional context**
Add any other context about the problem here.

10
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@@ -0,0 +1,10 @@
---
name: Custom issue template
about: Describe this issue template's purpose here.
title: ''
labels: ''
assignees: ''
---

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@@ -0,0 +1,20 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: ''
assignees: ''
---
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Additional context**
Add any other context or screenshots about the feature request here.

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@@ -1,4 +1,4 @@
name: Omath CI (Arch Linux / Windows) name: Omath CI
on: on:
push: push:
@@ -10,50 +10,168 @@ concurrency:
group: ci-${{ github.ref }} group: ci-${{ github.ref }}
cancel-in-progress: true cancel-in-progress: true
############################################################################## ##############################################################################
# 1) ARCH LINUX Clang / Ninja # 1) Linux Clang / Ninja
############################################################################## ##############################################################################
jobs: jobs:
arch-build-and-test: linux-build-and-test:
name: Arch Linux (Clang) name: ${{ matrix.name }}
runs-on: ubuntu-latest runs-on: ${{ matrix.runner }}
container: archlinux:latest strategy:
matrix:
include:
- name: Linux (Clang) (x64-linux)
triplet: x64-linux
runner: ubuntu-latest
preset: linux-release-vcpkg
coverage: true
install_cmd: |
wget -qO- https://apt.llvm.org/llvm-snapshot.gpg.key | sudo tee /etc/apt/trusted.gpg.d/apt.llvm.org.asc
sudo add-apt-repository -y "deb http://apt.llvm.org/noble/ llvm-toolchain-noble-21 main"
sudo apt-get update
sudo apt-get install -y git build-essential cmake ninja-build \
zip unzip curl pkg-config ca-certificates \
clang-21 lld-21 libc++-21-dev libc++abi-21-dev \
llvm-21
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-21 100
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-21 100
sudo update-alternatives --install /usr/bin/lld lld /usr/bin/lld-21 100
- name: Linux (Clang) (x86-linux)
triplet: x86-linux
runner: ubuntu-latest
preset: linux-release-vcpkg-x86
coverage: false
install_cmd: |
# Add LLVM 21 repository
wget -qO- https://apt.llvm.org/llvm-snapshot.gpg.key | sudo tee /etc/apt/trusted.gpg.d/apt.llvm.org.asc
sudo add-apt-repository -y "deb http://apt.llvm.org/noble/ llvm-toolchain-noble-21 main"
# Add GCC Toolchain PPA
sudo add-apt-repository -y "deb http://archive.ubuntu.com/ubuntu plucky main universe"
# Enable i386 architecture
sudo dpkg --add-architecture i386
sudo apt-get update
# Install Clang 21
sudo apt-get install -y git build-essential cmake ninja-build \
zip unzip curl pkg-config ca-certificates \
clang-21 lld-21 libc++-21-dev libc++abi-21-dev
sudo apt-get install -y -t plucky binutils
# Install GCC 15 with multilib support
sudo apt-get install -y gcc-15-multilib g++-15-multilib
# Set up alternatives for Clang
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-21 100
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-21 100
sudo update-alternatives --install /usr/bin/lld lld /usr/bin/lld-21 100
# Set up alternatives for GCC
sudo update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-15 100
sudo update-alternatives --install /usr/bin/g++ g++ /usr/bin/g++-15 100
- name: Linux (Clang) (arm64-linux)
triplet: arm64-linux
runner: ubuntu-24.04-arm
preset: linux-release-vcpkg-arm64
coverage: false
install_cmd: |
wget -qO- https://apt.llvm.org/llvm-snapshot.gpg.key | sudo tee /etc/apt/trusted.gpg.d/apt.llvm.org.asc
sudo add-apt-repository -y "deb http://apt.llvm.org/noble/ llvm-toolchain-noble-21 main"
sudo apt-get update
sudo apt-get install -y git build-essential cmake ninja-build \
zip unzip curl pkg-config ca-certificates \
clang-21 lld-21 libc++-21-dev libc++abi-21-dev
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-21 100
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-21 100
sudo update-alternatives --install /usr/bin/lld lld /usr/bin/lld-21 100
fail-fast: false
env:
VCPKG_ROOT: ${{ github.workspace }}/vcpkg
steps: steps:
- name: Install basic tool-chain with pacman - name: Install basic tool-chain
shell: bash shell: bash
run: | run: ${{ matrix.install_cmd }}
pacman -Sy --noconfirm archlinux-keyring
pacman -Syu --noconfirm --needed \
git base-devel clang cmake ninja
- name: Checkout repository (with sub-modules) - name: Checkout repository (with sub-modules)
uses: actions/checkout@v4 uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
- name: Set up vcpkg
shell: bash
run: |
git clone https://github.com/microsoft/vcpkg "$VCPKG_ROOT"
cd "$VCPKG_ROOT"
./bootstrap-vcpkg.sh
- name: Configure (cmake --preset) - name: Configure (cmake --preset)
shell: bash shell: bash
run: cmake --preset linux-release -DOMATH_BUILD_TESTS=ON run: |
cmake --preset ${{ matrix.preset }} \
-DVCPKG_INSTALL_OPTIONS="--allow-unsupported" \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=OFF \
-DOMATH_ENABLE_COVERAGE=${{ matrix.coverage == true && 'ON' || 'OFF' }} \
-DVCPKG_MANIFEST_FEATURES="imgui;avx2;tests"
- name: Build - name: Build
shell: bash shell: bash
run: cmake --build cmake-build/build/linux-release --target all run: cmake --build cmake-build/build/${{ matrix.preset }} --target unit_tests omath
- name: Run unit_tests - name: Run unit_tests
shell: bash shell: bash
run: ./out/Release/unit_tests run: ./out/Release/unit_tests
- name: Run Coverage
if: ${{ matrix.coverage == true }}
shell: bash
run: |
sudo apt-get install lcov
chmod +x scripts/coverage-llvm.sh
./scripts/coverage-llvm.sh \
"${{ github.workspace }}" \
"cmake-build/build/${{ matrix.preset }}" \
"./out/Release/unit_tests" \
"cmake-build/build/${{ matrix.preset }}/coverage"
- name: Upload Coverage Report
if: ${{ matrix.coverage == true }}
uses: actions/upload-artifact@v4
with:
name: coverage-report-linux
path: cmake-build/build/${{ matrix.preset }}/coverage/
- name: Upload logs on failure
if: ${{ failure() }}
uses: actions/upload-artifact@v4
with:
name: linux-build-logs-${{ matrix.triplet }}
path: |
cmake-build/build/${{ matrix.preset }}/**/*.log
${{ env.VCPKG_ROOT }}/buildtrees/**/*.log
############################################################################## ##############################################################################
# 2) Windows MSVC / Ninja # 2) Windows MSVC / Ninja
############################################################################## ##############################################################################
windows-build-and-test: windows-build-and-test:
name: Windows (MSVC) name: ${{ matrix.name }}
runs-on: windows-latest runs-on: ${{ matrix.runner }}
strategy:
matrix:
include:
- name: Windows (MSVC) (x64-windows)
runner: windows-latest
arch: amd64
preset: windows-release-vcpkg
triplet: x64-windows
- name: Windows (MSVC) (x86-windows)
runner: windows-latest
arch: amd64_x86
preset: windows-release-vcpkg-x86
triplet: x86-windows
- name: Windows (MSVC) (arm64-windows)
runner: windows-11-arm
arch: arm64
preset: windows-release-vcpkg-arm64
triplet: arm64-windows
fail-fast: false
env:
VCPKG_ROOT: ${{ github.workspace }}/vcpkg
steps: steps:
- name: Checkout repository (with sub-modules) - name: Checkout repository (with sub-modules)
uses: actions/checkout@v4 uses: actions/checkout@v4
@@ -65,15 +183,631 @@ jobs:
- name: Set up MSVC developer command-prompt - name: Set up MSVC developer command-prompt
uses: ilammy/msvc-dev-cmd@v1 uses: ilammy/msvc-dev-cmd@v1
with:
arch: ${{ matrix.arch }}
- name: Configure (cmake --preset) - name: Configure (cmake --preset)
shell: bash shell: bash
run: cmake --preset windows-release -DOMATH_BUILD_TESTS=ON run: |
cmake --preset ${{ matrix.preset }} \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=OFF \
-DOMATH_ENABLE_COVERAGE=OFF \
-DVCPKG_MANIFEST_FEATURES="imgui;avx2;tests"
- name: Build - name: Build
shell: bash shell: bash
run: cmake --build cmake-build/build/windows-release --target all run: cmake --build cmake-build/build/${{ matrix.preset }} --target unit_tests omath
- name: Run unit_tests.exe - name: Run unit_tests.exe
shell: bash shell: bash
run: ./out/Release/unit_tests.exe run: ./out/Release/unit_tests.exe
##########################################################################
# Coverage (x64-windows only)
##########################################################################
- name: Install LLVM
if: ${{ matrix.triplet == 'x64-windows' }}
run: |
choco install llvm -y
- name: Clean Build Directory for Coverage
if: ${{ matrix.triplet == 'x64-windows' }}
shell: pwsh
run: |
$buildDir = "cmake-build/build/${{ matrix.preset }}"
if (Test-Path $buildDir) {
Write-Host "Cleaning build directory to prevent compiler conflict: $buildDir"
Remove-Item -Path $buildDir -Recurse -Force
}
- name: Build Debug for Coverage
if: ${{ matrix.triplet == 'x64-windows' }}
shell: bash
run: |
cmake --preset ${{ matrix.preset }} \
-DCMAKE_C_COMPILER="C:/Program Files/LLVM/bin/clang-cl.exe" \
-DCMAKE_CXX_COMPILER="C:/Program Files/LLVM/bin/clang-cl.exe" \
-DCMAKE_LINKER="C:/Program Files/LLVM/bin/lld-link.exe" \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=OFF \
-DOMATH_ENABLE_COVERAGE=ON \
-DOMATH_THREAT_WARNING_AS_ERROR=OFF \
-DCMAKE_BUILD_TYPE=Debug \
-DVCPKG_MANIFEST_FEATURES="imgui;avx2;tests"
cmake --build cmake-build/build/${{ matrix.preset }} --config Debug --target unit_tests omath
- name: Run Tests (Generates .profraw)
if: ${{ matrix.triplet == 'x64-windows' }}
shell: pwsh
env:
LLVM_PROFILE_FILE: "cmake-build/build/${{ matrix.preset }}/unit_tests.profraw"
run: |
./out/Debug/unit_tests.exe
- name: Process Coverage (llvm-profdata & llvm-cov)
if: ${{ matrix.triplet == 'x64-windows' }}
shell: pwsh
run: |
$BUILD_DIR = "cmake-build/build/${{ matrix.preset }}"
$EXE_PATH = "./out/Debug/unit_tests.exe"
# 1. Merge raw profile data (essential step)
& "C:/Program Files/LLVM/bin/llvm-profdata.exe" merge `
-sparse "$BUILD_DIR/unit_tests.profraw" `
-o "$BUILD_DIR/unit_tests.profdata"
# 2. Export to LCOV format
# NOTE: We explicitly ignore vcpkg_installed and system headers
& "C:/Program Files/LLVM/bin/llvm-cov.exe" export "$EXE_PATH" `
-instr-profile="$BUILD_DIR/unit_tests.profdata" `
-format=lcov `
-ignore-filename-regex="vcpkg_installed|external|tests" `
> "$BUILD_DIR/lcov.info"
if (Test-Path "$BUILD_DIR/lcov.info") {
Write-Host "✅ LCOV info created at $BUILD_DIR/lcov.info"
} else {
Write-Error "Failed to create LCOV info"
exit 1
}
- name: Install LCOV (for genhtml)
if: ${{ matrix.triplet == 'x64-windows' }}
run: choco install lcov -y
- name: Generate HTML Report
if: ${{ matrix.triplet == 'x64-windows' }}
shell: bash
run: |
BUILD_DIR="cmake-build/build/${{ matrix.preset }}"
LCOV_INFO="${BUILD_DIR}/lcov.info"
HTML_DIR="${BUILD_DIR}/coverage-html"
# Fix paths for genhtml (Perl hates backslashes)
sed -i 's|\\|/|g' "${LCOV_INFO}"
# Locate genhtml provided by 'choco install lcov'
# It is typically in ProgramData/chocolatey/lib/lcov/tools/bin
GENHTML=$(find /c/ProgramData/chocolatey -name genhtml -print -quit)
if [ -z "$GENHTML" ]; then
echo "Error: genhtml executable not found"
exit 1
fi
echo "Using genhtml: $GENHTML"
mkdir -p "$HTML_DIR"
# Run genhtml
# Added --demangle-cpp if your version supports it, otherwise remove it
perl "$GENHTML" \
"${LCOV_INFO}" \
--output-directory "$HTML_DIR" \
--title "OMath Coverage Report" \
--legend \
--show-details \
--branch-coverage \
--ignore-errors source
echo "✅ LCOV HTML report generated at $HTML_DIR"
- name: Upload Coverage (HTML Report)
if: ${{ matrix.triplet == 'x64-windows' }}
uses: actions/upload-artifact@v4
with:
name: coverage-html-windows
path: cmake-build/build/${{ matrix.preset }}/coverage-html/
- name: Upload logs on failure
if: ${{ failure() }}
uses: actions/upload-artifact@v4
with:
name: windows-build-logs-${{ matrix.triplet }}
path: |
cmake-build/build/${{ matrix.preset }}/**/*.log
${{ env.VCPKG_ROOT }}/buildtrees/**/*.log
##############################################################################
# 3) macOS AppleClang / Ninja
##############################################################################
macosx-build-and-test:
name: ${{ matrix.name }}
runs-on: ${{ matrix.runner }}
strategy:
matrix:
include:
- name: macOS (AppleClang) (arm64-osx)
runner: macos-latest
preset: darwin-release-vcpkg
triplet: arm64-osx
coverage: true
- name: macOS (AppleClang) (x64-osx)
runner: macos-15-intel
preset: darwin-release-vcpkg-x64
triplet: x64-osx
coverage: false
fail-fast: false
env:
VCPKG_ROOT: ${{ github.workspace }}/vcpkg
steps:
- name: Install basic tool-chain with Homebrew
shell: bash
run: |
brew install cmake ninja
- name: Checkout repository (with sub-modules)
uses: actions/checkout@v4
with:
submodules: recursive
- name: Set up vcpkg
shell: bash
run: |
git clone https://github.com/microsoft/vcpkg "$VCPKG_ROOT"
- name: Configure (cmake --preset)
shell: bash
run: |
cmake --preset ${{ matrix.preset }} \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=OFF \
-DOMATH_ENABLE_COVERAGE=${{ matrix.coverage == true && 'ON' || 'OFF' }} \
-DVCPKG_MANIFEST_FEATURES="imgui;avx2;tests"
- name: Build
shell: bash
run: cmake --build cmake-build/build/${{ matrix.preset }} --target unit_tests omath
- name: Run unit_tests
shell: bash
run: ./out/Release/unit_tests
- name: Run Coverage
if: ${{ matrix.coverage == true }}
shell: bash
run: |
brew install lcov
chmod +x scripts/coverage-llvm.sh
./scripts/coverage-llvm.sh \
"${{ github.workspace }}" \
"cmake-build/build/${{ matrix.preset }}" \
"./out/Release/unit_tests" \
"cmake-build/build/${{ matrix.preset }}/coverage"
- name: Upload Coverage Report
if: ${{ matrix.coverage == true }}
uses: actions/upload-artifact@v4
with:
name: coverage-report-macos
path: cmake-build/build/${{ matrix.preset }}/coverage/
- name: Upload logs on failure
if: ${{ failure() }}
uses: actions/upload-artifact@v4
with:
name: macos-build-logs-${{ matrix.triplet }}
path: |
cmake-build/build/${{ matrix.preset }}/**/*.log
${{ env.VCPKG_ROOT }}/buildtrees/**/*.log
##############################################################################
# 4) iOS AppleClang / Xcode / arm64-ios
##############################################################################
ios-build:
name: iOS (AppleClang) (${{ matrix.triplet }})
runs-on: macOS-latest
strategy:
matrix:
include:
- triplet: arm64-ios
preset: ios-release-vcpkg
fail-fast: false
env:
VCPKG_ROOT: ${{ github.workspace }}/vcpkg
steps:
- name: Install CMake tooling
shell: bash
run: |
brew install cmake ninja
- name: Checkout repository (with sub-modules)
uses: actions/checkout@v4
with:
submodules: recursive
- name: Set up vcpkg
shell: bash
run: |
git clone https://github.com/microsoft/vcpkg "$VCPKG_ROOT"
cd "$VCPKG_ROOT"
./bootstrap-vcpkg.sh
- name: Configure (cmake --preset)
shell: bash
run: |
cmake --preset ${{ matrix.preset }} \
-DVCPKG_INSTALL_OPTIONS="--allow-unsupported" \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=OFF \
-DVCPKG_MANIFEST_FEATURES="imgui;tests"
- name: Build
shell: bash
run: |
cmake --build cmake-build/build/${{ matrix.preset }} --config Release --target unit_tests omath
- name: Upload logs on failure
if: ${{ failure() }}
uses: actions/upload-artifact@v4
with:
name: ios-build-logs-${{ matrix.triplet }}
path: |
cmake-build/build/${{ matrix.preset }}/**/*.log
${{ env.VCPKG_ROOT }}/buildtrees/**/*.log
##############################################################################
# 5) FreeBSD Clang / Ninja
##############################################################################
freebsd-build-and-test:
name: FreeBSD (Clang) (${{ matrix.triplet }})
runs-on: ubuntu-latest
strategy:
matrix:
include:
- triplet: x64-freebsd
preset: freebsd-release-vcpkg
arch: x86-64
fail-fast: false
env:
VCPKG_ROOT: ${{ github.workspace }}/tmp/vcpkg
steps:
- name: Checkout repository (with sub-modules)
uses: actions/checkout@v4
with:
submodules: recursive
- name: Build and Test
uses: cross-platform-actions/action@v0.31.0
with:
operating_system: freebsd
architecture: ${{ matrix.arch }}
version: '15.0'
memory: '12G'
cpu_count: 4
run: |
sudo pkg install -y git curl zip unzip gmake llvm gsed bash perl5 openssl 7-zip coreutils cmake ninja pkgconf patchelf
git config --global --add safe.directory `pwd`
# Build vcpkg in /tmp to avoid sshfs timestamp sync issues
export VCPKG_ROOT=/tmp/vcpkg
rm -rf "$VCPKG_ROOT"
git clone https://github.com/microsoft/vcpkg "$VCPKG_ROOT"
cd "$VCPKG_ROOT"
./bootstrap-vcpkg.sh
cd -
export VCPKG_FORCE_SYSTEM_BINARIES=0
cmake --preset ${{ matrix.preset }} \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=OFF \
-DVCPKG_MANIFEST_FEATURES="imgui;avx2;tests" \
-DVCPKG_INSTALL_OPTIONS="--allow-unsupported"
cmake --build cmake-build/build/${{ matrix.preset }} --target unit_tests omath
./out/Release/unit_tests
- name: Upload logs on failure
if: ${{ failure() }}
uses: actions/upload-artifact@v4
with:
name: freebsd-build-logs-${{ matrix.triplet }}
path: |
cmake-build/build/${{ matrix.preset }}/**/*.log
${{ env.VCPKG_ROOT }}/buildtrees/**/*.log
##############################################################################
# 6) Android NDK Clang / Ninja
##############################################################################
android-build:
name: Android NDK (${{ matrix.triplet }})
runs-on: ubuntu-latest
strategy:
matrix:
include:
- triplet: arm-neon-android
preset: android-arm-neon-release-vcpkg
- triplet: arm64-android
preset: android-arm64-release-vcpkg
- triplet: x64-android
preset: android-x64-release-vcpkg
- triplet: x86-android
preset: android-x86-release-vcpkg
fail-fast: false
env:
VCPKG_ROOT: ${{ github.workspace }}/vcpkg
ANDROID_NDK_HOME: ${{ github.workspace }}/android-ndk
steps:
- name: Checkout repository (with sub-modules)
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install Android NDK
shell: bash
run: |
NDK_VERSION="r28b"
NDK_ZIP="android-ndk-${NDK_VERSION}-linux.zip"
wget -q "https://dl.google.com/android/repository/${NDK_ZIP}"
unzip -q "${NDK_ZIP}" -d "${{ github.workspace }}"
mv "${{ github.workspace }}/android-ndk-${NDK_VERSION}" "$ANDROID_NDK_HOME"
rm "${NDK_ZIP}"
echo "ANDROID_NDK_HOME=${ANDROID_NDK_HOME}" >> $GITHUB_ENV
- name: Install basic tool-chain
shell: bash
run: |
sudo apt-get update
sudo apt-get install -y ninja-build cmake
- name: Set up vcpkg
shell: bash
run: |
git clone https://github.com/microsoft/vcpkg "$VCPKG_ROOT"
cd "$VCPKG_ROOT"
./bootstrap-vcpkg.sh
- name: Configure (cmake --preset)
shell: bash
run: |
cmake --preset ${{ matrix.preset }} \
-DVCPKG_INSTALL_OPTIONS="--allow-unsupported" \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=OFF \
-DVCPKG_MANIFEST_FEATURES="imgui;tests"
- name: Build
shell: bash
run: |
cmake --build cmake-build/build/${{ matrix.preset }} --target unit_tests omath
- name: Upload logs on failure
if: ${{ failure() }}
uses: actions/upload-artifact@v4
with:
name: android-build-logs-${{ matrix.triplet }}
path: |
cmake-build/build/${{ matrix.preset }}/**/*.log
${{ env.VCPKG_ROOT }}/buildtrees/**/*.log
##############################################################################
# 7) WebAssembly (Emscripten) Clang / Ninja / wasm32-emscripten
##############################################################################
wasm-build-and-test:
name: WebAssembly (Emscripten) (${{ matrix.triplet }})
runs-on: ubuntu-latest
strategy:
matrix:
include:
- triplet: wasm32-emscripten
preset: wasm-release-vcpkg
fail-fast: false
env:
VCPKG_ROOT: ${{ github.workspace }}/vcpkg
steps:
- name: Checkout repository (with sub-modules)
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install basic tool-chain
shell: bash
run: |
sudo apt-get update
sudo apt-get install -y ninja-build
- name: Setup Emscripten
uses: mymindstorm/setup-emsdk@v14
with:
version: 'latest'
- name: Verify Emscripten
shell: bash
run: |
echo "EMSDK=$EMSDK"
emcc --version
# Verify toolchain file exists
ls -la "$EMSDK/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake"
- name: Set up vcpkg
shell: bash
run: |
git clone https://github.com/microsoft/vcpkg "$VCPKG_ROOT"
cd "$VCPKG_ROOT"
./bootstrap-vcpkg.sh
- name: Configure (cmake --preset)
shell: bash
run: |
cmake --preset ${{ matrix.preset }} \
-DVCPKG_INSTALL_OPTIONS="--allow-unsupported" \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=OFF \
-DVCPKG_MANIFEST_FEATURES="imgui;tests"
- name: Build
shell: bash
run: |
cmake --build cmake-build/build/${{ matrix.preset }} --target unit_tests omath
- name: Upload logs on failure
if: ${{ failure() }}
uses: actions/upload-artifact@v4
with:
name: wasm-build-logs-${{ matrix.triplet }}
path: |
cmake-build/build/${{ matrix.preset }}/**/*.log
${{ env.VCPKG_ROOT }}/buildtrees/**/*.log
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20'
- name: Run WASM Unit Tests
run: node out/Release/unit_tests.js
##############################################################################
# 8) Windows MSYS2 MinGW GCC / Ninja
##############################################################################
mingw-build-and-test:
name: ${{ matrix.name }}
runs-on: windows-latest
strategy:
matrix:
include:
- name: MINGW64 (MSYS2) (x64-mingw-dynamic)
msystem: MINGW64
pkg_prefix: mingw-w64-x86_64
preset: mingw-release-vcpkg
- name: UCRT64 (MSYS2) (x64-mingw-dynamic)
msystem: UCRT64
pkg_prefix: mingw-w64-ucrt-x86_64
preset: mingw-release-vcpkg
- name: MINGW32 (MSYS2) (x86-mingw-dynamic)
msystem: MINGW32
pkg_prefix: mingw-w64-i686
preset: mingw32-release-vcpkg
fail-fast: false
defaults:
run:
shell: msys2 {0}
env:
VCPKG_ROOT: ${{ github.workspace }}/vcpkg
steps:
- name: Setup MSYS2
uses: msys2/setup-msys2@v2
with:
msystem: ${{ matrix.msystem }}
update: true
install: >-
${{ matrix.pkg_prefix }}-toolchain
${{ matrix.pkg_prefix }}-cmake
${{ matrix.pkg_prefix }}-ninja
${{ matrix.pkg_prefix }}-pkg-config
git
base-devel
- name: Checkout repository (with sub-modules)
uses: actions/checkout@v4
with:
submodules: recursive
- name: Set up vcpkg
run: |
git clone https://github.com/microsoft/vcpkg "$VCPKG_ROOT"
cd "$VCPKG_ROOT"
./bootstrap-vcpkg.sh
- name: Configure (cmake --preset)
run: |
cmake --preset ${{ matrix.preset }} \
-DVCPKG_INSTALL_OPTIONS="--allow-unsupported" \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=OFF \
-DVCPKG_MANIFEST_FEATURES="imgui;tests"
- name: Build
run: |
cmake --build cmake-build/build/${{ matrix.preset }} --target unit_tests omath
- name: Run unit_tests.exe
run: |
./out/Release/unit_tests.exe
- name: Upload logs on failure
if: ${{ failure() }}
uses: actions/upload-artifact@v4
with:
name: mingw-build-logs-${{ matrix.msystem }}
path: |
cmake-build/build/${{ matrix.preset }}/**/*.log
${{ env.VCPKG_ROOT }}/buildtrees/**/*.log
##############################################################################
# 9) Valgrind Memory Check
##############################################################################
valgrind-memory-check:
name: Valgrind Analysis (All Targets)
runs-on: ubuntu-latest
needs: [linux-build-and-test]
env:
VCPKG_ROOT: ${{ github.workspace }}/vcpkg
steps:
- name: Install toolchain
shell: bash
run: |
wget -qO- https://apt.llvm.org/llvm-snapshot.gpg.key | sudo tee /etc/apt/trusted.gpg.d/apt.llvm.org.asc
sudo add-apt-repository -y "deb http://apt.llvm.org/noble/ llvm-toolchain-noble-21 main"
sudo apt-get update
sudo apt-get install -y git build-essential cmake ninja-build \
zip unzip curl pkg-config ca-certificates \
clang-21 lld-21 libc++-21-dev libc++abi-21-dev \
llvm-21 valgrind libxmu-dev libxi-dev libgl-dev libxinerama-dev libxcursor-dev xorg-dev libglu1-mesa-dev
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-21 100
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-21 100
sudo update-alternatives --install /usr/bin/lld lld /usr/bin/lld-21 100
- name: Checkout repository (with sub-modules)
uses: actions/checkout@v4
with:
submodules: recursive
- name: Set up vcpkg
shell: bash
run: |
git clone https://github.com/microsoft/vcpkg "$VCPKG_ROOT"
cd "$VCPKG_ROOT"
./bootstrap-vcpkg.sh
- name: Configure (cmake --preset)
shell: bash
run: |
cmake --preset linux-release-vcpkg \
-DCMAKE_BUILD_TYPE=Debug \
-DOMATH_BUILD_EXAMPLES=OFF \
-DOMATH_BUILD_TESTS=ON \
-DOMATH_BUILD_BENCHMARK=ON \
-DOMATH_ENABLE_VALGRIND=ON \
-DVCPKG_MANIFEST_FEATURES="imgui;avx2;tests;benchmark"
- name: Build All Targets
shell: bash
run: cmake --build cmake-build/build/linux-release-vcpkg
- name: Run Valgrind (All Registered Targets)
shell: bash
working-directory: cmake-build/build/linux-release-vcpkg
run: |
cmake --build . --target valgrind_all

8
.gitignore vendored
View File

@@ -1,4 +1,8 @@
/cmake-build/ /cmake-build/
/.idea
/out /out
*.DS_Store *.DS_Store
/extlibs/vcpkg
.idea/workspace.xml
/build/
/clang-coverage/
*.gcov

3
.gitmodules vendored
View File

@@ -1,3 +0,0 @@
[submodule "extlibs/googletest"]
path = extlibs/googletest
url = https://github.com/google/googletest.git

8
.idea/.gitignore generated vendored Normal file
View File

@@ -0,0 +1,8 @@
# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

209
.idea/codeStyles/Project.xml generated Normal file
View File

@@ -0,0 +1,209 @@
<component name="ProjectCodeStyleConfiguration">
<code_scheme name="Project" version="173">
<RiderCodeStyleSettings>
<option name="/Default/CodeStyle/CodeFormatting/CppClangFormat/EnableClangFormatSupport/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/EditorConfig/EnableClangFormatSupport/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_BINARY_EXPRESSIONS_CHAIN/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_CALLS_CHAIN/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_EXPRESSION/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_FOR_STMT/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTIPLE_DECLARATION/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_TERNARY/@EntryValue" value="ALIGN_ALL" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/BLANK_LINES_AROUND_CLASS_DEFINITION/@EntryValue" value="1" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/KEEP_BLANK_LINES_IN_DECLARATIONS/@EntryValue" value="2" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/KEEP_BLANK_LINES_IN_CODE/@EntryValue" value="2" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/KEEP_USER_LINEBREAKS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_CASE_FROM_SWITCH/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_COMMENT/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INT_ALIGN_EQ/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SIMPLE_BLOCK_STYLE/@EntryValue" value="LINE_BREAK" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COMMA_IN_TEMPLATE_ARGS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COMMA_IN_TEMPLATE_PARAMS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_FOR_SEMICOLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_FOR_SEMICOLON/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_UNARY_OPERATOR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_ARRAY_ACCESS_BRACKETS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_CAST_EXPRESSION_PARENTHESES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_INITIALIZER_BRACES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_METHOD_PARENTHESES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_INITIALIZER_BRACES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPECIAL_ELSE_IF_TREATMENT/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_CAST_EXPRESSION_PARENTHESES/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_BINARY_OPSIGN/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_TERNARY_OPSIGNS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/CASE_BLOCK_BRACES/@EntryValue" value="NEXT_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/BLANK_LINES_AROUND_FUNCTION_DECLARATION/@EntryValue" value="1" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/BLANK_LINES_AROUND_FUNCTION_DEFINITION/@EntryValue" value="1" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/PLACE_WHILE_ON_NEW_LINE/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/PLACE_ELSE_ON_NEW_LINE/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/PLACE_CATCH_ON_NEW_LINE/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/NAMESPACE_INDENTATION/@EntryValue" value="All" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_ARGUMENT/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_EXTENDS_LIST/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_PARAMETER/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_TYPE_ARGUMENT/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_TYPE_PARAMETER/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/BLANK_LINES_AROUND_DECLARATIONS/@EntryValue" value="0" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_ACCESS_SPECIFIERS_FROM_CLASS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_CLASS_MEMBERS_FROM_ACCESS_SPECIFIERS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/LINE_BREAK_AFTER_COLON_IN_MEMBER_INITIALIZER_LISTS/@EntryValue" value="ON_SINGLE_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/MEMBER_INITIALIZER_LIST_STYLE/@EntryValue" value="DO_NOT_CHANGE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/PLACE_NAMESPACE_DEFINITIONS_ON_SAME_LINE/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COLON_IN_BITFIELD_DECLARATOR/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_COLON_IN_BITFIELD_DECLARATOR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_EXTENDS_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_EXTENDS_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_FOR_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_FOR_COLON/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_DATA_MEMBER/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_DATA_MEMBERS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_METHOD/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_NESTED_DECLARATOR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_DATA_MEMBER/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_DATA_MEMBERS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_METHOD/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_ABSTRACT_DECL/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_DATA_MEMBER/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_DATA_MEMBERS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_METHOD/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_REF_IN_ABSTRACT_DECL/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_REF_IN_DATA_MEMBER/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_REF_IN_DATA_MEMBERS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_REF_IN_METHOD/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_TEMPLATE_ARGS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BETWEEN_CLOSING_ANGLE_BRACKETS_IN_TEMPLATE_ARGS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_TEMPLATE_ARGS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_DECLARATION_PARENTHESES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_BLOCKS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_INVOCATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_RPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_DECLARATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_RPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ARGUMENTS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_PARAMETERS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/BREAK_TEMPLATE_DECLARATION/@EntryValue" value="LINE_BREAK" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/FREE_BLOCK_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INITIALIZER_BRACES/@EntryValue" value="END_OF_LINE_NO_SPACE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_STYLE/@EntryValue" value="Space" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_SIZE/@EntryValue" value="4" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/CONTINUOUS_LINE_INDENT/@EntryValue" value="Double" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TAB_WIDTH/@EntryValue" value="4" type="int" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Classes_0020and_0020structs/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Classes_0020and_0020structs/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Concepts/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Concepts/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Enums/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Enums/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Unions/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Unions/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Template_0020parameters/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Template_0020parameters/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Parameters/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Local_0020variables/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Local_0020variables/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Global_0020variables/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Global_0020variables/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Global_0020functions/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Global_0020functions/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020methods/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020methods/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020fields/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020fields/@EntryIndexRemoved" value="true" type="bool" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020public_0020fields/@EntryIndexedValue" value="" type="string" />
<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020public_0020fields/@EntryIndexRemoved" value="true" type="bool" />
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6
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6
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<?xml version="1.0" encoding="UTF-8"?>
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435
.idea/editor.xml generated Normal file
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<option name="/Default/CodeStyle/Naming/CppNaming/Rules/=Typedefs/@EntryIndexRemoved" value="true" type="bool" />
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<option name="/Default/CodeStyle/Naming/CppNamingOptions/Rules/=299C42B75F5A8C4DB381AE89010A7CC8/@EntryIndexedValue" value="&lt;NamingElement Priority=&quot;1&quot; Title=&quot;Namespaces&quot;&gt;&lt;Descriptor Static=&quot;Indeterminate&quot; Constexpr=&quot;Indeterminate&quot; Const=&quot;Indeterminate&quot; Volatile=&quot;Indeterminate&quot; Accessibility=&quot;NOT_APPLICABLE&quot;&gt;&lt;type Name=&quot;namespace&quot; /&gt;&lt;type Name=&quot;namespace alias&quot; /&gt;&lt;/Descriptor&gt;&lt;Policy Inspect=&quot;True&quot; WarnAboutPrefixesAndSuffixes=&quot;False&quot; Prefix=&quot;&quot; Suffix=&quot;&quot; Style=&quot;aa_bb&quot; /&gt;&lt;/NamingElement&gt;" type="string" />
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</component>
</project>

View File

@@ -0,0 +1,8 @@
<component name="InspectionProjectProfileManager">
<profile version="1.0">
<option name="myName" value="Project Default" />
<inspection_tool class="CppInconsistentNaming" enabled="true" level="HINT" enabled_by_default="true" />
<inspection_tool class="CppTabsAreDisallowed" enabled="true" level="WARNING" enabled_by_default="true" />
<inspection_tool class="CppUnnecessaryWhitespace" enabled="true" level="WARNING" enabled_by_default="true" />
</profile>
</component>

View File

@@ -0,0 +1,7 @@
<component name="InspectionProjectProfileManager">
<settings>
<option name="PROJECT_PROFILE" value="Default" />
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

12
.idea/misc.xml generated Normal file
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@@ -0,0 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CMakePythonSetting">
<option name="pythonIntegrationState" value="YES" />
</component>
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
<component name="CidrRootsConfiguration">
<excludeRoots>
<file path="$PROJECT_DIR$/cmake-build" />
</excludeRoots>
</component>
</project>

8
.idea/modules.xml generated Normal file
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@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/omath.iml" filepath="$PROJECT_DIR$/.idea/omath.iml" />
</modules>
</component>
</project>

2
.idea/omath.iml generated Normal file
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@@ -0,0 +1,2 @@
<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CIDR" type="CPP_MODULE" version="4" />

6
.idea/vcs.xml generated Normal file
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

View File

@@ -1,36 +1,86 @@
cmake_minimum_required(VERSION 3.26) cmake_minimum_required(VERSION 3.26)
project(omath VERSION 3.0.2 LANGUAGES CXX) file(READ VERSION OMATH_VERSION)
project(omath VERSION ${OMATH_VERSION} LANGUAGES CXX)
include(CMakePackageConfigHelpers) include(CMakePackageConfigHelpers)
include(CheckCXXCompilerFlag)
include(cmake/Coverage.cmake)
include(cmake/Valgrind.cmake)
if (MSVC)
check_cxx_compiler_flag("/arch:AVX2" COMPILER_SUPPORTS_AVX2)
else ()
check_cxx_compiler_flag("-mavx2" COMPILER_SUPPORTS_AVX2)
endif ()
option(OMATH_BUILD_TESTS "Build unit tests" OFF) option(OMATH_BUILD_TESTS "Build unit tests" OFF)
option(OMATH_BUILD_BENCHMARK "Build benchmarks" OFF)
option(OMATH_THREAT_WARNING_AS_ERROR "Set highest level of warnings and force compiler to treat them as errors" ON) 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_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_USE_AVX2 "Omath will use AVX2 to boost performance" ${COMPILER_SUPPORTS_AVX2})
option(OMATH_IMGUI_INTEGRATION "Omath will define method to convert omath types to imgui types" OFF) option(OMATH_IMGUI_INTEGRATION "Omath will define method to convert omath types to imgui types" OFF)
option(OMATH_BUILD_EXAMPLES "Build example projects with you can learn & play" OFF) option(OMATH_BUILD_EXAMPLES "Build example projects with you can learn & play" OFF)
option(OMATH_STATIC_MSVC_RUNTIME_LIBRARY "Force Omath to link static runtime" OFF) option(OMATH_STATIC_MSVC_RUNTIME_LIBRARY "Force Omath to link static runtime" OFF)
option(OMATH_SUPRESS_SAFETY_CHECKS "Supress some safety checks in release build to improve general performance" ON) option(OMATH_SUPRESS_SAFETY_CHECKS "Supress some safety checks in release build to improve general performance" ON)
option(OMATH_USE_UNITY_BUILD "Will enable unity build to speed up compilation" ON) option(OMATH_USE_UNITY_BUILD "Will enable unity build to speed up compilation" OFF)
option(OMATH_ENABLE_LEGACY "Will enable legacy classes that MUST be used ONLY for backward compatibility" OFF) option(OMATH_ENABLE_LEGACY "Will enable legacy classes that MUST be used ONLY for backward compatibility" ON)
option(OMATH_ENABLE_COVERAGE "Enable coverage" OFF)
option(OMATH_ENABLE_FORCE_INLINE "Will for compiler to make some functions to be force inlined no matter what" ON)
if (VCPKG_MANIFEST_FEATURES)
foreach (omath_feature IN LISTS VCPKG_MANIFEST_FEATURES)
if (omath_feature STREQUAL "imgui")
set(OMATH_IMGUI_INTEGRATION ON)
elseif (omath_feature STREQUAL "avx2")
set(OMATH_USE_AVX2 ${COMPILER_SUPPORTS_AVX2})
elseif (omath_feature STREQUAL "tests")
set(OMATH_BUILD_TESTS ON)
elseif (omath_feature STREQUAL "benchmark")
set(OMATH_BUILD_BENCHMARK ON)
elseif (omath_feature STREQUAL "examples")
set(OMATH_BUILD_EXAMPLES ON)
endif ()
endforeach ()
endif ()
if (OMATH_USE_AVX2 AND NOT COMPILER_SUPPORTS_AVX2)
message(WARNING "OMATH_USE_AVX2 requested, but compiler/target does not support AVX2. Disabling.")
set(OMATH_USE_AVX2 OFF CACHE BOOL "Omath will use AVX2 to boost performance" FORCE)
endif ()
if (${PROJECT_IS_TOP_LEVEL})
message(STATUS "[${PROJECT_NAME}]: Building on ${CMAKE_HOST_SYSTEM_NAME}, compiler ${CMAKE_CXX_COMPILER_ID}")
message(STATUS "[${PROJECT_NAME}]: Warnings as errors ${OMATH_THREAT_WARNING_AS_ERROR}")
message(STATUS "[${PROJECT_NAME}]: Build unit tests ${OMATH_BUILD_TESTS}")
message(STATUS "[${PROJECT_NAME}]: Build benchmark ${OMATH_BUILD_BENCHMARK}")
message(STATUS "[${PROJECT_NAME}]: As dynamic library ${OMATH_BUILD_AS_SHARED_LIBRARY}")
message(STATUS "[${PROJECT_NAME}]: Static C++ runtime ${OMATH_STATIC_MSVC_RUNTIME_LIBRARY}")
message(STATUS "[${PROJECT_NAME}]: CMake unity build ${OMATH_USE_UNITY_BUILD}")
message(STATUS "[${PROJECT_NAME}]: Example projects ${OMATH_BUILD_EXAMPLES}")
message(STATUS "[${PROJECT_NAME}]: AVX2 feature status ${OMATH_USE_AVX2}")
message(STATUS "[${PROJECT_NAME}]: ImGUI integration feature status ${OMATH_IMGUI_INTEGRATION}")
message(STATUS "[${PROJECT_NAME}]: Legacy features support ${OMATH_ENABLE_LEGACY}")
message(STATUS "[${PROJECT_NAME}]: Building using vcpkg ${OMATH_BUILD_VIA_VCPKG}")
message(STATUS "[${PROJECT_NAME}]: Coverage feature status ${OMATH_ENABLE_COVERAGE}")
message(STATUS "[${PROJECT_NAME}]: Valgrind feature status ${OMATH_ENABLE_VALGRIND}")
endif ()
file(GLOB_RECURSE OMATH_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/source/*.cpp") file(GLOB_RECURSE OMATH_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/source/*.cpp")
file(GLOB_RECURSE OMATH_HEADERS CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/include/*.hpp") file(GLOB_RECURSE OMATH_HEADERS CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/include/*.hpp")
if (OMATH_BUILD_AS_SHARED_LIBRARY) if (OMATH_BUILD_AS_SHARED_LIBRARY)
add_library(${PROJECT_NAME} SHARED ${OMATH_SOURCES} ${OMATH_HEADERS}) add_library(${PROJECT_NAME} SHARED ${OMATH_SOURCES} ${OMATH_HEADERS})
else () else ()
add_library(${PROJECT_NAME} STATIC ${OMATH_SOURCES} ${OMATH_HEADERS}) add_library(${PROJECT_NAME} STATIC ${OMATH_SOURCES} ${OMATH_HEADERS})
endif () endif ()
message(STATUS "[OMATH]: Building on ${CMAKE_HOST_SYSTEM_NAME}")
add_library(${PROJECT_NAME}::${PROJECT_NAME} ALIAS ${PROJECT_NAME}) add_library(${PROJECT_NAME}::${PROJECT_NAME} ALIAS ${PROJECT_NAME})
target_compile_definitions(${PROJECT_NAME} PUBLIC OMATH_VERSION="${PROJECT_VERSION}")
if (OMATH_IMGUI_INTEGRATION) if (OMATH_IMGUI_INTEGRATION)
target_compile_definitions(${PROJECT_NAME} PUBLIC OMATH_IMGUI_INTEGRATION) target_compile_definitions(${PROJECT_NAME} PUBLIC OMATH_IMGUI_INTEGRATION)
@@ -59,7 +109,11 @@ if (OMATH_SUPRESS_SAFETY_CHECKS)
endif () endif ()
if (OMATH_ENABLE_LEGACY) if (OMATH_ENABLE_LEGACY)
target_compile_options(${PROJECT_NAME} PUBLIC OMATH_ENABLE_LEGACY) target_compile_definitions(${PROJECT_NAME} PUBLIC OMATH_ENABLE_LEGACY)
endif ()
if (OMATH_ENABLE_FORCE_INLINE)
target_compile_definitions(${PROJECT_NAME} PUBLIC OMATH_ENABLE_FORCE_INLINE)
endif () endif ()
set_target_properties(${PROJECT_NAME} PROPERTIES set_target_properties(${PROJECT_NAME} PROPERTIES
@@ -80,28 +134,52 @@ if (OMATH_STATIC_MSVC_RUNTIME_LIBRARY)
) )
endif () endif ()
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang") if (OMATH_USE_AVX2)
target_compile_options(${PROJECT_NAME} PRIVATE -mavx2 -mfma) if (MSVC)
target_compile_options(${PROJECT_NAME} PUBLIC /arch:AVX2)
elseif (EMSCRIPTEN)
target_compile_options(${PROJECT_NAME} PUBLIC -msimd128 -mavx2)
elseif (CMAKE_CXX_COMPILER_ID MATCHES "GNU|Clang|AppleClang")
target_compile_options(${PROJECT_NAME} PUBLIC -mfma -mavx2)
endif ()
endif () endif ()
if(EMSCRIPTEN)
target_compile_options(${PROJECT_NAME} PUBLIC -fexceptions)
target_link_options(${PROJECT_NAME} PUBLIC -fexceptions)
endif()
target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_23) target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_23)
if (OMATH_BUILD_TESTS) if (OMATH_BUILD_TESTS)
add_subdirectory(extlibs)
add_subdirectory(tests) add_subdirectory(tests)
target_compile_definitions(${PROJECT_NAME} PUBLIC OMATH_BUILD_TESTS)
if(OMATH_ENABLE_COVERAGE)
omath_setup_coverage(${PROJECT_NAME})
endif()
endif ()
if (OMATH_BUILD_BENCHMARK)
add_subdirectory(benchmark)
endif () endif ()
if (OMATH_BUILD_EXAMPLES) if (OMATH_BUILD_EXAMPLES)
add_subdirectory(examples) add_subdirectory(examples)
endif () endif ()
if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC" AND OMATH_THREAT_WARNING_AS_ERROR) if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC" AND OMATH_THREAT_WARNING_AS_ERROR)
target_compile_options(${PROJECT_NAME} PRIVATE /W4 /WX) target_compile_options(${PROJECT_NAME} PRIVATE /W4 /WX)
elseif (OMATH_THREAT_WARNING_AS_ERROR) elseif (OMATH_THREAT_WARNING_AS_ERROR)
target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wpedantic -Werror) target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wpedantic -Werror)
endif () endif ()
# Windows SDK redefine min/max via preprocessor and break std::min and std::max
if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
target_compile_definitions(${PROJECT_NAME} INTERFACE NOMINMAX)
endif ()
target_include_directories(${PROJECT_NAME} target_include_directories(${PROJECT_NAME}
PUBLIC PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include> # Use this path when building the project $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include> # Use this path when building the project
@@ -129,7 +207,6 @@ install(EXPORT ${PROJECT_NAME}Targets
DESTINATION lib/cmake/${PROJECT_NAME} COMPONENT ${PROJECT_NAME} DESTINATION lib/cmake/${PROJECT_NAME} COMPONENT ${PROJECT_NAME}
) )
# Generate the omathConfigVersion.cmake file # Generate the omathConfigVersion.cmake file
write_basic_package_version_file( write_basic_package_version_file(
"${CMAKE_CURRENT_BINARY_DIR}/omathConfigVersion.cmake" "${CMAKE_CURRENT_BINARY_DIR}/omathConfigVersion.cmake"

