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17 Commits

Author SHA1 Message Date
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51d93c4464 Removes outdated header comments
Removes redundant and outdated header comments.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
31 changed files with 1226 additions and 64 deletions

4
.gitignore vendored
View File

@@ -1,5 +1,5 @@
/cmake-build/
/.idea
/out
*.DS_Store
/extlibs/vcpkg
/extlibs/vcpkg
.idea/workspace.xml

8
.idea/.gitignore generated vendored Normal file
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@@ -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
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@@ -0,0 +1,209 @@
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6
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6
.idea/developer-tools.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
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435
.idea/editor.xml generated Normal file
View File

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<?xml version="1.0" encoding="UTF-8"?>
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</component>
</project>

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@@ -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>

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@@ -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="CMake" type="CPP_MODULE" version="4" />

7
.idea/vcs.xml generated Normal file
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@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
<mapping directory="$PROJECT_DIR$/extlibs/googletest" vcs="Git" />
</component>
</project>

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@@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.26)
project(omath VERSION 3.2.1 LANGUAGES CXX)
project(omath VERSION 3.3.0 LANGUAGES CXX)
include(CMakePackageConfigHelpers)
@@ -16,6 +16,16 @@ option(OMATH_SUPRESS_SAFETY_CHECKS "Supress some safety checks in release build
option(OMATH_USE_UNITY_BUILD "Will enable unity build to speed up compilation" ON)
option(OMATH_ENABLE_LEGACY "Will enable legacy classes that MUST be used ONLY for backward compatibility" OFF)
message(STATUS "[${PROJECT_NAME}]: Building on ${CMAKE_HOST_SYSTEM_NAME}")
message(STATUS "[${PROJECT_NAME}]: Warnings as errors ${OMATH_THREAT_WARNING_AS_ERROR}")
message(STATUS "[${PROJECT_NAME}]: Build unit tests ${OMATH_BUILD_TESTS}")
message(STATUS "[${PROJECT_NAME}]: 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 ${OMATH_ENABLE_LEGACY}")
file(GLOB_RECURSE OMATH_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/source/*.cpp")
file(GLOB_RECURSE OMATH_HEADERS CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/include/*.hpp")
@@ -27,8 +37,6 @@ else ()
add_library(${PROJECT_NAME} STATIC ${OMATH_SOURCES} ${OMATH_HEADERS})
endif ()
message(STATUS "[OMATH]: Building on ${CMAKE_HOST_SYSTEM_NAME}")
add_library(${PROJECT_NAME}::${PROJECT_NAME} ALIAS ${PROJECT_NAME})
if (OMATH_IMGUI_INTEGRATION)
@@ -102,6 +110,11 @@ elseif (OMATH_THREAT_WARNING_AS_ERROR)
target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wpedantic -Werror)
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}
PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include> # Use this path when building the project

View File

@@ -42,7 +42,8 @@ Oranges's Math Library (omath) is a comprehensive, open-source library aimed at
| Source | ✅YES |
| Unity | ✅YES |
| IWEngine | ✅YES |
| Unreal | ❌NO |
| OpenGL | ✅YES |
| Unreal | ✅YES |
## Supported Operating Systems
@@ -56,14 +57,24 @@ Oranges's Math Library (omath) is a comprehensive, open-source library aimed at
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
Simple world to screen function
ESP example
```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);
omath::source_engine::Camera cam{localPlayer.GetCameraOrigin(),
localPlayer.GetAimPunch(),
{1920.f, 1080.f},
localPlayer.GetFieldOfView(),
0.01.f, 30000.f};
const auto proj = camera.WorldToScreen({100, 0, 15});
EXPECT_TRUE(proj.has_value());
for (auto ent: apex_sdk::EntityList::GetAllEntities())
{
const auto bottom = cam.world_to_screen(ent.GetOrigin());
const auto top = cam.world_to_screen(ent.GetBonePosition(8) + omath::Vector3<float>{0, 0, 10});
const auto ent_health = ent.GetHealth();
if (!top || !bottom || ent_health <= 0)
continue;
// esp rendering...
}
```
## Showcase

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@@ -8,14 +8,6 @@
#include "omath/vector4.hpp"
#include <cstdint>
#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
namespace omath
{
struct Hsv

