added constexpr engine traits

This commit is contained in:
2026-06-14 22:46:24 +03:00
parent 136cd39496
commit 91d9335f83
32 changed files with 879 additions and 859 deletions
@@ -8,31 +8,87 @@
namespace omath::frostbite_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> right_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Vector3<float> extract_origin(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return mat_camera_view<float, MatStoreType::ROW_MAJOR>(forward_vector(angles), right_vector(angles),
up_vector(angles), cam_origin);
}
[[nodiscard]]
Vector3<float> extract_scale(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
return mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.roll)
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.yaw)
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
}
[[nodiscard]]
ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
[[nodiscard]]
inline OMATH_CONSTEXPR ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept
{
const auto angles = mat_extract_rotation_zyx(mat);
return {
PitchAngle::from_degrees(angles.x),
YawAngle::from_degrees(angles.y),
RollAngle::from_degrees(angles.z),
};
}
[[nodiscard]]
inline OMATH_CONSTEXPR Mat4X4 calc_perspective_projection_matrix(
const float field_of_view, const float aspect_ratio, const float near, const float far,
const NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept
{
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed_vertical_fov<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_left_handed_vertical_fov<float, MatStoreType::ROW_MAJOR,
NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
std::unreachable();
}
template<class FloatingType>
requires std::is_floating_point_v<FloatingType>
@@ -4,6 +4,7 @@
#pragma once
#include "omath/engines/frostbite_engine/formulas.hpp"
#include "omath/internal/optional_constexpr_math.hpp"
#include "omath/projection/camera.hpp"
namespace omath::frostbite_engine
@@ -12,13 +13,29 @@ namespace omath::frostbite_engine
{
public:
[[nodiscard]]
static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept;
OMATH_CONSTEXPR static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(-internal::asin(direction.y)),
YawAngle::from_radians(internal::atan2(direction.x, direction.z)), RollAngle::from_radians(0.f)};
}
[[nodiscard]]
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
OMATH_CONSTEXPR static Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return frostbite_engine::calc_view_matrix(angles, cam_origin);
}
[[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far, NDCDepthRange ndc_depth_range) noexcept;
OMATH_CONSTEXPR static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
const float near, const float far, const NDCDepthRange ndc_depth_range) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
}
};
} // namespace omath::unreal_engine
} // namespace omath::unreal_engine
+65 -11
View File
@@ -8,31 +8,85 @@
namespace omath::iw_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Vector3<float> extract_origin(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR 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);
}
[[nodiscard]]
Vector3<float> extract_scale(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
[[nodiscard]]
ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept;
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
inline OMATH_CONSTEXPR ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept
{
const auto angles = mat_extract_rotation_zyx(mat);
return {
PitchAngle::from_degrees(angles.y),
YawAngle::from_degrees(angles.z),
RollAngle::from_degrees(angles.x),
};
}
[[nodiscard]]
inline OMATH_CONSTEXPR Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return mat_camera_view(forward_vector(angles), right_vector(angles), up_vector(angles), cam_origin);
}
[[nodiscard]]
inline OMATH_CONSTEXPR Mat4X4 calc_perspective_projection_matrix(
const float field_of_view, const float aspect_ratio, const float near, const float far,
const NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept
{
constexpr float k_source_reference_aspect = 4.f / 3.f;
const auto vertical_fov = angles::horizontal_fov_to_vertical(field_of_view, k_source_reference_aspect);
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed_vertical_fov<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
vertical_fov, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_left_handed_vertical_fov<float, MatStoreType::ROW_MAJOR,
NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
vertical_fov, aspect_ratio, near, far);
std::unreachable();
}
template<class FloatingType>
requires std::is_floating_point_v<FloatingType>
@@ -3,7 +3,8 @@
//
#pragma once
#include "omath/engines/iw_engine/constants.hpp"
#include "omath/engines/iw_engine/formulas.hpp"
#include "omath/internal/optional_constexpr_math.hpp"
#include "omath/projection/camera.hpp"
namespace omath::iw_engine
@@ -12,13 +13,29 @@ namespace omath::iw_engine
{
public:
[[nodiscard]]
static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept;
OMATH_CONSTEXPR static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(-internal::asin(direction.z)),
YawAngle::from_radians(internal::atan2(direction.y, direction.x)), RollAngle::from_radians(0.f)};
}
[[nodiscard]]
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
OMATH_CONSTEXPR static Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return iw_engine::calc_view_matrix(angles, cam_origin);
