# `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 k_abs_up = {0, 1, 0}; constexpr Vector3 k_abs_right = {1, 0, 0}; constexpr Vector3 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; using YawAngle = Angle; using RollAngle = Angle; using ViewAngles = omath::ViewAngles; ``` * **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