View File

@@ -0,0 +1,13 @@
//
// Created by Vlad on 3/22/2025.
//
#pragma once
#include "omath/engines/unreal_engine/constants.hpp"
#include "omath/projection/camera.hpp"
#include "traits/camera_trait.hpp"
namespace omath::unreal_engine
{
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait>;
} // namespace omath::unreal_engine

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@@ -0,0 +1,26 @@
//
// Created by Vlad on 3/22/2025.
//
#pragma once
#include <omath/angle.hpp>
#include <omath/mat.hpp>
#include <omath/vector3.hpp>
#include <omath/view_angles.hpp>
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};
using Mat4X4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat3X3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat1X3 = Mat<1, 3, float, MatStoreType::ROW_MAJOR>;
using PitchAngle = Angle<float, -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>;
} // namespace omath::unreal_engine

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@@ -0,0 +1,26 @@
//
// Created by Vlad on 3/22/2025.
//
#pragma once
#include "omath/engines/unreal_engine/constants.hpp"
namespace omath::unreal_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
} // namespace omath::unreal_engine

View File

@@ -0,0 +1,24 @@
//
// Created by Vlad on 8/10/2025.
//
#pragma once
#include "omath/engines/unreal_engine/formulas.hpp"
#include "omath/projection/camera.hpp"
namespace omath::unreal_engine
{
class CameraTrait final
{
public:
[[nodiscard]]
static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept;
[[nodiscard]]
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far) noexcept;
};
} // namespace omath::unreal_engine

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@@ -0,0 +1,78 @@
//
// Created by Vlad on 8/6/2025.
//
#pragma once
#include "omath/engines/unreal_engine/formulas.hpp"
#include "omath/projectile_prediction/projectile.hpp"
#include "omath/projectile_prediction/target.hpp"
#include <optional>
namespace omath::unreal_engine
{
class PredEngineTrait final
{
public:
constexpr static Vector3<float> predict_projectile_position(const projectile_prediction::Projectile& projectile,
const float pitch, const float yaw,
const float time, const float gravity) noexcept
{
auto current_pos = projectile.m_origin
+ forward_vector({PitchAngle::from_degrees(-pitch), YawAngle::from_degrees(yaw),
RollAngle::from_degrees(0)})
* projectile.m_launch_speed * time;
current_pos.y -= (gravity * projectile.m_gravity_scale) * (time * time) * 0.5f;
return current_pos;
}
[[nodiscard]]
static constexpr Vector3<float> predict_target_position(const projectile_prediction::Target& target,
const float time, const float gravity) noexcept
{
auto predicted = target.m_origin + target.m_velocity * time;
if (target.m_is_airborne)
predicted.y -= gravity * (time * time) * 0.5f;
return predicted;
}
[[nodiscard]]
static float calc_vector_2d_distance(const Vector3<float>& delta) noexcept
{
return std::sqrt(delta.x * delta.x + delta.z * delta.z);
}
[[nodiscard]]
constexpr static float get_vector_height_coordinate(const Vector3<float>& vec) noexcept
{
return vec.y;
}
[[nodiscard]]
static Vector3<float> calc_viewpoint_from_angles(const projectile_prediction::Projectile& projectile,
Vector3<float> predicted_target_position,
const std::optional<float> projectile_pitch) noexcept
{
const auto delta2d = calc_vector_2d_distance(predicted_target_position - projectile.m_origin);
const auto height = delta2d * std::tan(angles::degrees_to_radians(projectile_pitch.value()));
return {predicted_target_position.x, predicted_target_position.y, projectile.m_origin.z + height};
}
// Due to specification of maybe_calculate_projectile_launch_pitch_angle, pitch angle must be:
// 89 look up, -89 look down
[[nodiscard]]
static float calc_direct_pitch_angle(const Vector3<float>& origin, const Vector3<float>& view_to) noexcept
{
const auto distance = origin.distance_to(view_to);
const auto delta = view_to - origin;
return angles::radians_to_degrees(std::asin(delta.z / distance));
}
[[nodiscard]]
static float calc_direct_yaw_angle(const Vector3<float>& origin, const Vector3<float>& view_to) noexcept
{
const auto delta = view_to - origin;
return angles::radians_to_degrees(std::atan2(delta.y, delta.x));
};
};
} // namespace omath::unreal_engine