}
[[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far, NDCDepthRange ndc_depth_range) noexcept;
OMATH_CONSTEXPR static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
const float near, const float far, const NDCDepthRange ndc_depth_range) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
}
};
} // namespace omath::iw_engine
} // namespace omath::iw_engine
@@ -7,31 +7,89 @@
namespace omath::opengl_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> forward_vector(const ViewAngles& angles) noexcept
{
const auto vec =
rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_forward);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> right_vector(const ViewAngles& angles) noexcept
{
const auto vec =
rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_right);
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> up_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_up);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
[[nodiscard]]
Vector3<float> extract_origin(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return mat_look_at_right_handed(cam_origin, cam_origin + forward_vector(angles), up_vector(angles));
}
[[nodiscard]]
Vector3<float> extract_scale(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
return mat_rotation_axis_z<float, MatStoreType::COLUMN_MAJOR>(angles.roll)
* mat_rotation_axis_y<float, MatStoreType::COLUMN_MAJOR>(angles.yaw)
* mat_rotation_axis_x<float, MatStoreType::COLUMN_MAJOR>(angles.pitch);
}
[[nodiscard]]
ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
[[nodiscard]]
inline OMATH_CONSTEXPR ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept
{
const auto angles = mat_extract_rotation_zyx(mat);
return {
PitchAngle::from_degrees(angles.x),
YawAngle::from_degrees(angles.y),
RollAngle::from_degrees(angles.z),
};
}
[[nodiscard]]
inline OMATH_CONSTEXPR Mat4X4 calc_perspective_projection_matrix(
const float field_of_view, const float aspect_ratio, const float near, const float far,
const NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept
{
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_right_handed_vertical_fov<
float, MatStoreType::COLUMN_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_right_handed_vertical_fov<
float, MatStoreType::COLUMN_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
std::unreachable();
}
template<class FloatingType>
requires std::is_floating_point_v<FloatingType>
@@ -3,7 +3,8 @@
//
#pragma once
#include "omath/engines/opengl_engine/constants.hpp"
#include "omath/engines/opengl_engine/formulas.hpp"
#include "omath/internal/optional_constexpr_math.hpp"
#include "omath/projection/camera.hpp"
namespace omath::opengl_engine
@@ -12,13 +13,30 @@ namespace omath::opengl_engine
{
public:
[[nodiscard]]
static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept;
OMATH_CONSTEXPR static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(internal::asin(direction.y)),
YawAngle::from_radians(-internal::atan2(direction.x, -direction.z)),
RollAngle::from_radians(0.f)};
}
[[nodiscard]]
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
OMATH_CONSTEXPR static Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return opengl_engine::calc_view_matrix(angles, cam_origin);
}
[[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far, NDCDepthRange ndc_depth_range) noexcept;
OMATH_CONSTEXPR static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
const float near, const float far, const NDCDepthRange ndc_depth_range) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
}
};
} // namespace omath::opengl_engine
} // namespace omath::opengl_engine
+65 -10
View File
@@ -9,31 +9,86 @@
namespace omath::rage_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> right_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Vector3<float> extract_origin(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return mat_camera_view<float, MatStoreType::ROW_MAJOR>(forward_vector(angles), right_vector(angles),
up_vector(angles), cam_origin);
}
[[nodiscard]]
Vector3<float> extract_scale(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
return mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.yaw)
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.roll)
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
}
[[nodiscard]]
ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::ZERO_TO_ONE) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
[[nodiscard]]
inline OMATH_CONSTEXPR ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept
{
const auto angles = mat_extract_rotation_zyx(mat);
return {
PitchAngle::from_degrees(angles.x),
YawAngle::from_degrees(angles.z),
RollAngle::from_degrees(angles.y),
};
}
[[nodiscard]]
inline OMATH_CONSTEXPR Mat4X4 calc_perspective_projection_matrix(
const float field_of_view, const float aspect_ratio, const float near, const float far,
const NDCDepthRange ndc_depth_range = NDCDepthRange::ZERO_TO_ONE) noexcept
{
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed_vertical_fov<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_left_handed_vertical_fov<float, MatStoreType::ROW_MAJOR,
NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
std::unreachable();
}
template<class FloatingType>
requires std::is_floating_point_v<FloatingType>
@@ -4,6 +4,7 @@
#pragma once
#include "omath/engines/rage_engine/formulas.hpp"
#include "omath/internal/optional_constexpr_math.hpp"
