// // Created by Vlad on 3/22/2025. // #include "omath/engines/unreal_engine/formulas.hpp" namespace omath::unreal_engine { Vector3 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 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 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& cam_origin) noexcept { return mat_camera_view(forward_vector(angles), right_vector(angles), up_vector(angles), cam_origin); } Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept { // UE FRotator is intrinsic Z-Y-X (Yaw → Pitch → Roll applied in local // frame), which for column-vector composition is Rz·Ry·Rx. // Pitch and roll axes in omath spin opposite to UE's convention, so // both carry a sign flip. return mat_rotation_axis_z(angles.yaw) * mat_rotation_axis_y(-angles.pitch) * mat_rotation_axis_x(-angles.roll); } Mat4X4 calc_perspective_projection_matrix(const double field_of_view, const double aspect_ratio, const double near, const double far, const NDCDepthRange ndc_depth_range) noexcept { // UE stores horizontal FOV in FMinimalViewInfo — use the left-handed // horizontal-FOV builder directly. if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE) return mat_perspective_left_handed_horizontal_fov< double, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>( field_of_view, aspect_ratio, near, far); if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE) return mat_perspective_left_handed_horizontal_fov< double, MatStoreType::ROW_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>( field_of_view, aspect_ratio, near, far); std::unreachable(); } } // namespace omath::unreal_engine