84
include/omath/omath.hpp Normal file
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@@ -0,0 +1,84 @@
//
// omath.hpp - Main header file that includes all omath library components
// Created for the omath library
//
#pragma once
// Basic math utilities
#include "omath/angles.hpp"
#include "omath/angle.hpp"
// Vector classes (in dependency order)
#include "omath/vector2.hpp"
#include "omath/vector3.hpp"
#include "omath/vector4.hpp"
// Matrix classes
#include "omath/mat.hpp"
#include "omath/matrix.hpp"
// Color functionality
#include "omath/color.hpp"
// Geometric primitives
#include "omath/triangle.hpp"
#include "omath/view_angles.hpp"
// 3D primitives
#include "omath/3d_primitives/box.hpp"
// Collision detection
#include "omath/collision/line_tracer.hpp"
// Pathfinding algorithms
#include "omath/pathfinding/a_star.hpp"
#include "omath/pathfinding/navigation_mesh.hpp"
// Projectile prediction
#include "omath/projectile_prediction/projectile.hpp"
#include "omath/projectile_prediction/target.hpp"
#include "omath/projectile_prediction/proj_pred_engine.hpp"
#include "omath/projectile_prediction/proj_pred_engine_legacy.hpp"
#include "omath/projectile_prediction/proj_pred_engine_avx2.hpp"
// Projection functionality
#include "omath/projection/error_codes.hpp"
#include "omath/projection/camera.hpp"
// Engine-specific implementations
// IW Engine
#include "omath/engines/iw_engine/constants.hpp"
#include "omath/engines/iw_engine/formulas.hpp"
#include "omath/engines/iw_engine/camera.hpp"
#include "omath/engines/iw_engine/traits/camera_trait.hpp"
#include "omath/engines/iw_engine/traits/pred_engine_trait.hpp"
// OpenGL Engine
#include "omath/engines/opengl_engine/constants.hpp"
#include "omath/engines/opengl_engine/formulas.hpp"
#include "omath/engines/opengl_engine/camera.hpp"
#include "omath/engines/opengl_engine/traits/camera_trait.hpp"
#include "omath/engines/opengl_engine/traits/pred_engine_trait.hpp"
// Source Engine
#include "omath/engines/source_engine/constants.hpp"
#include "omath/engines/source_engine/formulas.hpp"
#include "omath/engines/source_engine/camera.hpp"
#include "omath/engines/source_engine/traits/camera_trait.hpp"
#include "omath/engines/source_engine/traits/pred_engine_trait.hpp"
// Unity Engine
#include "omath/engines/unity_engine/constants.hpp"
#include "omath/engines/unity_engine/formulas.hpp"
#include "omath/engines/unity_engine/camera.hpp"
#include "omath/engines/unity_engine/traits/camera_trait.hpp"
#include "omath/engines/unity_engine/traits/pred_engine_trait.hpp"
// Unreal Engine
#include "omath/engines/unreal_engine/constants.hpp"
#include "omath/engines/unreal_engine/formulas.hpp"
#include "omath/engines/unreal_engine/camera.hpp"
#include "omath/engines/unreal_engine/traits/camera_trait.hpp"
#include "omath/engines/unreal_engine/traits/pred_engine_trait.hpp"

View File

@@ -20,11 +20,11 @@ namespace omath::projectile_prediction
Vector3<float> v3, // by-value for calc_viewpoint_from_angles
float pitch, float yaw, float time, float gravity, std::optional<float> maybe_pitch) {
// Presence + return types
{ T::predict_projectile_position(projectile, pitch, yaw, time, gravity) } -> std::same_as<Vec3>;
{ T::predict_target_position(target, time, gravity) } -> std::same_as<Vec3>;
{ T::predict_projectile_position(projectile, pitch, yaw, time, gravity) } -> std::same_as<Vector3<float>>;
{ T::predict_target_position(target, time, gravity) } -> std::same_as<Vector3<float>>;
{ T::calc_vector_2d_distance(vec_a) } -> std::same_as<float>;
{ T::get_vector_height_coordinate(vec_b) } -> std::same_as<float>;
{ T::calc_viewpoint_from_angles(projectile, v3, maybe_pitch) } -> std::same_as<Vec3>;
{ T::calc_viewpoint_from_angles(projectile, v3, maybe_pitch) } -> std::same_as<Vector3<float>>;
{ T::calc_direct_pitch_angle(vec_a, vec_b) } -> std::same_as<float>;
{ T::calc_direct_yaw_angle(vec_a, vec_b) } -> std::same_as<float>;