#include "omath/projection/camera.hpp"
namespace omath::rage_engine
@@ -12,13 +13,29 @@ namespace omath::rage_engine
{
public:
[[nodiscard]]
static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept;
OMATH_CONSTEXPR static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(internal::asin(direction.z)),
YawAngle::from_radians(-internal::atan2(direction.x, direction.y)), RollAngle::from_radians(0.f)};
}
[[nodiscard]]
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
OMATH_CONSTEXPR static Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return rage_engine::calc_view_matrix(angles, cam_origin);
}
[[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far, NDCDepthRange ndc_depth_range) noexcept;
OMATH_CONSTEXPR static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
const float near, const float far, const NDCDepthRange ndc_depth_range) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
}
};
} // namespace omath::rage_engine
@@ -7,31 +7,85 @@
namespace omath::source_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Vector3<float> extract_origin(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR 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);
}
[[nodiscard]]
Vector3<float> extract_scale(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
[[nodiscard]]
ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept
{
const auto angles = mat_extract_rotation_zyx(mat);
return {
PitchAngle::from_degrees(angles.y),
YawAngle::from_degrees(angles.z),
RollAngle::from_degrees(angles.x),
};
}
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> right_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
inline OMATH_CONSTEXPR Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return mat_camera_view(forward_vector(angles), right_vector(angles), up_vector(angles), cam_origin);
}
[[nodiscard]]
inline OMATH_CONSTEXPR Mat4X4 calc_perspective_projection_matrix(
const float field_of_view, const float aspect_ratio, const float near, const float far,
const NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept
{
constexpr float k_source_reference_aspect = 4.f / 3.f;
const auto vertical_fov = angles::horizontal_fov_to_vertical(field_of_view, k_source_reference_aspect);
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed_vertical_fov<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
vertical_fov, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_left_handed_vertical_fov<float, MatStoreType::ROW_MAJOR,
NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
vertical_fov, aspect_ratio, near, far);
std::unreachable();
}
template<class FloatingType>
requires std::is_floating_point_v<FloatingType>
@@ -3,7 +3,8 @@
//
#pragma once
#include "omath/engines/source_engine/constants.hpp"
#include "omath/engines/source_engine/formulas.hpp"
#include "omath/internal/optional_constexpr_math.hpp"
#include "omath/projection/camera.hpp"
namespace omath::source_engine
@@ -12,13 +13,29 @@ namespace omath::source_engine
{
public:
[[nodiscard]]
static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept;
OMATH_CONSTEXPR static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(-internal::asin(direction.z)),
YawAngle::from_radians(internal::atan2(direction.y, direction.x)), RollAngle::from_radians(0.f)};
}
[[nodiscard]]
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
OMATH_CONSTEXPR static Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return source_engine::calc_view_matrix(angles, cam_origin);
}
[[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far, NDCDepthRange ndc_depth_range) noexcept;
OMATH_CONSTEXPR static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
const float near, const float far, const NDCDepthRange ndc_depth_range) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
}
};
} // namespace omath::source_engine
} // namespace omath::source_engine
+65 -10
View File
@@ -8,31 +8,86 @@
namespace omath::unity_engine
{
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> right_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<float> 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)};
}
[[nodiscard]]
Vector3<float> extract_origin(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return mat_camera_view<float, MatStoreType::ROW_MAJOR>(-forward_vector(angles), right_vector(angles),
up_vector(angles), cam_origin);
}
[[nodiscard]]
Vector3<float> extract_scale(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
return mat_rotation_axis_z<float, MatStoreType::ROW_MAJOR>(angles.roll)
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.yaw)
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
}
[[nodiscard]]
ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
inline OMATH_CONSTEXPR Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
[[nodiscard]]
inline OMATH_CONSTEXPR ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept
{
const auto angles = mat_extract_rotation_zyx(mat);
return {
PitchAngle::from_degrees(angles.x),
YawAngle::from_degrees(angles.y),
RollAngle::from_degrees(angles.z),
};
}
[[nodiscard]]
inline OMATH_CONSTEXPR Mat4X4 calc_perspective_projection_matrix(
const float field_of_view, const float aspect_ratio, const float near, const float far,
const NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept
{
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return omath::mat_perspective_right_handed_vertical_fov<
