// // Created by Vlad on 3/19/2025. // #include "omath/engines/iw_engine/formulas.hpp" namespace omath::iw_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 rotation_matrix(const ViewAngles& angles) noexcept { return mat_rotation_axis_z(angles.yaw) * mat_rotation_axis_y(angles.pitch) * mat_rotation_axis_x(angles.roll); } 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 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, const float far) noexcept { // NOTE: Need magic number to fix fov calculation, since IW engine inherit Quake proj matrix calculation constexpr auto k_multiply_factor = 0.75f; const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f) * k_multiply_factor; 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, 0}, }; }; } // namespace omath::iw_engine