View File

@@ -1,14 +1,48 @@
{ {
"version": 3, "version": 6,
"cmakeMinimumRequired": {
"major": 3,
"minor": 25,
"patch": 0
},
"configurePresets": [ "configurePresets": [
{ {
"name": "windows-base", "name": "base",
"hidden": true, "hidden": true,
"generator": "Ninja", "generator": "Ninja",
"binaryDir": "${sourceDir}/cmake-build/build/${presetName}", "binaryDir": "${sourceDir}/cmake-build/build/${presetName}",
"installDir": "${sourceDir}/cmake-build/install/${presetName}", "installDir": "${sourceDir}/cmake-build/install/${presetName}"
},
{
"name": "vcpkg-base",
"hidden": true,
"cacheVariables": {
"OMATH_BUILD_VIA_VCPKG": "ON",
"CMAKE_TOOLCHAIN_FILE": "$env{VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake",
"VCPKG_INSTALLED_DIR": "${sourceDir}/cmake-build/vcpkg_installed"
}
},
{
"name": "debug",
"hidden": true,
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug"
}
},
{
"name": "release",
"hidden": true,
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Release"
}
},
{
"name": "windows-base",
"hidden": true,
"inherits": "base",
"cacheVariables": { "cacheVariables": {
"CMAKE_C_COMPILER": "cl.exe",
"CMAKE_CXX_COMPILER": "cl.exe" "CMAKE_CXX_COMPILER": "cl.exe"
}, },
"condition": { "condition": {
@@ -18,61 +52,176 @@
} }
}, },
{ {
"name": "windows-debug", "name": "windows-vcpkg-base",
"displayName": "Debug", "hidden": true,
"inherits": "windows-base", "inherits": ["windows-base", "vcpkg-base"],
"cacheVariables": { "cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug" "VCPKG_MANIFEST_FEATURES": "tests;imgui;avx2;examples"
} }
}, },
{
"name": "windows-debug",
"displayName": "Windows Debug",
"inherits": ["windows-base", "debug"]
},
{ {
"name": "windows-release", "name": "windows-release",
"displayName": "Release", "displayName": "Windows Release",
"inherits": "windows-base", "inherits": ["windows-base", "release"]
},
{
"name": "windows-debug-vcpkg",
"displayName": "Windows Debug (vcpkg)",
"inherits": ["windows-vcpkg-base", "debug"]
},
{
"name": "windows-release-vcpkg",
"displayName": "Windows Release (vcpkg)",
"inherits": ["windows-vcpkg-base", "release"]
},
{
"name": "windows-x86-vcpkg-base",
"hidden": true,
"inherits": ["windows-base", "vcpkg-base"],
"architecture": {
"value": "x86",
"strategy": "external"
},
"cacheVariables": { "cacheVariables": {
"CMAKE_BUILD_TYPE": "Release" "VCPKG_TARGET_TRIPLET": "x86-windows",
"VCPKG_HOST_TRIPLET": "x64-windows",
"VCPKG_MANIFEST_FEATURES": "tests;imgui;avx2;examples"
} }
}, },
{
"name": "windows-debug-vcpkg-x86",
"displayName": "Windows x86 Debug (vcpkg)",
"inherits": ["windows-x86-vcpkg-base", "debug"]
},
{
"name": "windows-release-vcpkg-x86",
"displayName": "Windows x86 Release (vcpkg)",
"inherits": ["windows-x86-vcpkg-base", "release"]
},
{
"name": "windows-arm64-vcpkg-base",
"hidden": true,
"inherits": ["windows-base", "vcpkg-base"],
"architecture": {
"value": "arm64",
"strategy": "external"
},
"cacheVariables": {
"VCPKG_TARGET_TRIPLET": "arm64-windows",
"VCPKG_HOST_TRIPLET": "arm64-windows",
"VCPKG_MANIFEST_FEATURES": "tests;imgui;examples"
}
},
{
"name": "windows-debug-vcpkg-arm64",
"displayName": "Windows ARM64 Debug (vcpkg)",
"inherits": ["windows-arm64-vcpkg-base", "debug"]
},
{
"name": "windows-release-vcpkg-arm64",
"displayName": "Windows ARM64 Release (vcpkg)",
"inherits": ["windows-arm64-vcpkg-base", "release"]
},
{ {
"name": "linux-base", "name": "linux-base",
"hidden": true, "hidden": true,
"generator": "Ninja", "inherits": "base",
"binaryDir": "${sourceDir}/cmake-build/build/${presetName}",
"installDir": "${sourceDir}/cmake-build/install/${presetName}",
"cacheVariables": {
"CMAKE_C_COMPILER": "clang",
"CMAKE_CXX_COMPILER": "clang++"
},
"condition": { "condition": {
"type": "equals", "type": "equals",
"lhs": "${hostSystemName}", "lhs": "${hostSystemName}",
"rhs": "Linux" "rhs": "Linux"
} }
}, },
{
"name": "linux-vcpkg-base",
"hidden": true,
"inherits": ["linux-base", "vcpkg-base"],
"cacheVariables": {
"VCPKG_MANIFEST_FEATURES": "tests;imgui;avx2"
}
},
{ {
"name": "linux-debug", "name": "linux-debug",
"displayName": "Linux Debug", "displayName": "Linux Debug",
"inherits": "linux-base", "inherits": ["linux-base", "debug"]
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug"
}
}, },
{ {
"name": "linux-release", "name": "linux-release",
"displayName": "Linux Release", "displayName": "Linux Release",
"inherits": "linux-debug", "inherits": ["linux-base", "release"]
},
{
"name": "linux-debug-vcpkg",
"displayName": "Linux Debug (vcpkg)",
"inherits": ["linux-vcpkg-base", "debug"]
},
{
"name": "linux-release-vcpkg",
"displayName": "Linux Release (vcpkg)",
"inherits": ["linux-vcpkg-base", "release"]
},
{
"name": "linux-x86-vcpkg-base",
"hidden": true,
"inherits": ["linux-base", "vcpkg-base"],
"architecture": {
"value": "x86",
"strategy": "external"
},
"cacheVariables": { "cacheVariables": {
"CMAKE_BUILD_TYPE": "Release" "CMAKE_C_FLAGS": "-m32",
"CMAKE_CXX_FLAGS": "-m32",
"VCPKG_TARGET_TRIPLET": "x86-linux",
"VCPKG_HOST_TRIPLET": "x64-linux",
"VCPKG_MANIFEST_FEATURES": "tests;imgui"
} }
}, },
{
"name": "linux-debug-vcpkg-x86",
"displayName": "Linux x86 Debug (vcpkg)",
"inherits": ["linux-x86-vcpkg-base", "debug"]
},
{
"name": "linux-release-vcpkg-x86",
"displayName": "Linux x86 Release (vcpkg)",
"inherits": ["linux-x86-vcpkg-base", "release"]
},
{
"name": "linux-arm64-vcpkg-base",
"hidden": true,
"inherits": ["linux-base", "vcpkg-base"],
"cacheVariables": {
"VCPKG_TARGET_TRIPLET": "arm64-linux",
"VCPKG_HOST_TRIPLET": "arm64-linux",
"VCPKG_MANIFEST_FEATURES": "tests;imgui"
}
},
{
"name": "linux-debug-vcpkg-arm64",
"displayName": "Linux ARM64 Debug (vcpkg)",
"inherits": ["linux-arm64-vcpkg-base", "debug"]
},
{
"name": "linux-release-vcpkg-arm64",
"displayName": "Linux ARM64 Release (vcpkg)",
"inherits": ["linux-arm64-vcpkg-base", "release"]
},
{ {
"name": "darwin-base", "name": "darwin-base",
"hidden": true, "hidden": true,
"generator": "Ninja", "inherits": "base",
"binaryDir": "${sourceDir}/cmake-build/build/${presetName}",
"installDir": "${sourceDir}/cmake-build/install/${presetName}",
"cacheVariables": { "cacheVariables": {
"CMAKE_C_COMPILER": "clang",
"CMAKE_CXX_COMPILER": "clang++" "CMAKE_CXX_COMPILER": "clang++"
}, },
"condition": { "condition": {
@@ -82,20 +231,456 @@
} }
}, },
{ {
"name": "darwin-debug", "name": "darwin-vcpkg-base",
"displayName": "Darwin Debug", "hidden": true,
"inherits": "darwin-base", "inherits": ["darwin-base", "vcpkg-base"],
"cacheVariables": { "cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug" "VCPKG_MANIFEST_FEATURES": "tests;imgui;avx2;examples"
} }
}, },
{
"name": "darwin-debug",
"displayName": "macOS Debug",
"inherits": ["darwin-base", "debug"]
},
{ {
"name": "darwin-release", "name": "darwin-release",
"displayName": "Darwin Release", "displayName": "macOS Release",
"inherits": "darwin-debug", "inherits": ["darwin-base", "release"]
},
{
"name": "darwin-debug-vcpkg",
"displayName": "macOS Debug (vcpkg)",
"inherits": ["darwin-vcpkg-base", "debug"]
},
{
"name": "darwin-release-vcpkg",
"displayName": "macOS Release (vcpkg)",
"inherits": ["darwin-vcpkg-base", "release"]
},
{
"name": "darwin-x64-vcpkg-base",
"hidden": true,
"inherits": ["darwin-base", "vcpkg-base"],
"cacheVariables": { "cacheVariables": {
"CMAKE_BUILD_TYPE": "Release" "CMAKE_OSX_ARCHITECTURES": "x86_64",
"VCPKG_TARGET_TRIPLET": "x64-osx",
"VCPKG_HOST_TRIPLET": "x64-osx",
"VCPKG_MANIFEST_FEATURES": "tests;imgui;avx2;examples"
} }
},
{
"name": "darwin-debug-vcpkg-x64",
"displayName": "macOS x64 Debug (vcpkg)",
"inherits": ["darwin-x64-vcpkg-base", "debug"]
},
{
"name": "darwin-release-vcpkg-x64",
"displayName": "macOS x64 Release (vcpkg)",
"inherits": ["darwin-x64-vcpkg-base", "release"]
},
{
"name": "ios-base",
"hidden": true,
"inherits": "base",
"cacheVariables": {
"CMAKE_SYSTEM_NAME": "iOS",
"CMAKE_OSX_DEPLOYMENT_TARGET": "18.5",
"CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED": "NO",
"CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED": "NO"
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Darwin"
}
},
{
"name": "ios-vcpkg-base",
"hidden": true,
"inherits": ["ios-base", "vcpkg-base"],
"cacheVariables": {
"VCPKG_TARGET_TRIPLET": "arm64-ios",
"VCPKG_HOST_TRIPLET": "arm64-osx",
"VCPKG_MANIFEST_FEATURES": "tests;imgui"
}
},
{
"name": "ios-debug-vcpkg",
"displayName": "iOS Debug (vcpkg)",
"inherits": ["ios-vcpkg-base", "debug"]
},
{
"name": "ios-release-vcpkg",
"displayName": "iOS Release (vcpkg)",
"inherits": ["ios-vcpkg-base", "release"]
},
{
"name": "freebsd-base",
"hidden": true,
"inherits": "base",
"cacheVariables": {
"CMAKE_C_COMPILER": "clang",
"CMAKE_CXX_COMPILER": "clang++"
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "FreeBSD"
}
},
{
"name": "freebsd-vcpkg-base",
"hidden": true,
"inherits": ["freebsd-base", "vcpkg-base"],
"cacheVariables": {
"VCPKG_MANIFEST_FEATURES": "tests;imgui;avx2"
}
},
{
"name": "freebsd-debug",
"displayName": "FreeBSD Debug",
"inherits": ["freebsd-base", "debug"]
},
{
"name": "freebsd-release",
"displayName": "FreeBSD Release",
"inherits": ["freebsd-base", "release"]
},
{
"name": "freebsd-debug-vcpkg",
"displayName": "FreeBSD Debug (vcpkg)",
"inherits": ["freebsd-vcpkg-base", "debug"]
},
{
"name": "freebsd-release-vcpkg",
"displayName": "FreeBSD Release (vcpkg)",
"inherits": ["freebsd-vcpkg-base", "release"]
},
{
"name": "android-base",
"hidden": true,
"inherits": "base",
"cacheVariables": {
"CMAKE_SYSTEM_NAME": "Android",
"CMAKE_SYSTEM_VERSION": "24",
"CMAKE_ANDROID_NDK": "$env{ANDROID_NDK_HOME}",
"CMAKE_ANDROID_STL_TYPE": "c++_static"
}
},
{
"name": "android-vcpkg-base",
"hidden": true,
"inherits": ["android-base", "vcpkg-base"],
"cacheVariables": {
"VCPKG_MANIFEST_FEATURES": "tests;imgui"
}
},
{
"name": "android-arm64-base",
"hidden": true,
"inherits": "android-base",
"cacheVariables": {
"CMAKE_ANDROID_ARCH_ABI": "arm64-v8a"
}
},
{
"name": "android-arm64-vcpkg-base",
"hidden": true,
"inherits": "android-vcpkg-base",
"cacheVariables": {
"CMAKE_ANDROID_ARCH_ABI": "arm64-v8a",
"VCPKG_TARGET_TRIPLET": "arm64-android"
}
},
{
"name": "android-arm64-debug",
"displayName": "Android arm64-v8a Debug",
"inherits": ["android-arm64-base", "debug"]
},
{
"name": "android-arm64-release",
"displayName": "Android arm64-v8a Release",
"inherits": ["android-arm64-base", "release"]
},
{
"name": "android-arm64-debug-vcpkg",
"displayName": "Android arm64-v8a Debug (vcpkg)",
"inherits": ["android-arm64-vcpkg-base", "debug"]
},
{
"name": "android-arm64-release-vcpkg",
"displayName": "Android arm64-v8a Release (vcpkg)",
"inherits": ["android-arm64-vcpkg-base", "release"]
},
{
"name": "android-arm-neon-base",
"hidden": true,
"inherits": "android-base",
"cacheVariables": {
"CMAKE_ANDROID_ARCH_ABI": "armeabi-v7a",
"CMAKE_ANDROID_ARM_NEON": "ON"
}
},
{
"name": "android-arm-neon-vcpkg-base",
"hidden": true,
"inherits": "android-vcpkg-base",
"cacheVariables": {
"CMAKE_ANDROID_ARCH_ABI": "armeabi-v7a",
"CMAKE_ANDROID_ARM_NEON": "ON",
"VCPKG_TARGET_TRIPLET": "arm-neon-android"
}
},
{
"name": "android-arm-neon-debug",
"displayName": "Android armeabi-v7a NEON Debug",
"inherits": ["android-arm-neon-base", "debug"]
},
{
"name": "android-arm-neon-release",
"displayName": "Android armeabi-v7a NEON Release",
"inherits": ["android-arm-neon-base", "release"]
},
{
"name": "android-arm-neon-debug-vcpkg",
"displayName": "Android armeabi-v7a NEON Debug (vcpkg)",
"inherits": ["android-arm-neon-vcpkg-base", "debug"]
},
{
"name": "android-arm-neon-release-vcpkg",
"displayName": "Android armeabi-v7a NEON Release (vcpkg)",
"inherits": ["android-arm-neon-vcpkg-base", "release"]
},
{
"name": "android-x64-base",
"hidden": true,
"inherits": "android-base",
"cacheVariables": {
"CMAKE_ANDROID_ARCH_ABI": "x86_64"
}
},
{
"name": "android-x64-vcpkg-base",
"hidden": true,
"inherits": "android-vcpkg-base",
"cacheVariables": {
"CMAKE_ANDROID_ARCH_ABI": "x86_64",
"VCPKG_TARGET_TRIPLET": "x64-android"
}
},
{
"name": "android-x64-debug",
"displayName": "Android x86_64 Debug",
"inherits": ["android-x64-base", "debug"]
},
{
"name": "android-x64-release",
"displayName": "Android x86_64 Release",
"inherits": ["android-x64-base", "release"]
},
{
"name": "android-x64-debug-vcpkg",
"displayName": "Android x86_64 Debug (vcpkg)",
"inherits": ["android-x64-vcpkg-base", "debug"]
},
{
"name": "android-x64-release-vcpkg",
"displayName": "Android x86_64 Release (vcpkg)",
"inherits": ["android-x64-vcpkg-base", "release"]
},
{
"name": "android-x86-base",
"hidden": true,
"inherits": "android-base",
"cacheVariables": {
"CMAKE_ANDROID_ARCH_ABI": "x86"
}
},
{
"name": "android-x86-vcpkg-base",
"hidden": true,
"inherits": "android-vcpkg-base",
"cacheVariables": {
"CMAKE_ANDROID_ARCH_ABI": "x86",
"VCPKG_TARGET_TRIPLET": "x86-android"
}
},
{
"name": "android-x86-debug",
"displayName": "Android x86 Debug",
"inherits": ["android-x86-base", "debug"]
},
{
"name": "android-x86-release",
"displayName": "Android x86 Release",
"inherits": ["android-x86-base", "release"]
},
{
"name": "android-x86-debug-vcpkg",
"displayName": "Android x86 Debug (vcpkg)",
"inherits": ["android-x86-vcpkg-base", "debug"]
},
{
"name": "android-x86-release-vcpkg",
"displayName": "Android x86 Release (vcpkg)",
"inherits": ["android-x86-vcpkg-base", "release"]
},
{
"name": "android-debug",
"displayName": "Android Debug (default: arm64)",
"inherits": "android-arm64-debug"
},
{
"name": "android-release",
"displayName": "Android Release (default: arm64)",
"inherits": "android-arm64-release"
},
{
"name": "android-debug-vcpkg",
"displayName": "Android Debug (default: arm64, vcpkg)",
"inherits": "android-arm64-debug-vcpkg"
},
{
"name": "android-release-vcpkg",
"displayName": "Android Release (default: arm64, vcpkg)",
"inherits": "android-arm64-release-vcpkg"
},
{
"name": "wasm-base",
"hidden": true,
"inherits": "base"
},
{
"name": "wasm-vcpkg-base",
"hidden": true,
"inherits": ["wasm-base", "vcpkg-base"],
"cacheVariables": {
"VCPKG_CHAINLOAD_TOOLCHAIN_FILE": "$env{EMSDK}/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake",
"VCPKG_TARGET_TRIPLET": "wasm32-emscripten",
"VCPKG_MANIFEST_FEATURES": "tests;imgui"
}
},
{
"name": "wasm-debug-vcpkg",
"displayName": "WebAssembly Debug (vcpkg)",
"inherits": ["wasm-vcpkg-base", "debug"]
},
{
"name": "wasm-release-vcpkg",
"displayName": "WebAssembly Release (vcpkg)",
"inherits": ["wasm-vcpkg-base", "release"]
},
{
"name": "mingw-base",
"hidden": true,
"inherits": "base",
"cacheVariables": {
"CMAKE_C_COMPILER": "gcc",
"CMAKE_CXX_COMPILER": "g++"
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Windows"
}
},
{
"name": "mingw-vcpkg-base",
"hidden": true,
"inherits": ["mingw-base", "vcpkg-base"],
"environment": {
"VCPKG_DEFAULT_HOST_TRIPLET": "x64-mingw-dynamic"
},
"cacheVariables": {
"VCPKG_TARGET_TRIPLET": "x64-mingw-dynamic",
"VCPKG_HOST_TRIPLET": "x64-mingw-dynamic",
"VCPKG_MANIFEST_FEATURES": "tests;imgui"
}
},
{
"name": "mingw-debug",
"displayName": "MinGW x64 Debug",
"inherits": ["mingw-base", "debug"]
},
{
"name": "mingw-release",
"displayName": "MinGW x64 Release",
"inherits": ["mingw-base", "release"]
},
{
"name": "mingw-debug-vcpkg",
"displayName": "MinGW x64 Debug (vcpkg)",
"inherits": ["mingw-vcpkg-base", "debug"]
},
{
"name": "mingw-release-vcpkg",
"displayName": "MinGW x64 Release (vcpkg)",
"inherits": ["mingw-vcpkg-base", "release"]
},
{
"name": "mingw-ucrt-release-vcpkg",
"displayName": "MinGW UCRT64 Release (vcpkg)",
"inherits": ["mingw-vcpkg-base", "release"]
},
{
"name": "mingw32-base",
"hidden": true,
"inherits": "base",
"cacheVariables": {
"CMAKE_C_COMPILER": "gcc",
"CMAKE_CXX_COMPILER": "g++"
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Windows"
}
},
{
"name": "mingw32-vcpkg-base",
"hidden": true,
"inherits": ["mingw32-base", "vcpkg-base"],
"environment": {
"VCPKG_DEFAULT_HOST_TRIPLET": "x86-mingw-dynamic"
},
"cacheVariables": {
"VCPKG_TARGET_TRIPLET": "x86-mingw-dynamic",
"VCPKG_HOST_TRIPLET": "x86-mingw-dynamic",
"VCPKG_MANIFEST_FEATURES": "tests;imgui"
}
},
{
"name": "mingw32-debug",
"displayName": "MinGW x86 Debug",
"inherits": ["mingw32-base", "debug"]
},
{
"name": "mingw32-release",
"displayName": "MinGW x86 Release",
"inherits": ["mingw32-base", "release"]
},
{
"name": "mingw32-debug-vcpkg",
"displayName": "MinGW x86 Debug (vcpkg)",
"inherits": ["mingw32-vcpkg-base", "debug"]
},
{
"name": "mingw32-release-vcpkg",
"displayName": "MinGW x86 Release (vcpkg)",
"inherits": ["mingw32-vcpkg-base", "release"]
} }
] ]
} }

View File

@@ -1,93 +1,201 @@
## 🎯 Goal # UNIVERSAL DECLARATION OF CODE OF CONDUCT
_Declaration of Community Rights and Responsibilities_
My goal is to provide a space where it is safe for everyone to contribute to, ## Preamble
and get support for, open-source software in a respectful and cooperative
manner.
I value all contributions and want to make this project and its Whereas the Orange++ community is founded on cooperation, mutual respect and support for the development of open-source software;
surrounding community a place for everyone.
As members, contributors, and everyone else who may participate in the Whereas it is essential that all participants can contribute and seek assistance in an environment that is safe, inclusive and free from discrimination and harassment;
development, I strive to keep the entire experience civil.
## 📜 Standards Whereas the dignity and equality of all participants, regardless of their traits or background, must be respected and protected;
Our community standards exist in order to make sure everyone feels comfortable Now, therefore, this Community Code of Conduct is proclaimed as a common standard of behaviour for all members, contributors and participants in projects led by Orange++ and its official communities.
contributing to the project(s) together.
Our standards are: ---
- Do not harass, attack, or in any other way discriminate against anyone, including
for their protected traits, including, but not limited to, sex, religion, race,
appearance, gender, identity, nationality, sexuality, etc.
- Do not go off-topic, do not post spam.
- Treat everyone with respect.
Examples of breaking each rule respectively include: ## Article 1
- Harassment, bullying or inappropriate jokes about another person.
- Posting distasteful imagery, trolling, or posting things unrelated to the topic at hand.
- Treating someone as worse because of their lack of understanding of an issue.
## ⚡ Enforcement This Code of Conduct establishes standards of behaviour intended to:
Enforcement of this CoC is done by Orange++ and/or other core contributors. 1. Provide a safe and welcoming environment for all participants.
2. Encourage respectful and constructive collaboration.
3. Prevent harassment, discrimination, and other harmful conduct.
I, as the core developer, will strive my best to keep this community civil and All individuals who participate in Orange++ projects or official communities, whether online or offline, are expected to adhere to this Code of Conduct.
following the standards outlined above.
### 🚩 Reporting incidents ---
If you believe an incident of breaking these standards has occurred, but nobody has ## Article 2
taken appropriate action, you can privately contact the people responsible for dealing
with such incidents in multiple ways: All participants are equal in dignity and rights within the community.
No person shall be harassed, attacked, or discriminated against on the basis of protected or personal traits, including but not limited to:
- sex;
- religion or belief;
- race or ethnicity;
- appearance;
- gender or gender identity;
- nationality;
- sexual orientation;
- or any other similar characteristic.
Treating someone as lesser or unworthy because of their knowledge, experience, or level of understanding of an issue is incompatible with this Code.
---
## Article 3
Participants shall treat one another with respect at all times.
Participants shall:
1. Engage in discussion in good faith and assume good intent where reasonable.
2. Provide feedback and criticism in a constructive and considerate manner.
3. Recognize that people have different backgrounds, perspectives, and levels of expertise.
Examples of conduct contrary to this Article include, but are not limited to:
- harassment, bullying, personal attacks or degrading comments;
- inappropriate or offensive jokes or remarks about another person;
- persistent disruption of discussions or activities.
---
## Article 4
Participants shall remain on topic and avoid posting spam or irrelevant material.
Content that is distasteful, deliberately inflammatory, or unrelated to the project or discussion at hand is prohibited.
Examples of prohibited conduct under this Article include:
- posting trolling or inflammatory messages;
- sharing disturbing or inappropriate imagery unrelated to the topic;
- repeatedly derailing conversations away from their intended purpose.
---
## Article 5
The following standards shall guide all participation in Orange++ projects and official communities:
1. Do not harass, attack, or discriminate against any person.
2. Do not go off-topic and do not post spam.
3. Treat all participants with respect.
These standards apply equally to maintainers, contributors, and all other participants, regardless of status or seniority.
---
## Article 6
Enforcement of this Code of Conduct is carried out by Orange++ and/or other core contributors (hereinafter “members”).
Members shall strive to:
1. Act fairly, consistently, and transparently.
2. Consider the context and severity of each incident.
3. Maintain a civil and welcoming environment for the community as a whole.
Where appropriate, members may consult individuals with relevant lived experience, particularly when an incident concerns a marginalized group, while preserving confidentiality as required by this Code.
---
## Article 7
Any participant who believes that a breach of this Code of Conduct has occurred and has not been appropriately addressed may report the incident privately.
Reports may be submitted through any of the following channels:
**E-mail**
***E-Mail***
- `orange-cpp@yandex.ru` - `orange-cpp@yandex.ru`
***Discord*** **Discord**
- `@orange_cpp` - `@orange_cpp`
***Telegram*** **Telegram**
- `@orange_cpp` - `@orange_cpp`
I guarantee your privacy and will not share those reports with anyone. The reporting partys privacy shall be respected, and reports shall not be shared beyond those responsible for handling them, except where required by law or with the explicit consent of the reporting party.
## ⚖️ Enforcement Strategy ---
Depending on the severity of the infraction, any action from the list below may be applied. ## Article 8
Please keep in mind cases are reviewed on a per-case basis and members are the ultimate
deciding factor in the type of punishment.
If the matter benefited from an outside opinion, a member might reach for more opinions Depending on the nature and severity of the infraction, and taking into account past behaviour, members may apply one or more of the following measures.
from people unrelated, however, the final decision regarding the action
to be taken is still up to the member.
For example, if the matter at hand regards a representative of a marginalized group or minority, **1. Correction / Edit**
the member might ask for a first-hand opinion from another representative of such group.
### ✏️ Correction/Edit Where a message is misleading, poorly worded, or likely to cause misunderstanding, members may:
If your message is found to be misleading or poorly worded, a member might 1. Request that the author clarify or correct the message; or
edit your message. 2. Edit the message where the platform permits and such action is appropriate and transparent.
### ⚠️ Warning/Deletion **2. Warning / Deletion**
If your message is found inappropriate, a member might give you a public or private warning, Where a message is inappropriate or in breach of the standards, members may:
and/or delete your message.
### 🔇 Mute 1. Issue a public or private warning; and/or
2. Delete the message.
If your message is disruptive, or you have been repeatedly violating the standards, **3. Mute / Temporary Ban**
a member might mute (or temporarily ban) you.
### ⛔ Ban Where a participant is repeatedly violating the standards, or where their behaviour is significantly disruptive, members may:
If your message is hateful, very disruptive, or other, less serious infractions are repeated 1. Temporarily mute the participant; or
ignoring previous punishments, a member might ban you permanently. 2. Temporarily suspend or ban the participant from the community.
## 🔎 Scope **4. Permanent Ban**
This CoC shall apply to all projects ran under the Orange++ lead and all _official_ communities Where a message is hateful or severely disruptive, or where less serious infractions are repeated despite prior measures, members may permanently ban the participant.
outside of GitHub.
However, it is worth noting that official communities outside of GitHub might have their own, Each case shall be considered individually. The final decision regarding the appropriate measure lies with the members responsible for enforcement.
additional sets of rules.
---
## Article 9
Reports of misconduct and information regarding enforcement actions shall be handled with care and confidentiality.
The personal data of reporters, witnesses, and involved parties shall not be disclosed to third parties, except:
1. Where such disclosure is required by law; or
2. Where explicit consent has been given by the person concerned.
The maintainer guarantees that every report will be treated with discretion and respect.
---
## Article 10
This Code of Conduct applies to:
1. All projects led under the Orange++ name or leadership; and
2. All official communities associated with Orange++ outside of GitHub.
Official communities outside of GitHub may maintain additional rules specific to their platform. In case of overlap, participants are expected to follow:
1. The rules of the platform or community; and
2. This Code of Conduct, insofar as it is applicable.
---
## Article 11
This Code of Conduct shall be interpreted in a manner consistent with its purpose: to promote a safe, respectful and inclusive community.
The maintainer and core contributors may review and revise this Code of Conduct periodically in light of community needs and experience.
Significant changes should be communicated to the community in a timely and clear manner.
---
## Article 12
Nothing in this Community Code of Conduct may be interpreted as granting to any maintainer, member, contributor, or participant any right to engage in any activity or to perform any act that aims at undermining, limiting, or destroying the rights, protections, and standards set forth herein.
No rule, policy, custom, or decision within the Orange++ projects or their official communities may be invoked to justify harassment, discrimination, retaliation, or any other conduct contrary to this Code of Conduct.

32
CONTRIBUTING.md Normal file
View File

@@ -0,0 +1,32 @@
## 🤝 Contributing to OMath or other Orange's Projects
### ❕ Prerequisites
- A working up-to-date OMath installation
- C++ knowledge
- Git knowledge
- Ability to ask for help (Feel free to create empty pull-request or PM a maintainer
in [Telegram](https://t.me/orange_cpp))
### ⏬ Setting up OMath
Please read INSTALL.md file in repository
### 🔀 Pull requests and Branches
In order to send code back to the official OMath repository, you must first create a copy of OMath on your github
account ([fork](https://help.github.com/articles/creating-a-pull-request-from-a-fork/)) and
then [create a pull request](https://help.github.com/articles/creating-a-pull-request-from-a-fork/) back to OMath.
OMath development is performed on multiple branches. Changes are then pull requested into master. By default, changes
merged into master will not roll out to stable build users unless the `stable` tag is updated.
### 📜 Code-Style
The orange code-style can be found in `.clang-format`.
### 📦 Building
OMath has already created the `cmake-build` and `out` directories where cmake/bin files are located. By default, you
can build OMath by running `cmake --build cmake-build/build/windows-release --target omath -j 6` in the source
directory.

View File

@@ -2,10 +2,12 @@
Thanks to everyone who made this possible, including: Thanks to everyone who made this possible, including:
- Saikari aka luadebug for VCPKG port. - Saikari aka luadebug for VCPKG port and awesome new initial logo design.
- AmbushedRaccoon for telegram post about omath to boost repository activity.
- Billy O'Neal aka BillyONeal for fixing compilation issues due to C math library compatibility.
And a big hand to everyone else who has contributed over the past! And a big hand to everyone else who has contributed over the past!
THANKS! <3 THANKS! <3
-- Orange++ <orange-cpp@yandex.ru> -- Orange++ <orange_github@proton.me>