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@@ -0,0 +1,49 @@
//
// Created by Vlad on 3/22/2025.
//
#include "omath/engines/unreal_engine/formulas.hpp"
namespace omath::unreal_engine
{
Vector3<float> forward_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_forward);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Vector3<float> right_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Vector3<float> up_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_up);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return mat_camera_view<float, MatStoreType::ROW_MAJOR>(forward_vector(angles), -right_vector(angles),
up_vector(angles), cam_origin);
}
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
return mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.roll)
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.pitch)
* mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.yaw);
}
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept
{
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);
return {
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
{0, 1.f / (fov_half_tan), 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, -1.f, 0},
};
}
} // namespace omath::unreal_engine

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@@ -0,0 +1,27 @@
//
// Created by Vlad on 8/11/2025.
//
#include "omath/engines/unreal_engine/traits/camera_trait.hpp"
namespace omath::unreal_engine
{
ViewAngles CameraTrait::calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept
{
const auto distance = cam_origin.distance_to(look_at);
const auto delta = cam_origin - look_at;
return {PitchAngle::from_radians(-std::asin(delta.z / distance)),
YawAngle::from_radians(std::atan2(delta.x, delta.y)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return unreal_engine::calc_view_matrix(angles, cam_origin);
}
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port, const float near,
const float far) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far);
}
} // namespace omath::unreal_engine

View File

@@ -88,7 +88,9 @@ TEST(unit_test_unity_engine, Project)
const auto cam = omath::unity_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto proj = cam.world_to_screen({5.f, 3, 10.f});
std::println("{} {}", proj->x, proj->y);
EXPECT_NEAR(proj->x, 951.769f, 0.001f);
EXPECT_NEAR(proj->y, 547.061f, 0.001f);
}
TEST(unit_test_unity_engine, CameraSetAndGetFov)

View File

@@ -0,0 +1,105 @@
//
// Created by Orange on 11/27/2024.
//
#include <gtest/gtest.h>
#include <omath/engines/unreal_engine/camera.hpp>
#include <omath/engines/unreal_engine/constants.hpp>
#include <omath/engines/unreal_engine/formulas.hpp>
#include <print>
TEST(unit_test_unreal_engine, ForwardVector)
{
const auto forward = omath::unreal_engine::forward_vector({});
EXPECT_EQ(forward, omath::unreal_engine::k_abs_forward);
}
TEST(unit_test_unreal_engine, ForwardVectorRotationYaw)
{
omath::unreal_engine::ViewAngles angles;
angles.yaw = omath::unreal_engine::YawAngle::from_degrees(90.f);
const auto forward = omath::unreal_engine::forward_vector(angles);
EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_right.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::unreal_engine::k_abs_right.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::unreal_engine::k_abs_right.z, 0.00001f);
}
TEST(unit_test_unreal_engine, ForwardVectorRotationPitch)
{
omath::unreal_engine::ViewAngles angles;
angles.pitch = omath::unreal_engine::PitchAngle::from_degrees(-90.f);
const auto forward = omath::unreal_engine::forward_vector(angles);
EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_up.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::unreal_engine::k_abs_up.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::unreal_engine::k_abs_up.z, 0.00001f);
}
TEST(unit_test_unreal_engine, ForwardVectorRotationRoll)
{
omath::unreal_engine::ViewAngles angles;
angles.roll = omath::unreal_engine::RollAngle::from_degrees(-90.f);
const auto forward = omath::unreal_engine::up_vector(angles);
EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_right.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::unreal_engine::k_abs_right.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::unreal_engine::k_abs_right.z, 0.00001f);
}
TEST(unit_test_unreal_engine, RightVector)
{
const auto right = omath::unreal_engine::right_vector({});
EXPECT_EQ(right, omath::unreal_engine::k_abs_right);
}
TEST(unit_test_unreal_engine, UpVector)
{
const auto up = omath::unreal_engine::up_vector({});
EXPECT_EQ(up, omath::unreal_engine::k_abs_up);
}
TEST(unit_test_unreal_engine, ProjectTargetMovedFromCamera)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.01f, 1000.f);
for (float distance = 0.02f; distance < 100.f; distance += 0.01f)
{
const auto projected = cam.world_to_screen({distance, 0, 0});
EXPECT_TRUE(projected.has_value());
if (!projected.has_value())
continue;
EXPECT_NEAR(projected->x, 640, 0.00001f);
EXPECT_NEAR(projected->y, 360, 0.00001f);
}
}
TEST(unit_test_unreal_engine, CameraSetAndGetFov)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
EXPECT_EQ(cam.get_field_of_view().as_degrees(), 90.f);
cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(50.f));
EXPECT_EQ(cam.get_field_of_view().as_degrees(), 50.f);
}
TEST(unit_test_unreal_engine, CameraSetAndGetOrigin)
{
auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f);
EXPECT_EQ(cam.get_origin(), omath::Vector3<float>{});
cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(50.f));
EXPECT_EQ(cam.get_field_of_view().as_degrees(), 50.f);
}

