Files
omath/source/engines/unreal_engine/traits/camera_trait.cpp
Orange 8004c8c181 Adds Unreal Engine math implementations
Adds Unreal Engine-specific implementations for camera and projectile prediction calculations.

This includes:
- Defining constants and data types tailored for Unreal Engine's coordinate system and conventions.
- Implementing functions for calculating forward, right, and up vectors, view matrices, and perspective projection matrices.
- Providing camera trait for look-at angle calculations and projection matrix generation.
- Implements projectile prediction traits and utilities.
2025-08-25 21:30:35 +03:00

27 lines
1.1 KiB
C++

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