View File

@@ -59,7 +59,7 @@ target("...")
cmake --preset windows-release -S . cmake --preset windows-release -S .
cmake --build cmake-build/build/windows-release --target omath -j 6 cmake --build cmake-build/build/windows-release --target omath -j 6
``` ```
Use **\<platform\>-\<build configuration\>** preset to build siutable version for yourself. Like **windows-release** or **linux-release**. Use **\<platform\>-\<build configuration\>** preset to build suitable version for yourself. Like **windows-release** or **linux-release**.
| Platform Name | Build Config | | Platform Name | Build Config |
|---------------|---------------| |---------------|---------------|

View File

@@ -1,7 +1,7 @@
Copyright (C) 2024-2025 Orange++ <orange-cpp@yandex.ru> Copyright (C) 2023-2026 Orange++ orange_github@proton.me
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
arising from the use of this software. arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, Permission is granted to anyone to use this software for any purpose,
@@ -14,4 +14,4 @@ freely, subject to the following restrictions:
appreciated but is not required. appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be 2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software. misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution. 3. This notice may not be removed or altered from any source distribution.

153
README.md
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@@ -1,17 +1,38 @@
<div align = center> <div align = center>
![banner](https://github.com/orange-cpp/omath/blob/main/.github/images/banner.png?raw=true) ![banner](docs/images/logos/omath_logo_macro.png)
![GitHub License](https://img.shields.io/github/license/orange-cpp/omath) ![GitHub License](https://img.shields.io/github/license/orange-cpp/omath)
![GitHub contributors](https://img.shields.io/github/contributors/orange-cpp/omath) ![GitHub contributors](https://img.shields.io/github/contributors/orange-cpp/omath)
![GitHub top language](https://img.shields.io/github/languages/top/orange-cpp/omath) ![GitHub top language](https://img.shields.io/github/languages/top/orange-cpp/omath)
![GitHub repo size](https://img.shields.io/github/repo-size/orange-cpp/omath)
[![CodeFactor](https://www.codefactor.io/repository/github/orange-cpp/omath/badge)](https://www.codefactor.io/repository/github/orange-cpp/omath) [![CodeFactor](https://www.codefactor.io/repository/github/orange-cpp/omath/badge)](https://www.codefactor.io/repository/github/orange-cpp/omath)
![GitHub Actions Workflow Status](https://img.shields.io/github/actions/workflow/status/orange-cpp/omath/cmake-multi-platform.yml) ![GitHub Actions Workflow Status](https://img.shields.io/github/actions/workflow/status/orange-cpp/omath/cmake-multi-platform.yml)
[![Vcpkg package](https://repology.org/badge/version-for-repo/vcpkg/orange-math.svg)](https://repology.org/project/orange-math/versions) [![Vcpkg package](https://repology.org/badge/version-for-repo/vcpkg/orange-math.svg)](https://repology.org/project/orange-math/versions)
![GitHub forks](https://img.shields.io/github/forks/orange-cpp/omath) ![GitHub forks](https://img.shields.io/github/forks/orange-cpp/omath)
[![discord badge](https://dcbadge.limes.pink/api/server/https://discord.gg/eDgdaWbqwZ?style=flat)](https://discord.gg/eDgdaWbqwZ)
[![telegram badge](https://img.shields.io/badge/Telegram-2CA5E0?style=flat-squeare&logo=telegram&logoColor=white)](https://t.me/orangennotes)
OMath is a 100% independent, constexpr template blazingly fast math library that doesn't have legacy C++ code.
It provides the latest features, is highly customizable, has all for cheat development, DirectX/OpenGL/Vulkan support, premade support for different game engines, much more constexpr stuff than in other libraries and more...
<br>
<br>
---
**[<kbd><br>Install<br></kbd>][INSTALL]**
**[<kbd><br>Examples<br></kbd>][EXAMPLES]**
**[<kbd><br>Documentation<br></kbd>][DOCUMENTATION]**
**[<kbd><br>Contribute<br></kbd>][CONTRIBUTING]**
**[<kbd><br>Donate<br></kbd>][SPONSOR]**
---
<br>
</div> </div>
Oranges's Math Library (omath) is a comprehensive, open-source library aimed at providing efficient, reliable, and versatile mathematical functions and algorithms. Developed primarily in C++, this library is designed to cater to a wide range of mathematical operations essential in scientific computing, engineering, and academic research.
<div align = center> <div align = center>
<a href="https://www.star-history.com/#orange-cpp/omath&Date"> <a href="https://www.star-history.com/#orange-cpp/omath&Date">
@@ -23,7 +44,34 @@ Oranges's Math Library (omath) is a comprehensive, open-source library aimed at
</a> </a>
</div> </div>
## 👁‍🗨 Features ## Quick Example
```cpp
#include <omath/omath.hpp>
using namespace omath;
// 3D vector operations
Vector3<float> a{1, 2, 3};
Vector3<float> b{4, 5, 6};
auto dot = a.dot(b); // 32.0
auto cross = a.cross(b); // (-3, 6, -3)
auto distance = a.distance_to(b); // ~5.196
auto normalized = a.normalized(); // Unit vector
// World-to-screen projection (Source Engine example)
using namespace omath::source_engine;
Camera camera(position, angles, viewport, fov, near_plane, far_plane);
if (auto screen = camera.world_to_screen(world_position)) {
// Draw at screen->x, screen->y
}
```
**[See more examples and tutorials][TUTORIALS]**
# Features
- **Efficiency**: Optimized for performance, ensuring quick computations using AVX2. - **Efficiency**: Optimized for performance, ensuring quick computations using AVX2.
- **Versatility**: Includes a wide array of mathematical functions and algorithms. - **Versatility**: Includes a wide array of mathematical functions and algorithms.
- **Ease of Use**: Simplified interface for convenient integration into various projects. - **Ease of Use**: Simplified interface for convenient integration into various projects.
@@ -32,57 +80,72 @@ Oranges's Math Library (omath) is a comprehensive, open-source library aimed at
- **Collision Detection**: Production ready code to handle collision detection by using simple interfaces. - **Collision Detection**: Production ready code to handle collision detection by using simple interfaces.
- **No Additional Dependencies**: No additional dependencies need to use OMath except unit test execution - **No Additional Dependencies**: No additional dependencies need to use OMath except unit test execution
- **Ready for meta-programming**: Omath use templates for common types like Vectors, Matrixes etc, to handle all types! - **Ready for meta-programming**: Omath use templates for common types like Vectors, Matrixes etc, to handle all types!
- **Engine support**: Supports coordinate systems of **Source, Unity, Unreal, Frostbite, IWEngine and canonical OpenGL**.
- **Cross platform**: Supports Windows, MacOS and Linux.
- **Algorithms**: Has ability to scan for byte pattern with wildcards in PE files/modules, binary slices, works even with Wine apps.
<div align = center>
# Gallery
## Supported Render Pipelines <br>
| ENGINE | SUPPORT |
|----------|---------|
| Source | ✅YES |
| Unity | ✅YES |
| IWEngine | ✅YES |
| Unreal | ❌NO |
## Supported Operating Systems [![Youtube Video](docs/images/yt_previews/img.png)](https://youtu.be/lM_NJ1yCunw?si=-Qf5yzDcWbaxAXGQ)
| OS | SUPPORT | <br>
|----------------|---------|
| Windows 10/11 | ✅YES |
| Linux | ✅YES |
| Darwin (MacOS) | ✅YES |
## ⏬ Installation ![APEX Preview]
Please read our [installation guide](https://github.com/orange-cpp/omath/blob/main/INSTALL.md). If this link doesn't work check out INSTALL.md file.
## ❔ Usage <br>
Simple world to screen function
```c++
TEST(UnitTestProjection, IsPointOnScreen)
{
const omath::projection::Camera camera({0.f, 0.f, 0.f}, {0, 0.f, 0.f} , {1920.f, 1080.f}, 110.f, 0.1f, 500.f);
const auto proj = camera.WorldToScreen({100, 0, 15}); ![BO2 Preview]
EXPECT_TRUE(proj.has_value());
}
```
## Showcase
<details>
<summary>OMATH for making cheats (click to open)</summary>
With `omath/projection` module you can achieve simple ESP hack for powered by Source/Unreal/Unity engine games, like [Apex Legends](https://store.steampowered.com/app/1172470/Apex_Legends/). <br>
![banner](https://i.imgur.com/lcJrfcZ.png) ![CS2 Preview]
Or for InfinityWard Engine based games. Like Call of Duty Black Ops 2!
![banner](https://i.imgur.com/F8dmdoo.png)
Or create simple trigger bot with embeded traceline from omath::collision::LineTrace
![banner](https://i.imgur.com/fxMjRKo.jpeg)
Or even advanced projectile aimbot
[Watch Video](https://youtu.be/lM_NJ1yCunw?si=5E87OrQMeypxSJ3E)
</details>
## 🫵🏻 Contributing <br>
Contributions to `omath` are welcome! Please read `CONTRIBUTING.md` for details on our code of conduct and the process for submitting pull requests.
## 📜 License ![TF2 Preview]
This project is licensed under the ZLIB - see the `LICENSE` file for details.
## 💘 Acknowledgments <br>
![OpenGL Preview]
<br>
<br>
</div>
## Documentation
- **[Getting Started Guide](http://libomath.org/getting_started/)** - Installation and first steps
- **[API Overview](http://libomath.org/api_overview/)** - Complete API reference
- **[Tutorials](http://libomath.org/tutorials/)** - Step-by-step guides
- **[FAQ](http://libomath.org/faq/)** - Common questions and answers
- **[Troubleshooting](http://libomath.org/troubleshooting/)** - Solutions to common issues
- **[Best Practices](http://libomath.org/best_practices/)** - Guidelines for effective usage
## Community & Support
- **Discord**: [Join our community](https://discord.gg/eDgdaWbqwZ)
- **Telegram**: [@orangennotes](https://t.me/orangennotes)
- **Issues**: [Report bugs or request features](https://github.com/orange-cpp/omath/issues)
- **Contributing**: See [CONTRIBUTING.md](CONTRIBUTING.md) for guidelines
# Acknowledgments
- [All contributors](https://github.com/orange-cpp/omath/graphs/contributors) - [All contributors](https://github.com/orange-cpp/omath/graphs/contributors)
<!----------------------------------{ Images }--------------------------------->
[APEX Preview]: docs/images/showcase/apex.png
[BO2 Preview]: docs/images/showcase/cod_bo2.png
[CS2 Preview]: docs/images/showcase/cs2.jpeg
[TF2 Preview]: docs/images/showcase/tf2.jpg
[OpenGL Preview]: docs/images/showcase/opengl.png
<!----------------------------------{ Buttons }--------------------------------->
[QUICKSTART]: docs/getting_started.md
[INSTALL]: INSTALL.md
[DOCUMENTATION]: http://libomath.org
[TUTORIALS]: docs/tutorials.md
[CONTRIBUTING]: CONTRIBUTING.md
[EXAMPLES]: examples
[SPONSOR]: https://boosty.to/orangecpp/purchase/3568644?ssource=DIRECT&share=subscription_link

View File

@@ -2,4 +2,4 @@
## Reporting a Vulnerability ## Reporting a Vulnerability
Please report security issues to `orange-cpp@yandex.ru` Please report security issues to `orange_github@proton.me`

1
VERSION Normal file
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@@ -0,0 +1 @@
4.6.0

23
benchmark/CMakeLists.txt Normal file
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@@ -0,0 +1,23 @@
project(omath_benchmark)
file(GLOB_RECURSE OMATH_BENCHMARK_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/*.cpp")
add_executable(${PROJECT_NAME} ${OMATH_BENCHMARK_SOURCES})
set_target_properties(${PROJECT_NAME} PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
CXX_STANDARD 23
CXX_STANDARD_REQUIRED ON)
if (TARGET benchmark::benchmark) # Benchmark is being linked as submodule
target_link_libraries(${PROJECT_NAME} PRIVATE benchmark::benchmark omath)
else()
find_package(benchmark CONFIG REQUIRED) # Benchmark is being linked as vcpkg package
target_link_libraries(${PROJECT_NAME} PRIVATE benchmark::benchmark omath)
endif ()
if(OMATH_ENABLE_VALGRIND)
omath_setup_valgrind(${PROJECT_NAME})
endif()

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@@ -0,0 +1,65 @@
//
// Created by Vlad on 9/17/2025.
//
#include <benchmark/benchmark.h>
#include <omath/omath.hpp>
using namespace omath;
void mat_float_multiplication_col_major(benchmark::State& state)
{
using MatType = Mat<128, 128, float, MatStoreType::COLUMN_MAJOR>;
MatType a;
MatType b;
a.set(3.f);
b.set(7.f);
for ([[maybe_unused]] const auto _ : state)
std::ignore = a * b;
}
void mat_float_multiplication_row_major(benchmark::State& state)
{
using MatType = Mat<128, 128, float, MatStoreType::ROW_MAJOR>;
MatType a;
MatType b;
a.set(3.f);
b.set(7.f);
for ([[maybe_unused]] const auto _ : state)
std::ignore = a * b;
}
void mat_double_multiplication_row_major(benchmark::State& state)
{
using MatType = Mat<128, 128, double, MatStoreType::ROW_MAJOR>;
MatType a;
MatType b;
a.set(3.f);
b.set(7.f);
for ([[maybe_unused]] const auto _ : state)
std::ignore = a * b;
}
void mat_double_multiplication_col_major(benchmark::State& state)
{
using MatType = Mat<128, 128, double, MatStoreType::COLUMN_MAJOR>;
MatType a;
MatType b;
a.set(3.f);
b.set(7.f);
for ([[maybe_unused]] const auto _ : state)
std::ignore = a * b;
}
BENCHMARK(mat_float_multiplication_col_major)->Iterations(5000);
BENCHMARK(mat_float_multiplication_row_major)->Iterations(5000);
BENCHMARK(mat_double_multiplication_col_major)->Iterations(5000);
BENCHMARK(mat_double_multiplication_row_major)->Iterations(5000);

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//
// Created by Vlad on 9/18/2025.
//
#include <benchmark/benchmark.h>
#include <omath/omath.hpp>
using namespace omath;
using namespace omath::projectile_prediction;
constexpr float simulation_time_step = 1.f / 1000.f;
constexpr float hit_distance_tolerance = 5.f;
void source_engine_projectile_prediction(benchmark::State& state)
{
constexpr Target target{.m_origin = {100, 0, 90}, .m_velocity = {0, 0, 0}, .m_is_airborne = false};
constexpr Projectile projectile = {.m_origin = {3, 2, 1}, .m_launch_speed = 5000, .m_gravity_scale = 0.4};
for ([[maybe_unused]] const auto _: state)
std::ignore = ProjPredEngineLegacy(400, simulation_time_step, 50, hit_distance_tolerance)
.maybe_calculate_aim_point(projectile, target);
}
BENCHMARK(source_engine_projectile_prediction)->Iterations(10'000);

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//
// Created by Vlad on 9/17/2025.
//
#include <benchmark/benchmark.h>
BENCHMARK_MAIN();

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# cmake/Coverage.cmake
include_guard(GLOBAL)
function(omath_setup_coverage TARGET_NAME)
if(ANDROID OR IOS OR EMSCRIPTEN)
return()
endif()
if(CMAKE_CXX_COMPILER_ID MATCHES "Clang" AND MSVC)
target_compile_options(${TARGET_NAME} PRIVATE
-fprofile-instr-generate
-fcoverage-mapping
/Zi
)
target_link_options(${TARGET_NAME} PRIVATE
-fprofile-instr-generate
-fcoverage-mapping
/DEBUG:FULL
/INCREMENTAL:NO
/PROFILE
)
elseif(CMAKE_CXX_COMPILER_ID MATCHES "Clang|AppleClang")
target_compile_options(${TARGET_NAME} PRIVATE
-fprofile-instr-generate
-fcoverage-mapping
-g
-O0
)
target_link_options(${TARGET_NAME} PRIVATE
-fprofile-instr-generate
-fcoverage-mapping
)
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
target_compile_options(${TARGET_NAME} PRIVATE
--coverage
-g
-O0
)
target_link_options(${TARGET_NAME} PRIVATE
--coverage
)
endif()
if(TARGET coverage)
return()
endif()
if(CMAKE_CXX_COMPILER_ID MATCHES "Clang" AND MSVC)
message(STATUS "MSVC detected: Use VS Code Coverage from CI workflow")
add_custom_target(coverage
DEPENDS unit_tests
COMMAND $<TARGET_FILE:unit_tests>
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Running tests for coverage (use VS Code Coverage from CI)"
)
elseif(CMAKE_CXX_COMPILER_ID MATCHES "Clang|AppleClang")
add_custom_target(coverage
DEPENDS unit_tests
COMMAND bash "${CMAKE_SOURCE_DIR}/scripts/coverage-llvm.sh"
"${CMAKE_SOURCE_DIR}"
"${CMAKE_BINARY_DIR}"
"$<TARGET_FILE:unit_tests>"
"${CMAKE_BINARY_DIR}/coverage"
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Running LLVM coverage"
)
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
add_custom_target(coverage
DEPENDS unit_tests
COMMAND $<TARGET_FILE:unit_tests> || true
COMMAND lcov --capture --directory "${CMAKE_BINARY_DIR}"
--output-file "${CMAKE_BINARY_DIR}/coverage.info"
--ignore-errors mismatch,gcov
COMMAND lcov --remove "${CMAKE_BINARY_DIR}/coverage.info"
"*/tests/*" "*/gtest/*" "*/googletest/*" "*/_deps/*" "/usr/*"
--output-file "${CMAKE_BINARY_DIR}/coverage.info"
--ignore-errors unused
COMMAND genhtml "${CMAKE_BINARY_DIR}/coverage.info"
--output-directory "${CMAKE_BINARY_DIR}/coverage"
WORKING_DIRECTORY "${CMAKE_BINARY_DIR}"
COMMENT "Running lcov/genhtml"
)
endif()
endfunction()

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# cmake/Valgrind.cmake
if(DEFINED __OMATH_VALGRIND_INCLUDED)
return()
endif()
set(__OMATH_VALGRIND_INCLUDED TRUE)
find_program(VALGRIND_EXECUTABLE valgrind)
option(OMATH_ENABLE_VALGRIND "Enable Valgrind target for memory checking" ON)
if(OMATH_ENABLE_VALGRIND AND NOT TARGET valgrind_all)
add_custom_target(valgrind_all)
endif()
function(omath_setup_valgrind TARGET_NAME)
if(NOT OMATH_ENABLE_VALGRIND)
return()
endif()
if(NOT VALGRIND_EXECUTABLE)
message(WARNING "OMATH_ENABLE_VALGRIND is ON, but 'valgrind' executable was not found.")
return()
endif()
set(VALGRIND_FLAGS
--leak-check=full
--show-leak-kinds=all
--track-origins=yes
--error-exitcode=99
)
set(VALGRIND_TARGET "valgrind_${TARGET_NAME}")
if(NOT TARGET ${VALGRIND_TARGET})
add_custom_target(${VALGRIND_TARGET}
DEPENDS ${TARGET_NAME}
COMMAND ${VALGRIND_EXECUTABLE} ${VALGRIND_FLAGS} $<TARGET_FILE:${TARGET_NAME}>
WORKING_DIRECTORY $<TARGET_FILE_DIR:${TARGET_NAME}>
COMMENT "Running Valgrind memory check on ${TARGET_NAME}..."
USES_TERMINAL
)
add_dependencies(valgrind_all ${VALGRIND_TARGET})
endif()
endfunction()

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# `omath::primitives::create_box` — Build an oriented box as 12 triangles
> Header: your projects `primitives/box.hpp` (declares `create_box`)
> Namespace: `omath::primitives`
> Depends on: `omath::Triangle<omath::Vector3<float>>`, `omath::Vector3<float>`
```cpp
[[nodiscard]]
std::array<Triangle<Vector3<float>>, 12>
create_box(const Vector3<float>& top,
const Vector3<float>& bottom,
const Vector3<float>& dir_forward,
const Vector3<float>& dir_right,
float ratio = 4.f) noexcept;
```
---
## What it does
Constructs a **rectangular cuboid (“box”)** oriented in 3D space and returns its surface as **12 triangles** (2 per face × 6 faces). The boxs central axis runs from `bottom``top`. The **up** direction is inferred from that segment; the **forward** and **right** directions define the boxs orientation around that axis.
The lateral half-extents are derived from the axis length and `ratio`:
> Let `H = |top - bottom|`. Lateral half-size ≈ `H / ratio` along both `dir_forward` and `dir_right`
> (i.e., the cross-section is a square of side `2H/ratio`).
> **Note:** This describes the intended behavior from the interface. If you rely on a different sizing rule, document it next to your implementation.
---
## Parameters
* `top`
Center of the **top face**.
* `bottom`
Center of the **bottom face**.
* `dir_forward`
A direction that orients the box around its up axis. Should be **non-zero** and **not collinear** with `top - bottom`.
* `dir_right`
A direction roughly orthogonal to both `dir_forward` and `top - bottom`. Used to fully fix orientation.
* `ratio` (default `4.0f`)
Controls thickness relative to height. Larger values → thinner box.
With the default rule above, half-extent = `|top-bottom|/ratio`.
---
## Return value
`std::array<Triangle<Vector3<float>>, 12>` — the six faces of the box, triangulated.
Winding is intended to be **outward-facing** (right-handed coordinates). Do not rely on a specific **face ordering**; treat the array as opaque unless your implementation guarantees an order.
---
## Expected math & robustness
* Define `u = normalize(top - bottom)`.
* Re-orthonormalize the basis to avoid skew:
```cpp
f = normalize(dir_forward - u * u.dot(dir_forward)); // drop any up component
r = normalize(u.cross(f)); // right-handed basis
// (Optionally recompute f = r.cross(u) for orthogonality)
```
* Half-extents: `h = length(top - bottom) / ratio; hf = h * f; hr = h * r`.
* Corners (top): `t±r±f = top ± hr ± hf`; (bottom): `b±r±f = bottom ± hr ± hf`.
* Triangulate each face with consistent CCW winding when viewed from outside.
---
## Example
```cpp
using omath::Vector3;
using omath::Triangle;
using omath::primitives::create_box;
// Axis from bottom to top (height 2)
Vector3<float> bottom{0, 0, 0};
Vector3<float> top {0, 2, 0};
// Orientation around the axis
Vector3<float> forward{0, 0, 1};
Vector3<float> right {1, 0, 0};
// Ratio 4 → lateral half-size = height/4 = 0.5
auto tris = create_box(top, bottom, forward, right, 4.0f);
// Use the triangles (normals, rendering, collision, etc.)
for (const auto& tri : tris) {
auto n = tri.calculate_normal();
(void)n;
}
```
---
## Usage notes & pitfalls
* **Degenerate axis**: If `top == bottom`, the box is undefined (zero height). Guard against this.
* **Directions**: Provide **non-zero**, **reasonably orthogonal** `dir_forward`/`dir_right`. A robust implementation should project/normalize internally, but callers should still pass sensible inputs.
* **Winding**: If your renderer or collision expects a specific winding, verify with a unit test and flip vertex order per face if necessary.
* **Thickness policy**: This doc assumes both lateral half-extents equal `|top-bottom|/ratio`. If your implementation diverges (e.g., separate forward/right ratios), document it.
---
## See also
* `omath::Triangle` (vertex utilities: normals, centroid, etc.)
* `omath::Vector3` (geometry operations used by the construction)
---
*Last updated: 31 Oct 2025*

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# `omath::primitives::Mesh` — 3D mesh with transformation support
> Header: `omath/3d_primitives/mesh.hpp`
> Namespace: `omath::primitives`
> Depends on: `omath::Vector3<T>`, `omath::Mat4X4`, `omath::Triangle<Vector3<T>>`
> Purpose: represent and transform 3D meshes in different engine coordinate systems
---
## Overview
`Mesh` represents a 3D polygonal mesh with vertex data and transformation capabilities. It stores:
* **Vertex buffer (VBO)** — array of 3D vertex positions
* **Index buffer (VAO)** — array of triangular faces (indices into VBO)
* **Transformation** — position, rotation, and scale with caching
The mesh supports transformation from local space to world space using engine-specific coordinate systems through the `MeshTrait` template parameter.
---
## Template Declaration
```cpp
template<class Mat4X4, class RotationAngles, class MeshTypeTrait, class Type = float>
class Mesh final;
```
### Template Parameters
* `Mat4X4` — Matrix type for transformations (typically `omath::Mat4X4`)
* `RotationAngles` — Rotation representation (e.g., `ViewAngles` with pitch/yaw/roll)
* `MeshTypeTrait` — Engine-specific transformation trait (see [Engine Traits](#engine-traits))
* `Type` — Scalar type for vertex coordinates (default `float`)
---
## Type Aliases
```cpp
using NumericType = Type;
```
Common engine-specific aliases:
```cpp
// Source Engine
using Mesh = omath::primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
// Unity Engine
using Mesh = omath::primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
// Unreal Engine
using Mesh = omath::primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
// Frostbite, IW Engine, OpenGL similar...
```
Use the pre-defined type aliases in engine namespaces:
```cpp
using namespace omath::source_engine;
Mesh my_mesh = /* ... */; // Uses SourceEngine::Mesh
```
---
## Data Members
### Vertex Data
```cpp
std::vector<Vector3<NumericType>> m_vertex_buffer; // VBO: vertex positions
std::vector<Vector3<std::size_t>> m_vertex_array_object; // VAO: face indices
```
* `m_vertex_buffer` — array of vertex positions in **local space**
* `m_vertex_array_object` — array of triangular faces, each containing 3 indices into `m_vertex_buffer`
**Public access**: These members are public for direct manipulation when needed.
---
## Constructor
```cpp
Mesh(std::vector<Vector3<NumericType>> vbo,
std::vector<Vector3<std::size_t>> vao,
Vector3<NumericType> scale = {1, 1, 1});
```
Creates a mesh from vertex and index data.
**Parameters**:
* `vbo` — vertex buffer (moved into mesh)
* `vao` — index buffer / vertex array object (moved into mesh)
* `scale` — initial scale (default `{1, 1, 1}`)
**Example**:
```cpp
std::vector<Vector3<float>> vertices = {
{0, 0, 0}, {1, 0, 0}, {0, 1, 0}, {0, 0, 1}
};
std::vector<Vector3<std::size_t>> faces = {
{0, 1, 2}, // Triangle 1
{0, 1, 3}, // Triangle 2
{0, 2, 3}, // Triangle 3
{1, 2, 3} // Triangle 4
};
using namespace omath::source_engine;
Mesh tetrahedron(std::move(vertices), std::move(faces));
```
---
## Transformation Methods
### Setting Transform Components
```cpp
void set_origin(const Vector3<NumericType>& new_origin);
void set_scale(const Vector3<NumericType>& new_scale);
void set_rotation(const RotationAngles& new_rotation_angles);
```
Update the mesh's transformation. **Side effect**: invalidates the cached transformation matrix, which will be recomputed on the next `get_to_world_matrix()` call.
**Example**:
```cpp
mesh.set_origin({10, 0, 5});
mesh.set_scale({2, 2, 2});
ViewAngles angles;
angles.pitch = PitchAngle::from_degrees(45.0f);
angles.yaw = YawAngle::from_degrees(30.0f);
mesh.set_rotation(angles);
```
### Getting Transform Components
```cpp
[[nodiscard]] const Vector3<NumericType>& get_origin() const;
[[nodiscard]] const Vector3<NumericType>& get_scale() const;
[[nodiscard]] const RotationAngles& get_rotation_angles() const;
```
Retrieve current transformation components.
### Transformation Matrix
```cpp
[[nodiscard]] const Mat4X4& get_to_world_matrix() const;
```
Returns the cached local-to-world transformation matrix. The matrix is computed lazily on first access after any transformation change:
```
M = Translation(origin) × Scale(scale) × Rotation(angles)
```
The rotation matrix is computed using the engine-specific `MeshTrait::rotation_matrix()` method.
**Caching**: The matrix is stored in a `mutable std::optional` and recomputed only when invalidated by `set_*` methods.
---
## Vertex Transformation
### `vertex_to_world_space`
```cpp
[[nodiscard]]
Vector3<float> vertex_to_world_space(const Vector3<float>& vertex) const;
```
Transforms a vertex from local space to world space by multiplying with the transformation matrix.
**Algorithm**:
1. Convert vertex to column matrix: `[x, y, z, 1]ᵀ`
2. Multiply by transformation matrix: `M × vertex`
3. Extract the resulting 3D position
**Usage**:
```cpp
Vector3<float> local_vertex{1, 0, 0};
Vector3<float> world_vertex = mesh.vertex_to_world_space(local_vertex);
```
**Note**: This is used internally by `MeshCollider` to provide world-space support functions for GJK/EPA.
---
## Face Transformation
### `make_face_in_world_space`
```cpp
[[nodiscard]]
Triangle<Vector3<float>> make_face_in_world_space(
const std::vector<Vector3<std::size_t>>::const_iterator vao_iterator
) const;
```
Creates a triangle in world space from a face index iterator.
**Parameters**:
* `vao_iterator` — iterator to an element in `m_vertex_array_object`
**Returns**: `Triangle` with all three vertices transformed to world space.
**Example**:
```cpp
for (auto it = mesh.m_vertex_array_object.begin();
it != mesh.m_vertex_array_object.end();
++it) {
Triangle<Vector3<float>> world_triangle = mesh.make_face_in_world_space(it);
// Render or process the triangle
}
```
---
## Usage Examples
### Creating a Box Mesh
```cpp
using namespace omath::source_engine;
std::vector<Vector3<float>> box_vbo = {
// Bottom face
{-0.5f, -0.5f, 0.0f}, { 0.5f, -0.5f, 0.0f},
{ 0.5f, 0.5f, 0.0f}, {-0.5f, 0.5f, 0.0f},
// Top face
{-0.5f, -0.5f, 1.0f}, { 0.5f, -0.5f, 1.0f},
{ 0.5f, 0.5f, 1.0f}, {-0.5f, 0.5f, 1.0f}
};
std::vector<Vector3<std::size_t>> box_vao = {
// Bottom
{0, 1, 2}, {0, 2, 3},
// Top
{4, 6, 5}, {4, 7, 6},
// Sides
{0, 4, 5}, {0, 5, 1},
{1, 5, 6}, {1, 6, 2},
{2, 6, 7}, {2, 7, 3},
{3, 7, 4}, {3, 4, 0}
};
Mesh box(std::move(box_vbo), std::move(box_vao));
box.set_origin({0, 0, 50});
box.set_scale({10, 10, 10});
```
### Transforming Mesh Over Time
```cpp
void update_mesh(Mesh& mesh, float delta_time) {
// Rotate mesh
auto rotation = mesh.get_rotation_angles();
rotation.yaw = YawAngle::from_degrees(
rotation.yaw.as_degrees() + 45.0f * delta_time
);
mesh.set_rotation(rotation);
// Oscillate position
auto origin = mesh.get_origin();
origin.z = 50.0f + 10.0f * std::sin(current_time * 2.0f);
mesh.set_origin(origin);
}
```
### Collision Detection
```cpp
using namespace omath::collision;
using namespace omath::source_engine;
Mesh mesh_a(vbo_a, vao_a);
mesh_a.set_origin({0, 0, 0});
Mesh mesh_b(vbo_b, vao_b);
mesh_b.set_origin({5, 0, 0});
MeshCollider collider_a(std::move(mesh_a));
MeshCollider collider_b(std::move(mesh_b));
auto result = GjkAlgorithm<MeshCollider<Mesh>>::check_collision(
collider_a, collider_b
);
```
### Rendering Transformed Triangles
```cpp
void render_mesh(const Mesh& mesh) {
for (auto it = mesh.m_vertex_array_object.begin();
it != mesh.m_vertex_array_object.end();
++it) {
Triangle<Vector3<float>> tri = mesh.make_face_in_world_space(it);
// Draw triangle with your renderer
draw_triangle(tri.m_vertex1, tri.m_vertex2, tri.m_vertex3);
}
}
```
---
## Engine Traits
Each game engine has a corresponding `MeshTrait` that provides the `rotation_matrix` function:
```cpp
class MeshTrait final {
public:
[[nodiscard]]
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
};
```
### Available Engines
| Engine | Namespace | Header |
|--------|-----------|--------|
| Source Engine | `omath::source_engine` | `engines/source_engine/mesh.hpp` |
| Unity | `omath::unity_engine` | `engines/unity_engine/mesh.hpp` |
| Unreal | `omath::unreal_engine` | `engines/unreal_engine/mesh.hpp` |
| Frostbite | `omath::frostbite_engine` | `engines/frostbite_engine/mesh.hpp` |
| IW Engine | `omath::iw_engine` | `engines/iw_engine/mesh.hpp` |
| OpenGL | `omath::opengl_engine` | `engines/opengl_engine/mesh.hpp` |
**Example** (Source Engine):
```cpp
using namespace omath::source_engine;
// Uses source_engine::MeshTrait automatically
Mesh my_mesh(vertices, indices);
```
See [MeshTrait Documentation](#mesh-trait-documentation) for engine-specific details.
---
## Performance Considerations
### Matrix Caching
The transformation matrix is computed lazily and cached:
* **First access**: O(matrix multiply) ≈ 64 float operations
* **Subsequent access**: O(1) — returns cached matrix
* **Cache invalidation**: Any `set_*` call invalidates the cache
**Best practice**: Batch transformation updates before accessing the matrix:
```cpp
// Good: single matrix recomputation
mesh.set_origin(new_origin);
mesh.set_rotation(new_rotation);
mesh.set_scale(new_scale);
auto matrix = mesh.get_to_world_matrix(); // Computes once
// Bad: three matrix recomputations
mesh.set_origin(new_origin);
auto m1 = mesh.get_to_world_matrix(); // Compute
mesh.set_rotation(new_rotation);
auto m2 = mesh.get_to_world_matrix(); // Compute again
mesh.set_scale(new_scale);
auto m3 = mesh.get_to_world_matrix(); // Compute again
```
### Memory Layout
* **VBO**: Contiguous `std::vector` for cache-friendly access
* **VAO**: Contiguous indices for cache-friendly face iteration
* **Matrix**: Cached in `std::optional` (no allocation)
### Transformation Cost
* `vertex_to_world_space`: ~15-20 FLOPs per vertex (4×4 matrix multiply)
* `make_face_in_world_space`: ~60 FLOPs (3 vertices)
For high-frequency transformations, consider:
* Caching transformed vertices if the mesh doesn't change
* Using simpler proxy geometry for collision
* Batching transformations
---
## Coordinate System Details
Different engines use different coordinate systems:
| Engine | Up Axis | Forward Axis | Handedness |
|--------|---------|--------------|------------|
| Source | +Z | +Y | Right |
| Unity | +Y | +Z | Left |
| Unreal | +Z | +X | Left |
| Frostbite | +Y | +Z | Right |
| IW Engine | +Z | +Y | Right |
| OpenGL | +Y | +Z | Right |
The `MeshTrait::rotation_matrix` function accounts for these differences, ensuring correct transformations in each engine's space.
---
## Limitations & Edge Cases
### Empty Mesh
A mesh with no vertices or faces is valid but not useful:
```cpp
Mesh empty_mesh({}, {}); // Valid but meaningless
```
For collision detection, ensure `m_vertex_buffer` is non-empty.
### Index Validity
No bounds checking is performed on indices in `m_vertex_array_object`. Ensure all indices are valid:
```cpp
assert(face.x < mesh.m_vertex_buffer.size());
assert(face.y < mesh.m_vertex_buffer.size());
assert(face.z < mesh.m_vertex_buffer.size());
```
### Degenerate Triangles
Faces with duplicate indices or collinear vertices will produce degenerate triangles. The mesh doesn't validate this; users must ensure clean geometry.
### Thread Safety
* **Read-only**: Safe to read from multiple threads (including const methods)
* **Modification**: Not thread-safe; synchronize `set_*` calls externally
* **Matrix cache**: Uses `mutable` member; not thread-safe even for const methods
---
## See Also
- [MeshCollider Documentation](../collision/mesh_collider.md) - Collision wrapper for meshes
- [GJK Algorithm Documentation](../collision/gjk_algorithm.md) - Uses mesh for collision detection
- [EPA Algorithm Documentation](../collision/epa_algorithm.md) - Penetration depth with meshes
- [Triangle Documentation](../linear_algebra/triangle.md) - Triangle primitive
- [Mat4X4 Documentation](../linear_algebra/mat.md) - Transformation matrices
- [Box Documentation](box.md) - Box primitive
- [Plane Documentation](plane.md) - Plane primitive
---
## Mesh Trait Documentation
For engine-specific `MeshTrait` details, see:
- [Source Engine MeshTrait](../engines/source_engine/mesh_trait.md)
- [Unity Engine MeshTrait](../engines/unity_engine/mesh_trait.md)
- [Unreal Engine MeshTrait](../engines/unreal_engine/mesh_trait.md)
- [Frostbite Engine MeshTrait](../engines/frostbite/mesh_trait.md)
- [IW Engine MeshTrait](../engines/iw_engine/mesh_trait.md)
- [OpenGL Engine MeshTrait](../engines/opengl_engine/mesh_trait.md)
---
*Last updated: 13 Nov 2025*

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# `omath::primitives::create_plane` — Build an oriented quad (2 triangles)
> Header: your projects `primitives/plane.hpp`
> Namespace: `omath::primitives`
> Depends on: `omath::Triangle<omath::Vector3<float>>`, `omath::Vector3<float>`
```cpp
[[nodiscard]]
std::array<Triangle<Vector3<float>>, 2>
create_plane(const Vector3<float>& vertex_a,
const Vector3<float>& vertex_b,
const Vector3<float>& direction,
float size) noexcept;
```
---
## What it does
Creates a **rectangle (quad)** in 3D oriented by the edge **A→B** and a second in-plane **direction**. The quad is returned as **two triangles** suitable for rendering or collision.
* Edge axis: `e = vertex_b - vertex_a`
* Width axis: “direction”, **projected to be perpendicular to `e`** so the quad is planar and well-formed.
* Normal (by right-hand rule): `n ∝ e × width`.
> **Sizing convention**
> Typical construction uses **half-width = `size`** along the (normalized, orthogonalized) *direction*, i.e. the total width is `2*size`.
> If your implementation interprets `size` as full width, adjust your expectations accordingly.
---
## Parameters
* `vertex_a`, `vertex_b` — two adjacent quad vertices defining the **long edge** of the plane.
* `direction` — a vector indicating the **cross-edge direction** within the plane (does not need to be orthogonal or normalized).
* `size`**half-width** of the quad along the (processed) `direction`.
---
## Return
`std::array<Triangle<Vector3<float>>, 2>` — the quad triangulated (consistent CCW winding, outward normal per `e × width`).
---
## Robust construction (expected math)
1. `e = vertex_b - vertex_a`
2. Make `d` perpendicular to `e`:
```
d = direction - e * (e.dot(direction) / e.length_sqr());
if (d.length_sqr() == 0) pick an arbitrary perpendicular to e
d = d.normalized();
```
3. Offsets: `w = d * size`
4. Four corners:
```
A0 = vertex_a - w; A1 = vertex_a + w;
B0 = vertex_b - w; B1 = vertex_b + w;
```
5. Triangles (CCW when viewed from +normal):
```
T0 = Triangle{ A0, A1, B1 }
T1 = Triangle{ A0, B1, B0 }
```
---
## Example
```cpp
using omath::Vector3;
using omath::Triangle;
using omath::primitives::create_plane;
Vector3<float> a{ -1, 0, -1 }; // edge start
Vector3<float> b{ 1, 0, -1 }; // edge end
Vector3<float> dir{ 0, 0, 1 }; // cross-edge direction within the plane (roughly +Z)
float half_width = 2.0f;
auto quad = create_plane(a, b, dir, half_width);
// e.g., compute normals
for (const auto& tri : quad) {
auto n = tri.calculate_normal(); (void)n;
}
```
---
## Notes & edge cases
* **Degenerate edge**: if `vertex_a == vertex_b`, the plane is undefined.
* **Collinearity**: if `direction` is parallel to `vertex_b - vertex_a`, the function must choose an alternate perpendicular; expect a fallback.
* **Winding**: If your renderer expects a specific face order, verify and swap the two vertices in each triangle as needed.

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# API Overview
This document provides a high-level overview of OMath's API, organized by functionality area.
---
## Module Organization
OMath is organized into several logical modules:
### Core Mathematics
- **Linear Algebra** - Vectors, matrices, triangles
- **Trigonometry** - Angles, view angles, trigonometric functions
- **3D Primitives** - Boxes, planes, meshes, geometric shapes
### Game Development
- **Collision Detection** - Ray tracing, GJK/EPA algorithms, mesh collision, intersection tests
- **Projectile Prediction** - Ballistics and aim-assist calculations
- **Projection** - Camera systems and world-to-screen transformations
- **Pathfinding** - A* algorithm, navigation meshes
### Engine Support
- **Source Engine** - Valve's Source Engine (CS:GO, TF2, etc.)
- **Unity Engine** - Unity game engine
- **Unreal Engine** - Epic's Unreal Engine
- **Frostbite Engine** - EA's Frostbite Engine
- **IW Engine** - Infinity Ward's engine (Call of Duty)
- **OpenGL Engine** - Canonical OpenGL coordinate system
### Utilities
- **Color** - RGBA color representation
- **Pattern Scanning** - Memory pattern search (wildcards, PE files)
- **Reverse Engineering** - Internal/external memory manipulation
---
## Core Types
### Vectors
All vector types are template-based and support arithmetic types.
| Type | Description | Key Methods |
|------|-------------|-------------|
| `Vector2<T>` | 2D vector | `length()`, `normalized()`, `dot()`, `distance_to()` |
| `Vector3<T>` | 3D vector | `length()`, `normalized()`, `dot()`, `cross()`, `angle_between()` |
| `Vector4<T>` | 4D vector | Extends Vector3 with `w` component |
**Common aliases:**
```cpp
using Vec2f = Vector2<float>;
using Vec3f = Vector3<float>;
using Vec4f = Vector4<float>;
```
**Key features:**
- Component-wise arithmetic (+, -, *, /)
- Scalar multiplication/division
- Dot and cross products
- Safe normalization (returns original if length is zero)
- Distance calculations
- Angle calculations with error handling
- Hash support for `float` variants
- `std::formatter` support
### Matrices
| Type | Description | Key Methods |
|------|-------------|-------------|
| `Mat4X4` | 4×4 matrix | `identity()`, `transpose()`, `determinant()`, `inverse()` |
**Use cases:**
- Transformation matrices
- View matrices
- Projection matrices
- Model-view-projection pipelines
### Angles
Strong-typed angle system with compile-time range enforcement:
| Type | Range | Description |
|------|-------|-------------|
| `Angle<T, Min, Max, Flags>` | Custom | Generic angle type with bounds |
| `PitchAngle` | [-89°, 89°] | Vertical camera rotation |
| `YawAngle` | [-180°, 180°] | Horizontal camera rotation |
| `RollAngle` | [-180°, 180°] | Camera roll |
| `ViewAngles` | - | Composite pitch/yaw/roll |
**Features:**
- Automatic normalization/clamping based on flags
- Conversions between degrees and radians
- Type-safe arithmetic
- Prevents common angle bugs
---
## Projection System
### Camera
Generic camera template that works with any engine trait:
```cpp
template<class MatrixType, class AnglesType, class EngineTrait>
class Camera;
```
**Engine-specific cameras:**
```cpp
omath::source_engine::Camera // Source Engine
omath::unity_engine::Camera // Unity
omath::unreal_engine::Camera // Unreal
omath::frostbite_engine::Camera // Frostbite
omath::iw_engine::Camera // IW Engine
omath::opengl_engine::Camera // OpenGL
```
**Core methods:**
- `world_to_screen(Vector3<float>)` - Project 3D point to 2D screen
- `get_view_matrix()` - Get current view matrix
- `get_projection_matrix()` - Get current projection matrix
- `update(position, angles)` - Update camera state
**Supporting types:**
- `ViewPort` - Screen dimensions and aspect ratio
- `FieldOfView` - FOV in degrees with validation
- `ProjectionError` - Error codes for projection failures
---
## Collision Detection
### GJK/EPA Algorithms
Advanced convex shape collision detection using the Gilbert-Johnson-Keerthi and Expanding Polytope algorithms:
```cpp
namespace omath::collision {
template<class ColliderType>
class GjkAlgorithm;
template<class ColliderType>
class Epa;
}
```
**GJK (Gilbert-Johnson-Keerthi):**
* Detects collision between two convex shapes
* Returns a 4-point simplex when collision is detected
* O(k) complexity where k is typically < 20 iterations
* Works with any collider implementing `find_abs_furthest_vertex()`
**EPA (Expanding Polytope Algorithm):**
* Computes penetration depth and separation normal
* Takes GJK's output simplex as input
* Provides contact information for physics simulation
* Configurable iteration limit and convergence tolerance
**Supporting Types:**
| Type | Description | Key Features |
|------|-------------|--------------|
| `Simplex<VectorType>` | 1-4 point geometric simplex | Fixed capacity, GJK iteration support |
| `MeshCollider<MeshType>` | Convex mesh collider | Support function for GJK/EPA |
| `GjkHitInfo<VertexType>` | Collision result | Hit flag and simplex |
| `Epa::Result` | Penetration info | Depth, normal, iteration count |
### LineTracer
Ray-casting and line tracing utilities:
```cpp
namespace omath::collision {
class LineTracer;
}
```
**Features:**
- Ray-triangle intersection (Möller-Trumbore algorithm)
- Ray-plane intersection
- Ray-box intersection
- Distance calculations
- Normal calculations at hit points
### 3D Primitives
| Type | Description | Key Methods |
|------|-------------|-------------|
| `Plane` | Infinite plane | `intersects_ray()`, `distance_to_point()` |
| `Box` | Axis-aligned bounding box | `contains()`, `intersects()` |
| `Mesh` | Polygonal mesh with transforms | `vertex_to_world_space()`, `make_face_in_world_space()` |
**Mesh Features:**
* Vertex buffer (VBO) and index buffer (VAO/EBO) storage
* Position, rotation, and scale transformations
* Cached transformation matrix
* Engine-specific coordinate system support
* Compatible with `MeshCollider` for collision detection
---
## Projectile Prediction
### Interfaces
**`ProjPredEngineInterface`** - Base interface for all prediction engines
```cpp
virtual std::optional<Vector3<float>>
maybe_calculate_aim_point(const Projectile&, const Target&) const = 0;
```
### Implementations
| Engine | Description | Optimizations |
|--------|-------------|---------------|
| `ProjPredEngineLegacy` | Standard implementation | Portable, works everywhere |
| `ProjPredEngineAVX2` | AVX2 optimized | 2-4x faster on modern CPUs |
### Supporting Types
**`Projectile`** - Defines projectile properties:
```cpp
struct Projectile {
Vector3<float> origin;
float speed;
Vector3<float> gravity;
// ... additional properties
};
```
**`Target`** - Defines target state:
```cpp
struct Target {
Vector3<float> position;
Vector3<float> velocity;
// ... additional properties
};
```
---
## Pathfinding
### A* Algorithm
```cpp
namespace omath::pathfinding {
template<typename NodeType>
class AStar;
}
```
**Features:**
- Generic node type support
- Customizable heuristics
- Efficient priority queue implementation
- Path reconstruction
### Navigation Mesh
```cpp
namespace omath::pathfinding {
class NavigationMesh;
}
```
**Features:**
- Triangle-based navigation
- Neighbor connectivity
- Walkable area definitions
---
## Engine Traits
Each game engine has a trait system providing engine-specific math:
### CameraTrait
Implements camera math for an engine:
- `calc_look_at_angle()` - Calculate angles to look at a point
- `calc_view_matrix()` - Build view matrix from angles and position
- `calc_projection_matrix()` - Build projection matrix from FOV and viewport
### MeshTrait
Provides mesh transformation for an engine:
- `rotation_matrix()` - Build rotation matrix from engine-specific angles
- Handles coordinate system differences (Y-up vs Z-up, left/right-handed)
- Used by `Mesh` class for local-to-world transformations
### PredEngineTrait
Provides physics/ballistics specific to an engine:
- Gravity vectors
- Coordinate system conventions
- Unit conversions
- Physics parameters
### Available Traits
| Engine | Camera Trait | Mesh Trait | Pred Engine Trait | Constants | Formulas |
|--------|--------------|------------|-------------------|-----------|----------|
| Source Engine | ✓ | ✓ | ✓ | ✓ | ✓ |
| Unity Engine | ✓ | ✓ | ✓ | ✓ | ✓ |
| Unreal Engine | ✓ | ✓ | ✓ | ✓ | ✓ |
| Frostbite | ✓ | ✓ | ✓ | ✓ | ✓ |
| IW Engine | ✓ | ✓ | ✓ | ✓ | ✓ |
| OpenGL | ✓ | ✓ | ✓ | ✓ | ✓ |
**Documentation:**
- See `docs/engines/<engine_name>/` for detailed per-engine docs
- Each engine has separate docs for camera_trait, mesh_trait, pred_engine_trait, constants, and formulas
---
## Utility Functions
### Color
```cpp
struct Color {
uint8_t r, g, b, a;
// Conversions
static Color from_hsv(float h, float s, float v);
static Color from_hex(uint32_t hex);
uint32_t to_hex() const;
// Blending
Color blend(const Color& other, float t) const;
};
```
### Pattern Scanning
**Binary pattern search with wildcards:**
```cpp
// Pattern with wildcards (?? = any byte)
PatternView pattern{"48 8B 05 ?? ?? ?? ?? 48 85 C0"};
// Scan memory
auto result = pattern_scan(memory_buffer, pattern);
if (result) {
std::cout << "Found at offset: " << result->offset << "\n";
}
```
**PE file scanning:**
```cpp
PEPatternScanner scanner("target.exe");
if (auto addr = scanner.scan_pattern(pattern)) {
std::cout << "Found at RVA: " << *addr << "\n";
}
```
### Reverse Engineering
**External memory access:**
```cpp
ExternalRevObject process("game.exe");
Vector3<float> position = process.read<Vector3<float>>(address);
process.write(address, new_position);
```
**Internal memory access:**
```cpp
InternalRevObject memory;
auto value = memory.read<float>(address);
memory.write(address, new_value);
```
---
## Concepts and Constraints
OMath uses C++20 concepts for type safety:
```cpp
template<class T>
concept Arithmetic = std::is_arithmetic_v<T>;
template<class EngineTrait>
concept CameraEngineConcept = requires(EngineTrait t) {
{ t.calc_look_at_angle(...) } -> /* returns angles */;
{ t.calc_view_matrix(...) } -> /* returns matrix */;
{ t.calc_projection_matrix(...) } -> /* returns matrix */;
};
```
---
## Error Handling
OMath uses modern C++ error handling:
### std::expected (C++23)
```cpp
std::expected<Angle<...>, Vector3Error>
angle_between(const Vector3& other) const;