View File

@@ -20,20 +20,20 @@ TEST(unit_test_angles, degrees_to_radians)
TEST(unit_test_angles, horizontal_fov_to_verical)
{
constexpr float hFov = 90;
constexpr float aspectRation = 16.0f / 9.0f;
const auto verticalFov = omath::angles::horizontal_fov_to_vertical(hFov, aspectRation);
constexpr float h_fov = 90;
constexpr float aspect_ration = 16.0f / 9.0f;
const auto vertical_fov = omath::angles::horizontal_fov_to_vertical(h_fov, aspect_ration);
EXPECT_NEAR(verticalFov, 58.71f, 0.01f);
EXPECT_NEAR(vertical_fov, 58.71f, 0.01f);
}
TEST(unit_test_angles, vertical_to_horizontal)
{
constexpr float vFov = 58.71;
constexpr float aspectRation = 16.0f / 9.0f;
const auto horizontalFov = omath::angles::vertical_fov_to_horizontal(vFov, aspectRation);
constexpr float v_fov = 58.71;
constexpr float aspect_ration = 16.0f / 9.0f;
const auto horizontal_fov = omath::angles::vertical_fov_to_horizontal(v_fov, aspect_ration);
EXPECT_NEAR(horizontalFov, 89.99f, 0.01f);
EXPECT_NEAR(horizontal_fov, 89.99f, 0.01f);
}
TEST(unit_test_angles, wrap_angle)
{

View File

@@ -33,7 +33,7 @@ TEST_F(unit_test_color, Constructor_Float)
TEST_F(unit_test_color, Constructor_Vector4)
{
constexpr omath::Vector4 vec(0.2f, 0.4f, 0.6f, 0.8f);
Color color(vec);
constexpr Color color(vec);
EXPECT_FLOAT_EQ(color.x, 0.2f);
EXPECT_FLOAT_EQ(color.y, 0.4f);
EXPECT_FLOAT_EQ(color.z, 0.6f);
@@ -62,16 +62,16 @@ TEST_F(unit_test_color, FromHSV)
// Test HSV conversion
TEST_F(unit_test_color, ToHSV)
{
Hsv hsv = color1.to_hsv(); // Red color
EXPECT_FLOAT_EQ(hsv.hue, 0.0f);
EXPECT_FLOAT_EQ(hsv.saturation, 1.0f);
EXPECT_FLOAT_EQ(hsv.value, 1.0f);
const auto [hue, saturation, value] = color1.to_hsv(); // Red color
EXPECT_FLOAT_EQ(hue, 0.0f);
EXPECT_FLOAT_EQ(saturation, 1.0f);
EXPECT_FLOAT_EQ(value, 1.0f);
}
// Test color blending
TEST_F(unit_test_color, Blend)
{
Color blended = color1.blend(color2, 0.5f);
const Color blended = color1.blend(color2, 0.5f);
EXPECT_FLOAT_EQ(blended.x, 0.5f);
EXPECT_FLOAT_EQ(blended.y, 0.5f);
EXPECT_FLOAT_EQ(blended.z, 0.0f);

