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8 Commits

Author SHA1 Message Date
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
12 changed files with 504 additions and 18 deletions

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@@ -16,7 +16,7 @@ freely, subject to the following restrictions:
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
4. If you are an employee, contractor, volunteer, representative,
or have any other affiliation (past, present, or future)
or have any other affiliation (past or present)
with any of the following entities:
* "Yandex" LLC
* "Rutube" LLC

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@@ -52,7 +52,7 @@ It provides the latest features, is highly customizable, has all for cheat devel
- **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, IWEngine and canonical OpenGL.
- **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>

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

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@@ -0,0 +1,25 @@
//
// 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
{
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};
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::frostbite_engine

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@@ -0,0 +1,26 @@
//
// Created by Vlad on 3/22/2025.
//
#pragma once
#include "omath/engines/frostbite_engine/constants.hpp"
namespace omath::frostbite_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::unity_engine

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@@ -0,0 +1,24 @@
//
// Created by Vlad on 8/10/2025.
//
#pragma once
#include "omath/engines/frostbite_engine/formulas.hpp"
#include "omath/projection/camera.hpp"
namespace omath::frostbite_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 +1,76 @@
//
// Created by Vlad on 8/6/2025.
//
#pragma once
#include "omath/engines/frostbite_engine/formulas.hpp"
#include "omath/projectile_prediction/projectile.hpp"
#include "omath/projectile_prediction/target.hpp"
#include <optional>
namespace omath::frostbite_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 + height, projectile.m_origin.z};
}
// 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 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::unity_engine

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@@ -76,6 +76,14 @@
#include "omath/engines/unity_engine/traits/camera_trait.hpp"
#include "omath/engines/unity_engine/traits/pred_engine_trait.hpp"
//Frostbite Engine
#include "omath/engines/frostbite_engine/constants.hpp"
#include "omath/engines/frostbite_engine/formulas.hpp"
#include "omath/engines/frostbite_engine/camera.hpp"
#include "omath/engines/frostbite_engine/traits/camera_trait.hpp"
#include "omath/engines/frostbite_engine/traits/pred_engine_trait.hpp"
// Unreal Engine
#include "omath/engines/unreal_engine/constants.hpp"
#include "omath/engines/unreal_engine/formulas.hpp"

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@@ -238,10 +238,8 @@ namespace omath::projection
return std::ranges::any_of(ndc.raw_array(), [](const auto& val) { return val < -1 || val > 1; });
}
[[nodiscard]] Vector3<float>
ndc_to_screen_position_from_top_left_corner(const Vector3<float>& ndc) const noexcept
{
/*
// NDC REPRESENTATION:
/*
^
| y
1 |
@@ -254,6 +252,20 @@ namespace omath::projection
v
*/
[[nodiscard]] Vector3<float>
ndc_to_screen_position_from_top_left_corner(const Vector3<float>& ndc) const noexcept
{
/*
+------------------------>
| (0, 0)
|
|
|
|
|
|
*/
return {(ndc.x + 1.f) / 2.f * m_view_port.m_width, (ndc.y / -2.f + 0.5f) * m_view_port.m_height, ndc.z};
}
@@ -261,18 +273,16 @@ namespace omath::projection
ndc_to_screen_position_from_bottom_left_corner(const Vector3<float>& ndc) const noexcept
{
/*
^
| y
1 |
|
|
-1 ---------0--------- 1 --> x
|
|
-1 |
v
*/
^
|
|
|
|
|
|
| (0, 0)
+------------------------>
*/
return {(ndc.x + 1.f) / 2.f * m_view_port.m_width, (ndc.y / 2.f + 0.5f) * m_view_port.m_height, ndc.z};
}

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@@ -0,0 +1,42 @@
//
// Created by Vlad on 3/22/2025.
//
#include "omath/engines/frostbite_engine/formulas.hpp"
namespace omath::frostbite_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_z<float, MatStoreType::ROW_MAJOR>(angles.roll)
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.yaw)
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
}
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept
{
return mat_perspective_left_handed(field_of_view, aspect_ratio, near, far);
}
} // namespace omath::unity_engine

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@@ -0,0 +1,26 @@
//
// Created by Vlad on 8/11/2025.
//
#include "omath/engines/frostbite_engine/traits/camera_trait.hpp"
namespace omath::frostbite_engine
{
ViewAngles CameraTrait::calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(-std::asin(direction.y)),
YawAngle::from_radians(std::atan2(direction.x, direction.z)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return frostbite_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::unity_engine