if (auto angle = v1.angle_between(v2)) {
// Success: use *angle
} else {
// Error: angle.error() gives Vector3Error
}
```
### std::optional
```cpp
std::optional<Vector2<float>>
world_to_screen(const Vector3<float>& world);
if (auto screen = camera.world_to_screen(pos)) {
// Success: use screen->x, screen->y
} else {
// Point not visible
}
```
### Error Codes
```cpp
enum class ProjectionError {
SUCCESS = 0,
POINT_BEHIND_CAMERA,
INVALID_VIEWPORT,
// ...
};
```
---
## Performance Considerations
### constexpr Support
Most operations are `constexpr` where possible:
```cpp
constexpr Vector3<float> v{1, 2, 3};
constexpr auto len_sq = v.length_sqr(); // Computed at compile time
```
### AVX2 Optimizations
Use AVX2 variants when available:
```cpp
// Standard: portable but slower
ProjPredEngineLegacy legacy_engine;
// AVX2: 2-4x faster on modern CPUs
ProjPredEngineAVX2 fast_engine;
```
**When to use AVX2:**
- Modern Intel/AMD processors (2013+)
- Performance-critical paths
- Batch operations
**When to use Legacy:**
- Older processors
- ARM platforms
- Guaranteed compatibility
### Cache Efficiency
```cpp
// Good: contiguous storage
std::vector<Vector3<float>> positions;
// Good: structure of arrays for SIMD
struct Particles {
std::vector<float> x, y, z;
};
```
---
## Platform Support
| Platform | Support | Notes |
|----------|---------|-------|
| Windows | ✓ | MSVC, Clang, GCC |
| Linux | ✓ | GCC, Clang |
| macOS | ✓ | Clang |
**Minimum requirements:**
- C++20 compiler
- C++23 recommended for `std::expected`
---
## Thread Safety
- **Vector/Matrix types**: Thread-safe (immutable operations)
- **Camera**: Not thread-safe (mutable state)
- **Pattern scanning**: Thread-safe (read-only operations)
- **Memory access**: Depends on OS/process synchronization
**Thread-safe example:**
```cpp
// Safe: each thread gets its own camera
std::vector<std::thread> threads;
for (int i = 0; i < num_threads; ++i) {
threads.emplace_back([i]() {
Camera camera = /* create camera */;
// Use camera in this thread
});
}
```
---
## Best Practices
### 1. Use Type Aliases
```cpp
using Vec3f = omath::Vector3<float>;
using Mat4 = omath::Mat4X4;
```
### 2. Prefer constexpr When Possible
```cpp
constexpr auto compute_at_compile_time() {
Vector3<float> v{1, 2, 3};
return v.length_sqr();
}
```
### 3. Check Optional/Expected Results
```cpp
// Good
if (auto result = camera.world_to_screen(pos)) {
use(*result);
}
// Bad - may crash
auto result = camera.world_to_screen(pos);
use(result->x); // Undefined behavior if nullopt
```
### 4. Use Engine-Specific Types
```cpp
// Good: uses correct coordinate system
using namespace omath::source_engine;
Camera camera = /* ... */;
// Bad: mixing engine types
using UnityCamera = omath::unity_engine::Camera;
using SourceAngles = omath::source_engine::ViewAngles;
UnityCamera camera{pos, SourceAngles{}}; // Wrong!
```
---
## See Also
- [Getting Started Guide](getting_started.md)
- [Installation Instructions](install.md)
- [Examples Directory](../examples/)
- Individual module documentation in respective folders
---
*Last updated: 13 Nov 2025*

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# Best Practices
Guidelines for using OMath effectively and avoiding common pitfalls.
---
## Code Organization
### Use Type Aliases
Define clear type aliases for commonly used types:
```cpp
// Good: Clear and concise
using Vec3f = omath::Vector3<float>;
using Vec2f = omath::Vector2<float>;
using Mat4 = omath::Mat4X4;
Vec3f position{1.0f, 2.0f, 3.0f};
```
```cpp
// Avoid: Verbose and repetitive
omath::Vector3<float> position{1.0f, 2.0f, 3.0f};
omath::Vector3<float> velocity{0.0f, 0.0f, 0.0f};
```
### Namespace Usage
Be selective with `using namespace`:
```cpp
// Good: Specific namespace for your engine
using namespace omath::source_engine;
// Good: Import specific types
using omath::Vector3;
using omath::Vector2;
// Avoid: Too broad
using namespace omath; // Imports everything
```
### Include What You Use
```cpp
// Good: Include specific headers
#include <omath/linear_algebra/vector3.hpp>
#include <omath/projection/camera.hpp>
// Okay for development
#include <omath/omath.hpp>
// Production: Include only what you need
// to reduce compile times
```
---
## Error Handling
### Always Check Optional Results
```cpp
// Good: Check before using
if (auto screen = camera.world_to_screen(world_pos)) {
draw_at(screen->x, screen->y);
} else {
// Handle point not visible
}
// Bad: Unchecked access can crash
auto screen = camera.world_to_screen(world_pos);
draw_at(screen->x, screen->y); // Undefined behavior if nullopt!
```
### Handle Expected Errors
```cpp
// Good: Handle error case
if (auto angle = v1.angle_between(v2)) {
use_angle(*angle);
} else {
switch (angle.error()) {
case Vector3Error::IMPOSSIBLE_BETWEEN_ANGLE:
// Handle zero-length vector
break;
}
}
// Bad: Assume success
auto angle = v1.angle_between(v2);
use_angle(*angle); // Throws if error!
```
### Validate Inputs
```cpp
// Good: Validate before expensive operations
bool is_valid_projectile(const Projectile& proj) {
return proj.speed > 0.0f &&
std::isfinite(proj.speed) &&
std::isfinite(proj.origin.length());
}
if (is_valid_projectile(proj) && is_valid_target(target)) {
auto aim = engine.maybe_calculate_aim_point(proj, target);
}
```
---
## Performance
### Use constexpr When Possible
```cpp
// Good: Computed at compile time
constexpr Vector3<float> gravity{0.0f, 0.0f, -9.81f};
constexpr float max_range = 1000.0f;
constexpr float max_range_sq = max_range * max_range;
// Use in runtime calculations
if (position.length_sqr() < max_range_sq) {
// ...
}
```
### Prefer Squared Distance
```cpp
// Good: Avoids expensive sqrt
constexpr float max_dist_sq = 100.0f * 100.0f;
for (const auto& entity : entities) {
if (entity.pos.distance_to_sqr(player_pos) < max_dist_sq) {
// Process nearby entity
}
}
// Avoid: Unnecessary sqrt calls
constexpr float max_dist = 100.0f;
for (const auto& entity : entities) {
if (entity.pos.distance_to(player_pos) < max_dist) {
// More expensive
}
}
```
### Cache Expensive Calculations
```cpp
// Good: Update camera once per frame
void update_frame() {
camera.update(current_position, current_angles);
// All projections use cached matrices
for (const auto& entity : entities) {
if (auto screen = camera.world_to_screen(entity.pos)) {
draw_entity(screen->x, screen->y);
}
}
}
// Bad: Camera recreated each call
for (const auto& entity : entities) {
Camera cam(pos, angles, viewport, fov, near, far); // Expensive!
auto screen = cam.world_to_screen(entity.pos);
}
```
### Choose the Right Engine
```cpp
// Good: Use AVX2 when available
#ifdef __AVX2__
using Engine = ProjPredEngineAVX2;
#else
using Engine = ProjPredEngineLegacy;
#endif
Engine prediction_engine;
// Or runtime detection
Engine* create_best_engine() {
if (cpu_supports_avx2()) {
return new ProjPredEngineAVX2();
}
return new ProjPredEngineLegacy();
}
```
### Minimize Allocations
```cpp
// Good: Reuse vectors
std::vector<Vector3<float>> positions;
positions.reserve(expected_count);
// In loop
positions.clear(); // Doesn't deallocate
for (...) {
positions.push_back(compute_position());
}
// Bad: Allocate every time
for (...) {
std::vector<Vector3<float>> positions; // Allocates each iteration
// ...
}
```
---
## Type Safety
### Use Strong Angle Types
```cpp
// Good: Type-safe angles
PitchAngle pitch = PitchAngle::from_degrees(45.0f);
YawAngle yaw = YawAngle::from_degrees(90.0f);
ViewAngles angles{pitch, yaw, RollAngle::from_degrees(0.0f)};
// Bad: Raw floats lose safety
float pitch = 45.0f; // No range checking
float yaw = 90.0f; // Can go out of bounds
```
### Match Engine Types
```cpp
// Good: Use matching types from same engine
using namespace omath::source_engine;
Camera camera = /* ... */;
ViewAngles angles = /* ... */;
// Bad: Mixing engine types
using UnityCamera = omath::unity_engine::Camera;
using SourceAngles = omath::source_engine::ViewAngles;
UnityCamera camera{pos, SourceAngles{}, ...}; // May cause issues!
```
### Template Type Parameters
```cpp
// Good: Explicit and clear
Vector3<float> position;
Vector3<double> high_precision_pos;
// Okay: Use default float
Vector3<> position; // Defaults to float
// Avoid: Mixing types unintentionally
Vector3<float> a;
Vector3<double> b;
auto result = a + b; // Type mismatch!
```
---
## Testing & Validation
### Test Edge Cases
```cpp
void test_projection() {
Camera camera = setup_camera();
// Test normal case
assert(camera.world_to_screen({100, 100, 100}).has_value());
// Test edge cases
assert(!camera.world_to_screen({0, 0, -100}).has_value()); // Behind
assert(!camera.world_to_screen({1e10, 0, 0}).has_value()); // Too far
// Test boundaries
Vector3<float> at_near{0, 0, camera.near_plane() + 0.1f};
assert(camera.world_to_screen(at_near).has_value());
}
```
### Validate Assumptions
```cpp
void validate_game_data() {
// Validate FOV
float fov = read_game_fov();
assert(fov > 1.0f && fov < 179.0f);
// Validate positions
Vector3<float> pos = read_player_position();
assert(std::isfinite(pos.x));
assert(std::isfinite(pos.y));
assert(std::isfinite(pos.z));
// Validate viewport
ViewPort vp = read_viewport();
assert(vp.width > 0 && vp.height > 0);
}
```
### Use Assertions
```cpp
// Good: Catch errors early in development
void shoot_projectile(const Projectile& proj) {
assert(proj.speed > 0.0f && "Projectile speed must be positive");
assert(std::isfinite(proj.origin.length()) && "Invalid projectile origin");
// Continue with logic
}
// Add debug-only checks
#ifndef NDEBUG
if (!is_valid_input(data)) {
std::cerr << "Warning: Invalid input detected\n";
}
#endif
```
---
## Memory & Resources
### RAII for Resources
```cpp
// Good: Automatic cleanup
class GameOverlay {
Camera camera_;
std::vector<Entity> entities_;
public:
GameOverlay(/* ... */) : camera_(/* ... */) {
entities_.reserve(1000);
}
// Resources cleaned up automatically
~GameOverlay() = default;
};
```
### Avoid Unnecessary Copies
```cpp
// Good: Pass by const reference
void draw_entities(const std::vector<Vector3<float>>& positions) {
for (const auto& pos : positions) {
// Process position
}
}
// Bad: Copies entire vector
void draw_entities(std::vector<Vector3<float>> positions) {
// Expensive copy!
}
// Good: Move when transferring ownership
std::vector<Vector3<float>> compute_positions();
auto positions = compute_positions(); // Move, not copy
```
### Use Structured Bindings
```cpp
// Good: Clear and concise
if (auto [success, screen_pos] = try_project(world_pos); success) {
draw_at(screen_pos.x, screen_pos.y);
}
// Good: Decompose results
auto [x, y, z] = position.as_tuple();
```
---
## Documentation
### Document Assumptions
```cpp
// Good: Clear documentation
/**
* Projects world position to screen space.
*
* @param world_pos Position in world coordinates (meters)
* @return Screen position if visible, nullopt if behind camera or out of view
*
* @note Assumes camera.update() was called this frame
* @note Screen coordinates are in viewport space [0, width] x [0, height]
*/
std::optional<Vector2<float>> project(const Vector3<float>& world_pos);
```
### Explain Non-Obvious Code
```cpp
// Good: Explain the math
// Use squared distance to avoid expensive sqrt
// max_range = 100.0 → max_range_sq = 10000.0
constexpr float max_range_sq = 100.0f * 100.0f;
if (dist_sq < max_range_sq) {
// Entity is in range
}
// Explain engine-specific quirks
// Source Engine uses Z-up coordinates, but angles are in degrees
// Pitch: [-89, 89], Yaw: [-180, 180], Roll: [-180, 180]
ViewAngles angles{pitch, yaw, roll};
```
---
## Debugging
### Add Debug Visualization
```cpp
#ifndef NDEBUG
void debug_draw_projection() {
// Draw camera frustum
draw_frustum(camera);
// Draw world axes
draw_line({0,0,0}, {100,0,0}, Color::Red); // X
draw_line({0,0,0}, {0,100,0}, Color::Green); // Y
draw_line({0,0,0}, {0,0,100}, Color::Blue); // Z
// Draw projected points
for (const auto& entity : entities) {
if (auto screen = camera.world_to_screen(entity.pos)) {
draw_cross(screen->x, screen->y);
}
}
}
#endif
```
### Log Important Values
```cpp
void debug_projection_failure(const Vector3<float>& pos) {
std::cerr << "Projection failed for position: "
<< pos.x << ", " << pos.y << ", " << pos.z << "\n";
auto view_matrix = camera.get_view_matrix();
std::cerr << "View matrix:\n";
// Print matrix...
std::cerr << "Camera position: "
<< camera.position().x << ", "
<< camera.position().y << ", "
<< camera.position().z << "\n";
}
```
### Use Debug Builds
```cmake
# CMakeLists.txt
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
target_compile_definitions(your_target PRIVATE
DEBUG_PROJECTION=1
VALIDATE_INPUTS=1
)
endif()
```
```cpp
#ifdef DEBUG_PROJECTION
std::cout << "Projecting: " << world_pos << "\n";
#endif
#ifdef VALIDATE_INPUTS
assert(std::isfinite(world_pos.length()));
#endif
```
---
## Platform Considerations
### Cross-Platform Code
```cpp
// Good: Platform-agnostic
constexpr float PI = 3.14159265359f;
// Avoid: Platform-specific
#ifdef _WIN32
// Windows-only code
#endif
```
### Handle Different Compilers
```cpp
// Good: Compiler-agnostic
#if defined(_MSC_VER)
// MSVC-specific
#elif defined(__GNUC__)
// GCC/Clang-specific
#endif
// Use OMath's built-in compatibility
// It handles compiler differences automatically
```
---
## Summary
**Key principles:**
1. **Safety first**: Always check optional/expected results
2. **Performance matters**: Use constexpr, avoid allocations, cache results
3. **Type safety**: Use strong types, match engine types
4. **Clear code**: Use aliases, document assumptions, explain non-obvious logic
5. **Test thoroughly**: Validate inputs, test edge cases, add assertions
6. **Debug effectively**: Add visualization, log values, use debug builds
---
## See Also
- [Troubleshooting Guide](troubleshooting.md)
- [FAQ](faq.md)
- [API Overview](api_overview.md)
- [Tutorials](tutorials.md)
---
*Last updated: 1 Nov 2025*

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# `omath::collision::Epa` — Expanding Polytope Algorithm for penetration depth
> Header: `omath/collision/epa_algorithm.hpp`
> Namespace: `omath::collision`
> Depends on: `Simplex<VertexType>`, collider types with `find_abs_furthest_vertex` method
> Algorithm: **EPA** (Expanding Polytope Algorithm) for penetration depth and contact normal
---
## Overview
The **EPA (Expanding Polytope Algorithm)** calculates the **penetration depth** and **separation normal** between two intersecting convex shapes. It is typically used as a follow-up to the GJK algorithm after a collision has been detected.
EPA takes a 4-point simplex containing the origin (from GJK) and iteratively expands it to find the point on the Minkowski difference closest to the origin. This point gives both:
* **Depth**: minimum translation distance to separate the shapes
* **Normal**: direction of separation (pointing from shape B to shape A)
`Epa` is a template class working with any collider type that implements the support function interface.
---
## `Epa::Result`
```cpp
struct Result final {
bool success{false}; // true if EPA converged
Vertex normal{}; // outward normal (from B to A)
float depth{0.0f}; // penetration depth
int iterations{0}; // number of iterations performed
int num_vertices{0}; // final polytope vertex count
int num_faces{0}; // final polytope face count
};
```
### Fields
* `success``true` if EPA successfully computed depth and normal; `false` if it failed to converge
* `normal` — unit vector pointing from shape B toward shape A (separation direction)
* `depth` — minimum distance to move shape A along `normal` to separate the shapes
* `iterations` — actual iteration count (useful for performance tuning)
* `num_vertices`, `num_faces` — final polytope size (for diagnostics)
---
## `Epa::Params`
```cpp
struct Params final {
int max_iterations{64}; // maximum iterations before giving up
float tolerance{1e-4f}; // absolute tolerance on distance growth
};
```
### Fields
* `max_iterations` — safety limit to prevent infinite loops (default 64)
* `tolerance` — convergence threshold: stop when distance grows less than this (default 1e-4)
---
## `Epa` Template Class
```cpp
template<class ColliderType>
class Epa final {
public:
using Vertex = typename ColliderType::VertexType;
static_assert(EpaVector<Vertex>, "VertexType must satisfy EpaVector concept");
// Solve for penetration depth and normal
[[nodiscard]]
static Result solve(
const ColliderType& a,
const ColliderType& b,
const Simplex<Vertex>& simplex,
const Params params = {}
);
};
```
### Precondition
The `simplex` parameter must:
* Have exactly 4 points (`simplex.size() == 4`)
* Contain the origin (i.e., be a valid GJK result with `hit == true`)
Violating this precondition leads to undefined behavior.
---
## Collider Requirements
Any type used as `ColliderType` must provide:
```cpp
// Type alias for vertex type (typically Vector3<float>)
using VertexType = /* ... */;
// Find the farthest point in world space along the given direction
[[nodiscard]]
VertexType find_abs_furthest_vertex(const VertexType& direction) const;
```
---
## Algorithm Details
### Expanding Polytope
EPA maintains a convex polytope (polyhedron) in Minkowski difference space `A - B`. Starting from the 4-point tetrahedron (simplex from GJK), it repeatedly:
1. **Find closest face** to the origin
2. **Support query** in the direction of the face normal
3. **Expand polytope** by adding the new support point
4. **Update faces** to maintain convexity
The algorithm terminates when:
* **Convergence**: the distance from origin to polytope stops growing (within tolerance)
* **Max iterations**: safety limit reached
* **Failure cases**: degenerate polytope or numerical issues
### Minkowski Difference
Like GJK, EPA operates in Minkowski difference space where `point = a - b` for points in shapes A and B. The closest point on this polytope to the origin gives the minimum separation.
### Face Winding
Faces are stored with outward-pointing normals. The algorithm uses a priority queue to efficiently find the face closest to the origin.
---
## Vertex Type Requirements
The `VertexType` must satisfy the `EpaVector` concept:
```cpp
template<class V>
concept EpaVector = requires(const V& a, const V& b, float s) {
{ a - b } -> std::same_as<V>;
{ a.cross(b) } -> std::same_as<V>;
{ a.dot(b) } -> std::same_as<float>;
{ -a } -> std::same_as<V>;
{ a * s } -> std::same_as<V>;
{ a / s } -> std::same_as<V>;
};
```
`omath::Vector3<float>` satisfies this concept.
---
## Usage Examples
### Basic EPA Usage
```cpp
using namespace omath::collision;
using namespace omath::source_engine;
// First, run GJK to detect collision
MeshCollider<Mesh> collider_a(mesh_a);
MeshCollider<Mesh> collider_b(mesh_b);
auto gjk_result = GjkAlgorithm<MeshCollider<Mesh>>::check_collision(
collider_a,
collider_b
);
if (gjk_result.hit) {
// Collision detected, use EPA to get penetration info
auto epa_result = Epa<MeshCollider<Mesh>>::solve(
collider_a,
collider_b,
gjk_result.simplex
);
if (epa_result.success) {
std::cout << "Penetration depth: " << epa_result.depth << "\n";
std::cout << "Separation normal: "
<< "(" << epa_result.normal.x << ", "
<< epa_result.normal.y << ", "
<< epa_result.normal.z << ")\n";
// Apply separation: move A away from B
Vector3<float> correction = epa_result.normal * epa_result.depth;
mesh_a.set_origin(mesh_a.get_origin() + correction);
}
}
```
### Custom Parameters
```cpp
// Use custom convergence settings
Epa<Collider>::Params params;
params.max_iterations = 128; // Allow more iterations for complex shapes
params.tolerance = 1e-5f; // Tighter tolerance for more accuracy
auto result = Epa<Collider>::solve(a, b, simplex, params);
```
### Physics Integration
```cpp
void resolve_collision(PhysicsBody& body_a, PhysicsBody& body_b) {
auto gjk_result = GjkAlgorithm<Collider>::check_collision(
body_a.collider, body_b.collider
);
if (!gjk_result.hit)
return; // No collision
auto epa_result = Epa<Collider>::solve(
body_a.collider,
body_b.collider,
gjk_result.simplex
);
if (epa_result.success) {
// Separate bodies
float mass_sum = body_a.mass + body_b.mass;
float ratio_a = body_b.mass / mass_sum;
float ratio_b = body_a.mass / mass_sum;
body_a.position += epa_result.normal * (epa_result.depth * ratio_a);
body_b.position -= epa_result.normal * (epa_result.depth * ratio_b);
// Apply collision response
apply_impulse(body_a, body_b, epa_result.normal);
}
}
```
---
## Performance Characteristics
* **Time complexity**: O(k × f) where k is iterations and f is faces per iteration (typically f grows slowly)
* **Space complexity**: O(n) where n is the number of polytope vertices (typically < 100)
* **Typical iterations**: 4-20 for most collisions
* **Worst case**: 64 iterations (configurable limit)
### Performance Tips
1. **Adjust max_iterations**: Balance accuracy vs. performance for your use case
2. **Tolerance tuning**: Larger tolerance = faster convergence but less accurate
3. **Shape complexity**: Simpler shapes (fewer faces) converge faster
4. **Deep penetrations**: Require more iterations; consider broad-phase separation
---
## Limitations & Edge Cases
* **Requires valid simplex**: Must be called with a 4-point simplex containing the origin (from successful GJK)
* **Convex shapes only**: Like GJK, EPA only works with convex colliders
* **Convergence failure**: Can fail to converge for degenerate or very thin shapes (check `result.success`)
* **Numerical precision**: Extreme scale differences or very small shapes may cause issues
* **Deep penetration**: Very deep intersections may require many iterations or fail to converge
### Error Handling
```cpp
auto result = Epa<Collider>::solve(a, b, simplex);
if (!result.success) {
// EPA failed to converge
// Fallback options:
// 1. Use a default separation (e.g., axis between centers)
// 2. Increase max_iterations and retry
// 3. Log a warning and skip this collision
std::cerr << "EPA failed after " << result.iterations << " iterations\n";
}
```
---
## Theory & Background
### Why EPA after GJK?
GJK determines **if** shapes intersect but doesn't compute penetration depth. EPA extends GJK's final simplex to find the exact depth and normal needed for:
* **Collision response** — separating objects realistically
* **Contact manifolds** — generating contact points for physics
* **Constraint solving** — iterative physics solvers
### Comparison with SAT
| Feature | EPA | SAT (Separating Axis Theorem) |
|---------|-----|-------------------------------|
| Works with | Any convex shape | Polytopes (faces/edges) |
| Penetration depth | Yes | Yes |
| Complexity | Iterative | Per-axis projection |
| Best for | General convex | Boxes, prisms |
| Typical speed | Moderate | Fast (few axes) |
EPA is more general; SAT is faster for axis-aligned shapes.
---
## Implementation Details
The EPA implementation in OMath:
* Uses a **priority queue** to efficiently find the closest face
* Maintains face winding for consistent normals
* Handles **edge cases**: degenerate faces, numerical instability
* Prevents infinite loops with iteration limits
* Returns detailed diagnostics (iteration count, polytope size)
---
## See Also
- [GJK Algorithm Documentation](gjk_algorithm.md) - Collision detection (required before EPA)
- [Simplex Documentation](simplex.md) - Input simplex structure
- [MeshCollider Documentation](mesh_collider.md) - Mesh-based collider
- [Mesh Documentation](../3d_primitives/mesh.md) - Mesh primitive
- [Tutorials - Collision Detection](../tutorials.md#tutorial-4-collision-detection) - Complete collision tutorial
- [API Overview](../api_overview.md) - High-level API reference
---
*Last updated: 13 Nov 2025*

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# `omath::collision::GjkAlgorithm` — Gilbert-Johnson-Keerthi collision detection
> Header: `omath/collision/gjk_algorithm.hpp`
> Namespace: `omath::collision`
> Depends on: `Simplex<VertexType>`, collider types with `find_abs_furthest_vertex` method
> Algorithm: **GJK** (Gilbert-Johnson-Keerthi) for convex shape collision detection
---
## Overview
The **GJK algorithm** determines whether two convex shapes intersect by iteratively constructing a simplex in Minkowski difference space. The algorithm is widely used in physics engines and collision detection systems due to its efficiency and robustness.
`GjkAlgorithm` is a template class that works with any collider type implementing the required support function interface:
* `find_abs_furthest_vertex(direction)` — returns the farthest point in the collider along the given direction.
The algorithm returns a `GjkHitInfo` containing:
* `hit` — boolean indicating whether the shapes intersect
* `simplex` — a 4-point simplex containing the origin (valid only when `hit == true`)
---
## `GjkHitInfo`
```cpp
template<class VertexType>
struct GjkHitInfo final {
bool hit{false}; // true if collision detected
Simplex<VertexType> simplex; // 4-point simplex (valid only if hit == true)
};
```
The `simplex` field is only meaningful when `hit == true` and contains 4 points. This simplex can be passed to the EPA algorithm for penetration depth calculation.
---
## `GjkAlgorithm`
```cpp
template<class ColliderType>
class GjkAlgorithm final {
using VertexType = typename ColliderType::VertexType;
public:
// Find support vertex in Minkowski difference
[[nodiscard]]
static VertexType find_support_vertex(
const ColliderType& collider_a,
const ColliderType& collider_b,
const VertexType& direction
);
// Check if two convex shapes intersect
[[nodiscard]]
static GjkHitInfo<VertexType> check_collision(
const ColliderType& collider_a,
const ColliderType& collider_b
);
};
```
---
## Collider Requirements
Any type used as `ColliderType` must provide:
```cpp
// Type alias for vertex type (typically Vector3<float>)
using VertexType = /* ... */;
// Find the farthest point in world space along the given direction
[[nodiscard]]
VertexType find_abs_furthest_vertex(const VertexType& direction) const;
```
Common collider types:
* `MeshCollider<MeshType>` — for arbitrary triangle meshes
* Custom colliders for spheres, boxes, capsules, etc.
---
## Algorithm Details
### Minkowski Difference
GJK operates in the **Minkowski difference** space `A - B`, where a point in this space represents the difference between points in shapes A and B. The shapes intersect if and only if the origin lies within this Minkowski difference.
### Support Function
The support function finds the point in the Minkowski difference farthest along a given direction:
```cpp
support(A, B, dir) = A.furthest(dir) - B.furthest(-dir)
```
This is computed by `find_support_vertex`.
### Simplex Iteration
The algorithm builds a simplex incrementally:
1. Start with an initial direction (typically vector between shape centers)
2. Add support vertices in directions that move the simplex toward the origin
3. Simplify the simplex to keep only points closest to the origin
4. Repeat until either:
* Origin is contained (collision detected, returns 4-point simplex)
* No progress can be made (no collision)
Maximum 64 iterations are performed to prevent infinite loops in edge cases.
---
## Usage Examples
### Basic Collision Check
```cpp
using namespace omath::collision;
using namespace omath::source_engine;
// Create mesh colliders
Mesh mesh_a = /* ... */;
Mesh mesh_b = /* ... */;
MeshCollider collider_a(mesh_a);
MeshCollider collider_b(mesh_b);
// Check for collision
auto result = GjkAlgorithm<MeshCollider<Mesh>>::check_collision(
collider_a,
collider_b
);
if (result.hit) {
std::cout << "Collision detected!\n";
// Can pass result.simplex to EPA for penetration depth
}
```
### Combined with EPA
```cpp
auto gjk_result = GjkAlgorithm<Collider>::check_collision(a, b);
if (gjk_result.hit) {
// Get penetration depth and normal using EPA
auto epa_result = Epa<Collider>::solve(
a, b, gjk_result.simplex
);
if (epa_result.success) {
std::cout << "Penetration depth: " << epa_result.depth << "\n";
std::cout << "Separation normal: " << epa_result.normal << "\n";
}
}
```
---
## Performance Characteristics
* **Time complexity**: O(k) where k is the number of iterations (typically < 20 for most cases)
* **Space complexity**: O(1) — only stores a 4-point simplex
* **Best case**: 4-8 iterations for well-separated objects
* **Worst case**: 64 iterations (hard limit)
* **Cache efficient**: operates on small fixed-size data structures
### Optimization Tips
1. **Initial direction**: Use vector between shape centers for faster convergence
2. **Early exit**: GJK quickly rejects non-intersecting shapes
3. **Warm starting**: Reuse previous simplex for continuous collision detection
4. **Broad phase**: Use spatial partitioning before GJK (AABB trees, grids)
---
## Limitations & Edge Cases
* **Convex shapes only**: GJK only works with convex colliders. For concave shapes, decompose into convex parts or use a mesh collider wrapper.
* **Degenerate simplices**: The algorithm handles degenerate cases, but numerical precision can cause issues with very thin or flat shapes.
* **Iteration limit**: Hard limit of 64 iterations prevents infinite loops but may miss collisions in extreme cases.
* **Zero-length directions**: The simplex update logic guards against zero-length vectors, returning safe fallbacks.
---
## Vertex Type Requirements
The `VertexType` must satisfy the `GjkVector` concept (defined in `simplex.hpp`):
```cpp
template<class V>
concept GjkVector = requires(const V& a, const V& b) {
{ -a } -> std::same_as<V>;
{ a - b } -> std::same_as<V>;
{ a.cross(b) } -> std::same_as<V>;
{ a.point_to_same_direction(b) } -> std::same_as<bool>;
};
```
`omath::Vector3<float>` satisfies this concept.
---
## See Also
- [EPA Algorithm Documentation](epa_algorithm.md) - Penetration depth calculation
- [Simplex Documentation](simplex.md) - Simplex data structure
- [MeshCollider Documentation](mesh_collider.md) - Mesh-based collider
- [Mesh Documentation](../3d_primitives/mesh.md) - Mesh primitive
- [LineTracer Documentation](line_tracer.md) - Ray-triangle intersection
- [Tutorials - Collision Detection](../tutorials.md#tutorial-4-collision-detection) - Complete collision tutorial
---
*Last updated: 13 Nov 2025*

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# `omath::collision::Ray` & `LineTracer` — RayTriangle intersection (MöllerTrumbore)
> Headers: your projects `ray.hpp` (includes `omath/linear_algebra/triangle.hpp`, `omath/linear_algebra/vector3.hpp`)
> Namespace: `omath::collision`
> Depends on: `omath::Vector3<float>`, `omath::Triangle<Vector3<float>>`
> Algorithm: **MöllerTrumbore** raytriangle intersection (no allocation)
---
## Overview
These types provide a minimal, fast path to test and compute intersections between a **ray or line segment** and a **single triangle**:
* `Ray` — start/end points plus a flag to treat the ray as **infinite** (half-line) or a **finite segment**.
* `LineTracer` — static helpers:
* `can_trace_line(ray, triangle)``true` if they intersect.
* `get_ray_hit_point(ray, triangle)` → the hit point (precondition: intersection exists).
---
## `Ray`
```cpp
class Ray {
public:
omath::Vector3<float> start; // ray origin
omath::Vector3<float> end; // end point (for finite segment) or a point along the direction
bool infinite_length = false;
[[nodiscard]] omath::Vector3<float> direction_vector() const noexcept;
[[nodiscard]] omath::Vector3<float> direction_vector_normalized() const noexcept;
};
```
### Semantics
* **Direction**: `direction_vector() == end - start`.
The normalized variant returns a unit vector (or `{0,0,0}` if the direction length is zero).
* **Extent**:
* `infinite_length == true` → treat as a **semi-infinite ray** from `start` along `direction`.
* `infinite_length == false` → treat as a **closed segment** from `start` to `end`.
> Tip: For an infinite ray that points along some vector `d`, set `end = start + d`.
---
## `LineTracer`
```cpp
class LineTracer {
public:
LineTracer() = delete;
[[nodiscard]]
static bool can_trace_line(
const Ray& ray,
const omath::Triangle<omath::Vector3<float>>& triangle
) noexcept;
// MöllerTrumbore intersection
[[nodiscard]]
static omath::Vector3<float> get_ray_hit_point(
const Ray& ray,
const omath::Triangle<omath::Vector3<float>>& triangle
) noexcept;
};
```
### Behavior & contract
* **Intersection test**: `can_trace_line` returns `true` iff the ray/segment intersects the triangle (within the rays extent).
* **Hit point**: `get_ray_hit_point` **assumes** there is an intersection.
Call **only after** `can_trace_line(...) == true`. Otherwise the result is unspecified.
* **Triangle winding**: Standard MöllerTrumbore works with either winding; no backface culling is implied here.
* **Degenerate inputs**: A zero-length ray or degenerate triangle yields **no hit** under typical MöllerTrumbore tolerances.
---
## Quick examples
### 1) Segment vs triangle
```cpp
using omath::Vector3;
using omath::Triangle;
using omath::collision::Ray;
using omath::collision::LineTracer;
Triangle<Vector3<float>> tri(
Vector3<float>{0, 0, 0},
Vector3<float>{1, 0, 0},
Vector3<float>{0, 1, 0}
);
Ray seg;
seg.start = {0.25f, 0.25f, 1.0f};
seg.end = {0.25f, 0.25f,-1.0f};
seg.infinite_length = false; // finite segment
if (LineTracer::can_trace_line(seg, tri)) {
Vector3<float> hit = LineTracer::get_ray_hit_point(seg, tri);
// use hit
}
```
### 2) Infinite ray
```cpp
Ray ray;
ray.start = {0.5f, 0.5f, 1.0f};
ray.end = ray.start + Vector3<float>{0, 0, -1}; // direction only
ray.infinite_length = true;
bool hit = LineTracer::can_trace_line(ray, tri);
```
---
## Notes & edge cases
* **Normalization**: `direction_vector_normalized()` returns `{0,0,0}` for a zero-length direction (safe, but unusable for tracing).
* **Precision**: The underlying algorithm uses EPS thresholds to reject nearly parallel cases; results near edges can be sensitive to floating-point error. If you need robust edge inclusion/exclusion, document and enforce a policy (e.g., inclusive barycentric range with small epsilon).
* **Hit location**: The point returned by `get_ray_hit_point` lies **on the triangle plane** and within its area by construction (when `can_trace_line` is `true`).
---
## API summary
```cpp
namespace omath::collision {
class Ray {
public:
Vector3<float> start, end;
bool infinite_length = false;
[[nodiscard]] Vector3<float> direction_vector() const noexcept;
[[nodiscard]] Vector3<float> direction_vector_normalized() const noexcept;
};
class LineTracer {
public:
LineTracer() = delete;
[[nodiscard]] static bool can_trace_line(
const Ray&,
const omath::Triangle<omath::Vector3<float>>&
) noexcept;
[[nodiscard]] static Vector3<float> get_ray_hit_point(
const Ray&,
const omath::Triangle<omath::Vector3<float>>&
) noexcept; // precondition: can_trace_line(...) == true
};
} // namespace omath::collision
```
---
## Implementation hints (if you extend it)
* Expose a variant that returns **barycentric coordinates** `(u, v, w)` alongside the hit point to support texture lookup or edge tests.
* Provide an overload returning `std::optional<Vector3<float>>` (or `expected`) for safer one-shot queries without a separate test call.
* If you need backface culling, add a flag or dedicated function (reject hits where the signed distance is negative with respect to triangle normal).
---
## See Also
- [Plane Documentation](../3d_primitives/plane.md) - Ray-plane intersection
- [Box Documentation](../3d_primitives/box.md) - AABB collision detection
- [Triangle Documentation](../linear_algebra/triangle.md) - Triangle primitives
- [Tutorials - Collision Detection](../tutorials.md#tutorial-4-collision-detection) - Complete collision tutorial
- [Getting Started Guide](../getting_started.md) - Quick start with OMath
---
*Last updated: 1 Nov 2025*

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# `omath::collision::MeshCollider` — Convex hull collider for meshes
> Header: `omath/collision/mesh_collider.hpp`
> Namespace: `omath::collision`
> Depends on: `omath::primitives::Mesh`, `omath::Vector3<T>`
> Purpose: wrap a mesh to provide collision detection support for GJK/EPA
---
## Overview
`MeshCollider` wraps a `Mesh` object to provide the **support function** interface required by the GJK and EPA collision detection algorithms. The support function finds the vertex of the mesh farthest along a given direction, which is essential for constructing Minkowski difference simplices.
**Important**: `MeshCollider` assumes the mesh represents a **convex hull**. For non-convex shapes, you must either:
* Decompose into convex parts
* Use the convex hull of the mesh
* Use a different collision detection algorithm
---
## Template Declaration
```cpp
template<class MeshType>
class MeshCollider;
```
### MeshType Requirements
The `MeshType` must be an instantiation of `omath::primitives::Mesh` or provide:
```cpp
struct MeshType {
using NumericType = /* float, double, etc. */;
std::vector<Vector3<NumericType>> m_vertex_buffer;
// Transform vertex from local to world space
Vector3<NumericType> vertex_to_world_space(const Vector3<NumericType>&) const;
};
```
Common types:
* `omath::source_engine::Mesh`
* `omath::unity_engine::Mesh`
* `omath::unreal_engine::Mesh`
* `omath::frostbite_engine::Mesh`
* `omath::iw_engine::Mesh`
* `omath::opengl_engine::Mesh`
---
## Type Aliases
```cpp
using NumericType = typename MeshType::NumericType;
using VertexType = Vector3<NumericType>;
```
* `NumericType` — scalar type (typically `float`)
* `VertexType` — 3D vector type for vertices
---
## Constructor
```cpp
explicit MeshCollider(MeshType mesh);
```
Creates a collider from a mesh. The mesh is **moved** into the collider, so pass by value:
```cpp
omath::source_engine::Mesh my_mesh = /* ... */;
MeshCollider collider(std::move(my_mesh));
```
---
## Methods
### `find_furthest_vertex`
```cpp
[[nodiscard]]
const VertexType& find_furthest_vertex(const VertexType& direction) const;
```
Finds the vertex in the mesh's **local space** that has the maximum dot product with `direction`.
**Algorithm**: Linear search through all vertices (O(n) where n is vertex count).
**Returns**: Const reference to the vertex in `m_vertex_buffer`.
---
### `find_abs_furthest_vertex`
```cpp
[[nodiscard]]
VertexType find_abs_furthest_vertex(const VertexType& direction) const;
```
Finds the vertex farthest along `direction` and transforms it to **world space**. This is the primary method used by GJK/EPA.
**Steps**:
1. Find furthest vertex in local space using `find_furthest_vertex`
2. Transform to world space using `mesh.vertex_to_world_space()`
**Returns**: Vertex position in world coordinates.
**Usage in GJK**:
```cpp
// GJK support function for Minkowski difference
VertexType support = collider_a.find_abs_furthest_vertex(direction)
- collider_b.find_abs_furthest_vertex(-direction);
```
---
## Usage Examples
### Basic Collision Detection
```cpp
using namespace omath::collision;
using namespace omath::source_engine;
// Create meshes with vertex data
std::vector<Vector3<float>> vbo_a = {
{-1, -1, -1}, {1, -1, -1}, {1, 1, -1}, {-1, 1, -1},
{-1, -1, 1}, {1, -1, 1}, {1, 1, 1}, {-1, 1, 1}
};
std::vector<Vector3<std::size_t>> vao_a = /* face indices */;
Mesh mesh_a(vbo_a, vao_a);
mesh_a.set_origin({0, 0, 0});
Mesh mesh_b(vbo_b, vao_b);
mesh_b.set_origin({5, 0, 0}); // Positioned away from mesh_a
// Wrap in colliders
MeshCollider<Mesh> collider_a(std::move(mesh_a));
MeshCollider<Mesh> collider_b(std::move(mesh_b));
// Run GJK
auto result = GjkAlgorithm<MeshCollider<Mesh>>::check_collision(
collider_a, collider_b
);
if (result.hit) {
std::cout << "Collision detected!\n";
}
```
### With EPA for Penetration Depth
```cpp
auto gjk_result = GjkAlgorithm<MeshCollider<Mesh>>::check_collision(
collider_a, collider_b
);
if (gjk_result.hit) {
auto epa_result = Epa<MeshCollider<Mesh>>::solve(
collider_a, collider_b, gjk_result.simplex
);
if (epa_result.success) {
std::cout << "Penetration: " << epa_result.depth << " units\n";
std::cout << "Normal: " << epa_result.normal << "\n";
}
}
```
### Custom Mesh Creation
```cpp
// Create a simple box mesh
std::vector<Vector3<float>> box_vertices = {
{-0.5f, -0.5f, -0.5f}, { 0.5f, -0.5f, -0.5f},
{ 0.5f, 0.5f, -0.5f}, {-0.5f, 0.5f, -0.5f},
{-0.5f, -0.5f, 0.5f}, { 0.5f, -0.5f, 0.5f},
{ 0.5f, 0.5f, 0.5f}, {-0.5f, 0.5f, 0.5f}
};
std::vector<Vector3<std::size_t>> box_indices = {
{0, 1, 2}, {0, 2, 3}, // Front face
{4, 6, 5}, {4, 7, 6}, // Back face
{0, 4, 5}, {0, 5, 1}, // Bottom face
{2, 6, 7}, {2, 7, 3}, // Top face
{0, 3, 7}, {0, 7, 4}, // Left face
{1, 5, 6}, {1, 6, 2} // Right face
};
using namespace omath::source_engine;
Mesh box_mesh(box_vertices, box_indices);
box_mesh.set_origin({10, 0, 0});
box_mesh.set_scale({2, 2, 2});
MeshCollider<Mesh> box_collider(std::move(box_mesh));
```
### Oriented Collision
```cpp
// Create rotated mesh
Mesh mesh(vertices, indices);
mesh.set_origin({5, 5, 5});
mesh.set_scale({1, 1, 1});
// Set rotation (engine-specific angles)
ViewAngles rotation;
rotation.pitch = PitchAngle::from_degrees(45.0f);
rotation.yaw = YawAngle::from_degrees(30.0f);
mesh.set_rotation(rotation);
// Collider automatically handles transformation
MeshCollider<Mesh> collider(std::move(mesh));
// Support function returns world-space vertices
auto support = collider.find_abs_furthest_vertex({0, 1, 0});
```
---
## Performance Considerations
### Linear Search
`find_furthest_vertex` performs a **linear search** through all vertices:
* **Time complexity**: O(n) per support query
* **GJK iterations**: ~10-20 support queries per collision test
* **Total cost**: O(k × n) where k is GJK iterations
For meshes with many vertices (>1000), consider:
* Using simpler proxy geometry (bounding box, convex hull with fewer vertices)
* Pre-computing hierarchical structures
* Using specialized collision shapes when possible
### Caching Opportunities
The implementation uses `std::ranges::max_element`, which is cache-friendly for contiguous vertex buffers. For optimal performance:
* Store vertices contiguously in memory
* Avoid pointer-based or scattered vertex storage
* Consider SoA (Structure of Arrays) layout for SIMD optimization
### World Space Transformation
The `vertex_to_world_space` call involves matrix multiplication:
* **Cost**: ~15-20 floating-point operations per vertex
* **Optimization**: The mesh caches its transformation matrix
* **Update cost**: Only recomputed when origin/rotation/scale changes
---
## Limitations & Edge Cases
### Convex Hull Requirement
**Critical**: GJK/EPA only work with **convex shapes**. If your mesh is concave:
#### Option 1: Convex Decomposition
```cpp
// Decompose concave mesh into convex parts
std::vector<Mesh> convex_parts = decompose_mesh(concave_mesh);
for (const auto& part : convex_parts) {
MeshCollider collider(part);
// Test each part separately
}
```
#### Option 2: Use Convex Hull
```cpp
// Compute convex hull of vertices
auto hull_vertices = compute_convex_hull(mesh.m_vertex_buffer);
Mesh hull_mesh(hull_vertices, hull_indices);
MeshCollider collider(std::move(hull_mesh));
```
#### Option 3: Different Algorithm
Use triangle-based collision (e.g., LineTracer) for true concave support.
### Empty Mesh
Behavior is undefined if `m_vertex_buffer` is empty. Always ensure:
```cpp
assert(!mesh.m_vertex_buffer.empty());
MeshCollider collider(std::move(mesh));
```
### Degenerate Meshes
* **Single vertex**: Treated as a point (degenerates to sphere collision)
* **Two vertices**: Line segment (may cause GJK issues)
* **Coplanar vertices**: Flat mesh; EPA may have convergence issues
**Recommendation**: Use at least 4 non-coplanar vertices for robustness.
---
## Coordinate Systems
`MeshCollider` supports different engine coordinate systems through the `MeshTrait`:
| Engine | Up Axis | Handedness | Rotation Order |
|--------|---------|------------|----------------|
| Source Engine | Z | Right-handed | Pitch/Yaw/Roll |
| Unity | Y | Left-handed | Pitch/Yaw/Roll |
| Unreal | Z | Left-handed | Roll/Pitch/Yaw |
| Frostbite | Y | Right-handed | Pitch/Yaw/Roll |
| IW Engine | Z | Right-handed | Pitch/Yaw/Roll |
| OpenGL | Y | Right-handed | Pitch/Yaw/Roll |
The `vertex_to_world_space` method handles these differences transparently.
---
## Advanced Usage
### Custom Support Function
For specialized collision shapes, implement a custom collider:
```cpp
class SphereCollider {
public:
using VertexType = Vector3<float>;
Vector3<float> center;
float radius;
VertexType find_abs_furthest_vertex(const VertexType& direction) const {
auto normalized = direction.normalized();
return center + normalized * radius;
}
};
// Use with GJK/EPA
auto result = GjkAlgorithm<SphereCollider>::check_collision(sphere_a, sphere_b);
```
### Debugging Support Queries
```cpp
class DebugMeshCollider : public MeshCollider<Mesh> {
public:
using MeshCollider::MeshCollider;
VertexType find_abs_furthest_vertex(const VertexType& direction) const {
auto result = MeshCollider::find_abs_furthest_vertex(direction);
std::cout << "Support query: direction=" << direction
<< " -> vertex=" << result << "\n";
return result;
}
};
```
---
## See Also
- [GJK Algorithm Documentation](gjk_algorithm.md) - Uses `MeshCollider` for collision detection
- [EPA Algorithm Documentation](epa_algorithm.md) - Uses `MeshCollider` for penetration depth
- [Simplex Documentation](simplex.md) - Data structure used by GJK
- [Mesh Documentation](../3d_primitives/mesh.md) - Underlying mesh primitive
- [Tutorials - Collision Detection](../tutorials.md#tutorial-4-collision-detection) - Complete collision tutorial
---
*Last updated: 13 Nov 2025*

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# `omath::collision::Simplex` — Fixed-capacity simplex for GJK/EPA
> Header: `omath/collision/simplex.hpp`
> Namespace: `omath::collision`
> Depends on: `Vector3<float>` (or any type satisfying `GjkVector` concept)
> Purpose: store and manipulate simplices in GJK and EPA algorithms
---
## Overview
`Simplex` is a lightweight container for up to 4 points, used internally by the GJK and EPA collision detection algorithms. A simplex in this context is a geometric shape defined by 1 to 4 vertices:
* **1 point** — a single vertex
* **2 points** — a line segment
* **3 points** — a triangle
* **4 points** — a tetrahedron
The GJK algorithm builds simplices incrementally to detect collisions, and EPA extends a 4-point simplex to compute penetration depth.
---
## Template & Concepts
```cpp
template<GjkVector VectorType = Vector3<float>>
class Simplex final;
```
### `GjkVector` Concept
The vertex type must satisfy:
```cpp
template<class V>
concept GjkVector = requires(const V& a, const V& b) {
{ -a } -> std::same_as<V>;
{ a - b } -> std::same_as<V>;
{ a.cross(b) } -> std::same_as<V>;
{ a.point_to_same_direction(b) } -> std::same_as<bool>;
};
```
`omath::Vector3<float>` satisfies this concept and is the default.
---
## Constructors & Assignment
```cpp
constexpr Simplex() = default;
constexpr Simplex& operator=(std::initializer_list<VectorType> list) noexcept;
```
### Initialization
```cpp
// Empty simplex
Simplex<Vector3<float>> s;
// Initialize with points
Simplex<Vector3<float>> s2;
s2 = {v1, v2, v3}; // 3-point simplex (triangle)
```
**Constraint**: Maximum 4 points. Passing more triggers an assertion in debug builds.
---
## Core Methods
### Adding Points
```cpp
