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Moves camera and prediction engine implementations into traits for each engine, decoupling the engine-specific logic from the core classes, promoting code reuse and maintainability. This change allows for easier addition of new engines and customization of existing ones.
27 lines
1.1 KiB
C++
27 lines
1.1 KiB
C++
//
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// Created by Vlad on 8/11/2025.
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//
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#include "omath/engines/source_engine/traits/camera_trait.hpp"
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namespace omath::source_engine
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{
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ViewAngles CameraTrait::calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept
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{
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const auto distance = cam_origin.distance_to(look_at);
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const auto delta = cam_origin - look_at;
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return {PitchAngle::from_radians(-std::asin(delta.z / distance)),
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YawAngle::from_radians(std::atan2(delta.y, delta.x)), RollAngle::from_radians(0.f)};
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}
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Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
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{
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return source_engine::calc_view_matrix(angles, cam_origin);
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}
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Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
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const projection::ViewPort& view_port, const float near,
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const float far) noexcept
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{
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return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far);
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}
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} // namespace omath::source_engine
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