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@@ -0,0 +1,236 @@
//
// Created by Vlad on 10/23/2025.
//
#include <gtest/gtest.h>
#include <omath/engines/frostbite_engine/camera.hpp>
#include <omath/engines/frostbite_engine/constants.hpp>
#include <omath/engines/frostbite_engine/formulas.hpp>
#include <print>
#include <random>
TEST(unit_test_frostbite_engine, ForwardVector)
{
const auto forward = omath::frostbite_engine::forward_vector({});
EXPECT_EQ(forward, omath::frostbite_engine::k_abs_forward);
}
TEST(unit_test_frostbite_engine, ForwardVectorRotationYaw)
{
omath::frostbite_engine::ViewAngles angles;
angles.yaw = omath::frostbite_engine::YawAngle::from_degrees(90.f);
const auto forward = omath::frostbite_engine::forward_vector(angles);
EXPECT_NEAR(forward.x, omath::frostbite_engine::k_abs_right.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::frostbite_engine::k_abs_right.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::frostbite_engine::k_abs_right.z, 0.00001f);
}
TEST(unit_test_frostbite_engine, ForwardVectorRotationPitch)
{
omath::frostbite_engine::ViewAngles angles;
angles.pitch = omath::frostbite_engine::PitchAngle::from_degrees(-90.f);
const auto forward = omath::frostbite_engine::forward_vector(angles);
EXPECT_NEAR(forward.x, omath::frostbite_engine::k_abs_up.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::frostbite_engine::k_abs_up.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::frostbite_engine::k_abs_up.z, 0.00001f);
}
TEST(unit_test_frostbite_engine, ForwardVectorRotationRoll)
{
omath::frostbite_engine::ViewAngles angles;
angles.roll = omath::frostbite_engine::RollAngle::from_degrees(-90.f);
const auto forward = omath::frostbite_engine::up_vector(angles);
EXPECT_NEAR(forward.x, omath::frostbite_engine::k_abs_right.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::frostbite_engine::k_abs_right.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::frostbite_engine::k_abs_right.z, 0.00001f);
}
TEST(unit_test_frostbite_engine, RightVector)
{
const auto right = omath::frostbite_engine::right_vector({});
EXPECT_EQ(right, omath::frostbite_engine::k_abs_right);
}
TEST(unit_test_frostbite_engine, UpVector)
{
const auto up = omath::frostbite_engine::up_vector({});
EXPECT_EQ(up, omath::frostbite_engine::k_abs_up);
}
TEST(unit_test_frostbite_engine, ProjectTargetMovedFromCamera)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const auto cam = omath::frostbite_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({0, 0, distance});
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_frostbite_engine, Project)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const auto cam = omath::frostbite_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto proj = cam.world_to_screen<omath::frostbite_engine::Camera::ScreenStart::BOTTOM_LEFT_CORNER>({10.f, 3, 10.f});
EXPECT_NEAR(proj->x, 1263.538, 0.001f);
EXPECT_NEAR(proj->y, 547.061f, 0.001f);
}
TEST(unit_test_frostbite_engine, CameraSetAndGetFov)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::frostbite_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_frostbite_engine, CameraSetAndGetOrigin)
{
auto cam = omath::frostbite_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);
}
TEST(unit_test_frostbite_engine, loook_at_random_all_axis)
{
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
std::uniform_real_distribution<float> dist(-1000.f, 1000.f);
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::frostbite_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++)
{
const auto position_to_look = omath::Vector3<float>{dist(gen), dist(gen), dist(gen)};
if (cam.get_origin().distance_to(position_to_look) < 10)
continue;
cam.look_at(position_to_look);
auto projected_pos = cam.world_to_view_port(position_to_look);
EXPECT_TRUE(projected_pos.has_value());
if (!projected_pos)
continue;
if (std::abs(projected_pos->x - 0.f) >= 0.0001f || std::abs(projected_pos->y - 0.f) >= 0.0001f)
failed_points++;
}
EXPECT_LE(failed_points, 100);
}
TEST(unit_test_frostbite_engine, loook_at_random_x_axis)
{
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
std::uniform_real_distribution<float> dist(-1000.f, 1000.f);
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::frostbite_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++)
{
const auto position_to_look = omath::Vector3<float>{dist(gen), 0.f, 0.f};
if (cam.get_origin().distance_to(position_to_look) < 10)
continue;
cam.look_at(position_to_look);
auto projected_pos = cam.world_to_view_port(position_to_look);
EXPECT_TRUE(projected_pos.has_value());
if (!projected_pos)
continue;
if (std::abs(projected_pos->x - 0.f) >= 0.001f || std::abs(projected_pos->y - 0.f) >= 0.001f)
failed_points++;
}
EXPECT_LE(failed_points, 100);
}
TEST(unit_test_frostbite_engine, loook_at_random_y_axis)
{
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
std::uniform_real_distribution<float> dist(-1000.f, 1000.f);
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::frostbite_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++)
{
const auto position_to_look = omath::Vector3<float>{0.f, dist(gen), 0.f};
if (cam.get_origin().distance_to(position_to_look) < 10)
continue;
cam.look_at(position_to_look);
auto projected_pos = cam.world_to_view_port(position_to_look);
EXPECT_TRUE(projected_pos.has_value());
if (!projected_pos)
continue;
if (std::abs(projected_pos->x - 0.f) >= 0.01f || std::abs(projected_pos->y - 0.f) >= 0.01f)
failed_points++;
}
EXPECT_LE(failed_points, 100);
}
TEST(unit_test_frostbite_engine, loook_at_random_z_axis)
{
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
std::uniform_real_distribution<float> dist(-1000.f, 1000.f);
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::frostbite_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
std::size_t failed_points = 0;
for (int i = 0; i < 1000; i++)
{
const auto position_to_look = omath::Vector3<float>{0.f, 0.f, dist(gen)};
if (cam.get_origin().distance_to(position_to_look) < 10)
continue;
cam.look_at(position_to_look);
auto projected_pos = cam.world_to_view_port(position_to_look);
EXPECT_TRUE(projected_pos.has_value());
if (!projected_pos)
continue;
if (std::abs(projected_pos->x - 0.f) >= 0.01f || std::abs(projected_pos->y - 0.f) >= 0.01f)
failed_points++;
}
EXPECT_LE(failed_points, 100);
}