constexpr void push_front(const VectorType& p) noexcept;
```
Inserts a point at the **front** (index 0), shifting existing points back. If the simplex is already at capacity (4 points), the last point is discarded.
**Usage pattern in GJK**:
```cpp
simplex.push_front(new_support_point);
// Now simplex[0] is the newest point
```
### Size & Capacity
```cpp
[[nodiscard]] constexpr std::size_t size() const noexcept;
[[nodiscard]] static constexpr std::size_t capacity = 4;
```
* `size()` — current number of points (0-4)
* `capacity` — maximum points (always 4)
### Element Access
```cpp
[[nodiscard]] constexpr VectorType& operator[](std::size_t index) noexcept;
[[nodiscard]] constexpr const VectorType& operator[](std::size_t index) const noexcept;
```
Access points by index. **No bounds checking** — index must be `< size()`.
```cpp
if (simplex.size() >= 2) {
auto edge = simplex[1] - simplex[0];
}
```
### Iterators
```cpp
[[nodiscard]] constexpr auto begin() noexcept;
[[nodiscard]] constexpr auto end() noexcept;
[[nodiscard]] constexpr auto begin() const noexcept;
[[nodiscard]] constexpr auto end() const noexcept;
```
Standard iterator support for range-based loops:
```cpp
for (const auto& vertex : simplex) {
std::cout << vertex << "\n";
}
```
---
## GJK-Specific Methods
These methods implement the core logic for simplifying simplices in the GJK algorithm.
### `contains_origin`
```cpp
[[nodiscard]] constexpr bool contains_origin() noexcept;
```
Determines if the origin lies within the current simplex. This is the **core GJK test**: if true, the shapes intersect.
* For a **1-point** simplex, always returns `false` (can't contain origin)
* For a **2-point** simplex (line), checks if origin projects onto the segment
* For a **3-point** simplex (triangle), checks if origin projects onto the triangle
* For a **4-point** simplex (tetrahedron), checks if origin is inside
**Side effect**: Simplifies the simplex by removing points not needed to maintain proximity to the origin. After calling, `size()` may have decreased.
**Return value**:
* `true` — origin is contained (collision detected)
* `false` — origin not contained; simplex has been simplified toward origin
### `next_direction`
```cpp
[[nodiscard]] constexpr VectorType next_direction() const noexcept;
```
Computes the next search direction for GJK. This is the direction from the simplex toward the origin, used to query the next support point.
* Must be called **after** `contains_origin()` returns `false`
* Behavior is **undefined** if called when `size() == 0` or when origin is already contained
---
## Usage Examples
### GJK Iteration (Simplified)
```cpp
Simplex<Vector3<float>> simplex;
Vector3<float> direction{1, 0, 0}; // Initial search direction
for (int i = 0; i < 64; ++i) {
// Get support point in current direction
auto support = find_support_vertex(collider_a, collider_b, direction);
// Check if we made progress
if (support.dot(direction) <= 0)
break; // No collision possible
simplex.push_front(support);
// Check if simplex contains origin
if (simplex.contains_origin()) {
// Collision detected!
assert(simplex.size() == 4);
return GjkHitInfo{true, simplex};
}
// Get next search direction
direction = simplex.next_direction();
}
// No collision
return GjkHitInfo{false, {}};
```
### Manual Simplex Construction
```cpp
using Vec3 = Vector3<float>;
Simplex<Vec3> simplex;
simplex = {
Vec3{0.0f, 0.0f, 0.0f},
Vec3{1.0f, 0.0f, 0.0f},
Vec3{0.0f, 1.0f, 0.0f},
Vec3{0.0f, 0.0f, 1.0f}
};
assert(simplex.size() == 4);
// Check if origin is inside this tetrahedron
bool has_collision = simplex.contains_origin();
```
### Iterating Over Points
```cpp
void print_simplex(const Simplex<Vector3<float>>& s) {
std::cout << "Simplex with " << s.size() << " points:\n";
for (std::size_t i = 0; i < s.size(); ++i) {
const auto& p = s[i];
std::cout << " [" << i << "] = ("
<< p.x << ", " << p.y << ", " << p.z << ")\n";
}
}
```
---
## Implementation Details
### Simplex Simplification
The `contains_origin()` method implements different tests based on simplex size:
#### Line Segment (2 points)
Checks if origin projects onto segment `[A, B]`:
* If yes, keeps both points
* If no, keeps only the closer point
#### Triangle (3 points)
Tests the origin against the triangle plane and edges using cross products. Simplifies to:
* The full triangle if origin projects onto its surface
* An edge if origin is closest to that edge
* A single vertex otherwise
#### Tetrahedron (4 points)
Tests origin against all four faces:
* If origin is inside, returns `true` (collision)
* If outside, reduces to the face/edge/vertex closest to origin
### Direction Calculation
The `next_direction()` method computes:
* For **line**: perpendicular from line toward origin
* For **triangle**: perpendicular from triangle toward origin
* Implementation uses cross products and projections to avoid sqrt when possible
---
## Performance Characteristics
* **Storage**: Fixed 4 × `sizeof(VectorType)` + size counter
* **Push front**: O(n) where n is current size (max 4, so effectively O(1))
* **Contains origin**: O(1) for each case (line, triangle, tetrahedron)
* **Next direction**: O(1) — simple cross products and subtractions
* **No heap allocations**: All storage is inline
**constexpr**: All methods are `constexpr`, enabling compile-time usage where feasible.
---
## Edge Cases & Constraints
### Degenerate Simplices
* **Zero-length edges**: Can occur if support points coincide. The algorithm handles this by checking `point_to_same_direction` before divisions.
* **Collinear points**: Triangle simplification detects and handles collinear cases by reducing to a line.
* **Flat tetrahedron**: If the 4th point is coplanar with the first 3, the origin containment test may have reduced precision.
### Assertions
* **Capacity**: `operator=` asserts `list.size() <= 4` in debug builds
* **Index bounds**: No bounds checking in release builds — ensure `index < size()`
### Thread Safety
* **Read-only**: Safe to read from multiple threads
* **Modification**: Not thread-safe; synchronize writes externally
---
## Relationship to GJK & EPA
### In GJK
* Starts empty or with an initial point
* Grows via `push_front` as support points are added
* Shrinks via `contains_origin` as it's simplified
* Once it reaches 4 points and contains origin, GJK succeeds
### In EPA
* Takes a 4-point simplex from GJK as input
* Uses the tetrahedron as the initial polytope
* Does not directly use the `Simplex` class for expansion (EPA maintains a more complex polytope structure)
---
## See Also
- [GJK Algorithm Documentation](gjk_algorithm.md) - Uses `Simplex` for collision detection
- [EPA Algorithm Documentation](epa_algorithm.md) - Takes 4-point `Simplex` as input
- [MeshCollider Documentation](mesh_collider.md) - Provides support function for GJK/EPA
- [Vector3 Documentation](../linear_algebra/vector3.md) - Default vertex type
- [Tutorials - Collision Detection](../tutorials.md#tutorial-4-collision-detection) - Collision tutorial
---
*Last updated: 13 Nov 2025*

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# `omath::frostbite_engine::CameraTrait` — plug-in trait for `projection::Camera`
> Header: `omath/engines/frostbite_engine/traits/camera_trait.hpp` • Impl: `omath/engines/frostbite_engine/traits/camera_trait.cpp`
> Namespace: `omath::frostbite_engine`
> Purpose: provide Frostbite-style **look-at**, **view**, and **projection** math to the generic `omath::projection::Camera` (satisfies `CameraEngineConcept`).
---
## Summary
`CameraTrait` exposes three `static` functions:
* `calc_look_at_angle(origin, look_at)` computes Euler angles so the camera at `origin` looks at `look_at`. Implementation normalizes the direction, computes **pitch** as `-asin(dir.y)` and **yaw** as `atan2(dir.x, dir.z)`; **roll** is `0`. Pitch/yaw are returned using the projects strong angle types (`PitchAngle`, `YawAngle`, `RollAngle`).
* `calc_view_matrix(angles, origin)` delegates to Frostbite formulas `frostbite_engine::calc_view_matrix`, producing a `Mat4X4` view matrix for the given angles and origin.
* `calc_projection_matrix(fov, viewport, near, far)` builds a perspective projection by calling `calc_perspective_projection_matrix(fov_degrees, aspect, near, far)`, where `aspect = viewport.aspect_ratio()`. Accepts `FieldOfView` (degrees).
The traits types (`ViewAngles`, `Mat4X4`, angle aliases) and helpers live in the Frostbite engine math headers included by the trait (`formulas.hpp`) and the shared projection header (`projection/camera.hpp`).
---
## API
```cpp
namespace omath::frostbite_engine {
class CameraTrait final {
public:
// Compute Euler angles (pitch/yaw/roll) to look from cam_origin to look_at.
static ViewAngles
calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept;
// Build view matrix for given angles and origin.
static Mat4X4
calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection from FOV (deg), viewport, near/far.
static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port,
float near, float far) noexcept;
};
} // namespace omath::frostbite_engine
```
Uses: `Vector3<float>`, `ViewAngles` (pitch/yaw/roll), `Mat4X4`, `projection::FieldOfView`, `projection::ViewPort`.
---
## Behavior & conventions
* **Angles from look-at**:
```
dir = normalize(look_at - origin)
pitch = -asin(dir.y) // +Y is up
yaw = atan2(dir.x, dir.z)
roll = 0
```
Returned as `PitchAngle::from_radians(...)`, `YawAngle::from_radians(...)`, etc.
* **View matrix**: built by the Frostbite engine helper `frostbite_engine::calc_view_matrix(angles, origin)` to match the engines handedness and axis conventions.
* **Projection**: uses `calc_perspective_projection_matrix(fov.as_degrees(), viewport.aspect_ratio(), near, far)`. Pass your **vertical FOV** in degrees via `FieldOfView`; the helper computes a standard perspective matrix.
---
## Using with `projection::Camera`
Create a camera whose math is driven by this trait:
```cpp
using Mat4 = Mat4X4; // from Frostbite math headers
using Angs = ViewAngles; // pitch/yaw/roll type
using FBcam = omath::projection::Camera<Mat4, Angs, omath::frostbite_engine::CameraTrait>;
omath::projection::ViewPort vp{1920.f, 1080.f};
auto fov = omath::projection::FieldOfView::from_degrees(70.f);
FBcam cam(
/*position*/ {0.f, 1.7f, -3.f},
/*angles*/ omath::frostbite_engine::CameraTrait::calc_look_at_angle({0,1.7f,-3},{0,1.7f,0}),
/*viewport*/ vp,
/*fov*/ fov,
/*near*/ 0.1f,
/*far*/ 1000.f
);
```
This satisfies `CameraEngineConcept` expected by `projection::Camera` (look-at, view, projection) as declared in the trait header.
---
## Notes & tips
* Ensure your `ViewAngles` aliases (`PitchAngle`, `YawAngle`, `RollAngle`) match the projects angle policy (ranges/normalization). The implementation constructs them **from radians**.
* `aspect_ratio()` is taken directly from `ViewPort` (`width / height`), so keep both positive and non-zero.
* `near` must be > 0 and `< far` for a valid projection matrix (enforced by your math helpers).
---
## See also
* Frostbite math helpers in `omath/engines/frostbite_engine/formulas.hpp` (view/projection builders used above).
* Generic camera wrapper `omath::projection::Camera` and its `CameraEngineConcept` (this trait is designed to plug straight into it).

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Nice! A clean little “types + constants” header. A few quick fixes and polish:
## Issues / suggestions
1. **Mat3X3 alias is wrong**
* You wrote `using Mat3X3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;`
* That should be `Mat<3, 3, ...>`.
2. **`constexpr` globals in a header → make them `inline constexpr`**
* Since this is in a header included by multiple TUs, use `inline constexpr` to avoid ODR/link issues (C++17+).
3. **Consider column-major vs row-major**
* Most game/graphics stacks (GLSL/HLSL, many engines) lean column-major and column vectors. If the rest of your math lib or shaders assume column-major, align these typedefs now to avoid silent transposes later. If row-major is intentional, all good—just be consistent.
4. **Naming consistency**
* If you prefer `k_` prefix, keep it; otherwise consider `kAbsUp`/`ABS_UP` to match your codebases conventions.
5. **`Mat1X3` as a “row vector”**
* If you actually use it as a 3-component vector, consider just `Vector3<float>` (clearer) and reserve `Mat1X3` for real row-vector math.
---
## Tidied version
```cpp
// Created by Vlad on 10/21/2025.
#pragma once
#include "omath/linear_algebra/mat.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <omath/trigonometry/angle.hpp>
#include <omath/trigonometry/view_angles.hpp>
namespace omath::frostbite_engine
{
// Inline to avoid ODR across translation units
inline constexpr Vector3<float> k_abs_up = {0.0f, 1.0f, 0.0f};
inline constexpr Vector3<float> k_abs_right = {1.0f, 0.0f, 0.0f};
inline constexpr Vector3<float> k_abs_forward = {0.0f, 0.0f, 1.0f};
// NOTE: verify row/column major matches the rest of your engine
using Mat4X4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat3X3 = Mat<3, 3, float, MatStoreType::ROW_MAJOR>;
using Mat1X3 = Mat<1, 3, float, MatStoreType::ROW_MAJOR>;
using PitchAngle = Angle<float, -90.0f, 90.0f, AngleFlags::Clamped >;
using YawAngle = Angle<float,-180.0f, 180.0f, AngleFlags::Normalized>;
using RollAngle = Angle<float,-180.0f, 180.0f, AngleFlags::Normalized>;
using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
} // namespace omath::frostbite_engine
```
If you share how your matrices multiply vectors (row vs column) and your world handedness, I can double-check the axis constants and angle normalization to make sure yaw/pitch signs line up with your camera and `atan2` usage.

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# `omath::frostbite_engine::MeshTrait` — mesh transformation trait for Frostbite Engine
> Header: `omath/engines/frostbite_engine/traits/mesh_trait.hpp`
> Namespace: `omath::frostbite_engine`
> Purpose: provide Frostbite Engine-specific rotation matrix computation for `omath::primitives::Mesh`
---
## Summary
`MeshTrait` is a trait class that provides the `rotation_matrix` function for transforming meshes in Frostbite's coordinate system. It serves as a template parameter to `omath::primitives::Mesh`, enabling engine-specific rotation behavior.
---
## Coordinate System
**Frostbite Engine** uses:
* **Up axis**: +Y
* **Forward axis**: +Z
* **Right axis**: +X
* **Handedness**: Right-handed
* **Rotation order**: Pitch (X) → Yaw (Y) → Roll (Z)
---
## API
```cpp
namespace omath::frostbite_engine {
class MeshTrait final {
public:
[[nodiscard]]
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
};
} // namespace omath::frostbite_engine
```
---
## Method: `rotation_matrix`
```cpp
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
```
Computes a 4×4 rotation matrix from Frostbite-style Euler angles.
**Parameters**:
* `rotation``ViewAngles` containing pitch, yaw, and roll angles
**Returns**: 4×4 rotation matrix suitable for mesh transformation
**Implementation**: Delegates to `frostbite_engine::rotation_matrix(rotation)` defined in `formulas.hpp`.
---
## Usage
### With Mesh
```cpp
using namespace omath::frostbite_engine;
// Create mesh (MeshTrait is used automatically)
Mesh my_mesh(vertices, indices);
// Set rotation using ViewAngles
ViewAngles angles;
angles.pitch = PitchAngle::from_degrees(30.0f);
angles.yaw = YawAngle::from_degrees(45.0f);
angles.roll = RollAngle::from_degrees(0.0f);
my_mesh.set_rotation(angles);
// The rotation matrix is computed using MeshTrait::rotation_matrix
auto matrix = my_mesh.get_to_world_matrix();
```
---
## Rotation Conventions
Frostbite uses a right-handed Y-up coordinate system:
1. **Pitch** (rotation around X-axis / right axis)
* Positive pitch looks upward (+Y direction)
* Range: typically [-89°, 89°]
2. **Yaw** (rotation around Y-axis / up axis)
* Positive yaw rotates counterclockwise when viewed from above (right-handed)
* Range: [-180°, 180°]
3. **Roll** (rotation around Z-axis / forward axis)
* Positive roll tilts right
* Range: [-180°, 180°]
---
## Type Alias
```cpp
namespace omath::frostbite_engine {
using Mesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
}
```
---
## See Also
- [Mesh Documentation](../../3d_primitives/mesh.md) - Mesh primitive
- [Formulas Documentation](formulas.md) - Frostbite rotation formula
- [CameraTrait Documentation](camera_trait.md) - Camera trait
---
*Last updated: 13 Nov 2025*

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// Created by Vlad on 8/6/2025.
#pragma once
#include <cmath> // sqrt, hypot, tan, asin, atan2
#include <optional>
#include "omath/engines/frostbite_engine/formulas.hpp"
#include "omath/projectile_prediction/projectile.hpp"
#include "omath/projectile_prediction/target.hpp"
namespace omath::frostbite_engine
{
class PredEngineTrait final
{
public:
// Predict projectile position given launch angles (degrees), time (s), and world gravity (m/s^2).
// Note: kept runtime function; remove constexpr to avoid CTAD surprises across toolchains.
static Vector3<float> predict_projectile_position(
const projectile_prediction::Projectile& projectile,
float pitch_deg, float yaw_deg,
float time, float gravity) noexcept
{
// Engine convention: negative pitch looks up (your original used -pitch).
const auto fwd = forward_vector({
PitchAngle::from_degrees(-pitch_deg),
YawAngle::from_degrees(yaw_deg),
RollAngle::from_degrees(0.0f)
});
Vector3<float> pos =
projectile.m_origin +
fwd * (projectile.m_launch_speed * time);
// s = 1/2 a t^2 downward
pos.y -= (gravity * projectile.m_gravity_scale) * (time * time) * 0.5f;
return pos;
}
[[nodiscard]]
static Vector3<float> predict_target_position(
const projectile_prediction::Target& target,
float time, float gravity) noexcept
{
Vector3<float> predicted = target.m_origin + target.m_velocity * time;
if (target.m_is_airborne) {
// If targets also have a gravity scale in your model, multiply here.
predicted.y -= gravity * (time * time) * 0.5f;
}
return predicted;
}
[[nodiscard]]
static float calc_vector_2d_distance(const Vector3<float>& delta) noexcept
{
// More stable than sqrt(x*x + z*z)
return std::hypot(delta.x, delta.z);
}
[[nodiscard]]
static float get_vector_height_coordinate(const Vector3<float>& vec) noexcept
{
return vec.y;
}
// Computes a viewpoint above the predicted target, using an optional projectile pitch.
// If pitch is absent, we leave Y unchanged (or you can choose a sensible default).
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(
const projectile_prediction::Projectile& projectile,
const Vector3<float>& predicted_target_position,
const std::optional<float> projectile_pitch_deg) noexcept
{
// Lateral separation from projectile to target (X/Z plane).
const auto delta2d = calc_vector_2d_distance(predicted_target_position - projectile.m_origin);
float y = predicted_target_position.y;
if (projectile_pitch_deg.has_value()) {
const float pitch_rad = angles::degrees_to_radians(*projectile_pitch_deg);
const float height = delta2d * std::tan(pitch_rad);
y += height;
}
// Use the target's Z, not the projectile's Z (likely bugfix).
return { predicted_target_position.x, y, predicted_target_position.z };
}
// Due to maybe_calculate_projectile_launch_pitch_angle spec: +89° up, -89° down.
[[nodiscard]]
static float calc_direct_pitch_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept
{
const auto direction = (view_to - origin).normalized();
return angles::radians_to_degrees(std::asin(direction.y));
}
[[nodiscard]]
static float calc_direct_yaw_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept
{
const auto direction = (view_to - origin).normalized();
return angles::radians_to_degrees(std::atan2(direction.x, direction.z));
}
};
} // namespace omath::frostbite_engine

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# `omath::iw_engine::CameraTrait` — plug-in trait for `projection::Camera`
> Header: `omath/engines/iw_engine/traits/camera_trait.hpp` • Impl: `omath/engines/iw_engine/traits/camera_trait.cpp`
> Namespace: `omath::iw_engine`
> Purpose: provide IW Engine (Call of Duty)-style **look-at**, **view**, and **projection** math to the generic `omath::projection::Camera` (satisfies `CameraEngineConcept`).
---
## Summary
`CameraTrait` exposes three `static` functions:
* `calc_look_at_angle(origin, look_at)` computes Euler angles so the camera at `origin` looks at `look_at`. Implementation normalizes the direction, computes **pitch** as `asin(dir.z)` and **yaw** as `atan2(dir.y, dir.x)`; **roll** is `0`. Pitch/yaw are returned using the project's strong angle types (`PitchAngle`, `YawAngle`, `RollAngle`).
* `calc_view_matrix(angles, origin)` delegates to IW Engine formulas `iw_engine::calc_view_matrix`, producing a `Mat4X4` view matrix for the given angles and origin.
* `calc_projection_matrix(fov, viewport, near, far)` builds a perspective projection by calling `calc_perspective_projection_matrix(fov_degrees, aspect, near, far)`, where `aspect = viewport.aspect_ratio()`. Accepts `FieldOfView` (degrees).
The trait's types (`ViewAngles`, `Mat4X4`, angle aliases) and helpers live in the IW Engine math headers included by the trait (`formulas.hpp`) and the shared projection header (`projection/camera.hpp`).
---
## API
```cpp
namespace omath::iw_engine {
class CameraTrait final {
public:
// Compute Euler angles (pitch/yaw/roll) to look from cam_origin to look_at.
static ViewAngles
calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept;
// Build view matrix for given angles and origin.
static Mat4X4
calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection from FOV (deg), viewport, near/far.
static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port,
float near, float far) noexcept;
};
} // namespace omath::iw_engine
```
Uses: `Vector3<float>`, `ViewAngles` (pitch/yaw/roll), `Mat4X4`, `projection::FieldOfView`, `projection::ViewPort`.
---
## Behavior & conventions
* **Angles from look-at** (Z-up coordinate system):
```
dir = normalize(look_at - origin)
pitch = asin(dir.z) // +Z is up
yaw = atan2(dir.y, dir.x) // horizontal rotation
roll = 0
```
Returned as `PitchAngle::from_radians(...)`, `YawAngle::from_radians(...)`, etc.
* **View matrix**: built by the IW Engine helper `iw_engine::calc_view_matrix(angles, origin)` to match the engine's handedness and axis conventions.
* **Projection**: uses `calc_perspective_projection_matrix(fov.as_degrees(), viewport.aspect_ratio(), near, far)`. Pass your **vertical FOV** in degrees via `FieldOfView`; the helper computes a standard perspective matrix.
---
## Using with `projection::Camera`
Create a camera whose math is driven by this trait:
```cpp
using Mat4 = Mat4X4; // from IW Engine math headers
using Angs = ViewAngles; // pitch/yaw/roll type
using IWcam = omath::projection::Camera<Mat4, Angs, omath::iw_engine::CameraTrait>;
omath::projection::ViewPort vp{1920.f, 1080.f};
auto fov = omath::projection::FieldOfView::from_degrees(65.f);
IWcam cam(
/*position*/ {500.f, 200.f, 100.f},
/*angles*/ omath::iw_engine::CameraTrait::calc_look_at_angle({500,200,100},{0,0,100}),
/*viewport*/ vp,
/*fov*/ fov,
/*near*/ 0.1f,
/*far*/ 5000.f
);
```
This satisfies `CameraEngineConcept` expected by `projection::Camera` (look-at, view, projection) as declared in the trait header.
---
## Notes & tips
* Ensure your `ViewAngles` aliases (`PitchAngle`, `YawAngle`, `RollAngle`) match the project's angle policy (ranges/normalization). The implementation constructs them **from radians**.
* `aspect_ratio()` is taken directly from `ViewPort` (`width / height`), so keep both positive and non-zero.
* `near` must be > 0 and `< far` for a valid projection matrix (enforced by your math helpers).
* IW Engine uses **Z-up**: pitch angles control vertical look, positive = up.
---
## See also
* IW Engine math helpers in `omath/engines/iw_engine/formulas.hpp` (view/projection builders used above).
* Generic camera wrapper `omath::projection::Camera` and its `CameraEngineConcept` (this trait is designed to plug straight into it).

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# `omath::iw_engine` — types & constants
> Header: `omath/engines/iw_engine/constants.hpp`
> Namespace: `omath::iw_engine`
> Purpose: define IW Engine (Call of Duty) coordinate system, matrix types, and angle ranges
---
## Summary
The **IW Engine** (Infinity Ward Engine, used in Call of Duty series) uses a **Z-up, right-handed** coordinate system:
* **Up** = `{0, 0, 1}` (Z-axis)
* **Right** = `{0, -1, 0}` (negative Y-axis)
* **Forward** = `{1, 0, 0}` (X-axis)
Matrices are **row-major**. Angles are **clamped pitch** (±89°) and **normalized yaw/roll** (±180°).
---
## Constants
```cpp
namespace omath::iw_engine {
constexpr Vector3<float> k_abs_up = {0, 0, 1};
constexpr Vector3<float> k_abs_right = {0, -1, 0};
constexpr Vector3<float> k_abs_forward = {1, 0, 0};
}
```
These basis vectors define the engine's **world coordinate frame**.
---
## Matrix types
```cpp
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>;
```
**Row-major** storage means rows are contiguous in memory. Suitable for CPU-side transforms and typical C++ math libraries.
---
## Angle types
```cpp
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>;
```
* **PitchAngle**: clamped to **[-89°, +89°]** (looking down vs. up)
* **YawAngle**: normalized to **[-180°, +180°]** (horizontal rotation)
* **RollAngle**: normalized to **[-180°, +180°]** (camera roll)
`ViewAngles` bundles all three into a single type for camera/view transforms.
---
## Coordinate system notes
* **Z-up**: gravity points along `-Z`, height increases with `+Z`
* **Right-handed**: cross product `forward × right = up` holds
* This matches **IW Engine** (Call of Duty series: Modern Warfare, Black Ops, etc.) conventions
---
## See also
* `omath/engines/iw_engine/formulas.hpp` — view/projection matrix builders
* `omath/trigonometry/angle.hpp` — angle normalization & clamping helpers
* `omath/trigonometry/view_angles.hpp` — generic pitch/yaw/roll wrapper

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# `omath::iw_engine` — formulas & matrix helpers
> Header: `omath/engines/iw_engine/formulas.hpp`
> Namespace: `omath::iw_engine`
> Purpose: compute direction vectors, rotation matrices, view matrices, and perspective projections for IW Engine (Call of Duty)
---
## Summary
This header provides **IW Engine**-specific math for:
* **Direction vectors** (`forward`, `right`, `up`) from `ViewAngles`
* **Rotation matrices** from Euler angles
* **View matrices** (camera transforms)
* **Perspective projection** matrices
All functions respect IW Engine's **Z-up, right-handed** coordinate system.
---
## API
```cpp
namespace omath::iw_engine {
// Compute forward direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
// Compute right direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
// Compute up direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
// Build 3x3 rotation matrix from angles
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
// Build view matrix (camera space transform)
[[nodiscard]]
Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection matrix
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view,
float aspect_ratio,
float near, float far) noexcept;
} // namespace omath::iw_engine
```
---
## Direction vectors
Given camera angles (pitch/yaw/roll):
* `forward_vector(angles)` → unit vector pointing where the camera looks
* `right_vector(angles)` → unit vector pointing to the camera's right
* `up_vector(angles)` → unit vector pointing upward relative to the camera
These are used for movement, aim direction, and building coordinate frames.
---
## Rotation & view matrices
* `rotation_matrix(angles)` → 3×3 (or 4×4) rotation matrix from Euler angles
* `calc_view_matrix(angles, origin)` → camera view matrix
The view matrix transforms world coordinates into camera space (origin at camera, axes aligned with camera orientation).
---
## Perspective projection
```cpp
Mat4X4 proj = calc_perspective_projection_matrix(
fov_degrees, // vertical field of view (e.g., 65)
aspect_ratio, // width / height (e.g., 16/9)
near_plane, // e.g., 0.1
far_plane // e.g., 5000.0
);
```
Produces a **perspective projection matrix** suitable for 3D rendering pipelines. Combined with the view matrix, this implements the standard camera transform chain.
---
## Usage example
```cpp
using namespace omath::iw_engine;
// Camera setup
ViewAngles angles = {
PitchAngle::from_degrees(-10.0f),
YawAngle::from_degrees(90.0f),
RollAngle::from_degrees(0.0f)
};
Vector3<float> cam_pos{500.0f, 200.0f, 100.0f};
// Compute direction
auto forward = forward_vector(angles);
auto right = right_vector(angles);
auto up = up_vector(angles);
// Build matrices
auto view_mat = calc_view_matrix(angles, cam_pos);
auto proj_mat = calc_perspective_projection_matrix(65.0f, 16.0f/9.0f, 0.1f, 5000.0f);
// Use view_mat and proj_mat for rendering...
```
---
## Conventions
* **Angles**: pitch (up/down), yaw (left/right), roll (tilt)
* **Pitch**: positive = looking up, negative = looking down
* **Yaw**: increases counter-clockwise from the +X axis
* **Coordinate system**: Z-up, X-forward, Y-right (negative in code convention)
---
## See also
* `omath/engines/iw_engine/constants.hpp` — coordinate frame & angle types
* `omath/engines/iw_engine/traits/camera_trait.hpp` — plug-in for generic `Camera`
* `omath/projection/camera.hpp` — generic camera wrapper using these formulas

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# `omath::iw_engine::MeshTrait` — mesh transformation trait for IW Engine
> Header: `omath/engines/iw_engine/traits/mesh_trait.hpp`
> Namespace: `omath::iw_engine`
> Purpose: provide IW Engine-specific rotation matrix computation for `omath::primitives::Mesh`
---
## Summary
`MeshTrait` is a trait class that provides the `rotation_matrix` function for transforming meshes in IW Engine's (Infinity Ward) coordinate system. It serves as a template parameter to `omath::primitives::Mesh`, enabling engine-specific rotation behavior.
---
## Coordinate System
**IW Engine** (Call of Duty) uses:
* **Up axis**: +Z
* **Forward axis**: +Y
* **Right axis**: +X
* **Handedness**: Right-handed
* **Rotation order**: Pitch (X) → Yaw (Z) → Roll (Y)
---
## API
```cpp
namespace omath::iw_engine {
class MeshTrait final {
public:
[[nodiscard]]
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
};
} // namespace omath::iw_engine
```
---
## Method: `rotation_matrix`
```cpp
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
```
Computes a 4×4 rotation matrix from IW Engine-style Euler angles.
**Parameters**:
* `rotation``ViewAngles` containing pitch, yaw, and roll angles
**Returns**: 4×4 rotation matrix suitable for mesh transformation
**Implementation**: Delegates to `iw_engine::rotation_matrix(rotation)` defined in `formulas.hpp`.
---
## Usage
### With Mesh
```cpp
using namespace omath::iw_engine;
// Create mesh (MeshTrait is used automatically)
Mesh my_mesh(vertices, indices);
// Set rotation using ViewAngles
ViewAngles angles;
angles.pitch = PitchAngle::from_degrees(30.0f);
angles.yaw = YawAngle::from_degrees(45.0f);
angles.roll = RollAngle::from_degrees(0.0f);
my_mesh.set_rotation(angles);
// The rotation matrix is computed using MeshTrait::rotation_matrix
auto matrix = my_mesh.get_to_world_matrix();
```
---
## Rotation Conventions
IW Engine uses a right-handed Z-up coordinate system (similar to Source Engine):
1. **Pitch** (rotation around X-axis / right axis)
* Positive pitch looks upward (+Z direction)
* Range: typically [-89°, 89°]
2. **Yaw** (rotation around Z-axis / up axis)
* Positive yaw rotates counterclockwise when viewed from above
* Range: [-180°, 180°]
3. **Roll** (rotation around Y-axis / forward axis)
* Positive roll tilts right
* Range: [-180°, 180°]
---
## Type Alias
```cpp
namespace omath::iw_engine {
using Mesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
}
```
---
## See Also
- [Mesh Documentation](../../3d_primitives/mesh.md) - Mesh primitive
- [Formulas Documentation](formulas.md) - IW Engine rotation formula
- [CameraTrait Documentation](camera_trait.md) - Camera trait
---
*Last updated: 13 Nov 2025*

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# `omath::iw_engine::PredEngineTrait` — projectile prediction trait
> Header: `omath/engines/iw_engine/traits/pred_engine_trait.hpp`
> Namespace: `omath::iw_engine`
> Purpose: provide IW Engine (Call of Duty)-specific projectile and target prediction for ballistic calculations
---
## Summary
`PredEngineTrait` implements engine-specific helpers for **projectile prediction**:
* `predict_projectile_position` computes where a projectile will be after `time` seconds
* `predict_target_position` computes where a moving target will be after `time` seconds
* `calc_vector_2d_distance` horizontal distance (X/Y plane, ignoring Z)
* `get_vector_height_coordinate` extracts vertical coordinate (Z in IW Engine)
* `calc_viewpoint_from_angles` computes aim point given pitch angle
* `calc_direct_pitch_angle` pitch angle to look from origin to target
* `calc_direct_yaw_angle` yaw angle to look from origin to target
These methods satisfy the `PredEngineTraitConcept` required by generic projectile prediction algorithms.
---
## API
```cpp
namespace omath::iw_engine {
class PredEngineTrait final {
public:
// Predict projectile position after `time` seconds
static constexpr Vector3<float>
predict_projectile_position(const projectile_prediction::Projectile& projectile,
float pitch, float yaw, float time,
float gravity) noexcept;
// Predict target position after `time` seconds
static constexpr Vector3<float>
predict_target_position(const projectile_prediction::Target& target,
float time, float gravity) noexcept;
// Compute horizontal (2D) distance
static float
calc_vector_2d_distance(const Vector3<float>& delta) noexcept;
// Get vertical coordinate (Z in IW Engine)
static constexpr float
get_vector_height_coordinate(const Vector3<float>& vec) noexcept;
// Compute aim point from angles
static Vector3<float>
calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
Vector3<float> predicted_target_position,
std::optional<float> projectile_pitch) noexcept;
// Compute pitch angle to look at target
static float
calc_direct_pitch_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
// Compute yaw angle to look at target
static float
calc_direct_yaw_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
};
} // namespace omath::iw_engine
```
---
## Projectile prediction
```cpp
auto pos = PredEngineTrait::predict_projectile_position(
projectile, // initial position, speed, gravity scale
pitch_deg, // launch pitch (positive = up)
yaw_deg, // launch yaw
time, // time in seconds
gravity // gravity constant (e.g., 800 units/s²)
);
```
Computes:
1. Forward vector from pitch/yaw (using `forward_vector`)
2. Initial velocity: `forward * launch_speed`
3. Position after `time`: `origin + velocity*time - 0.5*gravity*gravityScale*time²` (Z component only)
**Note**: Negative pitch in `forward_vector` convention → positive pitch looks up.
---
## Target prediction
```cpp
auto pos = PredEngineTrait::predict_target_position(
target, // position, velocity, airborne flag
time, // time in seconds
gravity // gravity constant
);
```
Simple linear extrapolation plus gravity if target is airborne:
```
predicted = origin + velocity * time
if (airborne)
predicted.z -= 0.5 * gravity * time²
```
---
## Distance & height helpers
* `calc_vector_2d_distance(delta)``sqrt(delta.x² + delta.y²)` (horizontal distance)
* `get_vector_height_coordinate(vec)``vec.z` (vertical coordinate in IW Engine)
Used to compute ballistic arc parameters.
---
## Aim angle calculation
* `calc_direct_pitch_angle(origin, target)` → pitch in degrees to look from `origin` to `target`
- Formula: `asin(Δz / distance)` converted to degrees
- Positive = looking up, negative = looking down
* `calc_direct_yaw_angle(origin, target)` → yaw in degrees to look from `origin` to `target`
- Formula: `atan2(Δy, Δx)` converted to degrees
- Horizontal rotation around Z-axis
---
## Viewpoint from angles
```cpp
auto aim_point = PredEngineTrait::calc_viewpoint_from_angles(
projectile,
predicted_target_pos,
optional_pitch_deg
);
```
Computes where to aim in 3D space given a desired pitch angle. Uses horizontal distance and `tan(pitch)` to compute height offset.
---
## Conventions
* **Coordinate system**: Z-up (height increases with Z)
* **Angles**: pitch in [-89°, +89°], yaw in [-180°, +180°]
* **Gravity**: applied downward along -Z axis
* **Pitch convention**: +89° = straight up, -89° = straight down
---
## Usage example
```cpp
using namespace omath::iw_engine;
using namespace omath::projectile_prediction;
Projectile proj{
.m_origin = {0, 0, 100},
.m_launch_speed = 1200.0f,
.m_gravity_scale = 1.0f
};
Target tgt{
.m_origin = {800, 300, 100},
.m_velocity = {15, 8, 0},
.m_is_airborne = false
};
float gravity = 800.0f;
float time = 0.5f;
// Predict where target will be
auto target_pos = PredEngineTrait::predict_target_position(tgt, time, gravity);
// Compute aim angles
float pitch = PredEngineTrait::calc_direct_pitch_angle(proj.m_origin, target_pos);
float yaw = PredEngineTrait::calc_direct_yaw_angle(proj.m_origin, target_pos);
// Predict projectile position with those angles
auto proj_pos = PredEngineTrait::predict_projectile_position(proj, pitch, yaw, time, gravity);
```
---
## See also
* `omath/engines/iw_engine/formulas.hpp` — direction vectors and matrix builders
* `omath/projectile_prediction/projectile.hpp``Projectile` struct
* `omath/projectile_prediction/target.hpp``Target` struct
* Generic projectile prediction algorithms that use `PredEngineTraitConcept`

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# `omath::opengl_engine::CameraTrait` — plug-in trait for `projection::Camera`
> Header: `omath/engines/opengl_engine/traits/camera_trait.hpp` • Impl: `omath/engines/opengl_engine/traits/camera_trait.cpp`
> Namespace: `omath::opengl_engine`
> Purpose: provide OpenGL-style **look-at**, **view**, and **projection** math to the generic `omath::projection::Camera` (satisfies `CameraEngineConcept`).
---
## Summary
`CameraTrait` exposes three `static` functions:
* `calc_look_at_angle(origin, look_at)` computes Euler angles so the camera at `origin` looks at `look_at`. Implementation normalizes the direction, computes **pitch** as `asin(dir.y)` and **yaw** as `-atan2(dir.x, -dir.z)`; **roll** is `0`. Pitch/yaw are returned using the project's strong angle types (`PitchAngle`, `YawAngle`, `RollAngle`).
* `calc_view_matrix(angles, origin)` delegates to OpenGL formulas `opengl_engine::calc_view_matrix`, producing a `Mat4X4` view matrix (column-major) for the given angles and origin.
* `calc_projection_matrix(fov, viewport, near, far)` builds a perspective projection by calling `calc_perspective_projection_matrix(fov_degrees, aspect, near, far)`, where `aspect = viewport.aspect_ratio()`. Accepts `FieldOfView` (degrees).
The trait's types (`ViewAngles`, `Mat4X4`, angle aliases) and helpers live in the OpenGL math headers included by the trait (`formulas.hpp`) and the shared projection header (`projection/camera.hpp`).
---
## API
```cpp
namespace omath::opengl_engine {
class CameraTrait final {
public:
// Compute Euler angles (pitch/yaw/roll) to look from cam_origin to look_at.
static ViewAngles
calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept;
// Build view matrix for given angles and origin (column-major).
static Mat4X4
calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection from FOV (deg), viewport, near/far (column-major).
static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port,
float near, float far) noexcept;
};
} // namespace omath::opengl_engine
```
Uses: `Vector3<float>`, `ViewAngles` (pitch/yaw/roll), `Mat4X4`, `projection::FieldOfView`, `projection::ViewPort`.
---
## Behavior & conventions
* **Angles from look-at** (Y-up, -Z forward coordinate system):
```
dir = normalize(look_at - origin)
pitch = asin(dir.y) // +Y is up
yaw = -atan2(dir.x, -dir.z) // horizontal rotation
roll = 0
```
Returned as `PitchAngle::from_radians(...)`, `YawAngle::from_radians(...)`, etc.
* **View matrix**: built by the OpenGL helper `opengl_engine::calc_view_matrix(angles, origin)` to match OpenGL's right-handed, Y-up, -Z forward conventions. Matrix is **column-major**.
* **Projection**: uses `calc_perspective_projection_matrix(fov.as_degrees(), viewport.aspect_ratio(), near, far)`. Pass your **vertical FOV** in degrees via `FieldOfView`; the helper computes a standard perspective matrix (column-major).
---
## Using with `projection::Camera`
Create a camera whose math is driven by this trait:
```cpp
using Mat4 = Mat4X4; // from OpenGL math headers (column-major)
using Angs = ViewAngles; // pitch/yaw/roll type
using GLcam = omath::projection::Camera<Mat4, Angs, omath::opengl_engine::CameraTrait>;
omath::projection::ViewPort vp{1920.f, 1080.f};
auto fov = omath::projection::FieldOfView::from_degrees(45.f);
GLcam cam(
/*position*/ {5.f, 3.f, 5.f},
/*angles*/ omath::opengl_engine::CameraTrait::calc_look_at_angle({5,3,5},{0,0,0}),
/*viewport*/ vp,
/*fov*/ fov,
/*near*/ 0.1f,
/*far*/ 100.f
);
```
This satisfies `CameraEngineConcept` expected by `projection::Camera` (look-at, view, projection) as declared in the trait header.
---
## Notes & tips
* Ensure your `ViewAngles` aliases (`PitchAngle`, `YawAngle`, `RollAngle`) match the project's angle policy (ranges/normalization). The implementation constructs them **from radians**.
* `aspect_ratio()` is taken directly from `ViewPort` (`width / height`), so keep both positive and non-zero.
* `near` must be > 0 and `< far` for a valid projection matrix (enforced by your math helpers).
* OpenGL uses **Y-up, -Z forward**: pitch angles control vertical look (positive = up), yaw controls horizontal rotation.
* Matrices are **column-major** (no transpose needed for OpenGL shaders).
---
## See also
* OpenGL math helpers in `omath/engines/opengl_engine/formulas.hpp` (view/projection builders used above).
* Generic camera wrapper `omath::projection::Camera` and its `CameraEngineConcept` (this trait is designed to plug straight into it).

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# `omath::opengl_engine` — types & constants
> Header: `omath/engines/opengl_engine/constants.hpp`
> Namespace: `omath::opengl_engine`
> Purpose: define OpenGL coordinate system, matrix types, and angle ranges
---
## Summary
The **OpenGL Engine** uses a **Y-up, right-handed** coordinate system:
* **Up** = `{0, 1, 0}` (Y-axis)
* **Right** = `{1, 0, 0}` (X-axis)
* **Forward** = `{0, 0, -1}` (negative Z-axis)
Matrices are **column-major**. Angles are **clamped pitch** (±90°) and **normalized yaw/roll** (±180°).
---
## Constants
```cpp
namespace omath::opengl_engine {
constexpr Vector3<float> k_abs_up = {0, 1, 0};
constexpr Vector3<float> k_abs_right = {1, 0, 0};
constexpr Vector3<float> k_abs_forward = {0, 0, -1};
}
```
These basis vectors define the engine's **world coordinate frame**.
---
## Matrix types
```cpp
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>;
```
**Column-major** storage means columns are contiguous in memory. This matches OpenGL's native matrix layout and shader expectations (GLSL).
---
## Angle types
```cpp
using PitchAngle = Angle<float, -90.f, 90.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>;
```
* **PitchAngle**: clamped to **[-90°, +90°]** (looking down vs. up)
* **YawAngle**: normalized to **[-180°, +180°]** (horizontal rotation)
* **RollAngle**: normalized to **[-180°, +180°]** (camera roll)
`ViewAngles` bundles all three into a single type for camera/view transforms.
---
## Coordinate system notes
* **Y-up**: gravity points along `-Y`, height increases with `+Y`
* **Right-handed**: cross product `right × up = forward` (forward is `-Z`)
* **Forward = -Z**: the camera looks down the negative Z-axis (OpenGL convention)
* This matches **OpenGL** conventions for 3D graphics pipelines
---
## See also
* `omath/engines/opengl_engine/formulas.hpp` — view/projection matrix builders
* `omath/trigonometry/angle.hpp` — angle normalization & clamping helpers
* `omath/trigonometry/view_angles.hpp` — generic pitch/yaw/roll wrapper

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# `omath::opengl_engine` — formulas & matrix helpers
> Header: `omath/engines/opengl_engine/formulas.hpp`
> Namespace: `omath::opengl_engine`
> Purpose: compute direction vectors, rotation matrices, view matrices, and perspective projections for OpenGL
---
## Summary
This header provides **OpenGL**-specific math for:
* **Direction vectors** (`forward`, `right`, `up`) from `ViewAngles`
* **Rotation matrices** from Euler angles
* **View matrices** (camera transforms)
* **Perspective projection** matrices
All functions respect OpenGL's **Y-up, right-handed** coordinate system with **forward = -Z**.
---
## API
```cpp
namespace omath::opengl_engine {
// Compute forward direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
// Compute right direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
// Compute up direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
// Build 3x3 rotation matrix from angles
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
// Build view matrix (camera space transform)
[[nodiscard]]
Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection matrix
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view,
float aspect_ratio,
float near, float far) noexcept;
} // namespace omath::opengl_engine
```
---
## Direction vectors
Given camera angles (pitch/yaw/roll):
* `forward_vector(angles)` → unit vector pointing where the camera looks (typically `-Z` direction)
* `right_vector(angles)` → unit vector pointing to the camera's right (`+X` direction)
* `up_vector(angles)` → unit vector pointing upward relative to the camera (`+Y` direction)
These are used for movement, aim direction, and building coordinate frames.
---
## Rotation & view matrices
* `rotation_matrix(angles)` → 3×3 (or 4×4) rotation matrix from Euler angles (column-major)
* `calc_view_matrix(angles, origin)` → camera view matrix (column-major)
The view matrix transforms world coordinates into camera space (origin at camera, axes aligned with camera orientation).
**Note**: Matrices are **column-major** to match OpenGL/GLSL conventions. No transpose needed when uploading to shaders.
---
## Perspective projection
```cpp
Mat4X4 proj = calc_perspective_projection_matrix(
fov_degrees, // vertical field of view (e.g., 45)
aspect_ratio, // width / height (e.g., 16/9)
near_plane, // e.g., 0.1
far_plane // e.g., 100.0
);
```
Produces a **perspective projection matrix** suitable for OpenGL rendering. Combined with the view matrix, this implements the standard camera transform chain.
---
## Usage example
```cpp
using namespace omath::opengl_engine;
// Camera setup
ViewAngles angles = {
PitchAngle::from_degrees(-20.0f),
YawAngle::from_degrees(135.0f),
RollAngle::from_degrees(0.0f)
};
Vector3<float> cam_pos{5.0f, 3.0f, 5.0f};
// Compute direction
auto forward = forward_vector(angles);
auto right = right_vector(angles);
auto up = up_vector(angles);
// Build matrices (column-major for OpenGL)