View File

@@ -31,10 +31,10 @@ namespace
// -----------------------------------------------------------------------------
// Fixture with one canonical rightangled triangle in the XY plane.
// -----------------------------------------------------------------------------
class line_tracer_fixture : public ::testing::Test
class LineTracerFixture : public ::testing::Test
{
protected:
line_tracer_fixture() :
LineTracerFixture() :
triangle({0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f})
{
}
@@ -51,7 +51,7 @@ namespace
bool expected_clear; // true => segment does NOT hit the triangle
};
class CanTraceLineParam : public line_tracer_fixture,
class CanTraceLineParam : public LineTracerFixture,
public ::testing::WithParamInterface<TraceCase>
{
};
@@ -79,7 +79,7 @@ namespace
// -----------------------------------------------------------------------------
// Validate that the reported hit point is correct for a genuine intersection.
// -----------------------------------------------------------------------------
TEST_F(line_tracer_fixture, HitPointCorrect)
TEST_F(LineTracerFixture, HitPointCorrect)
{
constexpr Ray ray{{0.3f, 0.3f, -1.f}, {0.3f, 0.3f, 1.f}};
constexpr Vec3 expected{0.3f, 0.3f, 0.f};
@@ -92,7 +92,7 @@ namespace
// -----------------------------------------------------------------------------
// Triangle far beyond the ray should not block.
// -----------------------------------------------------------------------------
TEST_F(line_tracer_fixture, DistantTriangleClear)
TEST_F(LineTracerFixture, DistantTriangleClear)
{
constexpr Ray short_ray{{0.f, 0.f, 0.f}, {0.f, 0.f, 1.f}};
constexpr Triangle<Vec3> distant{{1000.f, 1000.f, 1000.f},

