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omath/docs/engines/opengl_engine/constants.md
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# `omath::opengl_engine` — types & constants
> Header: `omath/engines/opengl_engine/constants.hpp`
> Namespace: `omath::opengl_engine`
> Purpose: define OpenGL coordinate system, matrix types, and angle ranges
---
## Summary
The **OpenGL Engine** uses a **Y-up, right-handed** coordinate system:
* **Up** = `{0, 1, 0}` (Y-axis)
* **Right** = `{1, 0, 0}` (X-axis)
* **Forward** = `{0, 0, -1}` (negative Z-axis)
Matrices are **column-major**. Angles are **clamped pitch** (±90°) and **normalized yaw/roll** (±180°).
---
## Constants
```cpp
namespace omath::opengl_engine {
constexpr Vector3<float> k_abs_up = {0, 1, 0};
constexpr Vector3<float> k_abs_right = {1, 0, 0};
constexpr Vector3<float> 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::COLUMN_MAJOR>;
using Mat3X3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
using Mat1X3 = Mat<1, 3, float, MatStoreType::COLUMN_MAJOR>;
```
**Column-major** storage means columns are contiguous in memory. This matches OpenGL's native matrix layout and shader expectations (GLSL).
---
## Angle types
```cpp
using PitchAngle = Angle<float, -90.f, 90.f, AngleFlags::Clamped>;
using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
```
* **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`
* **Right-handed**: cross product `right × up = forward` (forward is `-Z`)
* **Forward = -Z**: the camera looks down the negative Z-axis (OpenGL convention)
* This matches **OpenGL** conventions for 3D graphics pipelines
---
## See also
* `omath/engines/opengl_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