auto view_mat = calc_view_matrix(angles, cam_pos);
auto proj_mat = calc_perspective_projection_matrix(45.0f, 16.0f/9.0f, 0.1f, 100.0f);
// Upload to OpenGL shaders (no transpose needed)
glUniformMatrix4fv(view_loc, 1, GL_FALSE, view_mat.data());
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, proj_mat.data());
```
---
## Conventions
* **Angles**: pitch (up/down), yaw (left/right), roll (tilt)
* **Pitch**: positive = looking up, negative = looking down
* **Yaw**: increases counter-clockwise from the -Z axis
* **Coordinate system**: Y-up, -Z-forward, X-right (right-handed)
* **Matrix storage**: column-major (matches OpenGL/GLSL)
---
## See also
* `omath/engines/opengl_engine/constants.hpp` — coordinate frame & angle types
* `omath/engines/opengl_engine/traits/camera_trait.hpp` — plug-in for generic `Camera`
* `omath/projection/camera.hpp` — generic camera wrapper using these formulas

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# `omath::opengl_engine::MeshTrait` — mesh transformation trait for OpenGL
> Header: `omath/engines/opengl_engine/traits/mesh_trait.hpp`
> Namespace: `omath::opengl_engine`
> Purpose: provide OpenGL-specific rotation matrix computation for `omath::primitives::Mesh`
---
## Summary
`MeshTrait` is a trait class that provides the `rotation_matrix` function for transforming meshes in OpenGL's canonical coordinate system. It serves as a template parameter to `omath::primitives::Mesh`, enabling engine-specific rotation behavior.
---
## Coordinate System
**OpenGL** (canonical) uses:
* **Up axis**: +Y
* **Forward axis**: +Z (toward viewer)
* **Right axis**: +X
* **Handedness**: Right-handed
* **Rotation order**: Pitch (X) → Yaw (Y) → Roll (Z)
---
## API
```cpp
namespace omath::opengl_engine {
class MeshTrait final {
public:
[[nodiscard]]
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
};
} // namespace omath::opengl_engine
```
---
## Method: `rotation_matrix`
```cpp
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
```
Computes a 4×4 rotation matrix from OpenGL-style Euler angles.
**Parameters**:
* `rotation``ViewAngles` containing pitch, yaw, and roll angles
**Returns**: 4×4 rotation matrix suitable for mesh transformation
**Implementation**: Delegates to `opengl_engine::rotation_matrix(rotation)` defined in `formulas.hpp`.
---
## Usage
### With Mesh
```cpp
using namespace omath::opengl_engine;
// Create mesh (MeshTrait is used automatically)
Mesh my_mesh(vertices, indices);
// Set rotation using ViewAngles
ViewAngles angles;
angles.pitch = PitchAngle::from_degrees(30.0f);
angles.yaw = YawAngle::from_degrees(45.0f);
angles.roll = RollAngle::from_degrees(0.0f);
my_mesh.set_rotation(angles);
// The rotation matrix is computed using MeshTrait::rotation_matrix
auto matrix = my_mesh.get_to_world_matrix();
```
---
## Rotation Conventions
OpenGL uses a right-handed Y-up coordinate system:
1. **Pitch** (rotation around X-axis / right axis)
* Positive pitch looks upward (+Y direction)
* Range: typically [-89°, 89°]
2. **Yaw** (rotation around Y-axis / up axis)
* Positive yaw rotates counterclockwise when viewed from above (right-handed)
* Range: [-180°, 180°]
3. **Roll** (rotation around Z-axis / depth axis)
* Positive roll tilts right
* Range: [-180°, 180°]
**Note**: In OpenGL, +Z points toward the viewer in view space, but away from the viewer in world space.
---
## Type Alias
```cpp
namespace omath::opengl_engine {
using Mesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
}
```
---
## See Also
- [Mesh Documentation](../../3d_primitives/mesh.md) - Mesh primitive
- [Formulas Documentation](formulas.md) - OpenGL rotation formula
- [CameraTrait Documentation](camera_trait.md) - Camera trait
---
*Last updated: 13 Nov 2025*

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# `omath::opengl_engine::PredEngineTrait` — projectile prediction trait
> Header: `omath/engines/opengl_engine/traits/pred_engine_trait.hpp`
> Namespace: `omath::opengl_engine`
> Purpose: provide OpenGL-specific projectile and target prediction for ballistic calculations
---
## Summary
`PredEngineTrait` implements engine-specific helpers for **projectile prediction**:
* `predict_projectile_position` computes where a projectile will be after `time` seconds
* `predict_target_position` computes where a moving target will be after `time` seconds
* `calc_vector_2d_distance` horizontal distance (X/Z plane, ignoring Y)
* `get_vector_height_coordinate` extracts vertical coordinate (Y in OpenGL)
* `calc_viewpoint_from_angles` computes aim point given pitch angle
* `calc_direct_pitch_angle` pitch angle to look from origin to target
* `calc_direct_yaw_angle` yaw angle to look from origin to target
These methods satisfy the `PredEngineTraitConcept` required by generic projectile prediction algorithms.
---
## API
```cpp
namespace omath::opengl_engine {
class PredEngineTrait final {
public:
// Predict projectile position after `time` seconds
static constexpr Vector3<float>
predict_projectile_position(const projectile_prediction::Projectile& projectile,
float pitch, float yaw, float time,
float gravity) noexcept;
// Predict target position after `time` seconds
static constexpr Vector3<float>
predict_target_position(const projectile_prediction::Target& target,
float time, float gravity) noexcept;
// Compute horizontal (2D) distance
static float
calc_vector_2d_distance(const Vector3<float>& delta) noexcept;
// Get vertical coordinate (Y in OpenGL)
static constexpr float
get_vector_height_coordinate(const Vector3<float>& vec) noexcept;
// Compute aim point from angles
static Vector3<float>
calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
Vector3<float> predicted_target_position,
std::optional<float> projectile_pitch) noexcept;
// Compute pitch angle to look at target
static float
calc_direct_pitch_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
// Compute yaw angle to look at target
static float
calc_direct_yaw_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
};
} // namespace omath::opengl_engine
```
---
## Projectile prediction
```cpp
auto pos = PredEngineTrait::predict_projectile_position(
projectile, // initial position, speed, gravity scale
pitch_deg, // launch pitch (positive = up)
yaw_deg, // launch yaw
time, // time in seconds
gravity // gravity constant (e.g., 9.81 m/s²)
);
```
Computes:
1. Forward vector from pitch/yaw (using `forward_vector`)
2. Initial velocity: `forward * launch_speed`
3. Position after `time`: `origin + velocity*time - 0.5*gravity*gravityScale*time²` (Y component only)
**Note**: Negative pitch in `forward_vector` convention → positive pitch looks up.
---
## Target prediction
```cpp
auto pos = PredEngineTrait::predict_target_position(
target, // position, velocity, airborne flag
time, // time in seconds
gravity // gravity constant
);
```
Simple linear extrapolation plus gravity if target is airborne:
```
predicted = origin + velocity * time
if (airborne)
predicted.y -= 0.5 * gravity * time²
```
---
## Distance & height helpers
* `calc_vector_2d_distance(delta)``sqrt(delta.x² + delta.z²)` (horizontal distance)
* `get_vector_height_coordinate(vec)``vec.y` (vertical coordinate in OpenGL)
Used to compute ballistic arc parameters.
---
## Aim angle calculation
* `calc_direct_pitch_angle(origin, target)` → pitch in degrees to look from `origin` to `target`
- Formula: `asin(Δy / distance)` converted to degrees (direction normalized first)
- Positive = looking up, negative = looking down
* `calc_direct_yaw_angle(origin, target)` → yaw in degrees to look from `origin` to `target`
- Formula: `-atan2(Δx, -Δz)` converted to degrees (direction normalized first)
- Horizontal rotation around Y-axis (accounts for -Z forward convention)
---
## Viewpoint from angles
```cpp
auto aim_point = PredEngineTrait::calc_viewpoint_from_angles(
projectile,
predicted_target_pos,
optional_pitch_deg
);
```
Computes where to aim in 3D space given a desired pitch angle. Uses horizontal distance and `tan(pitch)` to compute height offset. Result has adjusted Y coordinate.
---
## Conventions
* **Coordinate system**: Y-up, -Z forward (height increases with Y)
* **Angles**: pitch in [-90°, +90°], yaw in [-180°, +180°]
* **Gravity**: applied downward along -Y axis
* **Pitch convention**: +90° = straight up, -90° = straight down
* **Forward direction**: negative Z-axis
---
## Usage example
```cpp
using namespace omath::opengl_engine;
using namespace omath::projectile_prediction;
Projectile proj{
.m_origin = {0, 2, 0},
.m_launch_speed = 30.0f,
.m_gravity_scale = 1.0f
};
Target tgt{
.m_origin = {10, 2, -15},
.m_velocity = {0.5f, 0, -1.0f},
.m_is_airborne = false
};
float gravity = 9.81f;
float time = 0.5f;
// Predict where target will be
auto target_pos = PredEngineTrait::predict_target_position(tgt, time, gravity);
// Compute aim angles
float pitch = PredEngineTrait::calc_direct_pitch_angle(proj.m_origin, target_pos);
float yaw = PredEngineTrait::calc_direct_yaw_angle(proj.m_origin, target_pos);
// Predict projectile position with those angles
auto proj_pos = PredEngineTrait::predict_projectile_position(proj, pitch, yaw, time, gravity);
```
---
## See also
* `omath/engines/opengl_engine/formulas.hpp` — direction vectors and matrix builders
* `omath/projectile_prediction/projectile.hpp``Projectile` struct
* `omath/projectile_prediction/target.hpp``Target` struct
* Generic projectile prediction algorithms that use `PredEngineTraitConcept`

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# `omath::source_engine::CameraTrait` — plug-in trait for `projection::Camera`
> Header: `omath/engines/source_engine/traits/camera_trait.hpp` • Impl: `omath/engines/source_engine/traits/camera_trait.cpp`
> Namespace: `omath::source_engine`
> Purpose: provide Source Engine-style **look-at**, **view**, and **projection** math to the generic `omath::projection::Camera` (satisfies `CameraEngineConcept`).
---
## Summary
`CameraTrait` exposes three `static` functions:
* `calc_look_at_angle(origin, look_at)` computes Euler angles so the camera at `origin` looks at `look_at`. Implementation normalizes the direction, computes **pitch** as `asin(dir.z)` and **yaw** as `atan2(dir.y, dir.x)`; **roll** is `0`. Pitch/yaw are returned using the project's strong angle types (`PitchAngle`, `YawAngle`, `RollAngle`).
* `calc_view_matrix(angles, origin)` delegates to Source Engine formulas `source_engine::calc_view_matrix`, producing a `Mat4X4` view matrix for the given angles and origin.
* `calc_projection_matrix(fov, viewport, near, far)` builds a perspective projection by calling `calc_perspective_projection_matrix(fov_degrees, aspect, near, far)`, where `aspect = viewport.aspect_ratio()`. Accepts `FieldOfView` (degrees).
The trait's types (`ViewAngles`, `Mat4X4`, angle aliases) and helpers live in the Source Engine math headers included by the trait (`formulas.hpp`) and the shared projection header (`projection/camera.hpp`).
---
## API
```cpp
namespace omath::source_engine {
class CameraTrait final {
public:
// Compute Euler angles (pitch/yaw/roll) to look from cam_origin to look_at.
static ViewAngles
calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept;
// Build view matrix for given angles and origin.
static Mat4X4
calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection from FOV (deg), viewport, near/far.
static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port,
float near, float far) noexcept;
};
} // namespace omath::source_engine
```
Uses: `Vector3<float>`, `ViewAngles` (pitch/yaw/roll), `Mat4X4`, `projection::FieldOfView`, `projection::ViewPort`.
---
## Behavior & conventions
* **Angles from look-at** (Z-up coordinate system):
```
dir = normalize(look_at - origin)
pitch = asin(dir.z) // +Z is up
yaw = atan2(dir.y, dir.x) // horizontal rotation
roll = 0
```
Returned as `PitchAngle::from_radians(...)`, `YawAngle::from_radians(...)`, etc.
* **View matrix**: built by the Source Engine helper `source_engine::calc_view_matrix(angles, origin)` to match the engine's handedness and axis conventions.
* **Projection**: uses `calc_perspective_projection_matrix(fov.as_degrees(), viewport.aspect_ratio(), near, far)`. Pass your **vertical FOV** in degrees via `FieldOfView`; the helper computes a standard perspective matrix.
---
## Using with `projection::Camera`
Create a camera whose math is driven by this trait:
```cpp
using Mat4 = Mat4X4; // from Source Engine math headers
using Angs = ViewAngles; // pitch/yaw/roll type
using SEcam = omath::projection::Camera<Mat4, Angs, omath::source_engine::CameraTrait>;
omath::projection::ViewPort vp{1920.f, 1080.f};
auto fov = omath::projection::FieldOfView::from_degrees(90.f);
SEcam cam(
/*position*/ {100.f, 50.f, 80.f},
/*angles*/ omath::source_engine::CameraTrait::calc_look_at_angle({100,50,80},{0,0,80}),
/*viewport*/ vp,
/*fov*/ fov,
/*near*/ 0.1f,
/*far*/ 1000.f
);
```
This satisfies `CameraEngineConcept` expected by `projection::Camera` (look-at, view, projection) as declared in the trait header.
---
## Notes & tips
* Ensure your `ViewAngles` aliases (`PitchAngle`, `YawAngle`, `RollAngle`) match the project's angle policy (ranges/normalization). The implementation constructs them **from radians**.
* `aspect_ratio()` is taken directly from `ViewPort` (`width / height`), so keep both positive and non-zero.
* `near` must be > 0 and `< far` for a valid projection matrix (enforced by your math helpers).
* Source Engine uses **Z-up**: pitch angles control vertical look, positive = up.
---
## See also
* [Source Engine Formulas](formulas.md) - View/projection matrix builders
* [Source Engine Constants](constants.md) - Engine-specific constants
* [Source Engine Pred Engine Trait](pred_engine_trait.md) - Projectile prediction for Source Engine
* [Generic Camera Documentation](../../projection/camera.md) - Camera base class
* [Getting Started Guide](../../getting_started.md) - Quick start with OMath
* [Tutorials - World-to-Screen](../../tutorials.md#tutorial-2-world-to-screen-projection) - Projection tutorial

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# `omath::source_engine` — types & constants
> Header: `omath/engines/source_engine/constants.hpp`
> Namespace: `omath::source_engine`
> Purpose: define Source Engine coordinate system, matrix types, and angle ranges
---
## Summary
The **Source Engine** uses a **Z-up, right-handed** coordinate system:
* **Up** = `{0, 0, 1}` (Z-axis)
* **Right** = `{0, -1, 0}` (negative Y-axis)
* **Forward** = `{1, 0, 0}` (X-axis)
Matrices are **row-major**. Angles are **clamped pitch** (±89°) and **normalized yaw/roll** (±180°).
---
## Constants
```cpp
namespace omath::source_engine {
constexpr Vector3<float> k_abs_up = {0, 0, 1};
constexpr Vector3<float> k_abs_right = {0, -1, 0};
constexpr Vector3<float> k_abs_forward = {1, 0, 0};
}
```
These basis vectors define the engine's **world coordinate frame**.
---
## Matrix types
```cpp
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>;
```
**Row-major** storage means rows are contiguous in memory. Suitable for CPU-side transforms and typical C++ math libraries.
---
## Angle types
```cpp
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>;
```
* **PitchAngle**: clamped to **[-89°, +89°]** (looking down vs. up)
* **YawAngle**: normalized to **[-180°, +180°]** (horizontal rotation)
* **RollAngle**: normalized to **[-180°, +180°]** (camera roll)
`ViewAngles` bundles all three into a single type for camera/view transforms.
---
## Coordinate system notes
* **Z-up**: gravity points along `-Z`, height increases with `+Z`
* **Right-handed**: cross product `forward × right = up` holds
* This matches **Source Engine** (Half-Life 2, TF2, CS:GO, etc.) conventions
---
## See also
* `omath/engines/source_engine/formulas.hpp` — view/projection matrix builders
* `omath/trigonometry/angle.hpp` — angle normalization & clamping helpers
* `omath/trigonometry/view_angles.hpp` — generic pitch/yaw/roll wrapper

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# `omath::source_engine` — formulas & matrix helpers
> Header: `omath/engines/source_engine/formulas.hpp`
> Namespace: `omath::source_engine`
> Purpose: compute direction vectors, rotation matrices, view matrices, and perspective projections for Source Engine
---
## Summary
This header provides **Source Engine**-specific math for:
* **Direction vectors** (`forward`, `right`, `up`) from `ViewAngles`
* **Rotation matrices** from Euler angles
* **View matrices** (camera transforms)
* **Perspective projection** matrices
All functions respect Source Engine's **Z-up, right-handed** coordinate system.
---
## API
```cpp
namespace omath::source_engine {
// Compute forward direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
// Compute right direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
// Compute up direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
// Build 3x3 rotation matrix from angles
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
// Build view matrix (camera space transform)
[[nodiscard]]
Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection matrix
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view,
float aspect_ratio,
float near, float far) noexcept;
} // namespace omath::source_engine
```
---
## Direction vectors
Given camera angles (pitch/yaw/roll):
* `forward_vector(angles)` → unit vector pointing where the camera looks
* `right_vector(angles)` → unit vector pointing to the camera's right
* `up_vector(angles)` → unit vector pointing upward relative to the camera
These are used for movement, aim direction, and building coordinate frames.
---
## Rotation & view matrices
* `rotation_matrix(angles)` → 3×3 (or 4×4) rotation matrix from Euler angles
* `calc_view_matrix(angles, origin)` → camera view matrix
The view matrix transforms world coordinates into camera space (origin at camera, axes aligned with camera orientation).
---
## Perspective projection
```cpp
Mat4X4 proj = calc_perspective_projection_matrix(
fov_degrees, // vertical field of view (e.g., 90)
aspect_ratio, // width / height (e.g., 16/9)
near_plane, // e.g., 0.1
far_plane // e.g., 1000.0
);
```
Produces a **perspective projection matrix** suitable for 3D rendering pipelines. Combined with the view matrix, this implements the standard camera transform chain.
---
## Usage example
```cpp
using namespace omath::source_engine;
// Camera setup
ViewAngles angles = {
PitchAngle::from_degrees(-15.0f),
YawAngle::from_degrees(45.0f),
RollAngle::from_degrees(0.0f)
};
Vector3<float> cam_pos{100.0f, 50.0f, 80.0f};
// Compute direction
auto forward = forward_vector(angles);
auto right = right_vector(angles);
auto up = up_vector(angles);
// Build matrices
auto view_mat = calc_view_matrix(angles, cam_pos);
auto proj_mat = calc_perspective_projection_matrix(90.0f, 16.0f/9.0f, 0.1f, 1000.0f);
// Use view_mat and proj_mat for rendering...
```
---
## Conventions
* **Angles**: pitch (up/down), yaw (left/right), roll (tilt)
* **Pitch**: positive = looking up, negative = looking down
* **Yaw**: increases counter-clockwise from the +X axis
* **Coordinate system**: Z-up, X-forward, Y-right (negative in code convention)
---
## See also
* `omath/engines/source_engine/constants.hpp` — coordinate frame & angle types
* `omath/engines/source_engine/traits/camera_trait.hpp` — plug-in for generic `Camera`
* `omath/projection/camera.hpp` — generic camera wrapper using these formulas

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# `omath::source_engine::MeshTrait` — mesh transformation trait for Source Engine
> Header: `omath/engines/source_engine/traits/mesh_trait.hpp`
> Namespace: `omath::source_engine`
> Purpose: provide Source Engine-specific rotation matrix computation for `omath::primitives::Mesh`
---
## Summary
`MeshTrait` is a trait class that provides the `rotation_matrix` function for transforming meshes in Source Engine's coordinate system. It serves as a template parameter to `omath::primitives::Mesh`, enabling engine-specific rotation behavior.
---
## Coordinate System
**Source Engine** uses:
* **Up axis**: +Z
* **Forward axis**: +Y
* **Right axis**: +X
* **Handedness**: Right-handed
* **Rotation order**: Pitch (X) → Yaw (Z) → Roll (Y)
---
## API
```cpp
namespace omath::source_engine {
class MeshTrait final {
public:
[[nodiscard]]
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
};
} // namespace omath::source_engine
```
---
## Method: `rotation_matrix`
```cpp
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
```
Computes a 4×4 rotation matrix from Source Engine-style Euler angles.
**Parameters**:
* `rotation``ViewAngles` containing pitch, yaw, and roll angles
**Returns**: 4×4 rotation matrix suitable for mesh transformation
**Implementation**: Delegates to `source_engine::rotation_matrix(rotation)` defined in `formulas.hpp`.
---
## Usage
### With Mesh
```cpp
using namespace omath::source_engine;
// Create mesh (MeshTrait is used automatically)
Mesh my_mesh(vertices, indices);
// Set rotation using ViewAngles
ViewAngles angles;
angles.pitch = PitchAngle::from_degrees(30.0f);
angles.yaw = YawAngle::from_degrees(45.0f);
angles.roll = RollAngle::from_degrees(0.0f);
my_mesh.set_rotation(angles);
// The rotation matrix is computed using MeshTrait::rotation_matrix
auto matrix = my_mesh.get_to_world_matrix();
```
### Direct Usage
```cpp
using namespace omath::source_engine;
ViewAngles angles;
angles.pitch = PitchAngle::from_degrees(45.0f);
angles.yaw = YawAngle::from_degrees(90.0f);
angles.roll = RollAngle::from_degrees(0.0f);
Mat4X4 rot_matrix = MeshTrait::rotation_matrix(angles);
// Use the matrix directly
Vector3<float> local_point{1, 0, 0};
auto rotated = rot_matrix * mat_column_from_vector(local_point);
```
---
## Rotation Conventions
The rotation matrix is built following Source Engine's conventions:
1. **Pitch** (rotation around X-axis / right axis)
* Positive pitch looks upward (+Z direction)
* Range: typically [-89°, 89°]
2. **Yaw** (rotation around Z-axis / up axis)
* Positive yaw rotates counterclockwise when viewed from above
* Range: [-180°, 180°]
3. **Roll** (rotation around Y-axis / forward axis)
* Positive roll tilts right
* Range: [-180°, 180°]
**Composition**: The matrices are combined in the order Pitch × Yaw × Roll, producing a rotation that:
* First applies roll around the forward axis
* Then applies yaw around the up axis
* Finally applies pitch around the right axis
This matches Source Engine's internal rotation order.
---
## Related Functions
The trait delegates to the formula defined in `formulas.hpp`:
```cpp
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
```
See [Formulas Documentation](formulas.md) for details on the rotation matrix computation.
---
## Type Alias
The Source Engine mesh type is pre-defined:
```cpp
namespace omath::source_engine {
using Mesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
}
```
Use this alias to ensure correct trait usage:
```cpp
using namespace omath::source_engine;
// Correct: uses Source Engine trait
Mesh my_mesh(vbo, vao);
// Avoid: manually specifying template parameters
primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float> verbose_mesh(vbo, vao);
```
---
## Notes
* **Angle ranges**: Ensure angles are within valid ranges (pitch: [-89°, 89°], yaw/roll: [-180°, 180°])
* **Performance**: Matrix computation is O(1) with ~64 floating-point operations
* **Caching**: The mesh caches the transformation matrix; recomputed only when rotation changes
* **Compatibility**: Works with all Source Engine games (CS:GO, TF2, Portal, Half-Life 2, etc.)
---
## See Also
- [Mesh Documentation](../../3d_primitives/mesh.md) - Mesh primitive using this trait
- [MeshCollider Documentation](../../collision/mesh_collider.md) - Collision wrapper for meshes
- [Formulas Documentation](formulas.md) - Source Engine rotation formula
- [CameraTrait Documentation](camera_trait.md) - Camera transformation trait
- [Constants Documentation](constants.md) - Source Engine constants
- [API Overview](../../api_overview.md) - High-level API reference
---
*Last updated: 13 Nov 2025*

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# `omath::source_engine::PredEngineTrait` — projectile prediction trait
> Header: `omath/engines/source_engine/traits/pred_engine_trait.hpp`
> Namespace: `omath::source_engine`
> Purpose: provide Source Engine-specific projectile and target prediction for ballistic calculations
---
## Summary
`PredEngineTrait` implements engine-specific helpers for **projectile prediction**:
* `predict_projectile_position` computes where a projectile will be after `time` seconds
* `predict_target_position` computes where a moving target will be after `time` seconds
* `calc_vector_2d_distance` horizontal distance (X/Y plane, ignoring Z)
* `get_vector_height_coordinate` extracts vertical coordinate (Z in Source Engine)
* `calc_viewpoint_from_angles` computes aim point given pitch angle
* `calc_direct_pitch_angle` pitch angle to look from origin to target
* `calc_direct_yaw_angle` yaw angle to look from origin to target
These methods satisfy the `PredEngineTraitConcept` required by generic projectile prediction algorithms.
---
## API
```cpp
namespace omath::source_engine {
class PredEngineTrait final {
public:
// Predict projectile position after `time` seconds
static constexpr Vector3<float>
predict_projectile_position(const projectile_prediction::Projectile& projectile,
float pitch, float yaw, float time,
float gravity) noexcept;
// Predict target position after `time` seconds
static constexpr Vector3<float>
predict_target_position(const projectile_prediction::Target& target,
float time, float gravity) noexcept;
// Compute horizontal (2D) distance
static float
calc_vector_2d_distance(const Vector3<float>& delta) noexcept;
// Get vertical coordinate (Z in Source Engine)
static constexpr float
get_vector_height_coordinate(const Vector3<float>& vec) noexcept;
// Compute aim point from angles
static Vector3<float>
calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
Vector3<float> predicted_target_position,
std::optional<float> projectile_pitch) noexcept;
// Compute pitch angle to look at target
static float
calc_direct_pitch_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
// Compute yaw angle to look at target
static float
calc_direct_yaw_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
};
} // namespace omath::source_engine
```
---
## Projectile prediction
```cpp
auto pos = PredEngineTrait::predict_projectile_position(
projectile, // initial position, speed, gravity scale
pitch_deg, // launch pitch (positive = up)
yaw_deg, // launch yaw
time, // time in seconds
gravity // gravity constant (e.g., 800 units/s²)
);
```
Computes:
1. Forward vector from pitch/yaw (using `forward_vector`)
2. Initial velocity: `forward * launch_speed`
3. Position after `time`: `origin + velocity*time - 0.5*gravity*gravityScale*time²` (Z component only)
**Note**: Negative pitch in `forward_vector` convention → positive pitch looks up.
---
## Target prediction
```cpp
auto pos = PredEngineTrait::predict_target_position(
target, // position, velocity, airborne flag
time, // time in seconds
gravity // gravity constant
);
```
Simple linear extrapolation plus gravity if target is airborne:
```
predicted = origin + velocity * time
if (airborne)
predicted.z -= 0.5 * gravity * time²
```
---
## Distance & height helpers
* `calc_vector_2d_distance(delta)``sqrt(delta.x² + delta.y²)` (horizontal distance)
* `get_vector_height_coordinate(vec)``vec.z` (vertical coordinate in Source Engine)
Used to compute ballistic arc parameters.
---
## Aim angle calculation
* `calc_direct_pitch_angle(origin, target)` → pitch in degrees to look from `origin` to `target`
- Formula: `asin(Δz / distance)` converted to degrees
- Positive = looking up, negative = looking down
* `calc_direct_yaw_angle(origin, target)` → yaw in degrees to look from `origin` to `target`
- Formula: `atan2(Δy, Δx)` converted to degrees
- Horizontal rotation around Z-axis
---
## Viewpoint from angles
```cpp
auto aim_point = PredEngineTrait::calc_viewpoint_from_angles(
projectile,
predicted_target_pos,
optional_pitch_deg
);
```
Computes where to aim in 3D space given a desired pitch angle. Uses horizontal distance and `tan(pitch)` to compute height offset.
---
## Conventions
* **Coordinate system**: Z-up (height increases with Z)
* **Angles**: pitch in [-89°, +89°], yaw in [-180°, +180°]
* **Gravity**: applied downward along -Z axis
* **Pitch convention**: +89° = straight up, -89° = straight down
---
## Usage example
```cpp
using namespace omath::source_engine;
using namespace omath::projectile_prediction;
Projectile proj{
.m_origin = {0, 0, 100},
.m_launch_speed = 1000.0f,
.m_gravity_scale = 1.0f
};
Target tgt{
.m_origin = {500, 200, 100},
.m_velocity = {10, 5, 0},
.m_is_airborne = false
};
float gravity = 800.0f;
float time = 0.5f;
// Predict where target will be
auto target_pos = PredEngineTrait::predict_target_position(tgt, time, gravity);
// Compute aim angles
float pitch = PredEngineTrait::calc_direct_pitch_angle(proj.m_origin, target_pos);
float yaw = PredEngineTrait::calc_direct_yaw_angle(proj.m_origin, target_pos);
// Predict projectile position with those angles
auto proj_pos = PredEngineTrait::predict_projectile_position(proj, pitch, yaw, time, gravity);
```
---
## See also
* `omath/engines/source_engine/formulas.hpp` — direction vectors and matrix builders
* `omath/projectile_prediction/projectile.hpp``Projectile` struct
* `omath/projectile_prediction/target.hpp``Target` struct
* Generic projectile prediction algorithms that use `PredEngineTraitConcept`

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# `omath::unity_engine::CameraTrait` — plug-in trait for `projection::Camera`
> Header: `omath/engines/unity_engine/traits/camera_trait.hpp` • Impl: `omath/engines/unity_engine/traits/camera_trait.cpp`
> Namespace: `omath::unity_engine`
> Purpose: provide Unity Engine-style **look-at**, **view**, and **projection** math to the generic `omath::projection::Camera` (satisfies `CameraEngineConcept`).
---
## Summary
`CameraTrait` exposes three `static` functions:
* `calc_look_at_angle(origin, look_at)` computes Euler angles so the camera at `origin` looks at `look_at`. Implementation normalizes the direction, computes **pitch** as `asin(dir.y)` and **yaw** as `atan2(dir.x, dir.z)`; **roll** is `0`. Pitch/yaw are returned using the project's strong angle types (`PitchAngle`, `YawAngle`, `RollAngle`).
* `calc_view_matrix(angles, origin)` delegates to Unity Engine formulas `unity_engine::calc_view_matrix`, producing a `Mat4X4` view matrix for the given angles and origin.
* `calc_projection_matrix(fov, viewport, near, far)` builds a perspective projection by calling `calc_perspective_projection_matrix(fov_degrees, aspect, near, far)`, where `aspect = viewport.aspect_ratio()`. Accepts `FieldOfView` (degrees).
The trait's types (`ViewAngles`, `Mat4X4`, angle aliases) and helpers live in the Unity Engine math headers included by the trait (`formulas.hpp`) and the shared projection header (`projection/camera.hpp`).
---
## API
```cpp
namespace omath::unity_engine {
class CameraTrait final {
public:
// Compute Euler angles (pitch/yaw/roll) to look from cam_origin to look_at.
static ViewAngles
calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept;
// Build view matrix for given angles and origin.
static Mat4X4
calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection from FOV (deg), viewport, near/far.
static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port,
float near, float far) noexcept;
};
} // namespace omath::unity_engine
```
Uses: `Vector3<float>`, `ViewAngles` (pitch/yaw/roll), `Mat4X4`, `projection::FieldOfView`, `projection::ViewPort`.
---
## Behavior & conventions
* **Angles from look-at** (Y-up coordinate system):
```
dir = normalize(look_at - origin)
pitch = asin(dir.y) // +Y is up
yaw = atan2(dir.x, dir.z) // horizontal rotation
roll = 0
```
Returned as `PitchAngle::from_radians(...)`, `YawAngle::from_radians(...)`, etc.
* **View matrix**: built by the Unity Engine helper `unity_engine::calc_view_matrix(angles, origin)` to match the engine's handedness and axis conventions.
* **Projection**: uses `calc_perspective_projection_matrix(fov.as_degrees(), viewport.aspect_ratio(), near, far)`. Pass your **vertical FOV** in degrees via `FieldOfView`; the helper computes a standard perspective matrix.
---
## Using with `projection::Camera`
Create a camera whose math is driven by this trait:
```cpp
using Mat4 = Mat4X4; // from Unity Engine math headers
using Angs = ViewAngles; // pitch/yaw/roll type
using UEcam = omath::projection::Camera<Mat4, Angs, omath::unity_engine::CameraTrait>;
omath::projection::ViewPort vp{1920.f, 1080.f};
auto fov = omath::projection::FieldOfView::from_degrees(60.f);
UEcam cam(
/*position*/ {10.f, 5.f, -10.f},
/*angles*/ omath::unity_engine::CameraTrait::calc_look_at_angle({10,5,-10},{0,5,0}),
/*viewport*/ vp,
/*fov*/ fov,
/*near*/ 0.3f,
/*far*/ 1000.f
);
```
This satisfies `CameraEngineConcept` expected by `projection::Camera` (look-at, view, projection) as declared in the trait header.
---
## Notes & tips
* Ensure your `ViewAngles` aliases (`PitchAngle`, `YawAngle`, `RollAngle`) match the project's angle policy (ranges/normalization). The implementation constructs them **from radians**.
* `aspect_ratio()` is taken directly from `ViewPort` (`width / height`), so keep both positive and non-zero.
* `near` must be > 0 and `< far` for a valid projection matrix (enforced by your math helpers).
* Unity Engine uses **Y-up**: pitch angles control vertical look, positive = up.
---
## See also
* Unity Engine math helpers in `omath/engines/unity_engine/formulas.hpp` (view/projection builders used above).
* Generic camera wrapper `omath::projection::Camera` and its `CameraEngineConcept` (this trait is designed to plug straight into it).

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# `omath::unity_engine` — types & constants
> Header: `omath/engines/unity_engine/constants.hpp`
> Namespace: `omath::unity_engine`
> Purpose: define Unity Engine coordinate system, matrix types, and angle ranges
---
## Summary
The **Unity Engine** uses a **Y-up, left-handed** coordinate system:
* **Up** = `{0, 1, 0}` (Y-axis)
* **Right** = `{1, 0, 0}` (X-axis)
* **Forward** = `{0, 0, 1}` (Z-axis)
Matrices are **row-major**. Angles are **clamped pitch** (±90°) and **normalized yaw/roll** (±180°).
---
## Constants
```cpp
namespace omath::unity_engine {
constexpr Vector3<float> k_abs_up = {0, 1, 0};
constexpr Vector3<float> k_abs_right = {1, 0, 0};
constexpr Vector3<float> k_abs_forward = {0, 0, 1};
}
```
These basis vectors define the engine's **world coordinate frame**.
---
## Matrix types
```cpp
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>;
```
**Row-major** storage means rows are contiguous in memory. Suitable for CPU-side transforms and typical C++ math libraries.
---
## Angle types
```cpp
using PitchAngle = Angle<float, -90.f, 90.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>;
```
* **PitchAngle**: clamped to **[-90°, +90°]** (looking down vs. up)
* **YawAngle**: normalized to **[-180°, +180°]** (horizontal rotation)
* **RollAngle**: normalized to **[-180°, +180°]** (camera roll)
`ViewAngles` bundles all three into a single type for camera/view transforms.
---
## Coordinate system notes
* **Y-up**: gravity points along `-Y`, height increases with `+Y`
* **Left-handed**: cross product `forward × right = up` with left-hand rule
* This matches **Unity Engine** conventions for 3D games and simulations
---
## See also
* `omath/engines/unity_engine/formulas.hpp` — view/projection matrix builders
* `omath/trigonometry/angle.hpp` — angle normalization & clamping helpers
* `omath/trigonometry/view_angles.hpp` — generic pitch/yaw/roll wrapper

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# `omath::unity_engine` — formulas & matrix helpers
> Header: `omath/engines/unity_engine/formulas.hpp`
> Namespace: `omath::unity_engine`
> Purpose: compute direction vectors, rotation matrices, view matrices, and perspective projections for Unity Engine
---
## Summary
This header provides **Unity Engine**-specific math for:
* **Direction vectors** (`forward`, `right`, `up`) from `ViewAngles`
* **Rotation matrices** from Euler angles
* **View matrices** (camera transforms)
* **Perspective projection** matrices
All functions respect Unity Engine's **Y-up, left-handed** coordinate system.
---
## API
```cpp
namespace omath::unity_engine {
// Compute forward direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
// Compute right direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
// Compute up direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
// Build 3x3 rotation matrix from angles
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
// Build view matrix (camera space transform)
[[nodiscard]]
Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection matrix
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view,
float aspect_ratio,
float near, float far) noexcept;
} // namespace omath::unity_engine
```
---
## Direction vectors
Given camera angles (pitch/yaw/roll):
* `forward_vector(angles)` → unit vector pointing where the camera looks
* `right_vector(angles)` → unit vector pointing to the camera's right
* `up_vector(angles)` → unit vector pointing upward relative to the camera
These are used for movement, aim direction, and building coordinate frames.
---
## Rotation & view matrices
* `rotation_matrix(angles)` → 3×3 (or 4×4) rotation matrix from Euler angles
* `calc_view_matrix(angles, origin)` → camera view matrix
The view matrix transforms world coordinates into camera space (origin at camera, axes aligned with camera orientation).
---
## Perspective projection
```cpp
Mat4X4 proj = calc_perspective_projection_matrix(
fov_degrees, // vertical field of view (e.g., 60)
aspect_ratio, // width / height (e.g., 16/9)
near_plane, // e.g., 0.3
far_plane // e.g., 1000.0
);
```
Produces a **perspective projection matrix** suitable for 3D rendering pipelines. Combined with the view matrix, this implements the standard camera transform chain.
---
## Usage example
```cpp
using namespace omath::unity_engine;
// Camera setup
ViewAngles angles = {
PitchAngle::from_degrees(-15.0f),
YawAngle::from_degrees(45.0f),
RollAngle::from_degrees(0.0f)
};
Vector3<float> cam_pos{10.0f, 5.0f, -10.0f};
// Compute direction
auto forward = forward_vector(angles);
auto right = right_vector(angles);
auto up = up_vector(angles);
// Build matrices
auto view_mat = calc_view_matrix(angles, cam_pos);
auto proj_mat = calc_perspective_projection_matrix(60.0f, 16.0f/9.0f, 0.3f, 1000.0f);
// Use view_mat and proj_mat for rendering...
```
---
## Conventions
* **Angles**: pitch (up/down), yaw (left/right), roll (tilt)
* **Pitch**: positive = looking up, negative = looking down
* **Yaw**: increases counter-clockwise from the +Z axis
* **Coordinate system**: Y-up, Z-forward, X-right (left-handed)
---
## See also
* `omath/engines/unity_engine/constants.hpp` — coordinate frame & angle types
* `omath/engines/unity_engine/traits/camera_trait.hpp` — plug-in for generic `Camera`
* `omath/projection/camera.hpp` — generic camera wrapper using these formulas

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# `omath::unity_engine::MeshTrait` — mesh transformation trait for Unity Engine
> Header: `omath/engines/unity_engine/traits/mesh_trait.hpp`
> Namespace: `omath::unity_engine`
> Purpose: provide Unity Engine-specific rotation matrix computation for `omath::primitives::Mesh`
---
## Summary
`MeshTrait` is a trait class that provides the `rotation_matrix` function for transforming meshes in Unity's coordinate system. It serves as a template parameter to `omath::primitives::Mesh`, enabling engine-specific rotation behavior.
---
## Coordinate System
**Unity Engine** uses:
* **Up axis**: +Y
* **Forward axis**: +Z
* **Right axis**: +X
* **Handedness**: Left-handed
* **Rotation order**: Pitch (X) → Yaw (Y) → Roll (Z)
---
## API
```cpp
namespace omath::unity_engine {
class MeshTrait final {
public:
[[nodiscard]]
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
};
} // namespace omath::unity_engine
```
---
## Method: `rotation_matrix`
```cpp
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
```
Computes a 4×4 rotation matrix from Unity-style Euler angles.
**Parameters**:
* `rotation``ViewAngles` containing pitch, yaw, and roll angles
**Returns**: 4×4 rotation matrix suitable for mesh transformation
**Implementation**: Delegates to `unity_engine::rotation_matrix(rotation)` defined in `formulas.hpp`.
---
## Usage
### With Mesh
```cpp
using namespace omath::unity_engine;
// Create mesh (MeshTrait is used automatically)
Mesh my_mesh(vertices, indices);
// Set rotation using ViewAngles
ViewAngles angles;
angles.pitch = PitchAngle::from_degrees(30.0f);
angles.yaw = YawAngle::from_degrees(45.0f);
angles.roll = RollAngle::from_degrees(0.0f);
my_mesh.set_rotation(angles);
// The rotation matrix is computed using MeshTrait::rotation_matrix
auto matrix = my_mesh.get_to_world_matrix();
```
---
## Rotation Conventions
Unity uses a left-handed coordinate system with Y-up:
1. **Pitch** (rotation around X-axis / right axis)
* Positive pitch looks upward (+Y direction)
* Range: typically [-89°, 89°]
2. **Yaw** (rotation around Y-axis / up axis)
* Positive yaw rotates clockwise when viewed from above (left-handed)
* Range: [-180°, 180°]
3. **Roll** (rotation around Z-axis / forward axis)
* Positive roll tilts right
* Range: [-180°, 180°]
---
## Type Alias
```cpp
namespace omath::unity_engine {
using Mesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
}
```
---
## See Also
- [Mesh Documentation](../../3d_primitives/mesh.md) - Mesh primitive
- [Formulas Documentation](formulas.md) - Unity rotation formula
- [CameraTrait Documentation](camera_trait.md) - Camera trait
---
*Last updated: 13 Nov 2025*

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# `omath::unity_engine::PredEngineTrait` — projectile prediction trait
> Header: `omath/engines/unity_engine/traits/pred_engine_trait.hpp`
> Namespace: `omath::unity_engine`
> Purpose: provide Unity Engine-specific projectile and target prediction for ballistic calculations
---
## Summary
`PredEngineTrait` implements engine-specific helpers for **projectile prediction**:
* `predict_projectile_position` computes where a projectile will be after `time` seconds
* `predict_target_position` computes where a moving target will be after `time` seconds
* `calc_vector_2d_distance` horizontal distance (X/Z plane, ignoring Y)
* `get_vector_height_coordinate` extracts vertical coordinate (Y in Unity Engine)
* `calc_viewpoint_from_angles` computes aim point given pitch angle
* `calc_direct_pitch_angle` pitch angle to look from origin to target
* `calc_direct_yaw_angle` yaw angle to look from origin to target
These methods satisfy the `PredEngineTraitConcept` required by generic projectile prediction algorithms.
---
## API
```cpp
namespace omath::unity_engine {
class PredEngineTrait final {
public:
// Predict projectile position after `time` seconds
static constexpr Vector3<float>
predict_projectile_position(const projectile_prediction::Projectile& projectile,
float pitch, float yaw, float time,
float gravity) noexcept;
// Predict target position after `time` seconds
static constexpr Vector3<float>
predict_target_position(const projectile_prediction::Target& target,
float time, float gravity) noexcept;
// Compute horizontal (2D) distance
static float
calc_vector_2d_distance(const Vector3<float>& delta) noexcept;
// Get vertical coordinate (Y in Unity Engine)
static constexpr float
get_vector_height_coordinate(const Vector3<float>& vec) noexcept;
// Compute aim point from angles
static Vector3<float>
calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
Vector3<float> predicted_target_position,
std::optional<float> projectile_pitch) noexcept;
// Compute pitch angle to look at target
static float
calc_direct_pitch_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
// Compute yaw angle to look at target
static float
calc_direct_yaw_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
};
} // namespace omath::unity_engine
```
---
## Projectile prediction
```cpp
auto pos = PredEngineTrait::predict_projectile_position(
projectile, // initial position, speed, gravity scale
pitch_deg, // launch pitch (positive = up)
yaw_deg, // launch yaw
time, // time in seconds
gravity // gravity constant (e.g., 9.81 m/s²)
);
```
Computes:
1. Forward vector from pitch/yaw (using `forward_vector`)
2. Initial velocity: `forward * launch_speed`
3. Position after `time`: `origin + velocity*time - 0.5*gravity*gravityScale*time²` (Y component only)
**Note**: Negative pitch in `forward_vector` convention → positive pitch looks up.
---
## Target prediction
```cpp
auto pos = PredEngineTrait::predict_target_position(
target, // position, velocity, airborne flag
time, // time in seconds
gravity // gravity constant
);
```
Simple linear extrapolation plus gravity if target is airborne:
```
predicted = origin + velocity * time
if (airborne)
predicted.y -= 0.5 * gravity * time²
```
---
## Distance & height helpers
* `calc_vector_2d_distance(delta)``sqrt(delta.x² + delta.z²)` (horizontal distance)
* `get_vector_height_coordinate(vec)``vec.y` (vertical coordinate in Unity Engine)
Used to compute ballistic arc parameters.
---
## Aim angle calculation
* `calc_direct_pitch_angle(origin, target)` → pitch in degrees to look from `origin` to `target`
- Formula: `asin(Δy / distance)` converted to degrees (direction normalized first)
- Positive = looking up, negative = looking down
* `calc_direct_yaw_angle(origin, target)` → yaw in degrees to look from `origin` to `target`
- Formula: `atan2(Δx, Δz)` converted to degrees (direction normalized first)
- Horizontal rotation around Y-axis
---
## Viewpoint from angles
```cpp
auto aim_point = PredEngineTrait::calc_viewpoint_from_angles(
projectile,
predicted_target_pos,
optional_pitch_deg
);
```
Computes where to aim in 3D space given a desired pitch angle. Uses horizontal distance and `tan(pitch)` to compute height offset. Result has adjusted Y coordinate.
---
## Conventions
* **Coordinate system**: Y-up (height increases with Y)
* **Angles**: pitch in [-90°, +90°], yaw in [-180°, +180°]
* **Gravity**: applied downward along -Y axis
* **Pitch convention**: +90° = straight up, -90° = straight down
---
## Usage example
```cpp
using namespace omath::unity_engine;
using namespace omath::projectile_prediction;
Projectile proj{
.m_origin = {0, 2, 0},
.m_launch_speed = 50.0f,
.m_gravity_scale = 1.0f
};
Target tgt{
.m_origin = {20, 2, 15},
.m_velocity = {1, 0, 0.5f},
.m_is_airborne = false
};
float gravity = 9.81f;
float time = 0.5f;
// Predict where target will be
auto target_pos = PredEngineTrait::predict_target_position(tgt, time, gravity);
// Compute aim angles
float pitch = PredEngineTrait::calc_direct_pitch_angle(proj.m_origin, target_pos);
float yaw = PredEngineTrait::calc_direct_yaw_angle(proj.m_origin, target_pos);
// Predict projectile position with those angles