View File

@@ -5,7 +5,7 @@
using namespace omath;
class unit_test_mat : public ::testing::Test
class UnitTestMat : public ::testing::Test
{
protected:
Mat<2, 2> m1;
@@ -19,7 +19,7 @@ protected:
};
// Test constructors
TEST_F(unit_test_mat, Constructor_Default)
TEST_F(UnitTestMat, Constructor_Default)
{
Mat<3, 3> m;
EXPECT_EQ(m.row_count(), 3);
@@ -29,7 +29,7 @@ TEST_F(unit_test_mat, Constructor_Default)
EXPECT_FLOAT_EQ(m.at(i, j), 0.0f);
}
TEST_F(unit_test_mat, Constructor_InitializerList)
TEST_F(UnitTestMat, Constructor_InitializerList)
{
constexpr Mat<2, 2> m{{1.0f, 2.0f}, {3.0f, 4.0f}};
EXPECT_EQ(m.row_count(), 2);
@@ -40,7 +40,7 @@ TEST_F(unit_test_mat, Constructor_InitializerList)
EXPECT_FLOAT_EQ(m.at(1, 1), 4.0f);
}
TEST_F(unit_test_mat, Operator_SquareBrackets)
TEST_F(UnitTestMat, Operator_SquareBrackets)
{
EXPECT_EQ((m2[0, 0]), 1.0f);
EXPECT_EQ((m2[0, 1]), 2.0f);
@@ -48,7 +48,7 @@ TEST_F(unit_test_mat, Operator_SquareBrackets)
EXPECT_EQ((m2[1, 1]), 4.0f);
}
TEST_F(unit_test_mat, Constructor_Copy)
TEST_F(UnitTestMat, Constructor_Copy)
{
Mat<2, 2> m3 = m2;
EXPECT_EQ(m3.row_count(), m2.row_count());
@@ -57,7 +57,7 @@ TEST_F(unit_test_mat, Constructor_Copy)
EXPECT_FLOAT_EQ(m3.at(1, 1), m2.at(1, 1));
}
TEST_F(unit_test_mat, Constructor_Move)
TEST_F(UnitTestMat, Constructor_Move)
{
Mat<2, 2> m3 = std::move(m2);
EXPECT_EQ(m3.row_count(), 2);
@@ -68,7 +68,7 @@ TEST_F(unit_test_mat, Constructor_Move)
}
// Test matrix operations
TEST_F(unit_test_mat, Operator_Multiplication_Matrix)
TEST_F(UnitTestMat, Operator_Multiplication_Matrix)
{
Mat<2, 2> m3 = m2 * m2;
EXPECT_EQ(m3.row_count(), 2);
@@ -79,14 +79,14 @@ TEST_F(unit_test_mat, Operator_Multiplication_Matrix)
EXPECT_FLOAT_EQ(m3.at(1, 1), 22.0f);
}
TEST_F(unit_test_mat, Operator_Multiplication_Scalar)
TEST_F(UnitTestMat, Operator_Multiplication_Scalar)
{
Mat<2, 2> m3 = m2 * 2.0f;
EXPECT_FLOAT_EQ(m3.at(0, 0), 2.0f);
EXPECT_FLOAT_EQ(m3.at(1, 1), 8.0f);
}
TEST_F(unit_test_mat, Operator_Division_Scalar)
TEST_F(UnitTestMat, Operator_Division_Scalar)
{
Mat<2, 2> m3 = m2 / 2.0f;
EXPECT_FLOAT_EQ(m3.at(0, 0), 0.5f);
@@ -94,7 +94,7 @@ TEST_F(unit_test_mat, Operator_Division_Scalar)
}
// Test matrix functions
TEST_F(unit_test_mat, Transpose)
TEST_F(UnitTestMat, Transpose)
{
Mat<2, 2> m3 = m2.transposed();
EXPECT_FLOAT_EQ(m3.at(0, 0), m2.at(0, 0));
@@ -103,19 +103,19 @@ TEST_F(unit_test_mat, Transpose)
EXPECT_FLOAT_EQ(m3.at(1, 1), m2.at(1, 1));
}
TEST_F(unit_test_mat, Determinant)
TEST_F(UnitTestMat, Determinant)
{
const float det = m2.determinant();
EXPECT_FLOAT_EQ(det, -2.0f);
}
TEST_F(unit_test_mat, Sum)
TEST_F(UnitTestMat, Sum)
{
const float sum = m2.sum();
EXPECT_FLOAT_EQ(sum, 10.0f);
}
TEST_F(unit_test_mat, Clear)
TEST_F(UnitTestMat, Clear)
{
m2.clear();
for (size_t i = 0; i < m2.row_count(); ++i)
@@ -123,7 +123,7 @@ TEST_F(unit_test_mat, Clear)
EXPECT_FLOAT_EQ(m2.at(i, j), 0.0f);
}
TEST_F(unit_test_mat, ToString)
TEST_F(UnitTestMat, ToString)
{
const std::string str = m2.to_string();
EXPECT_FALSE(str.empty());
@@ -131,7 +131,7 @@ TEST_F(unit_test_mat, ToString)
}
// Test assignment operators
TEST_F(unit_test_mat, AssignmentOperator_Copy)
TEST_F(UnitTestMat, AssignmentOperator_Copy)
{
Mat<2, 2> m3;
m3 = m2;
@@ -140,7 +140,7 @@ TEST_F(unit_test_mat, AssignmentOperator_Copy)
EXPECT_FLOAT_EQ(m3.at(0, 0), m2.at(0, 0));
}
TEST_F(unit_test_mat, AssignmentOperator_Move)
TEST_F(UnitTestMat, AssignmentOperator_Move)
{
Mat<2, 2> m3;
m3 = std::move(m2);
@@ -152,7 +152,7 @@ TEST_F(unit_test_mat, AssignmentOperator_Move)
}
// Test static methods
TEST_F(unit_test_mat, StaticMethod_ToScreenMat)
TEST_F(UnitTestMat, StaticMethod_ToScreenMat)
{
Mat<4, 4> screenMat = Mat<4, 4>::to_screen_mat(800.0f, 600.0f);
EXPECT_FLOAT_EQ(screenMat.at(0, 0), 400.0f);
@@ -164,7 +164,7 @@ TEST_F(unit_test_mat, StaticMethod_ToScreenMat)
// Test exception handling in At() method
TEST_F(unit_test_mat, Method_At_OutOfRange)
TEST_F(UnitTestMat, Method_At_OutOfRange)
{
#if !defined(NDEBUG) && defined(OMATH_SUPRESS_SAFETY_CHECKS)
EXPECT_THROW(std::ignore = m2.at(2, 0), std::out_of_range);

View File

@@ -9,9 +9,13 @@
TEST(UnitTestProjection, Projection)
{
const auto x = omath::Angle<float, 0.f, 180.f, omath::AngleFlags::Clamped>::from_degrees(90.f);
auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, x, 0.01f, 1000.f);
constexpr auto fov = omath::Angle<float, 0.f, 180.f, omath::AngleFlags::Clamped>::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, fov,
0.01f, 1000.f);
const auto projected = cam.world_to_screen({1000, 0, 50});
std::print("{} {} {}", projected->x, projected->y, projected->z);
EXPECT_NEAR(projected->x, 960.f, 0.001f);
EXPECT_NEAR(projected->y, 504.f, 0.001f);
EXPECT_NEAR(projected->z, 1.f, 0.001f);
}