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https://github.com/orange-cpp/omath.git
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updated for unreal
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@@ -9,5 +9,5 @@
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namespace omath::unreal_engine
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{
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using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
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using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE, {}, double>;
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} // namespace omath::unreal_engine
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@@ -11,16 +11,16 @@
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namespace omath::unreal_engine
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{
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constexpr Vector3<float> k_abs_up = {0, 0, 1};
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constexpr Vector3<float> k_abs_right = {0, 1, 0};
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constexpr Vector3<float> k_abs_forward = {1, 0, 0};
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constexpr Vector3<double> k_abs_up = {0, 0, 1};
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constexpr Vector3<double> k_abs_right = {0, 1, 0};
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constexpr Vector3<double> k_abs_forward = {1, 0, 0};
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using Mat4X4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
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using Mat3X3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
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using Mat1X3 = Mat<1, 3, float, MatStoreType::ROW_MAJOR>;
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using PitchAngle = Angle<float, -90.f, 90.f, AngleFlags::Clamped>;
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using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using Mat4X4 = Mat<4, 4, double, MatStoreType::ROW_MAJOR>;
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using Mat3X3 = Mat<4, 4, double, MatStoreType::ROW_MAJOR>;
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using Mat1X3 = Mat<1, 3, double, MatStoreType::ROW_MAJOR>;
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using PitchAngle = Angle<double, -90., 90., AngleFlags::Clamped>;
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using YawAngle = Angle<double, -180., 180., AngleFlags::Normalized>;
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using RollAngle = Angle<double, -180., 180., AngleFlags::Normalized>;
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using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
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} // namespace omath::unreal_engine
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@@ -8,21 +8,21 @@
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namespace omath::unreal_engine
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{
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[[nodiscard]]
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Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
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Vector3<double> forward_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Vector3<float> right_vector(const ViewAngles& angles) noexcept;
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Vector3<double> right_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Vector3<float> up_vector(const ViewAngles& angles) noexcept;
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Vector3<double> up_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<double>& cam_origin) noexcept;
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[[nodiscard]]
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
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Mat4X4 calc_perspective_projection_matrix(double field_of_view, double aspect_ratio, double near, double far,
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NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
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template<class FloatingType>
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@@ -12,13 +12,13 @@ namespace omath::unreal_engine
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{
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public:
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[[nodiscard]]
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static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept;
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static ViewAngles calc_look_at_angle(const Vector3<double>& cam_origin, const Vector3<double>& look_at) noexcept;
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[[nodiscard]]
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static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<double>& cam_origin) noexcept;
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[[nodiscard]]
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static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
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float near, float far, NDCDepthRange ndc_depth_range) noexcept;
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double near, double far, NDCDepthRange ndc_depth_range) noexcept;
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};
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} // namespace omath::unreal_engine
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@@ -17,9 +17,11 @@ namespace omath::unreal_engine
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const float time, const float gravity) noexcept
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{
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const auto launch_pos = projectile.m_origin + projectile.m_launch_offset;
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const auto fwd_d = forward_vector({PitchAngle::from_degrees(-pitch), YawAngle::from_degrees(yaw),
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RollAngle::from_degrees(0)});
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auto current_pos = launch_pos
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+ forward_vector({PitchAngle::from_degrees(-pitch), YawAngle::from_degrees(yaw),
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RollAngle::from_degrees(0)})
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+ Vector3<float>{static_cast<float>(fwd_d.x), static_cast<float>(fwd_d.y),
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static_cast<float>(fwd_d.z)}
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* projectile.m_launch_speed * time;
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current_pos.y -= (gravity * projectile.m_gravity_scale) * (time * time) * 0.5f;
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