auto proj_pos = PredEngineTrait::predict_projectile_position(proj, pitch, yaw, time, gravity);
```
---
## See also
* `omath/engines/unity_engine/formulas.hpp` — direction vectors and matrix builders
* `omath/projectile_prediction/projectile.hpp``Projectile` struct
* `omath/projectile_prediction/target.hpp``Target` struct
* Generic projectile prediction algorithms that use `PredEngineTraitConcept`

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# `omath::unreal_engine::CameraTrait` — plug-in trait for `projection::Camera`
> Header: `omath/engines/unreal_engine/traits/camera_trait.hpp` • Impl: `omath/engines/unreal_engine/traits/camera_trait.cpp`
> Namespace: `omath::unreal_engine`
> Purpose: provide Unreal Engine-style **look-at**, **view**, and **projection** math to the generic `omath::projection::Camera` (satisfies `CameraEngineConcept`).
---
## Summary
`CameraTrait` exposes three `static` functions:
* `calc_look_at_angle(origin, look_at)` computes Euler angles so the camera at `origin` looks at `look_at`. Implementation normalizes the direction, computes **pitch** as `asin(dir.z)` and **yaw** as `atan2(dir.y, dir.x)`; **roll** is `0`. Pitch/yaw are returned using the project's strong angle types (`PitchAngle`, `YawAngle`, `RollAngle`).
* `calc_view_matrix(angles, origin)` delegates to Unreal Engine formulas `unreal_engine::calc_view_matrix`, producing a `Mat4X4` view matrix for the given angles and origin.
* `calc_projection_matrix(fov, viewport, near, far)` builds a perspective projection by calling `calc_perspective_projection_matrix(fov_degrees, aspect, near, far)`, where `aspect = viewport.aspect_ratio()`. Accepts `FieldOfView` (degrees).
The trait's types (`ViewAngles`, `Mat4X4`, angle aliases) and helpers live in the Unreal Engine math headers included by the trait (`formulas.hpp`) and the shared projection header (`projection/camera.hpp`).
---
## API
```cpp
namespace omath::unreal_engine {
class CameraTrait final {
public:
// Compute Euler angles (pitch/yaw/roll) to look from cam_origin to look_at.
static ViewAngles
calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept;
// Build view matrix for given angles and origin.
static Mat4X4
calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection from FOV (deg), viewport, near/far.
static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port,
float near, float far) noexcept;
};
} // namespace omath::unreal_engine
```
Uses: `Vector3<float>`, `ViewAngles` (pitch/yaw/roll), `Mat4X4`, `projection::FieldOfView`, `projection::ViewPort`.
---
## Behavior & conventions
* **Angles from look-at** (Z-up coordinate system):
```
dir = normalize(look_at - origin)
pitch = asin(dir.z) // +Z is up
yaw = atan2(dir.y, dir.x) // horizontal rotation
roll = 0
```
Returned as `PitchAngle::from_radians(...)`, `YawAngle::from_radians(...)`, etc.
* **View matrix**: built by the Unreal Engine helper `unreal_engine::calc_view_matrix(angles, origin)` to match the engine's handedness and axis conventions.
* **Projection**: uses `calc_perspective_projection_matrix(fov.as_degrees(), viewport.aspect_ratio(), near, far)`. Pass your **vertical FOV** in degrees via `FieldOfView`; the helper computes a standard perspective matrix.
---
## Using with `projection::Camera`
Create a camera whose math is driven by this trait:
```cpp
using Mat4 = Mat4X4; // from Unreal Engine math headers
using Angs = ViewAngles; // pitch/yaw/roll type
using UEcam = omath::projection::Camera<Mat4, Angs, omath::unreal_engine::CameraTrait>;
omath::projection::ViewPort vp{1920.f, 1080.f};
auto fov = omath::projection::FieldOfView::from_degrees(90.f);
UEcam cam(
/*position*/ {1000.f, 500.f, 200.f},
/*angles*/ omath::unreal_engine::CameraTrait::calc_look_at_angle({1000,500,200},{0,0,200}),
/*viewport*/ vp,
/*fov*/ fov,
/*near*/ 10.f,
/*far*/ 100000.f
);
```
This satisfies `CameraEngineConcept` expected by `projection::Camera` (look-at, view, projection) as declared in the trait header.
---
## Notes & tips
* Ensure your `ViewAngles` aliases (`PitchAngle`, `YawAngle`, `RollAngle`) match the project's angle policy (ranges/normalization). The implementation constructs them **from radians**.
* `aspect_ratio()` is taken directly from `ViewPort` (`width / height`), so keep both positive and non-zero.
* `near` must be > 0 and `< far` for a valid projection matrix (enforced by your math helpers).
* Unreal Engine uses **Z-up**: pitch angles control vertical look, positive = up.
---
## See also
* Unreal Engine math helpers in `omath/engines/unreal_engine/formulas.hpp` (view/projection builders used above).
* Generic camera wrapper `omath::projection::Camera` and its `CameraEngineConcept` (this trait is designed to plug straight into it).

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# `omath::unreal_engine` — types & constants
> Header: `omath/engines/unreal_engine/constants.hpp`
> Namespace: `omath::unreal_engine`
> Purpose: define Unreal Engine coordinate system, matrix types, and angle ranges
---
## Summary
The **Unreal Engine** uses a **Z-up, left-handed** coordinate system:
* **Up** = `{0, 0, 1}` (Z-axis)
* **Right** = `{0, 1, 0}` (Y-axis)
* **Forward** = `{1, 0, 0}` (X-axis)
Matrices are **row-major**. Angles are **clamped pitch** (±90°) and **normalized yaw/roll** (±180°).
---
## Constants
```cpp
namespace omath::unreal_engine {
constexpr Vector3<float> k_abs_up = {0, 0, 1};
constexpr Vector3<float> k_abs_right = {0, 1, 0};
constexpr Vector3<float> k_abs_forward = {1, 0, 0};
}
```
These basis vectors define the engine's **world coordinate frame**.
---
## Matrix types
```cpp
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>;
```
**Row-major** storage means rows are contiguous in memory. Suitable for CPU-side transforms and typical C++ math libraries.
---
## Angle types
```cpp
using PitchAngle = Angle<float, -90.f, 90.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>;
```
* **PitchAngle**: clamped to **[-90°, +90°]** (looking down vs. up)
* **YawAngle**: normalized to **[-180°, +180°]** (horizontal rotation)
* **RollAngle**: normalized to **[-180°, +180°]** (camera roll)
`ViewAngles` bundles all three into a single type for camera/view transforms.
---
## Coordinate system notes
* **Z-up**: gravity points along `-Z`, height increases with `+Z`
* **Left-handed**: cross product `forward × right = up` with left-hand rule
* This matches **Unreal Engine** conventions for 3D games and simulations
---
## See also
* `omath/engines/unreal_engine/formulas.hpp` — view/projection matrix builders
* `omath/trigonometry/angle.hpp` — angle normalization & clamping helpers
* `omath/trigonometry/view_angles.hpp` — generic pitch/yaw/roll wrapper

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# `omath::unreal_engine` — formulas & matrix helpers
> Header: `omath/engines/unreal_engine/formulas.hpp`
> Namespace: `omath::unreal_engine`
> Purpose: compute direction vectors, rotation matrices, view matrices, and perspective projections for Unreal Engine
---
## Summary
This header provides **Unreal Engine**-specific math for:
* **Direction vectors** (`forward`, `right`, `up`) from `ViewAngles`
* **Rotation matrices** from Euler angles
* **View matrices** (camera transforms)
* **Perspective projection** matrices
All functions respect Unreal Engine's **Z-up, left-handed** coordinate system.
---
## API
```cpp
namespace omath::unreal_engine {
// Compute forward direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
// Compute right direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
// Compute up direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
// Build 3x3 rotation matrix from angles
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
// Build view matrix (camera space transform)
[[nodiscard]]
Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection matrix
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view,
float aspect_ratio,
float near, float far) noexcept;
} // namespace omath::unreal_engine
```
---
## Direction vectors
Given camera angles (pitch/yaw/roll):
* `forward_vector(angles)` → unit vector pointing where the camera looks
* `right_vector(angles)` → unit vector pointing to the camera's right
* `up_vector(angles)` → unit vector pointing upward relative to the camera
These are used for movement, aim direction, and building coordinate frames.
---
## Rotation & view matrices
* `rotation_matrix(angles)` → 3×3 (or 4×4) rotation matrix from Euler angles
* `calc_view_matrix(angles, origin)` → camera view matrix
The view matrix transforms world coordinates into camera space (origin at camera, axes aligned with camera orientation).
---
## Perspective projection
```cpp
Mat4X4 proj = calc_perspective_projection_matrix(
fov_degrees, // vertical field of view (e.g., 90)
aspect_ratio, // width / height (e.g., 16/9)
near_plane, // e.g., 10.0
far_plane // e.g., 100000.0
);
```
Produces a **perspective projection matrix** suitable for 3D rendering pipelines. Combined with the view matrix, this implements the standard camera transform chain.
---
## Usage example
```cpp
using namespace omath::unreal_engine;
// Camera setup
ViewAngles angles = {
PitchAngle::from_degrees(-20.0f),
YawAngle::from_degrees(45.0f),
RollAngle::from_degrees(0.0f)
};
Vector3<float> cam_pos{1000.0f, 500.0f, 200.0f};
// Compute direction
auto forward = forward_vector(angles);
auto right = right_vector(angles);
auto up = up_vector(angles);
// Build matrices
auto view_mat = calc_view_matrix(angles, cam_pos);
auto proj_mat = calc_perspective_projection_matrix(90.0f, 16.0f/9.0f, 10.0f, 100000.0f);
// Use view_mat and proj_mat for rendering...
```
---
## Conventions
* **Angles**: pitch (up/down), yaw (left/right), roll (tilt)
* **Pitch**: positive = looking up, negative = looking down
* **Yaw**: increases counter-clockwise from the +X axis
* **Coordinate system**: Z-up, X-forward, Y-right (left-handed)
---
## See also
* `omath/engines/unreal_engine/constants.hpp` — coordinate frame & angle types
* `omath/engines/unreal_engine/traits/camera_trait.hpp` — plug-in for generic `Camera`
* `omath/projection/camera.hpp` — generic camera wrapper using these formulas

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# `omath::unreal_engine::MeshTrait` — mesh transformation trait for Unreal Engine
> Header: `omath/engines/unreal_engine/traits/mesh_trait.hpp`
> Namespace: `omath::unreal_engine`
> Purpose: provide Unreal Engine-specific rotation matrix computation for `omath::primitives::Mesh`
---
## Summary
`MeshTrait` is a trait class that provides the `rotation_matrix` function for transforming meshes in Unreal Engine's coordinate system. It serves as a template parameter to `omath::primitives::Mesh`, enabling engine-specific rotation behavior.
---
## Coordinate System
**Unreal Engine** uses:
* **Up axis**: +Z
* **Forward axis**: +X
* **Right axis**: +Y
* **Handedness**: Left-handed
* **Rotation order**: Roll (Y) → Pitch (X) → Yaw (Z)
---
## API
```cpp
namespace omath::unreal_engine {
class MeshTrait final {
public:
[[nodiscard]]
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
};
} // namespace omath::unreal_engine
```
---
## Method: `rotation_matrix`
```cpp
static Mat4X4 rotation_matrix(const ViewAngles& rotation);
```
Computes a 4×4 rotation matrix from Unreal-style Euler angles.
**Parameters**:
* `rotation``ViewAngles` containing pitch, yaw, and roll angles
**Returns**: 4×4 rotation matrix suitable for mesh transformation
**Implementation**: Delegates to `unreal_engine::rotation_matrix(rotation)` defined in `formulas.hpp`.
---
## Usage
### With Mesh
```cpp
using namespace omath::unreal_engine;
// Create mesh (MeshTrait is used automatically)
Mesh my_mesh(vertices, indices);
// Set rotation using ViewAngles
ViewAngles angles;
angles.pitch = PitchAngle::from_degrees(30.0f);
angles.yaw = YawAngle::from_degrees(45.0f);
angles.roll = RollAngle::from_degrees(0.0f);
my_mesh.set_rotation(angles);
// The rotation matrix is computed using MeshTrait::rotation_matrix
auto matrix = my_mesh.get_to_world_matrix();
```
---
## Rotation Conventions
Unreal uses a left-handed Z-up coordinate system:
1. **Roll** (rotation around Y-axis / right axis)
* Positive roll rotates forward axis upward
* Range: [-180°, 180°]
2. **Pitch** (rotation around X-axis / forward axis)
* Positive pitch looks upward
* Range: typically [-89°, 89°]
3. **Yaw** (rotation around Z-axis / up axis)
* Positive yaw rotates clockwise when viewed from above (left-handed)
* Range: [-180°, 180°]
**Note**: Unreal applies rotations in Roll-Pitch-Yaw order, different from most other engines.
---
## Type Alias
```cpp
namespace omath::unreal_engine {
using Mesh = primitives::Mesh<Mat4X4, ViewAngles, MeshTrait, float>;
}
```
---
## See Also
- [Mesh Documentation](../../3d_primitives/mesh.md) - Mesh primitive
- [Formulas Documentation](formulas.md) - Unreal rotation formula
- [CameraTrait Documentation](camera_trait.md) - Camera trait
---
*Last updated: 13 Nov 2025*

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# `omath::unreal_engine::PredEngineTrait` — projectile prediction trait
> Header: `omath/engines/unreal_engine/traits/pred_engine_trait.hpp`
> Namespace: `omath::unreal_engine`
> Purpose: provide Unreal Engine-specific projectile and target prediction for ballistic calculations
---
## Summary
`PredEngineTrait` implements engine-specific helpers for **projectile prediction**:
* `predict_projectile_position` computes where a projectile will be after `time` seconds
* `predict_target_position` computes where a moving target will be after `time` seconds
* `calc_vector_2d_distance` horizontal distance (X/Y plane, ignoring Z)
* `get_vector_height_coordinate` extracts vertical coordinate (Y in Unreal Engine, note: code uses Z)
* `calc_viewpoint_from_angles` computes aim point given pitch angle
* `calc_direct_pitch_angle` pitch angle to look from origin to target
* `calc_direct_yaw_angle` yaw angle to look from origin to target
These methods satisfy the `PredEngineTraitConcept` required by generic projectile prediction algorithms.
---
## API
```cpp
namespace omath::unreal_engine {
class PredEngineTrait final {
public:
// Predict projectile position after `time` seconds
static constexpr Vector3<float>
predict_projectile_position(const projectile_prediction::Projectile& projectile,
float pitch, float yaw, float time,
float gravity) noexcept;
// Predict target position after `time` seconds
static constexpr Vector3<float>
predict_target_position(const projectile_prediction::Target& target,
float time, float gravity) noexcept;
// Compute horizontal (2D) distance
static float
calc_vector_2d_distance(const Vector3<float>& delta) noexcept;
// Get vertical coordinate (implementation returns Y, but UE is Z-up)
static constexpr float
get_vector_height_coordinate(const Vector3<float>& vec) noexcept;
// Compute aim point from angles
static Vector3<float>
calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
Vector3<float> predicted_target_position,
std::optional<float> projectile_pitch) noexcept;
// Compute pitch angle to look at target
static float
calc_direct_pitch_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
// Compute yaw angle to look at target
static float
calc_direct_yaw_angle(const Vector3<float>& origin,
const Vector3<float>& view_to) noexcept;
};
} // namespace omath::unreal_engine
```
---
## Projectile prediction
```cpp
auto pos = PredEngineTrait::predict_projectile_position(
projectile, // initial position, speed, gravity scale
pitch_deg, // launch pitch (positive = up)
yaw_deg, // launch yaw
time, // time in seconds
gravity // gravity constant (e.g., 980 cm/s²)
);
```
Computes:
1. Forward vector from pitch/yaw (using `forward_vector`)
2. Initial velocity: `forward * launch_speed`
3. Position after `time`: `origin + velocity*time - 0.5*gravity*gravityScale*time²` (Y component per implementation, though UE is Z-up)
**Note**: Negative pitch in `forward_vector` convention → positive pitch looks up.
---
## Target prediction
```cpp
auto pos = PredEngineTrait::predict_target_position(
target, // position, velocity, airborne flag
time, // time in seconds
gravity // gravity constant
);
```
Simple linear extrapolation plus gravity if target is airborne:
```
predicted = origin + velocity * time
if (airborne)
predicted.y -= 0.5 * gravity * time² // Note: implementation uses Y
```
---
## Distance & height helpers
* `calc_vector_2d_distance(delta)``sqrt(delta.x² + delta.z²)` (horizontal distance in X/Z plane)
* `get_vector_height_coordinate(vec)``vec.y` (implementation returns Y; UE convention is Z-up)
Used to compute ballistic arc parameters.
---
## Aim angle calculation
* `calc_direct_pitch_angle(origin, target)` → pitch in degrees to look from `origin` to `target`
- Formula: `asin(Δz / distance)` converted to degrees (direction normalized first)
- Positive = looking up, negative = looking down
* `calc_direct_yaw_angle(origin, target)` → yaw in degrees to look from `origin` to `target`
- Formula: `atan2(Δy, Δx)` converted to degrees (direction normalized first)
- Horizontal rotation around Z-axis
---
## Viewpoint from angles
```cpp
auto aim_point = PredEngineTrait::calc_viewpoint_from_angles(
projectile,
predicted_target_pos,
optional_pitch_deg
);
```
Computes where to aim in 3D space given a desired pitch angle. Uses horizontal distance and `tan(pitch)` to compute height offset.
---
## Conventions
* **Coordinate system**: Z-up (height increases with Z)
* **Angles**: pitch in [-90°, +90°], yaw in [-180°, +180°]
* **Gravity**: applied downward (implementation uses Y component, but UE is Z-up)
* **Pitch convention**: +90° = straight up, -90° = straight down
**Note**: Some implementation details (gravity application to Y coordinate) may need adjustment for full Unreal Engine Z-up consistency.
---
## Usage example
```cpp
using namespace omath::unreal_engine;
using namespace omath::projectile_prediction;
Projectile proj{
.m_origin = {0, 0, 200},
.m_launch_speed = 5000.0f,
.m_gravity_scale = 1.0f
};
Target tgt{
.m_origin = {2000, 1000, 200},
.m_velocity = {50, 20, 0},
.m_is_airborne = false
};
float gravity = 980.0f; // cm/s² in Unreal units
float time = 0.5f;
// Predict where target will be
auto target_pos = PredEngineTrait::predict_target_position(tgt, time, gravity);
// Compute aim angles
float pitch = PredEngineTrait::calc_direct_pitch_angle(proj.m_origin, target_pos);
float yaw = PredEngineTrait::calc_direct_yaw_angle(proj.m_origin, target_pos);
// Predict projectile position with those angles
auto proj_pos = PredEngineTrait::predict_projectile_position(proj, pitch, yaw, time, gravity);
```
---
## See also
* `omath/engines/unreal_engine/formulas.hpp` — direction vectors and matrix builders
* `omath/projectile_prediction/projectile.hpp``Projectile` struct
* `omath/projectile_prediction/target.hpp``Target` struct
* Generic projectile prediction algorithms that use `PredEngineTraitConcept`

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# FAQ
Common questions and answers about OMath.
---
## General Questions
### What is OMath?
OMath is a modern C++ math library designed for game development, graphics programming, and high-performance computing. It provides:
- Vector and matrix operations
- 3D projection and camera systems
- Projectile prediction
- Collision detection
- Support for multiple game engines (Source, Unity, Unreal, etc.)
- Pattern scanning utilities
### Why choose OMath over other math libraries?
- **Modern C++**: Uses C++20/23 features (concepts, `constexpr`, `std::expected`)
- **No legacy code**: Built from scratch without legacy baggage
- **Game engine support**: Pre-configured for Source, Unity, Unreal, Frostbite, etc.
- **Zero dependencies**: No external dependencies needed (except for testing)
- **Performance**: AVX2 optimizations available
- **Type safety**: Strong typing prevents common errors
- **Cross-platform**: Works on Windows, Linux, and macOS
### Is OMath suitable for production use?
Yes! OMath is production-ready and used in various projects. It has:
- Comprehensive test coverage
- Clear error handling
- Well-documented API
- Active maintenance and community support
---
## Installation & Setup
### How do I install OMath?
Three main methods:
**vcpkg (recommended):**
```bash
vcpkg install orange-math
```
**xrepo:**
```bash
xrepo install omath
```
**From source:**
See [Installation Guide](install.md)
### What are the minimum requirements?
- **Compiler**: C++20 support required
- GCC 10+
- Clang 11+
- MSVC 2019 16.10+
- **CMake**: 3.15+ (if building from source)
- **Platform**: Windows, Linux, or macOS
### Do I need C++23?
C++23 is **recommended** but not required. Some features like `std::expected` work better with C++23, but fallbacks are available for C++20.
### Can I use OMath in a C++17 project?
No, OMath requires C++20 minimum due to use of concepts, `constexpr` enhancements, and other C++20 features.
---
## Usage Questions
### How do I include OMath in my project?
**Full library:**
```cpp
#include <omath/omath.hpp>
```
**Specific components:**
```cpp
#include <omath/linear_algebra/vector3.hpp>
#include <omath/engines/source_engine/camera.hpp>
```
### Which game engine should I use?
Choose based on your target game or application:
| Engine | Use For |
|--------|---------|
| **Source Engine** | CS:GO, TF2, CS2, Half-Life, Portal, L4D |
| **Unity Engine** | Unity games (many indie and mobile games) |
| **Unreal Engine** | Fortnite, Unreal games |
| **Frostbite** | Battlefield, Star Wars games (EA titles) |
| **IW Engine** | Call of Duty series |
| **OpenGL** | Custom OpenGL applications, generic 3D |
### How do I switch between engines?
Just change the namespace:
```cpp
// Source Engine
using namespace omath::source_engine;
Camera cam = /* ... */;
// Unity Engine
using namespace omath::unity_engine;
Camera cam = /* ... */;
```
Each engine has the same API but different coordinate system handling.
### What if my game isn't listed?
Use the **OpenGL engine** as a starting point - it uses canonical OpenGL conventions. You may need to adjust coordinate transformations based on your specific game.
---
## Performance Questions
### Should I use the AVX2 or Legacy engine?
**Use AVX2 if:**
- Target modern CPUs (2013+)
- Need maximum performance
- Can accept reduced compatibility
**Use Legacy if:**
- Need broad compatibility
- Target older CPUs or ARM
- Unsure about target hardware
The API is identical - just change the class:
```cpp
// Legacy (compatible)
ProjPredEngineLegacy engine;
// AVX2 (faster)
ProjPredEngineAVX2 engine;
```
### How much faster is AVX2?
Typically 2-4x faster for projectile prediction calculations, depending on the CPU and specific use case.
### Are vector operations constexpr?
Yes! Most operations are `constexpr` and can be evaluated at compile-time:
```cpp
constexpr Vector3<float> v{1, 2, 3};
constexpr auto len_sq = v.length_sqr(); // Computed at compile time
```
### Is OMath thread-safe?
- **Immutable operations** (vector math, etc.) are thread-safe
- **Mutable state** (Camera updates) is NOT thread-safe
- Use separate instances per thread or synchronize access
---
## Troubleshooting
### `world_to_screen()` always returns `nullopt`
Check:
1. **Is the point behind the camera?** Points behind the camera cannot be projected.
2. **Are near/far planes correct?** Ensure `near < far` and both are positive.
3. **Is FOV valid?** FOV should be between 1° and 179°.
4. **Are camera angles normalized?** Use engine-provided angle types.
### Angles are wrapping incorrectly
Use the correct angle type:
```cpp
// Good: uses proper angle type
PitchAngle pitch = PitchAngle::from_degrees(45.0f);
// Bad: raw float loses normalization
float pitch = 45.0f;
```
### Projection seems mirrored or inverted
You may be using the wrong engine trait. Each engine has different coordinate conventions:
- **Source/Unity**: Z-up
- **Unreal**: Z-up, different handedness
- **OpenGL**: Y-up
Ensure you're using the trait matching your game.
### Pattern scanning finds multiple matches
This is normal! Patterns may appear multiple times. Solutions:
1. Make the pattern more specific (more bytes, fewer wildcards)
2. Use additional context (nearby code patterns)
3. Verify each match programmatically
### Projectile prediction returns `nullopt`
Common reasons:
1. **Target too fast**: Target velocity exceeds projectile speed
2. **Out of range**: Distance exceeds max flight time
3. **Invalid input**: Check projectile speed > 0
4. **Gravity too strong**: Projectile can't reach target height
### Compilation errors about `std::expected`
If using C++20 (not C++23), you may need a backport library like `tl::expected`:
```cmake
# CMakeLists.txt
find_package(tl-expected CONFIG REQUIRED)
target_link_libraries(your_target PRIVATE tl::expected)
```
Or upgrade to C++23 if possible.
---
## Feature Questions
### Can I use OMath with DirectX/OpenGL/Vulkan?
Yes! OMath matrices and vectors work with all graphics APIs. Use:
- **OpenGL**: `opengl_engine` traits
- **DirectX**: Use appropriate engine trait or OpenGL as base
- **Vulkan**: Use OpenGL traits as starting point
### Does OMath support quaternions?
Not currently. Quaternion support may be added in future versions. For now, use euler angles (ViewAngles) or convert manually.
### Can I extend OMath with custom engine traits?
Yes! Implement the `CameraEngineConcept`:
```cpp
class MyEngineTrait {
public:
static ViewAngles calc_look_at_angle(
const Vector3<float>& origin,
const Vector3<float>& target
);
static Mat4X4 calc_view_matrix(
const ViewAngles& angles,
const Vector3<float>& origin
);
static Mat4X4 calc_projection_matrix(
const FieldOfView& fov,
const ViewPort& viewport,
float near, float far
);
};
// Use with Camera
using MyCamera = Camera<Mat4X4, ViewAngles, MyEngineTrait>;
```
### Does OMath support SIMD for vector operations?
AVX2 support is available for projectile prediction. General vector SIMD may be added in future versions. The library already compiles to efficient code with compiler optimizations enabled.
### Can I use OMath for machine learning?
OMath is optimized for game development and graphics, not ML. For machine learning, consider libraries like Eigen or xtensor which are designed for that domain.
---
## Debugging Questions
### How do I print vectors?
OMath provides `std::formatter` support:
```cpp
#include <format>
#include <iostream>
Vector3<float> v{1, 2, 3};
std::cout << std::format("{}", v) << "\n"; // Prints: [1, 2, 3]
```
### How do I visualize projection problems?
1. Check if `world_to_screen()` succeeds
2. Print camera matrices:
```cpp
auto view = camera.get_view_matrix();
auto proj = camera.get_projection_matrix();
// Print matrix values
```
3. Test with known good points (e.g., origin, simple positions)
4. Verify viewport and FOV values
### How can I debug pattern scanning?
```cpp
PatternView pattern{"48 8B 05 ?? ?? ?? ??"};
// Print pattern details
std::cout << "Pattern length: " << pattern.size() << "\n";
std::cout << "Pattern bytes: ";
for (auto byte : pattern) {
if (byte.has_value()) {
std::cout << std::hex << (int)*byte << " ";
} else {
std::cout << "?? ";
}
}
std::cout << "\n";
```
---
## Contributing
### How can I contribute to OMath?
See [CONTRIBUTING.md](https://github.com/orange-cpp/omath/blob/master/CONTRIBUTING.md) for guidelines. Contributions welcome:
- Bug fixes
- New features
- Documentation improvements
- Test coverage
- Examples
### Where do I report bugs?
[GitHub Issues](https://github.com/orange-cpp/omath/issues)
Please include:
- OMath version
- Compiler and version
- Minimal reproducible example
- Expected vs actual behavior
### How do I request a feature?
Open a GitHub issue with:
- Use case description
- Proposed API (if applicable)
- Why existing features don't meet your needs
---
## License & Legal
### What license does OMath use?
OMath uses a custom "libomath" license. See [LICENSE](https://github.com/orange-cpp/omath/blob/master/LICENSE) for full details.
### Can I use OMath in commercial projects?
Check the LICENSE file for commercial use terms.
### Can I use OMath for game cheating/hacking?
OMath is a math library and can be used for various purposes. However:
- Using it to cheat in online games may violate game ToS
- Creating cheats may be illegal in your jurisdiction
- The developers do not condone cheating in online games
Use responsibly and ethically.
---
## Getting Help
### Where can I get help?
- **Documentation**: [http://libomath.org](http://libomath.org)
- **Discord**: [Join community](https://discord.gg/eDgdaWbqwZ)
- **Telegram**: [@orangennotes](https://t.me/orangennotes)
- **GitHub Issues**: [Report bugs/ask questions](https://github.com/orange-cpp/omath/issues)
### Is there a Discord/community?
Yes! Join our Discord: [https://discord.gg/eDgdaWbqwZ](https://discord.gg/eDgdaWbqwZ)
### Are there video tutorials?
Check our [YouTube channel](https://youtu.be/lM_NJ1yCunw?si=-Qf5yzDcWbaxAXGQ) for demonstrations and tutorials.
---
## Didn't find your answer?
- Search the [documentation](index.md)
- Check [tutorials](tutorials.md)
- Ask on [Discord](https://discord.gg/eDgdaWbqwZ)
- Open a [GitHub issue](https://github.com/orange-cpp/omath/issues)
---
*Last updated: 1 Nov 2025*

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# Getting Started
Welcome to OMath! This guide will help you get up and running with the library quickly.
## What is OMath?
OMath is a modern, blazingly fast C++ math library designed for:
- **Game development** and cheat development
- **Graphics programming** (DirectX/OpenGL/Vulkan)
- **3D applications** with support for multiple game engines
- **High-performance computing** with AVX2 optimizations
Key features:
- 100% independent, no legacy C++ code
- Fully `constexpr` template-based design
- Zero additional dependencies (except for unit tests)
- Cross-platform (Windows, macOS, Linux)
- Built-in support for Source, Unity, Unreal, Frostbite, IWEngine, and OpenGL coordinate systems
---
## Installation
Choose one of the following methods to install OMath:
### Using vcpkg (Recommended)
```bash
vcpkg install orange-math
```
Then in your CMakeLists.txt:
```cmake
find_package(omath CONFIG REQUIRED)
target_link_libraries(your_target PRIVATE omath::omath)
```
### Using xrepo
```bash
xrepo install omath
```
Then in your xmake.lua:
```lua
add_requires("omath")
target("your_target")
add_packages("omath")
```
### Building from Source
See the detailed [Installation Guide](install.md) for complete instructions.
---
## Quick Example
Here's a simple example to get you started:
```cpp
#include <omath/omath.hpp>
#include <iostream>
int main() {
using namespace omath;
// Create 3D vectors
Vector3<float> a{1.0f, 2.0f, 3.0f};
Vector3<float> b{4.0f, 5.0f, 6.0f};
// Vector operations
auto sum = a + b; // Vector addition
auto dot_product = a.dot(b); // Dot product: 32.0
auto cross_product = a.cross(b); // Cross product: (-3, 6, -3)
auto length = a.length(); // Length: ~3.74
auto normalized = a.normalized(); // Unit vector
std::cout << "Sum: [" << sum.x << ", " << sum.y << ", " << sum.z << "]\n";
std::cout << "Dot product: " << dot_product << "\n";
std::cout << "Length: " << length << "\n";
return 0;
}
```
---
## Core Concepts
### 1. Vectors
OMath provides 2D, 3D, and 4D vector types:
```cpp
using namespace omath;
Vector2<float> vec2{1.0f, 2.0f};
Vector3<float> vec3{1.0f, 2.0f, 3.0f};
Vector4<float> vec4{1.0f, 2.0f, 3.0f, 4.0f};
```
All vector types support:
- Arithmetic operations (+, -, *, /)
- Dot and cross products (where applicable)
- Length and distance calculations
- Normalization
- Component-wise operations
See: [Vector2](linear_algebra/vector2.md), [Vector3](linear_algebra/vector3.md), [Vector4](linear_algebra/vector4.md)
### 2. Matrices
4x4 matrices for transformations:
```cpp
using namespace omath;
Mat4X4 matrix = Mat4X4::identity();
// Use for transformations, projections, etc.
```
See: [Matrix Documentation](linear_algebra/mat.md)
### 3. Angles
Strong-typed angle system with automatic range management:
```cpp
using namespace omath;
auto angle = Angle<float, 0.0f, 360.0f>::from_degrees(45.0f);
auto radians = angle.as_radians();
// View angles for camera systems
ViewAngles view{
PitchAngle::from_degrees(-10.0f),
YawAngle::from_degrees(90.0f),
RollAngle::from_degrees(0.0f)
};
```
See: [Angle](trigonometry/angle.md), [View Angles](trigonometry/view_angles.md)
### 4. 3D Projection
Built-in camera and projection systems:
```cpp
using namespace omath;
using namespace omath::projection;
ViewPort viewport{1920.0f, 1080.0f};
auto fov = FieldOfView::from_degrees(90.0f);
// Example using Source Engine
using namespace omath::source_engine;
Camera cam(
Vector3<float>{0, 0, 100}, // Position
ViewAngles{}, // Angles
viewport,
fov,
0.1f, // near plane
1000.0f // far plane
);
// Project 3D point to 2D screen
Vector3<float> world_pos{100, 50, 75};
if (auto screen_pos = cam.world_to_screen(world_pos)) {
std::cout << "Screen: " << screen_pos->x << ", " << screen_pos->y << "\n";
}
```
See: [Camera](projection/camera.md)
### 5. Game Engine Support
OMath provides pre-configured traits for major game engines:
```cpp
// Source Engine
#include <omath/engines/source_engine/camera.hpp>
using SourceCamera = omath::source_engine::Camera;
// Unity Engine
#include <omath/engines/unity_engine/camera.hpp>
using UnityCamera = omath::unity_engine::Camera;
// Unreal Engine
#include <omath/engines/unreal_engine/camera.hpp>
using UnrealCamera = omath::unreal_engine::Camera;
// And more: OpenGL, Frostbite, IWEngine
```
Each engine has its own coordinate system conventions automatically handled.
See: Engine-specific docs in [engines/](engines/) folder
---
## Common Use Cases
### World-to-Screen Projection
```cpp
using namespace omath;
using namespace omath::source_engine;
Camera cam = /* initialize camera */;
Vector3<float> enemy_position{100, 200, 50};
if (auto screen = cam.world_to_screen(enemy_position)) {
// Draw ESP box at screen->x, screen->y
std::cout << "Enemy on screen at: " << screen->x << ", " << screen->y << "\n";
} else {
// Enemy not visible (behind camera or outside frustum)
}
```
### Projectile Prediction
```cpp
using namespace omath::projectile_prediction;
Projectile bullet{
Vector3<float>{0, 0, 0}, // shooter position
1000.0f, // muzzle velocity (m/s)
Vector3<float>{0, 0, -9.81f} // gravity
};
Target enemy{
Vector3<float>{100, 200, 50}, // position
Vector3<float>{10, 0, 0} // velocity
};
// Calculate where to aim
ProjPredEngineLegacy engine;
if (auto aim_point = engine.maybe_calculate_aim_point(bullet, enemy)) {
// Aim at *aim_point to hit moving target
}
```
See: [Projectile Prediction](projectile_prediction/projectile_engine.md)
### Collision Detection
```cpp
using namespace omath;
// Ray-plane intersection
Plane ground{
Vector3<float>{0, 0, 0}, // point on plane
Vector3<float>{0, 0, 1} // normal (pointing up)
};
Vector3<float> ray_origin{0, 0, 100};
Vector3<float> ray_direction{0, 0, -1};
if (auto hit = ground.intersects_ray(ray_origin, ray_direction)) {
std::cout << "Hit ground at: " << hit->x << ", " << hit->y << ", " << hit->z << "\n";
}
```
See: [Collision Detection](collision/line_tracer.md)
### Pattern Scanning
```cpp
#include <omath/utility/pattern_scan.hpp>
using namespace omath;
std::vector<uint8_t> memory = /* ... */;
PatternView pattern{"48 8B 05 ?? ?? ?? ?? 48 85 C0"};
if (auto result = pattern_scan(memory, pattern)) {
std::cout << "Pattern found at offset: " << result->offset << "\n";
}
```
See: [Pattern Scanning](utility/pattern_scan.md)
---
## Next Steps
Now that you have the basics, explore these topics:
1. **[API Reference](index.md)** - Complete API documentation
2. **[Examples](../examples/)** - Working code examples
3. **[Engine-Specific Features](engines/)** - Deep dive into game engine support
4. **[Advanced Topics](#)** - Performance optimization, custom traits, etc.
---
## Getting Help
- **Documentation**: [http://libomath.org](http://libomath.org)
- **Discord**: [Join our community](https://discord.gg/eDgdaWbqwZ)
- **Telegram**: [@orangennotes](https://t.me/orangennotes)
- **Issues**: [GitHub Issues](https://github.com/orange-cpp/omath/issues)
---
*Last updated: 1 Nov 2025*

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<div class="center-text">
<!-- Banner -->
<p>
<img src="images/logos/omath_logo_macro.png" alt="omath banner">
</p>
<!-- Badges -->
<p>
<img src="https://img.shields.io/badge/license-libomath-orange" alt="license: libomath">
<img src="https://img.shields.io/github/contributors/orange-cpp/omath" alt="GitHub contributors">
<img src="https://img.shields.io/github/languages/top/orange-cpp/omath" alt="Top language">
<a href="https://www.codefactor.io/repository/github/orange-cpp/omath">
<img src="https://www.codefactor.io/repository/github/orange-cpp/omath/badge" alt="CodeFactor">
</a>
<img src="https://img.shields.io/github/actions/workflow/status/orange-cpp/omath/cmake-multi-platform.yml" alt="GitHub Actions Workflow Status">
<a href="https://repology.org/project/orange-math/versions">
<img src="https://repology.org/badge/version-for-repo/vcpkg/orange-math.svg" alt="Vcpkg package">
</a>
<img src="https://img.shields.io/github/forks/orange-cpp/omath" alt="GitHub forks">
<a href="https://discord.gg/eDgdaWbqwZ">
<img src="https://dcbadge.limes.pink/api/server/https://discord.gg/eDgdaWbqwZ?style=flat" alt="Join us on Discord">
</a>
<a href="https://t.me/orangennotes">
<img src="https://img.shields.io/badge/Telegram-2CA5E0?style=flat-squeare&logo=telegram&logoColor=white" alt="Telegram">
</a>
</p>
</div>
OMath is a 100% independent, constexpr template blazingly fast math library that doesn't have legacy C++ code.
It provides the latest features, is highly customizable, has all for cheat development, DirectX/OpenGL/Vulkan support, premade support for different game engines, much more constexpr stuff than in other libraries and more...
---
## 🚀 Quick Start
**New to OMath?** Start here:
- **[Getting Started Guide](getting_started.md)** - Installation and first steps
- **[API Overview](api_overview.md)** - High-level API reference
- **[Installation Instructions](install.md)** - Detailed setup guide
**Quick example:**
```cpp
#include <omath/omath.hpp>
using namespace omath;
Vector3<float> a{1, 2, 3};
Vector3<float> b{4, 5, 6};
auto dot = a.dot(b); // 32.0
auto cross = a.cross(b); // (-3, 6, -3)
auto distance = a.distance_to(b); // ~5.196
```
---
## 📚 Documentation Structure
### Core Mathematics
**Linear Algebra**
- [Vector2](linear_algebra/vector2.md) - 2D vectors with full operator support
- [Vector3](linear_algebra/vector3.md) - 3D vectors, dot/cross products, angles
- [Vector4](linear_algebra/vector4.md) - 4D vectors (homogeneous coordinates)
- [Mat4X4](linear_algebra/mat.md) - 4×4 matrices for transformations
- [Triangle](linear_algebra/triangle.md) - Triangle primitive and utilities
**Trigonometry**
- [Angle](trigonometry/angle.md) - Strong-typed angle system with range enforcement
- [Angles](trigonometry/angles.md) - Angle utilities and conversions
- [View Angles](trigonometry/view_angles.md) - Pitch/Yaw/Roll for camera systems
**3D Primitives**
- [Box](3d_primitives/box.md) - Axis-aligned bounding boxes
- [Plane](3d_primitives/plane.md) - Infinite planes and intersections
### Game Development Features
**Projection & Camera**
- [Camera](projection/camera.md) - Generic camera system with engine traits
- [Error Codes](projection/error_codes.md) - Projection error handling
**Collision Detection**
- [Line Tracer](collision/line_tracer.md) - Ray-triangle, ray-plane intersections
**Projectile Prediction**
- [Projectile Engine Interface](projectile_prediction/projectile_engine.md) - Base interface
- [Projectile](projectile_prediction/projectile.md) - Projectile properties
- [Target](projectile_prediction/target.md) - Target state representation
- [Legacy Engine](projectile_prediction/proj_pred_engine_legacy.md) - Standard implementation
- [AVX2 Engine](projectile_prediction/proj_pred_engine_avx2.md) - Optimized implementation
**Pathfinding**
- [A* Algorithm](pathfinding/a_star.md) - A* pathfinding implementation
- [Navigation Mesh](pathfinding/navigation_mesh.md) - Triangle-based navigation
### Game Engine Support
OMath provides built-in support for multiple game engines with proper coordinate system handling:
**Source Engine** (Valve - CS:GO, TF2, etc.)
- [Camera Trait](engines/source_engine/camera_trait.md)
- [Pred Engine Trait](engines/source_engine/pred_engine_trait.md)
- [Constants](engines/source_engine/constants.md)
- [Formulas](engines/source_engine/formulas.md)
**Unity Engine**
- [Camera Trait](engines/unity_engine/camera_trait.md)
- [Pred Engine Trait](engines/unity_engine/pred_engine_trait.md)
- [Constants](engines/unity_engine/constants.md)
- [Formulas](engines/unity_engine/formulas.md)
**Unreal Engine** (Epic Games)
- [Camera Trait](engines/unreal_engine/camera_trait.md)
- [Pred Engine Trait](engines/unreal_engine/pred_engine_trait.md)
- [Constants](engines/unreal_engine/constants.md)
- [Formulas](engines/unreal_engine/formulas.md)
**Frostbite Engine** (EA - Battlefield, etc.)
- [Camera Trait](engines/frostbite/camera_trait.md)
- [Pred Engine Trait](engines/frostbite/pred_engine_trait.md)
- [Constants](engines/frostbite/constants.md)
- [Formulas](engines/frostbite/formulas.md)
**IW Engine** (Infinity Ward - Call of Duty)
- [Camera Trait](engines/iw_engine/camera_trait.md)
- [Pred Engine Trait](engines/iw_engine/pred_engine_trait.md)
- [Constants](engines/iw_engine/constants.md)
- [Formulas](engines/iw_engine/formulas.md)
**OpenGL Engine** (Canonical OpenGL)
- [Camera Trait](engines/opengl_engine/camera_trait.md)
- [Pred Engine Trait](engines/opengl_engine/pred_engine_trait.md)
- [Constants](engines/opengl_engine/constants.md)
- [Formulas](engines/opengl_engine/formulas.md)
### Utilities
**Color**
- [Color](utility/color.md) - RGBA color with conversions
**Pattern Scanning & Memory**
- [Pattern Scan](utility/pattern_scan.md) - Binary pattern search with wildcards
- [PE Pattern Scan](utility/pe_pattern_scan.md) - PE file pattern scanning
**Reverse Engineering**
- [External Rev Object](rev_eng/external_rev_object.md) - External process memory access
- [Internal Rev Object](rev_eng/internal_rev_object.md) - Internal memory access
---
## ✨ Key Features
- **Efficiency**: Optimized for performance, ensuring quick computations using AVX2.
- **Versatility**: Includes a wide array of mathematical functions and algorithms.
- **Ease of Use**: Simplified interface for convenient integration into various projects.
- **Projectile Prediction**: Projectile prediction engine with O(N) algo complexity, that can power you projectile aim-bot.
- **3D Projection**: No need to find view-projection matrix anymore you can make your own projection pipeline.
- **Collision Detection**: Production ready code to handle collision detection by using simple interfaces.
- **No Additional Dependencies**: No additional dependencies need to use OMath except unit test execution
- **Ready for meta-programming**: Omath use templates for common types like Vectors, Matrixes etc, to handle all types!
- **Engine support**: Supports coordinate systems of **Source, Unity, Unreal, Frostbite, IWEngine and canonical OpenGL**.
- **Cross platform**: Supports Windows, MacOS and Linux.
- **Algorithms**: Has ability to scan for byte pattern with wildcards in PE files/modules, binary slices, works even with Wine apps.
---
## 📖 Common Use Cases
### World-to-Screen Projection
Project 3D world coordinates to 2D screen space for ESP overlays, UI elements, or visualization.
### Projectile Prediction
Calculate aim points for moving targets considering projectile speed, gravity, and target velocity.
### Collision Detection
Perform ray-casting, line tracing, and intersection tests for hit detection and physics.
### Pattern Scanning
Search for byte patterns in memory for reverse engineering, modding, or tool development.
### Pathfinding
Find optimal paths through 3D spaces using A* algorithm and navigation meshes.
---
## 🎮 Gallery
<br>
[![Youtube Video](images/yt_previews/img.png)](https://youtu.be/lM_NJ1yCunw?si=-Qf5yzDcWbaxAXGQ)
<br>
![APEX Preview]
<br>
![BO2 Preview]
<br>
![CS2 Preview]
<br>
![TF2 Preview]
<br>
<br>
---
## 🤝 Community & Support
- **Documentation**: [http://libomath.org](http://libomath.org)
- **GitHub**: [orange-cpp/omath](https://github.com/orange-cpp/omath)
- **Discord**: [Join our community](https://discord.gg/eDgdaWbqwZ)
- **Telegram**: [@orangennotes](https://t.me/orangennotes)
- **Issues**: [Report bugs or request features](https://github.com/orange-cpp/omath/issues)
---
## 💡 Contributing
OMath is open source and welcomes contributions! See [CONTRIBUTING.md](https://github.com/orange-cpp/omath/blob/master/CONTRIBUTING.md) for guidelines.
---
*Last updated: 1 Nov 2025*
<!----------------------------------{ Images }--------------------------------->
[APEX Preview]: images/showcase/apex.png
[BO2 Preview]: images/showcase/cod_bo2.png
[CS2 Preview]: images/showcase/cs2.jpeg
[TF2 Preview]: images/showcase/tf2.jpg

View File

@@ -1,6 +1,6 @@
# 📥Installation Guide # Installation
## Using vcpkg ## <img width="28px" src="https://vcpkg.io/assets/mark/mark.svg" /> Using vcpkg
**Note**: Support vcpkg for package management **Note**: Support vcpkg for package management
1. Install [vcpkg](https://github.com/microsoft/vcpkg) 1. Install [vcpkg](https://github.com/microsoft/vcpkg)
2. Run the following command to install the orange-math package: 2. Run the following command to install the orange-math package:
@@ -14,7 +14,21 @@ 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). 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 using CMake ## <img width="28px" src="https://xmake.io/assets/img/logo.svg" /> Using xrepo
**Note**: Support xrepo for package management
1. Install [xmake](https://xmake.io/)
2. Run the following command to install the omath package:
```
xrepo install omath
```
xmake.lua
```xmake
add_requires("omath")
target("...")
add_packages("omath")
```
## <img width="28px" src="https://upload.wikimedia.org/wikipedia/commons/e/ef/CMake_logo.svg?" /> Build from source using CMake
1. **Preparation** 1. **Preparation**
Install needed tools: cmake, clang, git, msvc (windows only). Install needed tools: cmake, clang, git, msvc (windows only).
@@ -45,10 +59,10 @@ For detailed commands on installing different versions and more information, ple
cmake --preset windows-release -S . cmake --preset windows-release -S .
cmake --build cmake-build/build/windows-release --target omath -j 6 cmake --build cmake-build/build/windows-release --target omath -j 6
``` ```
Use **\<platform\>-\<build configuration\>** preset to build siutable version for yourself. Like **windows-release** or **linux-release**. Use **\<platform\>-\<build configuration\>** preset to build suitable version for yourself. Like **windows-release** or **linux-release**.
| Platform Name | Build Config | | Platform Name | Build Config |
|---------------|---------------| |---------------|---------------|
| windows | release/debug | | windows | release/debug |
| linux | release/debug | | linux | release/debug |
| darwin | release/debug | | darwin | release/debug |