float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return omath::mat_perspective_right_handed_vertical_fov<
float, MatStoreType::ROW_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
std::unreachable();
}
template<class FloatingType>
requires std::is_floating_point_v<FloatingType>
@@ -4,6 +4,7 @@
#pragma once
#include "omath/engines/unity_engine/formulas.hpp"
#include "omath/internal/optional_constexpr_math.hpp"
#include "omath/projection/camera.hpp"
namespace omath::unity_engine
@@ -12,13 +13,29 @@ namespace omath::unity_engine
{
public:
[[nodiscard]]
static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin, const Vector3<float>& look_at) noexcept;
OMATH_CONSTEXPR static ViewAngles calc_look_at_angle(const Vector3<float>& cam_origin,
const Vector3<float>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(-internal::asin(direction.y)),
YawAngle::from_radians(internal::atan2(direction.x, direction.z)), RollAngle::from_radians(0.f)};
}
[[nodiscard]]
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
OMATH_CONSTEXPR static Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept
{
return unity_engine::calc_view_matrix(angles, cam_origin);
}
[[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far, NDCDepthRange ndc_depth_range) noexcept;
OMATH_CONSTEXPR static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
const float near, const float far, const NDCDepthRange ndc_depth_range) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
}
};
} // namespace omath::unity_engine
} // namespace omath::unity_engine
@@ -8,31 +8,86 @@
namespace omath::unreal_engine
{
[[nodiscard]]
Vector3<double> forward_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]]
Vector3<double> right_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<double> 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)};
}
[[nodiscard]]
Vector3<double> up_vector(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<double> right_vector(const ViewAngles& angles) noexcept
{
const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right);
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<double>& cam_origin) noexcept;
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
inline OMATH_CONSTEXPR Vector3<double> 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)};
}
[[nodiscard]]
Vector3<double> extract_origin(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<double>& cam_origin) noexcept
{
return mat_camera_view<double, MatStoreType::ROW_MAJOR>(forward_vector(angles), right_vector(angles),
up_vector(angles), cam_origin);
}
[[nodiscard]]
Vector3<double> extract_scale(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
return mat_rotation_axis_z<double, MatStoreType::ROW_MAJOR>(angles.yaw)
* mat_rotation_axis_y<double, MatStoreType::ROW_MAJOR>(-angles.pitch)
* mat_rotation_axis_x<double, MatStoreType::ROW_MAJOR>(-angles.roll);
}
[[nodiscard]]
ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept;
inline OMATH_CONSTEXPR Vector3<double> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(double field_of_view, double aspect_ratio, double near, double far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
inline OMATH_CONSTEXPR Vector3<double> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
[[nodiscard]]
inline OMATH_CONSTEXPR ViewAngles extract_rotation_angles(const Mat4X4& mat) noexcept
{
const auto angles = mat_extract_rotation_zyx(mat);
return {
PitchAngle::from_degrees(-angles.y),
YawAngle::from_degrees(angles.z),
RollAngle::from_degrees(-angles.x),
};
}
[[nodiscard]]
inline OMATH_CONSTEXPR Mat4X4 calc_perspective_projection_matrix(
const double field_of_view, const double aspect_ratio, const double near, const double far,
const NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept
{
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed_horizontal_fov<
double, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_left_handed_horizontal_fov<
double, MatStoreType::ROW_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
std::unreachable();
}
template<class FloatingType>
requires std::is_floating_point_v<FloatingType>
@@ -4,6 +4,7 @@
#pragma once
#include "omath/engines/unreal_engine/formulas.hpp"
#include "omath/internal/optional_constexpr_math.hpp"
#include "omath/projection/camera.hpp"
namespace omath::unreal_engine
@@ -12,13 +13,29 @@ namespace omath::unreal_engine
{
public:
[[nodiscard]]
static ViewAngles calc_look_at_angle(const Vector3<double>& cam_origin, const Vector3<double>& look_at) noexcept;
OMATH_CONSTEXPR static ViewAngles calc_look_at_angle(const Vector3<double>& cam_origin,
const Vector3<double>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(internal::asin(direction.z)),
YawAngle::from_radians(internal::atan2(direction.y, direction.x)), RollAngle::from_radians(0.f)};
}
[[nodiscard]]
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<double>& cam_origin) noexcept;
OMATH_CONSTEXPR static Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<double>& cam_origin) noexcept
{
return unreal_engine::calc_view_matrix(angles, cam_origin);
}
[[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
double near, double far, NDCDepthRange ndc_depth_range) noexcept;
OMATH_CONSTEXPR static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
const double near, const double far, const NDCDepthRange ndc_depth_range) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
}
};
} // namespace omath::unreal_engine
} // namespace omath::unreal_engine