428
docs/linear_algebra/mat.md Normal file
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@@ -0,0 +1,428 @@
# `omath::Mat` — Matrix class (C++20/23)
> Header: your projects `mat.hpp` (requires `vector3.hpp`)
> Namespace: `omath`
> Requires: **C++23** (uses multi-parameter `operator[]`)
> SIMD (optional): define **`OMATH_USE_AVX2`** to enable AVX2-accelerated multiplication for `float`/`double`.
---
## Overview
`omath::Mat<Rows, Columns, Type, StoreType>` is a compile-time, fixed-size matrix with:
* **Row/column counts** as template parameters (no heap allocations).
* **Row-major** or **column-major** storage (compile-time via `MatStoreType`).
* **Arithmetic** and **linear algebra**: matrix × matrix, scalar ops, transpose, determinant, inverse (optional), etc.
* **Transform helpers**: translation, axis rotations, look-at, perspective & orthographic projections.
* **I/O helpers**: `to_string`/`to_wstring`/`to_u8string` and `std::formatter` specializations.
---
## Template parameters
| Parameter | Description | Default |
| ----------- | ------------------------------------------------------------------------ | ----------- |
| `Rows` | Number of rows (size_t, compile-time) | — |
| `Columns` | Number of columns (size_t, compile-time) | — |
| `Type` | Element type (arithmetic) | `float` |
| `StoreType` | Storage order: `MatStoreType::ROW_MAJOR` or `MatStoreType::COLUMN_MAJOR` | `ROW_MAJOR` |
```cpp
enum class MatStoreType : uint8_t { ROW_MAJOR = 0, COLUMN_MAJOR };
```
---
## Quick start
```cpp
#include "mat.hpp"
using omath::Mat;
// 4x4 float, row-major
Mat<4,4> I = {
{1,0,0,0},
{0,1,0,0},
{0,0,1,0},
{0,0,0,1},
};
// Multiply 4x4 transforms
Mat<4,4> A = { {1,2,3,0},{0,1,4,0},{5,6,0,0},{0,0,0,1} };
Mat<4,4> B = { {2,0,0,0},{0,2,0,0},{0,0,2,0},{0,0,0,1} };
Mat<4,4> C = A * B; // matrix × matrix
// Scalar ops
auto D = C * 0.5f; // scale all entries
// Indexing (C++23 multi-parameter operator[])
float a03 = A[0,3]; // same as A.at(0,3)
A[1,2] = 42.0f;
// Transpose, determinant, inverse
auto AT = A.transposed();
float det = A.determinant(); // only for square matrices
auto inv = A.inverted(); // std::optional<Mat>; std::nullopt if non-invertible
```
> **Note**
> Multiplication requires the **same** `StoreType` and `Type` on both operands, and dimensions must match at compile time.
---
## Construction
```cpp
Mat(); // zero-initialized
Mat(std::initializer_list<std::initializer_list<Type>> rows);
explicit Mat(const Type* raw_data); // copies Rows*Columns elements
Mat(const Mat&); Mat(Mat&&);
```
* **Zeroing/setting**
```cpp
m.clear(); // set all entries to 0
m.set(3.14f); // set all entries to a value
```
* **Shape & metadata**
```cpp
Mat<>::row_count(); // constexpr size_t
Mat<>::columns_count(); // constexpr size_t
Mat<>::size(); // constexpr MatSize {rows, columns}
Mat<>::get_store_ordering(); // constexpr MatStoreType
using ContainedType = Type; // alias
```
---
## Element access
```cpp
T& at(size_t r, size_t c);
T const& at(size_t r, size_t c) const;
T& operator[](size_t r, size_t c); // C++23
T const& operator[](size_t r, size_t c) const; // C++23
```
> **Bounds checking**
> In debug builds you may enable/disable range checks via your compile-time macros (see the source guard around `at()`).
---
## Arithmetic
* **Matrix × matrix**
```cpp
// (Rows x Columns) * (Columns x OtherColumns) -> (Rows x OtherColumns)
template<size_t OtherColumns>
Mat<Rows, OtherColumns, Type, StoreType>
operator*(const Mat<Columns, OtherColumns, Type, StoreType>&) const;
```
* Complexity: `O(Rows * Columns * OtherColumns)`.
* AVX2-accelerated when `OMATH_USE_AVX2` is defined and `Type` is `float` or `double`.
* **Scalars**
```cpp
Mat operator*(const Type& s) const; Mat& operator*=(const Type& s);
Mat operator/(const Type& s) const; Mat& operator/=(const Type& s);
```
* **Transpose**
```cpp
Mat<Columns, Rows, Type, StoreType> transposed() const noexcept;
```
* **Determinant (square only)**
```cpp
Type determinant() const; // 1x1, 2x2 fast path; larger uses Laplace expansion
```
* **Inverse (square only)**
```cpp
std::optional<Mat> inverted() const; // nullopt if det == 0
```
* **Minors & cofactors (square only)**
```cpp
Mat<Rows-1, Columns-1, Type, StoreType> strip(size_t r, size_t c) const;
Type minor(size_t r, size_t c) const;
Type alg_complement(size_t r, size_t c) const; // cofactor
```
* **Utilities**
```cpp
Type sum() const noexcept;
auto& raw_array(); // std::array<Type, Rows*Columns>&
auto const& raw_array() const;
```
* **Comparison / formatting**
```cpp
bool operator==(const Mat&) const;
bool operator!=(const Mat&) const;
std::string to_string() const noexcept;
std::wstring to_wstring() const noexcept;
std::u8string to_u8string() const noexcept;
```
// std::formatter specialization provided for char, wchar_t, char8_t
````
---
## Storage order notes
- **Row-major**: `index = row * Columns + column`
- **Column-major**: `index = row + column * Rows`
Choose one **consistently** across your math types and shader conventions. Mixed orders are supported by the type system but not for cross-multiplying (store types must match).
---
## Transform helpers
### From vectors
```cpp
template<class T=float, MatStoreType St=ROW_MAJOR>
Mat<1,4,T,St> mat_row_from_vector(const Vector3<T>& v);
template<class T=float, MatStoreType St=ROW_MAJOR>
Mat<4,1,T,St> mat_column_from_vector(const Vector3<T>& v);
````
### Translation
```cpp
template<class T=float, MatStoreType St=ROW_MAJOR>
Mat<4,4,T,St> mat_translation(const Vector3<T>& d) noexcept;
```
### Axis rotations
```cpp
// Angle type must provide angle.cos() and angle.sin()
template<class T=float, MatStoreType St=ROW_MAJOR, class Angle>
Mat<4,4,T,St> mat_rotation_axis_x(const Angle& a) noexcept;
template<class T=float, MatStoreType St=ROW_MAJOR, class Angle>
Mat<4,4,T,St> mat_rotation_axis_y(const Angle& a) noexcept;
template<class T=float, MatStoreType St=ROW_MAJOR, class Angle>
Mat<4,4,T,St> mat_rotation_axis_z(const Angle& a) noexcept;
```
### Camera/view
```cpp
template<class T=float, MatStoreType St=ROW_MAJOR>
Mat<4,4,T,St> mat_camera_view(const Vector3<T>& forward,
const Vector3<T>& right,
const Vector3<T>& up,
const Vector3<T>& camera_origin) noexcept;
```
### Perspective projections
```cpp
template<class T=float, MatStoreType St=ROW_MAJOR>
Mat<4,4,T,St> mat_perspective_left_handed (float fov_deg, float aspect, float near, float far) noexcept;
template<class T=float, MatStoreType St=ROW_MAJOR>
Mat<4,4,T,St> mat_perspective_right_handed(float fov_deg, float aspect, float near, float far) noexcept;
```
### Orthographic projections
```cpp
template<class T=float, MatStoreType St=ROW_MAJOR>
Mat<4,4,T,St> mat_ortho_left_handed (T left, T right, T bottom, T top, T near, T far) noexcept;
template<class T=float, MatStoreType St=ROW_MAJOR>
Mat<4,4,T,St> mat_ortho_right_handed(T left, T right, T bottom, T top, T near, T far) noexcept;
```
### Look-at matrices
```cpp
template<class T=float, MatStoreType St=COLUMN_MAJOR>
Mat<4,4,T,St> mat_look_at_left_handed (const Vector3<T>& eye,
const Vector3<T>& center,
const Vector3<T>& up);
template<class T=float, MatStoreType St=COLUMN_MAJOR>
Mat<4,4,T,St> mat_look_at_right_handed(const Vector3<T>& eye,
const Vector3<T>& center,
const Vector3<T>& up);
```
---
## Screen-space helper
```cpp
template<class Type=float>
static constexpr Mat<4,4> to_screen_mat(const Type& screen_w, const Type& screen_h) noexcept;
// Maps NDC to screen space (origin top-left, y down)
```
---
## Examples
### 1) Building a left-handed camera and perspective
```cpp
using V3 = omath::Vector3<float>;
using M4 = omath::Mat<4,4,float, omath::MatStoreType::COLUMN_MAJOR>;
V3 eye{0, 1, -5}, center{0, 0, 0}, up{0, 1, 0};
M4 view = omath::mat_look_at_left_handed<float, omath::MatStoreType::COLUMN_MAJOR>(eye, center, up);
float fov = 60.f, aspect = 16.f/9.f, n = 0.1f, f = 100.f;
M4 proj = omath::mat_perspective_left_handed<float, omath::MatStoreType::COLUMN_MAJOR>(fov, aspect, n, f);
// final VP
M4 vp = proj * view;
```
### 2) Inverting a transform safely
```cpp
omath::Mat<4,4> T = omath::mat_translation(omath::Vector3<float>{2,3,4});
if (auto inv = T.inverted()) {
// use *inv
} else {
// handle non-invertible
}
```
### 3) Formatting for logs
```cpp
omath::Mat<2,2> A = { {1,2},{3,4} };
std::string s = A.to_string(); // "[[ 1.000, 2.000]\n [ 3.000, 4.000]]"
std::string f = std::format("A = {}", A); // uses std::formatter
```
---
## Performance
* **Cache-friendly kernels** per storage order when AVX2 is not enabled.
* **AVX2 path** (`OMATH_USE_AVX2`) for `float`/`double` implements FMAs with 256-bit vectors for both row-major and column-major multiplication.
* Complexity for `A(R×K) * B(K×C)`: **O(RKC)** regardless of storage order.
---
## Constraints & concepts
```cpp
template<typename M1, typename M2>
concept MatTemplateEqual =
(M1::rows == M2::rows) &&
(M1::columns == M2::columns) &&
std::is_same_v<typename M1::value_type, typename M2::value_type> &&
(M1::store_type == M2::store_type);
```
> Use this concept to constrain generic functions that operate on like-shaped matrices.
---
## Exceptions
* `std::invalid_argument` — initializer list dimensions mismatch.
* `std::out_of_range` — out-of-bounds in `at()` when bounds checking is active (see source guard).
* `inverted()` does **not** throw; returns `std::nullopt` if `determinant() == 0`.
---
## Build switches
* **`OMATH_USE_AVX2`** — enable AVX2 vectorized multiplication paths (`<immintrin.h>` required).
* **Debug checks** — the `at()` method contains a conditional range check; refer to the preprocessor guard in the code to enable/disable in your configuration.
---
## Known requirements & interoperability
* **C++23** is required for multi-parameter `operator[]`. If you target pre-C++23, use `at(r,c)` instead.
* All binary operations require matching `Type` and `StoreType`. Convert explicitly if needed.
---
## See also
* `omath::Vector3<T>`
* Projection helpers: `mat_perspective_*`, `mat_ortho_*`
* View helpers: `mat_look_at_*`, `mat_camera_view`
* Construction helpers: `mat_row_from_vector`, `mat_column_from_vector`, `mat_translation`, `mat_rotation_axis_*`
---
## Appendix: API summary (signatures)
```cpp
// Core
Mat(); Mat(const Mat&); Mat(Mat&&);
Mat(std::initializer_list<std::initializer_list<Type>>);
explicit Mat(const Type* raw);
Mat& operator=(const Mat&); Mat& operator=(Mat&&);
static constexpr size_t row_count();
static constexpr size_t columns_count();
static consteval MatSize size();
static constexpr MatStoreType get_store_ordering();
T& at(size_t r, size_t c);
T const& at(size_t r, size_t c) const;
T& operator[](size_t r, size_t c);
T const& operator[](size_t r, size_t c) const;
void clear();
void set(const Type& v);
Type sum() const noexcept;
template<size_t OC> Mat<Rows,OC,Type,StoreType> operator*(const Mat<Columns,OC,Type,StoreType>&) const;
Mat& operator*=(const Type&); Mat operator*(const Type&) const;
Mat& operator/=(const Type&); Mat operator/(const Type&) const;
Mat<Columns,Rows,Type,StoreType> transposed() const noexcept;
Type determinant() const; // square only
std::optional<Mat> inverted() const; // square only
Mat<Rows-1,Columns-1,Type,StoreType> strip(size_t r, size_t c) const;
Type minor(size_t r, size_t c) const;
Type alg_complement(size_t r, size_t c) const;
auto& raw_array(); auto const& raw_array() const;
std::string to_string() const noexcept;
std::wstring to_wstring() const noexcept;
std::u8string to_u8string() const noexcept;
bool operator==(const Mat&) const;
bool operator!=(const Mat&) const;
// Helpers (see sections above)
```
---
*Last updated: 31 Oct 2025*

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# `omath::Triangle` — Simple 3D triangle utility
> Header: your projects `triangle.hpp`
> Namespace: `omath`
> Depends on: `omath::Vector3<float>` (from `vector3.hpp`)
A tiny helper around three `Vector3<float>` vertices with convenience methods for normals, edge vectors/lengths, a right-angle test (at **`v2`**), and the triangle centroid.
> **Note on the template parameter**
>
> The class is declared as `template<class Vector> class Triangle`, but the stored vertices are concretely `Vector3<float>`. In practice this type is currently **fixed to `Vector3<float>`**. You can ignore the template parameter or refactor to store `Vector` if you intend true genericity.
---
## Vertex layout & naming
```
v1
|\
| \
a | \ hypot = |v1 - v3|
| \
v2 -- v3
b
a = |v1 - v2| (side_a_length)
b = |v3 - v2| (side_b_length)
```
* **`side_a_vector()`** = `v1 - v2` (points from v2 → v1)
* **`side_b_vector()`** = `v3 - v2` (points from v2 → v3)
* **Right-angle check** uses `a² + b² ≈ hypot²` with an epsilon of `1e-4`.
---
## Quick start
```cpp
#include "triangle.hpp"
using omath::Vector3;
using omath::Triangle;
Triangle<void> tri( // template arg unused; any placeholder ok
Vector3<float>{0,0,0}, // v1
Vector3<float>{0,0,1}, // v2 (right angle is tested at v2)
Vector3<float>{1,0,1} // v3
);
auto n = tri.calculate_normal(); // unit normal (right-handed: (v3-v2) × (v1-v2))
float a = tri.side_a_length(); // |v1 - v2|
float b = tri.side_b_length(); // |v3 - v2|
float hyp = tri.hypot(); // |v1 - v3|
bool rect = tri.is_rectangular(); // true if ~right triangle at v2
auto C = tri.mid_point(); // centroid (average of v1,v2,v3)
```
---
## Data members
```cpp
Vector3<float> m_vertex1; // v1
Vector3<float> m_vertex2; // v2 (the corner tested by is_rectangular)
Vector3<float> m_vertex3; // v3
```
---
## Constructors
```cpp
constexpr Triangle() = default;
constexpr Triangle(const Vector3<float>& v1,
const Vector3<float>& v2,
const Vector3<float>& v3);
```
---
## Methods
```cpp
// Normal (unit) using right-handed cross product:
// n = (v3 - v2) × (v1 - v2), then normalized()
[[nodiscard]] constexpr Vector3<float> calculate_normal() const;
// Edge lengths with the naming from the diagram
[[nodiscard]] float side_a_length() const; // |v1 - v2|
[[nodiscard]] float side_b_length() const; // |v3 - v2|
// Edge vectors (from v2 to the other vertex)
[[nodiscard]] constexpr Vector3<float> side_a_vector() const; // v1 - v2
[[nodiscard]] constexpr Vector3<float> side_b_vector() const; // v3 - v2
// Hypotenuse length between v1 and v3
[[nodiscard]] constexpr float hypot() const; // |v1 - v3|
// Right-triangle check at vertex v2 (Pythagoras with epsilon 1e-4)
[[nodiscard]] constexpr bool is_rectangular() const;
// Centroid of the triangle (average of the 3 vertices)
[[nodiscard]] constexpr Vector3<float> mid_point() const; // actually the centroid
```
### Notes & edge cases
* **Normal direction** follows the right-hand rule for the ordered vertices `{v2 → v3} × {v2 → v1}`.
Swap vertex order to flip the normal.
* **Degenerate triangles** (collinear or overlapping vertices) yield a **zero vector** normal (since `normalized()` of the zero vector returns the zero vector in your math types).
* **`mid_point()` is the centroid**, not the midpoint of any single edge. If you need the midpoint of edge `v1v2`, use `(m_vertex1 + m_vertex2) * 0.5f`.
---
## Examples
### Area and plane from existing API
```cpp
const auto a = tri.side_a_vector();
const auto b = tri.side_b_vector();
const auto n = b.cross(a); // unnormalized normal
float area = 0.5f * n.length(); // triangle area
// Plane equation n̂·(x - v2) = 0
auto nhat = n.length() > 0 ? n / n.length() : n;
float d = -nhat.dot(tri.m_vertex2);
```
### Project a point onto the triangles plane
```cpp
Vector3<float> p{0.3f, 1.0f, 0.7f};
auto n = tri.calculate_normal();
float t = n.dot(tri.m_vertex2 - p); // signed distance along normal
auto projected = p + n * t; // on-plane projection
```
---
## API summary (signatures)
```cpp
class Triangle final {
public:
constexpr Triangle();
constexpr Triangle(const Vector3<float>& v1,
const Vector3<float>& v2,
const Vector3<float>& v3);
Vector3<float> m_vertex1, m_vertex2, m_vertex3;
[[nodiscard]] constexpr Vector3<float> calculate_normal() const;
[[nodiscard]] float side_a_length() const;
[[nodiscard]] float side_b_length() const;
[[nodiscard]] constexpr Vector3<float> side_a_vector() const;
[[nodiscard]] constexpr Vector3<float> side_b_vector() const;
[[nodiscard]] constexpr float hypot() const;
[[nodiscard]] constexpr bool is_rectangular() const;
[[nodiscard]] constexpr Vector3<float> mid_point() const;
};
```
---
## Suggestions (optional improvements)
* If generic vectors are intended, store `Vector m_vertex*;` and constrain `Vector` to the required ops (`-`, `cross`, `normalized`, `distance_to`, `+`, `/`).
* Consider renaming `mid_point()``centroid()` to avoid ambiguity.
* Expose an `area()` helper and (optionally) a barycentric coordinate routine if you plan to use this in rasterization or intersection tests.
---
*Last updated: 31 Oct 2025*

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# `omath::Vector2` — 2D vector (C++20/23)
> Header: your projects `vector2.hpp`
> Namespace: `omath`
> Template: `template<class Type> requires std::is_arithmetic_v<Type>`
`Vector2<Type>` is a lightweight, POD-like 2D math type with arithmetic, geometry helpers, comparisons, hashing (for `float`), optional ImGui interop, and `std::formatter` support.
---
## Quick start
```cpp
#include "vector2.hpp"
using omath::Vector2;
using Vec2f = Vector2<float>;
Vec2f a{3.f, 4.f};
Vec2f b{1.f, 2.f};
auto d = a.distance_to(b); // ≈ 3.1623
auto dot = a.dot(b); // 11
auto len = a.length(); // 5
auto unit_a = a.normalized(); // (0.6, 0.8)
// Component-wise mutate
Vec2f c{2, 3};
c *= b; // c -> (2*1, 3*2) = (2, 6)
// Scalar ops (non-mutating + mutating)
auto scaled = a * 0.5f; // (1.5, 2)
a *= 2.f; // (6, 8)
// Ordering by length()
bool shorter = (b < a);
// Formatted printing
std::string s = std::format("a = {}", a); // "a = [6, 8]"
```
---
## Members
```cpp
Type x{0};
Type y{0};
```
---
## Constructors
```cpp
constexpr Vector2(); // (0,0)
constexpr Vector2(const Type& x, const Type& y) noexcept;
```
---
## Equality & ordering
```cpp
constexpr bool operator==(const Vector2&) const noexcept; // component-wise equality
constexpr bool operator!=(const Vector2&) const noexcept;
bool operator< (const Vector2&) const noexcept; // compares by length()
bool operator> (const Vector2&) const noexcept;
bool operator<=(const Vector2&) const noexcept;
bool operator>=(const Vector2&) const noexcept;
```
> **Note:** `<`, `>`, `<=`, `>=` order vectors by **magnitude** (not lexicographically).
---
## Arithmetic
### With another vector (component-wise, **mutating**)
```cpp
Vector2& operator+=(const Vector2&) noexcept;
Vector2& operator-=(const Vector2&) noexcept;
Vector2& operator*=(const Vector2&) noexcept; // Hadamard product (x*=x, y*=y)
Vector2& operator/=(const Vector2&) noexcept;
```
> Non-mutating `v * u` / `v / u` (vector × vector) are **not** provided.
> Use `v *= u` (mutating) or build a new vector explicitly.
### With a scalar
```cpp
Vector2& operator*=(const Type& v) noexcept;
Vector2& operator/=(const Type& v) noexcept;
Vector2& operator+=(const Type& v) noexcept;
Vector2& operator-=(const Type& v) noexcept;
constexpr Vector2 operator*(const Type& v) const noexcept;
constexpr Vector2 operator/(const Type& v) const noexcept;
```
### Binary (+/) with another vector (non-mutating)
```cpp
constexpr Vector2 operator+(const Vector2&) const noexcept;
constexpr Vector2 operator-(const Vector2&) const noexcept;
```
### Unary
```cpp
constexpr Vector2 operator-() const noexcept; // negation
```
---
## Geometry & helpers
```cpp
Type distance_to (const Vector2&) const noexcept; // sqrt of squared distance
constexpr Type distance_to_sqr(const Vector2&) const noexcept;
constexpr Type dot(const Vector2&) const noexcept;
#ifndef _MSC_VER
constexpr Type length() const noexcept; // uses std::hypot; constexpr on non-MSVC
constexpr Vector2 normalized() const noexcept; // returns *this if length==0
#else
Type length() const noexcept;
Vector2 normalized() const noexcept;
#endif
constexpr Type length_sqr() const noexcept; // x*x + y*y
Vector2& abs() noexcept; // component-wise absolute (constexpr-friendly impl)
constexpr Type sum() const noexcept; // x + y
constexpr std::tuple<Type, Type> as_tuple() const noexcept;
```
---
## ImGui integration (optional)
Define `OMATH_IMGUI_INTEGRATION` **before** including the header.
```cpp
#ifdef OMATH_IMGUI_INTEGRATION
constexpr ImVec2 to_im_vec2() const noexcept; // {float(x), float(y)}
static Vector2 from_im_vec2(const ImVec2&) noexcept;
#endif
```
---
## Hashing & formatting
* **Hash (for `Vector2<float>`)**
```cpp
template<> struct std::hash<omath::Vector2<float>> {
std::size_t operator()(const omath::Vector2<float>&) const noexcept;
};
```
Example:
```cpp
std::unordered_set<omath::Vector2<float>> set;
set.insert({1.f, 2.f});
```
* **`std::formatter`** (for any `Type`)
```cpp
// prints "[x, y]" for char / wchar_t / char8_t
template<class Type>
struct std::formatter<omath::Vector2<Type>>;
```
---
## Notes & invariants
* `Type` must be arithmetic (e.g., `float`, `double`, `int`, …).
* `normalized()` returns the input unchanged if `length() == 0`.
* `abs()` uses a constexpr-friendly implementation (not `std::abs`) to allow compile-time evaluation.
* On MSVC, `length()`/`normalized()` are not `constexpr` due to library constraints; theyre still `noexcept`.
---
## Examples
### Component-wise operations and scalar scaling
```cpp
omath::Vector2<float> u{2, 3}, v{4, 5};
u += v; // (6, 8)
u -= v; // (2, 3)
u *= v; // (8, 15) Hadamard product (mutates u)
auto w = v * 2.0f; // (8, 10) non-mutating scalar multiply
```
### Geometry helpers
```cpp
omath::Vector2<double> p{0.0, 0.0}, q{3.0, 4.0};
auto dsq = p.distance_to_sqr(q); // 25
auto d = p.distance_to(q); // 5
auto dot = p.dot(q); // 0
auto uq = q.normalized(); // (0.6, 0.8)
```
### Using as a key in unordered containers (`float`)
```cpp
std::unordered_map<omath::Vector2<float>, int> counts;
counts[{1.f, 2.f}] = 42;
```
### ImGui interop
```cpp
#define OMATH_IMGUI_INTEGRATION
#include "vector2.hpp"
omath::Vector2<float> v{10, 20};
ImVec2 iv = v.to_im_vec2();
v = omath::Vector2<float>::from_im_vec2(iv);
```
---
## API summary (signatures)
```cpp
// Constructors
constexpr Vector2();
constexpr Vector2(const Type& x, const Type& y) noexcept;
// Equality & ordering
constexpr bool operator==(const Vector2&) const noexcept;
constexpr bool operator!=(const Vector2&) const noexcept;
bool operator< (const Vector2&) const noexcept;
bool operator> (const Vector2&) const noexcept;
bool operator<=(const Vector2&) const noexcept;
bool operator>=(const Vector2&) const noexcept;
// Compound (vector/vector and scalar)
Vector2& operator+=(const Vector2&) noexcept;
Vector2& operator-=(const Vector2&) noexcept;
Vector2& operator*=(const Vector2&) noexcept;
Vector2& operator/=(const Vector2&) noexcept;
Vector2& operator*=(const Type&) noexcept;
Vector2& operator/=(const Type&) noexcept;
Vector2& operator+=(const Type&) noexcept;
Vector2& operator-=(const Type&) noexcept;
// Non-mutating arithmetic
constexpr Vector2 operator+(const Vector2&) const noexcept;
constexpr Vector2 operator-(const Vector2&) const noexcept;
constexpr Vector2 operator*(const Type&) const noexcept;
constexpr Vector2 operator/(const Type&) const noexcept;
constexpr Vector2 operator-() const noexcept;
// Geometry
Type distance_to(const Vector2&) const noexcept;
constexpr Type distance_to_sqr(const Vector2&) const noexcept;
constexpr Type dot(const Vector2&) const noexcept;
Type length() const noexcept; // constexpr on non-MSVC
Vector2 normalized() const noexcept; // constexpr on non-MSVC
constexpr Type length_sqr() const noexcept;
Vector2& abs() noexcept;
constexpr Type sum() const noexcept;
constexpr std::tuple<Type,Type> as_tuple() const noexcept;
// ImGui (optional)
#ifdef OMATH_IMGUI_INTEGRATION
constexpr ImVec2 to_im_vec2() const noexcept;
static Vector2 from_im_vec2(const ImVec2&) noexcept;
#endif
// Hash (float) and formatter are specialized in the header
```
---
## See Also
- [Vector3 Documentation](vector3.md) - 3D vector operations
- [Vector4 Documentation](vector4.md) - 4D vector operations
- [Getting Started Guide](../getting_started.md) - Quick start with OMath
- [Tutorials](../tutorials.md) - Step-by-step examples
---
*Last updated: 1 Nov 2025*

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# `omath::Vector3` — 3D vector (C++20/23)
> Header: your projects `vector3.hpp`
> Namespace: `omath`
> Template: `template<class Type> requires std::is_arithmetic_v<Type>`
> Depends on: `omath::Vector2<Type>` (base class), `omath::Angle` (for `angle_between`)
> C++: uses `std::expected` ⇒ **C++23** recommended (or a backport)
`Vector3<Type>` extends `Vector2<Type>` with a `z` component and 3D operations: arithmetic, geometry (dot, cross, distance), normalization, angle-between with robust error signaling, hashing (for `float`) and `std::formatter` support.
---
## Quick start
```cpp
#include "vector3.hpp"
using omath::Vector3;
using Vec3f = Vector3<float>;
Vec3f a{3, 4, 0};
Vec3f b{1, 2, 2};
auto d = a.distance_to(b); // Euclidean distance
auto dot = a.dot(b); // 3*1 + 4*2 + 0*2 = 11
auto cr = a.cross(b); // (8, -6, 2)
auto len = a.length(); // hypot(x,y,z)
auto unit = a.normalized(); // safe normalize (returns a if length==0)
if (auto ang = a.angle_between(b)) {
float deg = ang->as_degrees(); // [0, 180], clamped
} else {
// vectors have zero length -> no defined angle
}
```
---
## Data members
```cpp
Type x{0}; // inherited from Vector2<Type>
Type y{0}; // inherited from Vector2<Type>
Type z{0};
```
---
## Constructors
```cpp
constexpr Vector3() noexcept;
constexpr Vector3(const Type& x, const Type& y, const Type& z) noexcept;
```
---
## Equality & ordering
```cpp
constexpr bool operator==(const Vector3&) const noexcept; // component-wise
constexpr bool operator!=(const Vector3&) const noexcept;
bool operator< (const Vector3&) const noexcept; // compare by length()
bool operator> (const Vector3&) const noexcept;
bool operator<=(const Vector3&) const noexcept;
bool operator>=(const Vector3&) const noexcept;
```
> **Note:** Ordering uses **magnitude**, not lexicographic order.
---
## Arithmetic (mutating)
Component-wise with another vector:
```cpp
Vector3& operator+=(const Vector3&) noexcept;
Vector3& operator-=(const Vector3&) noexcept;
Vector3& operator*=(const Vector3&) noexcept; // Hadamard product
Vector3& operator/=(const Vector3&) noexcept;
```
With a scalar:
```cpp
Vector3& operator*=(const Type& v) noexcept;
Vector3& operator/=(const Type& v) noexcept;
Vector3& operator+=(const Type& v) noexcept;
Vector3& operator-=(const Type& v) noexcept;
```
---
## Arithmetic (non-mutating)
```cpp
constexpr Vector3 operator-() const noexcept;
constexpr Vector3 operator+(const Vector3&) const noexcept;
constexpr Vector3 operator-(const Vector3&) const noexcept;
constexpr Vector3 operator*(const Vector3&) const noexcept; // Hadamard
constexpr Vector3 operator/(const Vector3&) const noexcept; // Hadamard
constexpr Vector3 operator*(const Type& scalar) const noexcept;
constexpr Vector3 operator/(const Type& scalar) const noexcept;
```
---
## Geometry & helpers
```cpp
// Distances & lengths
Type distance_to(const Vector3&) const; // sqrt of squared distance
constexpr Type distance_to_sqr(const Vector3&) const noexcept;
#ifndef _MSC_VER
constexpr Type length() const; // hypot(x,y,z)
constexpr Type length_2d() const; // 2D length from base
constexpr Vector3 normalized() const; // returns *this if length==0
#else
Type length() const noexcept;
Type length_2d() const noexcept;
Vector3 normalized() const noexcept;
#endif
constexpr Type length_sqr() const noexcept;
// Products
constexpr Type dot(const Vector3&) const noexcept;
constexpr Vector3 cross(const Vector3&) const noexcept; // right-handed
// Sums & tuples
constexpr Type sum() const noexcept; // x + y + z
constexpr Type sum_2d() const noexcept; // x + y
constexpr auto as_tuple() const noexcept -> std::tuple<Type,Type,Type>;
// Utilities
Vector3& abs() noexcept; // component-wise absolute
```
---
## Angles & orthogonality
```cpp
enum class Vector3Error { IMPOSSIBLE_BETWEEN_ANGLE };
// Angle in degrees, clamped to [0,180]. Error if any vector has zero length.
std::expected<
omath::Angle<float, 0.f, 180.f, AngleFlags::Clamped>,
Vector3Error
> angle_between(const Vector3& other) const noexcept;
bool is_perpendicular(const Vector3& other) const noexcept; // true if angle == 90°
```
---
## Hashing & formatting
* **Hash (for `Vector3<float>`)**
```cpp
template<> struct std::hash<omath::Vector3<float>> {
std::size_t operator()(const omath::Vector3<float>&) const noexcept;
};
```
Example:
```cpp
std::unordered_map<omath::Vector3<float>, int> counts;
counts[{1.f, 2.f, 3.f}] = 7;
```
* **`std::formatter`** (all character types)
```cpp
template<class Type>
struct std::formatter<omath::Vector3<Type>>; // prints "[x, y, z]"
```
---
## Error handling
* `angle_between()` returns `std::unexpected(Vector3Error::IMPOSSIBLE_BETWEEN_ANGLE)` if either vector length is zero.
* Other operations are total for arithmetic `Type` (no throwing behavior in this class).
---
## Examples
### Cross product & perpendicular check
```cpp
omath::Vector3<float> x{1,0,0}, y{0,1,0};
auto z = x.cross(y); // (0,0,1)
bool perp = x.is_perpendicular(y); // true
```
### Safe normalization and angle
```cpp
omath::Vector3<float> u{0,0,0}, v{1,1,0};
auto nu = u.normalized(); // returns {0,0,0}
if (auto ang = u.angle_between(v)) {
// won't happen: u has zero length → error
} else {
// handle degenerate case
}
```
### Hadamard vs scalar multiply
```cpp
omath::Vector3<float> a{2,3,4}, b{5,6,7};
auto h = a * b; // (10, 18, 28) component-wise
auto s = a * 2.f; // (4, 6, 8) scalar
```
---
## API summary (signatures)
```cpp
// Ctors
constexpr Vector3() noexcept;
constexpr Vector3(const Type& x, const Type& y, const Type& z) noexcept;
// Equality & ordering
constexpr bool operator==(const Vector3&) const noexcept;
constexpr bool operator!=(const Vector3&) const noexcept;
bool operator< (const Vector3&) const noexcept;
bool operator> (const Vector3&) const noexcept;
bool operator<=(const Vector3&) const noexcept;
bool operator>=(const Vector3&) const noexcept;
// Mutating arithmetic
Vector3& operator+=(const Vector3&) noexcept;
Vector3& operator-=(const Vector3&) noexcept;
Vector3& operator*=(const Vector3&) noexcept;
Vector3& operator/=(const Vector3&) noexcept;
Vector3& operator*=(const Type&) noexcept;
Vector3& operator/=(const Type&) noexcept;
Vector3& operator+=(const Type&) noexcept;
Vector3& operator-=(const Type&) noexcept;
// Non-mutating arithmetic
constexpr Vector3 operator-() const noexcept;
constexpr Vector3 operator+(const Vector3&) const noexcept;
constexpr Vector3 operator-(const Vector3&) const noexcept;
constexpr Vector3 operator*(const Vector3&) const noexcept;
constexpr Vector3 operator/(const Vector3&) const noexcept;
constexpr Vector3 operator*(const Type&) const noexcept;
constexpr Vector3 operator/(const Type&) const noexcept;
// Geometry
Type distance_to(const Vector3&) const;
constexpr Type distance_to_sqr(const Vector3&) const noexcept;
#ifndef _MSC_VER
constexpr Type length() const;
constexpr Type length_2d() const;
constexpr Vector3 normalized() const;
#else
Type length() const noexcept;
Type length_2d() const noexcept;
Vector3 normalized() const noexcept;
#endif
constexpr Type length_sqr() const noexcept;
constexpr Type dot(const Vector3&) const noexcept;
constexpr Vector3 cross(const Vector3&) const noexcept;
Vector3& abs() noexcept;
constexpr Type sum() const noexcept;
constexpr Type sum_2d() const noexcept;
constexpr auto as_tuple() const noexcept -> std::tuple<Type,Type,Type>;
// Angles
std::expected<omath::Angle<float,0.f,180.f,AngleFlags::Clamped>, omath::Vector3Error>
angle_between(const Vector3&) const noexcept;
bool is_perpendicular(const Vector3&) const noexcept;
// Hash (float) and formatter specializations provided below the class
```
---
## Notes
* Inherits all public API of `Vector2<Type>` (including `x`, `y`, many operators, and helpers used internally).
* `normalized()` returns the original vector if its length is zero (no NaNs).
* `cross()` uses the standard right-handed definition.
* `length()`/`normalized()` are `constexpr` on non-MSVC; MSVC builds provide `noexcept` runtime versions.
---
## See Also
- [Vector2 Documentation](vector2.md) - 2D vector operations
- [Vector4 Documentation](vector4.md) - 4D vector operations
- [Angle Documentation](../trigonometry/angle.md) - Working with angles
- [Getting Started Guide](../getting_started.md) - Quick start with OMath
- [Tutorials](../tutorials.md) - Practical examples including vector math
---
*Last updated: 1 Nov 2025*

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# `omath::Vector4` — 4D vector (C++20/23)
> Header: your projects `vector4.hpp`
> Namespace: `omath`
> Template: `template<class Type> requires std::is_arithmetic_v<Type>`
> Inherits: `omath::Vector3<Type>` (brings `x`, `y`, `z` and most scalar ops)
`Vector4<Type>` extends `Vector3<Type>` with a `w` component and 4D operations: component-wise arithmetic, scalar ops, dot/length helpers, clamping, hashing (for `float`) and `std::formatter` support. Optional ImGui interop is available behind a macro.
---
## Quick start
```cpp
#include "vector4.hpp"
using omath::Vector4;
using Vec4f = Vector4<float>;
Vec4f a{1, 2, 3, 1};
Vec4f b{4, 5, 6, 2};
// Component-wise & scalar ops
auto c = a + b; // (5, 7, 9, 3)
c *= 0.5f; // (2.5, 3.5, 4.5, 1.5)
auto h = a * b; // Hadamard: (4, 10, 18, 2)
// Dot / length
float d = a.dot(b); // 1*4 + 2*5 + 3*6 + 1*2 = 32
float L = a.length(); // sqrt(x²+y²+z²+w²)
// Clamp (x,y,z only; see notes)
Vec4f col{1.4f, -0.2f, 0.7f, 42.f};
col.clamp(0.f, 1.f); // -> (1, 0, 0.7, w unchanged)
```
---
## Data members
```cpp
// Inherited from Vector3<Type>:
Type x{0};
Type y{0};
Type z{0};
// Added in Vector4:
Type w{0};
```
---
## Constructors
```cpp
constexpr Vector4() noexcept; // (0,0,0,0)
constexpr Vector4(const Type& x, const Type& y,
const Type& z, const Type& w); // value-init
```
---
## Equality & ordering
```cpp
constexpr bool operator==(const Vector4&) const noexcept; // component-wise
constexpr bool operator!=(const Vector4&) const noexcept;
bool operator< (const Vector4&) const noexcept; // compare by length()
bool operator> (const Vector4&) const noexcept;
bool operator<=(const Vector4&) const noexcept;
bool operator>=(const Vector4&) const noexcept;
```
> **Note:** Ordering uses **magnitude** (Euclidean norm), not lexicographic order.
---
## Arithmetic (mutating)
With another vector (component-wise):
```cpp
Vector4& operator+=(const Vector4&) noexcept;
Vector4& operator-=(const Vector4&) noexcept;
Vector4& operator*=(const Vector4&) noexcept; // Hadamard
Vector4& operator/=(const Vector4&) noexcept;
```
With a scalar:
```cpp
Vector4& operator*=(const Type& v) noexcept;
Vector4& operator/=(const Type& v) noexcept;
// From base class (inherited):
Vector4& operator+=(const Type& v) noexcept; // adds v to x,y,z (and w via base? see notes)
Vector4& operator-=(const Type& v) noexcept;
```
---
## Arithmetic (non-mutating)
```cpp
constexpr Vector4 operator-() const noexcept;
constexpr Vector4 operator+(const Vector4&) const noexcept;
constexpr Vector4 operator-(const Vector4&) const noexcept;
constexpr Vector4 operator*(const Vector4&) const noexcept; // Hadamard
constexpr Vector4 operator/(const Vector4&) const noexcept; // Hadamard
constexpr Vector4 operator*(const Type& scalar) const noexcept;
constexpr Vector4 operator/(const Type& scalar) const noexcept;
```
---
## Geometry & helpers
```cpp
constexpr Type length_sqr() const noexcept; // x² + y² + z² + w²
Type length() const noexcept; // std::sqrt(length_sqr())
constexpr Type dot(const Vector4& rhs) const noexcept;
Vector4& abs() noexcept; // component-wise absolute
Vector4& clamp(const Type& min, const Type& max) noexcept;
// clamps x,y,z; leaves w unchanged (see notes)
constexpr Type sum() const noexcept; // x + y + z + w
```
---
## ImGui integration (optional)
Guarded by `OMATH_IMGUI_INTEGRATION`:
```cpp
#ifdef OMATH_IMGUI_INTEGRATION
constexpr ImVec4 to_im_vec4() const noexcept;
// NOTE: Provided signature returns Vector4<float> and (in current code) sets only x,y,z.
// See "Notes & caveats" for a corrected version you may prefer.
static Vector4<float> from_im_vec4(const ImVec4& other) noexcept;
#endif
```
---
## Hashing & formatting
* **Hash specialization** (only for `Vector4<float>`):
```cpp
template<> struct std::hash<omath::Vector4<float>> {
std::size_t operator()(const omath::Vector4<float>&) const noexcept;
};
```
Example:
```cpp
std::unordered_map<omath::Vector4<float>, int> counts;
counts[{1.f, 2.f, 3.f, 1.f}] = 7;
```
* **`std::formatter`** (for any `Type`, all character kinds):
```cpp
template<class Type>
struct std::formatter<omath::Vector4<Type>>; // -> "[x, y, z, w]"
```
---
## Notes & caveats (as implemented)
* `clamp(min,max)` **clamps only `x`, `y`, `z`** and **does not clamp `w`**. This may be intentional (e.g., when `w` is a homogeneous coordinate) — document your intent in your codebase.
If you want to clamp `w` too:
```cpp
w = std::clamp(w, min, max);
```
* **ImGui interop**:
* The header references `ImVec4` but does not include `<imgui.h>` itself. Ensure its included **before** this header whenever `OMATH_IMGUI_INTEGRATION` is defined.
* `from_im_vec4` currently returns `Vector4<float>` and (in the snippet shown) initializes **only x,y,z**. A more consistent version would be:
```cpp
#ifdef OMATH_IMGUI_INTEGRATION
static Vector4<Type> from_im_vec4(const ImVec4& v) noexcept {
return {static_cast<Type>(v.x), static_cast<Type>(v.y),
static_cast<Type>(v.z), static_cast<Type>(v.w)};
}
#endif
```
* Many scalar compound operators (`+= Type`, `-= Type`) are inherited from `Vector3<Type>`.
---
## API summary (signatures)
```cpp
// Ctors
constexpr Vector4() noexcept;
constexpr Vector4(const Type& x, const Type& y, const Type& z, const Type& w);
// Equality & ordering
constexpr bool operator==(const Vector4&) const noexcept;
constexpr bool operator!=(const Vector4&) const noexcept;
bool operator< (const Vector4&) const noexcept;
bool operator> (const Vector4&) const noexcept;
bool operator<=(const Vector4&) const noexcept;
bool operator>=(const Vector4&) const noexcept;
// Mutating arithmetic
Vector4& operator+=(const Vector4&) noexcept;
Vector4& operator-=(const Vector4&) noexcept;
Vector4& operator*=(const Vector4&) noexcept;
Vector4& operator/=(const Vector4&) noexcept;
Vector4& operator*=(const Type&) noexcept;
Vector4& operator/=(const Type&) noexcept;
// (inherited) Vector4& operator+=(const Type&) noexcept;
// (inherited) Vector4& operator-=(const Type&) noexcept;
// Non-mutating arithmetic
constexpr Vector4 operator-() const noexcept;
constexpr Vector4 operator+(const Vector4&) const noexcept;
constexpr Vector4 operator-(const Vector4&) const noexcept;
constexpr Vector4 operator*(const Vector4&) const noexcept;
constexpr Vector4 operator/(const Vector4&) const noexcept;
constexpr Vector4 operator*(const Type&) const noexcept;
constexpr Vector4 operator/(const Type&) const noexcept;
// Geometry & helpers
constexpr Type length_sqr() const noexcept;
Type length() const noexcept;
constexpr Type dot(const Vector4&) const noexcept;
Vector4& abs() noexcept;
Vector4& clamp(const Type& min, const Type& max) noexcept;
constexpr Type sum() const noexcept;
// ImGui (optional)
#ifdef OMATH_IMGUI_INTEGRATION
constexpr ImVec4 to_im_vec4() const noexcept;
static Vector4<float> from_im_vec4(const ImVec4&) noexcept; // see note for preferred template version
#endif
// Hash (float) and formatter specializations provided below the class
```
---
*Last updated: 31 Oct 2025*

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# `omath::pathfinding::Astar` — Pathfinding over a navigation mesh
> Header: your projects `pathfinding/astar.hpp`
> Namespace: `omath::pathfinding`
> Inputs: start/end as `Vector3<float>`, a `NavigationMesh`
> Output: ordered list of waypoints `std::vector<Vector3<float>>`
`Astar` exposes a single public function, `find_path`, that computes a path of 3D waypoints on a navigation mesh. Internally it reconstructs the result with `reconstruct_final_path` from a closed set keyed by `Vector3<float>`.
---
## API
```cpp
namespace omath::pathfinding {
struct PathNode; // holds per-node search data (see "Expected PathNode fields")
class Astar final {
public:
[[nodiscard]]
static std::vector<Vector3<float>>
find_path(const Vector3<float>& start,
const Vector3<float>& end,
const NavigationMesh& nav_mesh) noexcept;
private:
[[nodiscard]]
static std::vector<Vector3<float>>
reconstruct_final_path(
const std::unordered_map<Vector3<float>, PathNode>& closed_list,
const Vector3<float>& current) noexcept;
};
} // namespace omath::pathfinding
```
### Semantics
* Returns a **polyline** of 3D points from `start` to `end`.
* If no path exists, the function typically returns an **empty vector** (behavior depends on implementation details; keep this contract in unit tests).
---
## What `NavigationMesh` is expected to provide
The header doesnt constrain `NavigationMesh`, but for A* it commonly needs:
* **Neighborhood queries**: given a position or node key → iterable neighbors.
* **Traversal cost**: `g(u,v)` (often Euclidean distance or edge weight).
* **Heuristic**: `h(x,end)` (commonly straight-line distance on the mesh).
* **Projection / snap**: the ability to map `start`/`end` to valid nodes/points on the mesh (if they are off-mesh).
> If your `NavigationMesh` doesnt directly expose these, `Astar::find_path` likely does the adapter work (snapping to the nearest convex polygon/portal nodes and expanding across adjacency).
---
## Expected `PathNode` fields
Although not visible here, `PathNode` typically carries:
* `Vector3<float> parent;` — predecessor position or key for backtracking
* `float g;` — cost from `start`
* `float h;` — heuristic to `end`
* `float f;``g + h`
`reconstruct_final_path(closed_list, current)` walks `parent` links from `current` back to the start, **reverses** the chain, and returns the path.
---
## Heuristic & optimality
* Use an **admissible** heuristic (never overestimates true cost) to keep A* optimal.
The usual choice is **Euclidean distance** in 3D:
```cpp
h(x, goal) = (goal - x).length();
```
* For best performance, make it **consistent** (triangle inequality holds). Euclidean distance is consistent on standard navmeshes.
---
## Complexity
Let `V` be explored vertices (or portal nodes) and `E` the traversed edges.
* With a binary heap open list: **O(E log V)** time, **O(V)** memory.
* With a d-ary heap or pairing heap you may reduce practical constants.
---
## Typical usage
```cpp
#include "omath/pathfinding/astar.hpp"
#include "omath/pathfinding/navigation_mesh.hpp"
using omath::Vector3;
using omath::pathfinding::Astar;
NavigationMesh nav = /* ... load/build mesh ... */;
Vector3<float> start{2.5f, 0.0f, -1.0f};
Vector3<float> goal {40.0f, 0.0f, 12.0f};
auto path = Astar::find_path(start, goal, nav);
if (!path.empty()) {
// feed to your agent/renderer
for (const auto& p : path) {
// draw waypoint p or push to steering
}
} else {
// handle "no path" (e.g., unreachable or disconnected mesh)
}
```
---
## Notes & recommendations
* **Start/end snapping**: If `start` or `end` are outside the mesh, decide whether to snap to the nearest polygon/portal or fail early. Keep this behavior consistent and document it where `NavigationMesh` is defined.
* **Numerical stability**: Prefer squared distances when only comparing (`dist2`) to avoid unnecessary `sqrt`.
* **Tie-breaking**: When `f` ties are common (grid-like graphs), bias toward larger `g` or smaller `h` to reduce zig-zagging.
* **Smoothing**: A* returns a polyline that may hug polygon edges. Consider:
* **String pulling / Funnel algorithm** over the corridor of polygons to get a straightened path.
* **Raycast smoothing** (visibility checks) to remove redundant interior points.
* **Hashing `Vector3<float>`**: Your repo defines `std::hash<omath::Vector3<float>>`. Ensure equality/precision rules for using float keys are acceptable (or use discrete node IDs instead).
---
## Testing checklist
* Start/end on the **same polygon** → direct path of 2 points.
* **Disconnected components** → empty result.
* **Narrow corridors** → path stays inside.
* **Obstacles blocking** → no path.
* **Floating-point noise** → still reconstructs a valid chain from parents.
---
## Minimal pseudo-implementation outline (for reference)
```cpp
// Pseudocode only — matches the headers intent
std::vector<Vec3> find_path(start, goal, mesh) {
auto [snode, gnode] = mesh.snap_to_nodes(start, goal);
OpenSet open; // min-heap by f
std::unordered_map<Vec3, PathNode> closed;
open.push({snode, g=0, h=heuristic(snode, gnode)});
parents.clear();
while (!open.empty()) {
auto current = open.pop_min(); // node with lowest f
if (current.pos == gnode.pos)
return reconstruct_final_path(closed, current.pos);
for (auto [nbr, cost] : mesh.neighbors(current.pos)) {
float tentative_g = current.g + cost;
if (auto it = closed.find(nbr); it == closed.end() || tentative_g < it->second.g) {
closed[nbr] = { .parent = current.pos,
.g = tentative_g,
.h = heuristic(nbr, gnode.pos),
.f = tentative_g + heuristic(nbr, gnode.pos) };
open.push(closed[nbr]);
}
}
}
return {}; // no path
}
```
---
## FAQ
* **Why return `std::vector<Vector3<float>>` and not polygon IDs?**
Waypoints are directly usable by agents/steering and for rendering. If you also need the corridor (polygon chain), extend the API or `PathNode` to store it.
* **Does `find_path` modify the mesh?**
No; it should be a read-only search over `NavigationMesh`.
---
*Last updated: 31 Oct 2025*

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# `omath::pathfinding::NavigationMesh` — Lightweight vertex graph for A*
> Header: your projects `pathfinding/navigation_mesh.hpp`
> Namespace: `omath::pathfinding`
> Nodes: `Vector3<float>` (3D points)
> Storage: adjacency map `unordered_map<Vector3<float>, std::vector<Vector3<float>>>`
A minimal navigation mesh represented as a **vertex/edge graph**. Each vertex is a `Vector3<float>` and neighbors are stored in an adjacency list. Designed to pair with `Astar::find_path`.
---
## API
```cpp
class NavigationMesh final {
public:
// Nearest graph vertex to an arbitrary 3D point.
// On success -> closest vertex; on failure -> std::string error (e.g., empty mesh).
[[nodiscard]]
std::expected<Vector3<float>, std::string>
get_closest_vertex(const Vector3<float>& point) const noexcept;
// Read-only neighbor list for a vertex key.
// If vertex is absent, implementation should return an empty list (see notes).
[[nodiscard]]
const std::vector<Vector3<float>>&
get_neighbors(const Vector3<float>& vertex) const noexcept;
// True if the graph has no vertices/edges.
[[nodiscard]]
bool empty() const;
// Serialize/deserialize the graph (opaque binary).
[[nodiscard]] std::vector<uint8_t> serialize() const noexcept;
void deserialize(const std::vector<uint8_t>& raw) noexcept;
// Public adjacency (vertex -> neighbors)
std::unordered_map<Vector3<float>, std::vector<Vector3<float>>> m_vertex_map;
};
```
---
## Quick start
```cpp
using omath::Vector3;
using omath::pathfinding::NavigationMesh;
// Build a tiny mesh (triangle)
NavigationMesh nav;
nav.m_vertex_map[ {0,0,0} ] = { {1,0,0}, {0,0,1} };
nav.m_vertex_map[ {1,0,0} ] = { {0,0,0}, {0,0,1} };
nav.m_vertex_map[ {0,0,1} ] = { {0,0,0}, {1,0,0} };
// Query the closest node to an arbitrary point
auto q = nav.get_closest_vertex({0.3f, 0.0f, 0.2f});
if (q) {
const auto& v = *q;
const auto& nbrs = nav.get_neighbors(v);
(void)nbrs;
}
```
---
## Semantics & expectations
* **Nearest vertex**
`get_closest_vertex(p)` should scan known vertices and return the one with minimal Euclidean distance to `p`. If the mesh is empty, expect an error (`unexpected` with a message).
* **Neighbors**
`get_neighbors(v)` returns the adjacency list for `v`. If `v` is not present, a conventional behavior is to return a **reference to a static empty vector** (since the API is `noexcept` and returns by reference). Verify in your implementation.
* **Graph invariants** (recommended)
* Neighbor links are **symmetric** for undirected navigation (if `u` has `v`, then `v` has `u`).
* No self-loops unless explicitly desired.
* Vertices are unique keys; hashing uses `std::hash<Vector3<float>>` (be mindful of floating-point equality).
---
## Serialization
* `serialize()` → opaque, implementation-defined binary of the current `m_vertex_map`.
* `deserialize(raw)` → restores the internal map from `raw`.
Keep versioning in mind if you evolve the format (e.g., add a header/magic/version).
---
## Performance
Let `V = m_vertex_map.size()` and `E = Σ|neighbors(v)|`.
* `get_closest_vertex`: **O(V)** (linear scan) unless you back it with a spatial index (KD-tree, grid, etc.).
* `get_neighbors`: **O(1)** average (hash lookup).
* Memory: **O(V + E)**.
---
## Usage notes
* **Floating-point keys**: Using `Vector3<float>` as an unordered_map key relies on your `std::hash<omath::Vector3<float>>` and exact `operator==`. Avoid building meshes with numerically “close but not equal” duplicates; consider canonicalizing or using integer IDs if needed.
* **Pathfinding**: Pair with `Astar::find_path(start, end, nav)`; the A* heuristic can use straight-line distance between vertex positions.
---
## Minimal test ideas
* Empty mesh → `get_closest_vertex` returns error; `empty() == true`.
* Single vertex → nearest always that vertex; neighbors empty.
* Symmetric edges → `get_neighbors(a)` contains `b` and vice versa.
* Serialization round-trip preserves vertex/edge counts and neighbor lists.

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# `omath::projectile_prediction::ProjPredEngineAvx2` — AVX2-accelerated ballistic aim solver
> Header: your projects `projectile_prediction/proj_pred_engine_avx2.hpp`
> Namespace: `omath::projectile_prediction`
> Inherits: `ProjPredEngineInterface`
> Depends on: `Vector3<float>`, `Projectile`, `Target`
> CPU: Uses AVX2 when available; falls back to scalar elsewhere (fields are marked `[[maybe_unused]]` for non-x86/AVX2 builds).
This engine computes a **world-space aim point** (and implicitly the firing **yaw/pitch**) to intersect a moving target under a **constant gravity** model and **constant muzzle speed**. It typically scans candidate times of flight and solves for the elevation (`pitch`) that makes the vertical and horizontal kinematics meet at the same time.
---
## API
```cpp
class ProjPredEngineAvx2 final : public ProjPredEngineInterface {
public:
[[nodiscard]]
std::optional<Vector3<float>>
maybe_calculate_aim_point(const Projectile& projectile,
const Target& target) const override;
ProjPredEngineAvx2(float gravity_constant,
float simulation_time_step,
float maximum_simulation_time);
~ProjPredEngineAvx2() override = default;
private:
// Solve for pitch at a fixed time-of-flight t.
[[nodiscard]]
static std::optional<float>
calculate_pitch(const Vector3<float>& proj_origin,
const Vector3<float>& target_pos,
float bullet_gravity, float v0, float time);
// Tunables (may be unused on non-AVX2 builds)
[[maybe_unused]] const float m_gravity_constant; // |g| (e.g., 9.81)
[[maybe_unused]] const float m_simulation_time_step; // Δt (e.g., 1/240 s)
[[maybe_unused]] const float m_maximum_simulation_time; // Tmax (e.g., 3 s)
};
```
### Parameters (constructor)
* `gravity_constant` — magnitude of gravity (units consistent with your world, e.g., **m/s²**).
* `simulation_time_step` — Δt used to scan candidate intercept times.
* `maximum_simulation_time` — cap on time of flight; larger allows longer-range solutions but increases cost.
### Return (solver)
* `maybe_calculate_aim_point(...)`
* **`Vector3<float>`**: a world-space **aim point** yielding an intercept under the model.
* **`std::nullopt`**: no feasible solution (e.g., target receding too fast, out of range, or kinematics inconsistent).
---
## How it solves (expected flow)
1. **Predict target at time `t`** (constant-velocity model unless your `Target` carries more):
```
T(t) = target.position + target.velocity * t
```
2. **Horizontal/vertical kinematics at fixed `t`** with muzzle speed `v0` and gravity `g`:
* Let `Δ = T(t) - proj_origin`, `d = length(Δ.xz)`, `h = Δ.y`.
* Required initial components:
```
cosθ = d / (v0 * t)
sinθ = (h + 0.5 * g * t^2) / (v0 * t)
```
* If `cosθ` ∈ [1,1] and `sinθ` ∈ [1,1] and `sin²θ + cos²θ ≈ 1`, then
```
θ = atan2(sinθ, cosθ)
```
That is what `calculate_pitch(...)` returns on success.
3. **Yaw** is the azimuth toward `Δ.xz`.
4. **Pick the earliest feasible `t`** in `[Δt, Tmax]` (scanned in steps of `Δt`; AVX2 batches several `t` at once).
5. **Return the aim point.** Common choices:
* The **impact point** `T(t*)` (useful as a HUD marker), or
* A point along the **initial firing ray** at some convenient range using `(yaw, pitch)`; both are consistent—pick the convention your caller expects.
> The private `calculate_pitch(...)` matches step **2** and returns `nullopt` if the trigonometric constraints are violated for that `t`.
---
## AVX2 notes
* On x86/x64 with AVX2, candidate times `t` can be evaluated **8 at a time** using FMA (great for dense scans).
* On ARM/ARM64 (no AVX2), code falls back to scalar math; the `[[maybe_unused]]` members acknowledge compilation without SIMD.
---
## Usage example
```cpp
using namespace omath::projectile_prediction;
ProjPredEngineAvx2 solver(
/*gravity*/ 9.81f,
/*dt*/ 1.0f/240.0f,
/*Tmax*/ 3.0f
);
Projectile proj; // fill: origin, muzzle_speed, etc.
Target tgt; // fill: position, velocity
if (auto aim = solver.maybe_calculate_aim_point(proj, tgt)) {
// Aim your weapon at *aim and fire with muzzle speed proj.v0
// If you need yaw/pitch explicitly, replicate the pitch solve and azimuth.
} else {
// No solution (out of envelope) — pick a fallback
}
```
---
## Edge cases & failure modes
* **Zero or tiny `v0`** → no solution.
* **Target collinear & receding faster than `v0`** → no solution.
* **`t` constraints**: if viable solutions exist only beyond `Tmax`, youll get `nullopt`.
* **Geometric infeasibility** at a given `t` (e.g., `d > v0*t`) causes `calculate_pitch` to fail that sample.
* **Numerical tolerance**: check `sin²θ + cos²θ` against 1 with a small epsilon (e.g., `1e-3`).
---
## Performance & tuning
* Work is roughly `O(Nt)` where `Nt ≈ Tmax / Δt`.
* Smaller `Δt` → better accuracy, higher cost. With AVX2 you can afford smaller steps.
* If you frequently miss solutions **between** steps, consider:
* **Coarse-to-fine**: coarse scan, then local refine around the best `t`.
* **Newton on time**: root-find `‖horizontal‖ v0 t cosθ(t) = 0` shaped from the kinematics.
---
## Testing checklist
* **Stationary target** at same height → θ ≈ 0, aim point ≈ target.
* **Higher target** → positive pitch; **lower target** → negative pitch.
* **Perpendicular moving target** → feasible at moderate speeds.
* **Very fast receding target** → `nullopt`.
* **Boundary**: `d ≈ v0*Tmax` and `h` large → verify pass/fail around thresholds.
---
## See also
* `ProjPredEngineInterface` — base interface and general contract
* `Projectile`, `Target` — data carriers for solver inputs (speed, origin, position, velocity, etc.)
---
*Last updated: 1 Nov 2025*

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# `omath::projectile_prediction::ProjPredEngineLegacy` — Legacy trait-based aim solver
> Header: `omath/projectile_prediction/proj_pred_engine_legacy.hpp`
> Namespace: `omath::projectile_prediction`
> Inherits: `ProjPredEngineInterface`
> Template param (default): `EngineTrait = source_engine::PredEngineTrait`
> Purpose: compute a world-space **aim point** to hit a (possibly moving) target using a **discrete time scan** and a **closed-form ballistic pitch** under constant gravity.
---
## Overview
`ProjPredEngineLegacy` is a portable, trait-driven projectile lead solver. At each simulation time step `t` it:
1. **Predicts target position** with `EngineTrait::predict_target_position(target, t, g)`.
2. **Computes launch pitch** via a gravity-aware closed form (or a direct angle if gravity is zero).
3. **Validates** that a projectile fired with that pitch (and direct yaw) actually reaches the predicted target within a **distance tolerance** at time `t`.
4. On success, **returns an aim point** computed by `EngineTrait::calc_viewpoint_from_angles(...)`.
If no time step yields a feasible solution up to `maximum_simulation_time`, returns `std::nullopt`.
---
## API
```cpp
template<class EngineTrait = source_engine::PredEngineTrait>
requires PredEngineConcept<EngineTrait>
class ProjPredEngineLegacy final : public ProjPredEngineInterface {
public:
ProjPredEngineLegacy(float gravity_constant,
float simulation_time_step,
float maximum_simulation_time,
float distance_tolerance);
[[nodiscard]]
std::optional<Vector3<float>>
maybe_calculate_aim_point(const Projectile& projectile,
const Target& target) const override;
private:
// Closed-form ballistic pitch solver (internal)
std::optional<float>
maybe_calculate_projectile_launch_pitch_angle(const Projectile& projectile,
const Vector3<float>& target_position) const noexcept;
bool is_projectile_reached_target(const Vector3<float>& target_position,
const Projectile& projectile,
float pitch, float time) const noexcept;
const float m_gravity_constant;
const float m_simulation_time_step;
const float m_maximum_simulation_time;
const float m_distance_tolerance;
};
```
### Constructor parameters
* `gravity_constant` — magnitude of gravity (e.g., `9.81f`), world units/s².
* `simulation_time_step` — Δt for the scan (e.g., `1/240.f`).
* `maximum_simulation_time` — search horizon in seconds.
* `distance_tolerance` — max allowed miss distance at time `t` to accept a solution.
---
## Trait requirements (`PredEngineConcept`)
Your `EngineTrait` must expose **noexcept** static methods with these signatures:
```cpp
Vector3<float> predict_projectile_position(const Projectile&, float pitch_deg, float yaw_deg,
float time, float gravity) noexcept;
Vector3<float> predict_target_position(const Target&, float time, float gravity) noexcept;
float calc_vector_2d_distance(const Vector3<float>& v) noexcept; // typically length in XZ plane
float get_vector_height_coordinate(const Vector3<float>& v) noexcept; // typically Y
Vector3<float> calc_viewpoint_from_angles(const Projectile&, Vector3<float> target,
std::optional<float> maybe_pitch_deg) noexcept;
float calc_direct_pitch_angle(const Vector3<float>& from, const Vector3<float>& to) noexcept;
float calc_direct_yaw_angle (const Vector3<float>& from, const Vector3<float>& to) noexcept;
```
> This design lets you adapt different game/physics conventions (axes, units, handedness) without changing the solver.
---
## Algorithm details
### Time scan
For `t = 0 .. maximum_simulation_time` in steps of `simulation_time_step`:
1. `T = EngineTrait::predict_target_position(target, t, g)`
2. `pitch = maybe_calculate_projectile_launch_pitch_angle(projectile, T)`
* If `std::nullopt`: continue
3. `yaw = EngineTrait::calc_direct_yaw_angle(projectile.m_origin, T)`
4. `P = EngineTrait::predict_projectile_position(projectile, pitch, yaw, t, g)`
5. Accept if `|P - T| <= distance_tolerance`
6. Return `EngineTrait::calc_viewpoint_from_angles(projectile, T, pitch)`
### Closed-form pitch (gravity on)
Implements the classic ballistic formula (low-arc branch), where:
* `v` = muzzle speed,
* `g` = `gravity_constant * projectile.m_gravity_scale`,
* `x` = horizontal (2D) distance to target,
* `y` = vertical offset to target.
[
\theta ;=; \arctan!\left(\frac{v^{2} ;-; \sqrt{v^{4}-g!\left(gx^{2}+2yv^{2}\right)}}{gx}\right)
]
* If the **discriminant** ( v^{4}-g(gx^{2}+2yv^{2}) < 0 ) ⇒ **no real solution**.
* If `g == 0`, falls back to `EngineTrait::calc_direct_pitch_angle(...)`.
* Returns **degrees** (internally converts from radians).
---
## Usage example
```cpp
using namespace omath::projectile_prediction;
ProjPredEngineLegacy solver(
/*gravity*/ 9.81f,
/*dt*/ 1.f / 240.f,
/*Tmax*/ 3.0f,
/*tol*/ 0.05f
);
Projectile proj; // fill: m_origin, m_launch_speed, m_gravity_scale, etc.
Target tgt; // fill: position/velocity as required by your trait
if (auto aim = solver.maybe_calculate_aim_point(proj, tgt)) {
// Drive your turret/reticle toward *aim
} else {
// No feasible intercept in the given horizon
}
```
---
## Behavior & edge cases
* **Zero gravity or zero distance**: uses direct pitch toward the target.
* **Negative discriminant** in the pitch formula: returns `std::nullopt` for that time step.
* **Very small `x`** (horizontal distance): the formulas denominator `gx` approaches zero; your traits direct pitch helper provides a stable fallback.
* **Tolerance**: `distance_tolerance` controls acceptance; tighten for accuracy, loosen for robustness.
---
## Complexity & tuning
* Time: **O(T)** where ( T \approx \frac{\text{maximum_simulation_time}}{\text{simulation_time_step}} )
plus trait costs for prediction and angle math per step.
* Smaller `simulation_time_step` improves precision but increases runtime.
* If needed, do a **coarse-to-fine** search: coarse Δt scan, then refine around the best hit time.
---
## Testing checklist
* Stationary, level target → pitch ≈ 0 for short ranges; accepted within tolerance.
* Elevated/depressed targets → pitch positive/negative as expected.
* Receding fast target → unsolved within horizon ⇒ `nullopt`.
* Gravity scale = 0 → identical to straight-line solution.
* Near-horizon shots (large range, small arc) → discriminant near zero; verify stability.
---
## Notes
* All angles produced/consumed by the trait in this implementation are **degrees**.
* `calc_viewpoint_from_angles` defines what “aim point” means in your engine (e.g., a point along the initial ray or the predicted impact point). Keep this consistent with your HUD/reticle.
---
*Last updated: 1 Nov 2025*

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# `omath::projectile_prediction::Projectile` — Projectile parameters for aim solvers
> Header: `omath/projectile_prediction/projectile.hpp`
> Namespace: `omath::projectile_prediction`
> Used by: `ProjPredEngineInterface` implementations (e.g., `ProjPredEngineLegacy`, `ProjPredEngineAvx2`)
`Projectile` is a tiny data holder that describes how a projectile is launched: **origin** (world position), **launch speed**, and a **gravity scale** (multiplier applied to the engines gravity constant).
---
## API
```cpp
namespace omath::projectile_prediction {
class Projectile final {
public:
Vector3<float> m_origin; // Launch position (world space)
float m_launch_speed{}; // Initial speed magnitude (units/sec)
float m_gravity_scale{}; // Multiplier for global gravity (dimensionless)
};
} // namespace omath::projectile_prediction
```
---
## Field semantics
* **`m_origin`**
World-space position where the projectile is spawned (e.g., muzzle or emitter point).
* **`m_launch_speed`**
Initial speed **magnitude** in your world units per second. Direction is determined by the solver (from yaw/pitch).
* Must be **non-negative**. Zero disables meaningful ballistic solutions.
* **`m_gravity_scale`**
Multiplies the engines gravity constant provided to the solver (e.g., `g = gravity_constant * m_gravity_scale`).
* Use `1.0f` for normal gravity, `0.0f` for no-drop projectiles, other values to simulate heavier/lighter rounds.
> Units must be consistent across your project (e.g., meters & seconds). If `gravity_constant = 9.81f`, then `m_launch_speed` is in m/s and positions are in meters.
---
## Typical usage
```cpp
using namespace omath::projectile_prediction;
Projectile proj;
proj.m_origin = { 0.0f, 1.6f, 0.0f }; // player eye / muzzle height
proj.m_launch_speed = 850.0f; // e.g., 850 m/s
proj.m_gravity_scale = 1.0f; // normal gravity
// With an aim solver:
auto aim = engine->maybe_calculate_aim_point(proj, target);
if (aim) {
// rotate/aim toward *aim and fire
}
```
---
## With gravity-aware solver (outline)
Engines typically compute the firing angles to reach a predicted target position:
* Horizontal distance `x` and vertical offset `y` are derived from `target - m_origin`.
* Gravity used is `g = gravity_constant * m_gravity_scale`.
* Launch direction has speed `m_launch_speed` and angles solved by the engine.
If `m_gravity_scale == 0`, engines usually fall back to straight-line (no-drop) solutions.
---
## Validation & tips
* Keep `m_launch_speed ≥ 0`. Negative values are nonsensical.
* If your weapon can vary muzzle speed (charge-up, attachments), update `m_launch_speed` per shot.
* For different ammo types (tracers, grenades), prefer tweaking **`m_gravity_scale`** (and possibly the engines gravity constant) to match observed arc.
---
## See also
* `ProjPredEngineInterface` — common interface for aim solvers
* `ProjPredEngineLegacy` — trait-based, time-stepped ballistic solver
* `ProjPredEngineAvx2` — AVX2-accelerated solver with fixed-time pitch solve
* `Target` — target state consumed by the solvers
* `Vector3<float>` — math type used for positions and directions
---
*Last updated: 1 Nov 2025*

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