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
@@ -2,70 +2,3 @@
// Created by Vlad on 3/22/2025.
//
#include "omath/engines/frostbite_engine/formulas.hpp"
namespace omath::frostbite_engine
{
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)};
}
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)};
}
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)};
}
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);
}
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);
}
Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
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),
};
}
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) 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();
}
} // namespace omath::unity_engine
@@ -2,26 +2,3 @@
// Created by Vlad on 8/11/2025.
//
#include "omath/engines/frostbite_engine/traits/camera_trait.hpp"
namespace omath::frostbite_engine
{
ViewAngles CameraTrait::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(-std::asin(direction.y)),
YawAngle::from_radians(std::atan2(direction.x, direction.z)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return frostbite_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, 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
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@@ -2,78 +2,3 @@
// Created by Vlad on 3/19/2025.
//
#include "omath/engines/iw_engine/formulas.hpp"
namespace omath::iw_engine
{
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)};
}
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)};
}
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)};
}
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);
}
Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
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),
};
}
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);
}
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) noexcept
{
// InfinityWard Engine (inherited from Quake) stores FOV as horizontal FOV at a 4:3
// reference aspect. Convert to true vertical FOV, then delegate to the
// standard vertical-FOV left-handed builder with the caller's actual
// aspect ratio.
// vfov = 2 · atan( tan(hfov_4:3 / 2) / (4/3) )
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();
};
} // namespace omath::iw_engine
@@ -2,26 +2,3 @@
// Created by Vlad on 8/11/2025.
//
#include "omath/engines/iw_engine/traits/camera_trait.hpp"
#include "omath/engines/iw_engine/formulas.hpp"
namespace omath::iw_engine
{
ViewAngles CameraTrait::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(-std::asin(direction.z)),
YawAngle::from_radians(std::atan2(direction.y, direction.x)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return iw_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, 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
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@@ -2,72 +2,3 @@
// Created by Vlad on 3/19/2025.
//
#include "omath/engines/opengl_engine/formulas.hpp"
namespace omath::opengl_engine
{
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)};
}
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);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
}
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)};
}
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));
}
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);
}
Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
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),
};
}
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) 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();
}
} // namespace omath::opengl_engine
@@ -2,27 +2,3 @@
// Created by Vlad on 8/11/2025.
//
#include "omath/engines/opengl_engine/traits/camera_trait.hpp"
#include "omath/engines/opengl_engine/formulas.hpp"
namespace omath::opengl_engine
{
ViewAngles CameraTrait::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(std::asin(direction.y)),
YawAngle::from_radians(-std::atan2(direction.x, -direction.z)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return opengl_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, 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
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@@ -2,70 +2,3 @@
// Created by Orange on 6/3/2026.
//
#include "omath/engines/rage_engine/formulas.hpp"
namespace omath::rage_engine
{
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)};
}
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)};
}
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)};
}
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);
}
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);
}
Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
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),
};
}
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) 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();
}
} // namespace omath::rage_engine
@@ -2,26 +2,3 @@
// Created by Orange on 6/3/2026.
//
#include "omath/engines/rage_engine/traits/camera_trait.hpp"
namespace omath::rage_engine
{
ViewAngles CameraTrait::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(std::asin(direction.z)),
YawAngle::from_radians(-std::atan2(direction.x, direction.y)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return rage_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,
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
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@@ -2,78 +2,3 @@
// Created by Vlad on 3/19/2025.
//
#include <omath/engines/source_engine/formulas.hpp>
namespace omath::source_engine
{
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)};
}
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);
}
Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
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),
};
}
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)};
}
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)};
}
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);
}
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) noexcept
{
// Source (inherited from Quake) stores FOV as horizontal FOV at a 4:3
// reference aspect. Convert to true vertical FOV, then delegate to the
// standard vertical-FOV left-handed builder with the caller's actual
// aspect ratio.
// vfov = 2 · atan( tan(hfov_4:3 / 2) / (4/3) )
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();
}
} // namespace omath::source_engine
@@ -2,27 +2,3 @@
// Created by Vlad on 8/11/2025.
//
#include "omath/engines/source_engine/traits/camera_trait.hpp"
#include "omath/engines/source_engine/formulas.hpp"
namespace omath::source_engine
{
ViewAngles CameraTrait::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(-std::asin(direction.z)),
YawAngle::from_radians(std::atan2(direction.y, direction.x)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return source_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, 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
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@@ -2,69 +2,3 @@
// Created by Vlad on 3/22/2025.
//
#include "omath/engines/unity_engine/formulas.hpp"
namespace omath::unity_engine
{
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)};
}
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)};
}
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)};
}
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);
}
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);
}
Vector3<float> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
Vector3<float> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
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),
};
}
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) 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();
}
} // namespace omath::unity_engine
@@ -2,26 +2,3 @@
// Created by Vlad on 8/11/2025.
//
#include "omath/engines/unity_engine/traits/camera_trait.hpp"
namespace omath::unity_engine
{
ViewAngles CameraTrait::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(-std::asin(direction.y)),
YawAngle::from_radians(std::atan2(direction.x, direction.z)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{
return unity_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, 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
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@@ -2,76 +2,3 @@
// Created by Vlad on 3/22/2025.
//
#include "omath/engines/unreal_engine/formulas.hpp"
namespace omath::unreal_engine
{
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)};
}
Vector3<double> 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)};
}
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)};
}
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);
}
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{
// UE FRotator is intrinsic Z-Y-X (Yaw → Pitch → Roll applied in local
// frame), which for column-vector composition is Rz·Ry·Rx.
// Pitch and roll axes in omath spin opposite to UE's convention, so
// both carry a sign flip.
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);
}
Vector3<double> extract_origin(const Mat4X4& mat) noexcept
{
return mat_extract_origin(mat);
}
Vector3<double> extract_scale(const Mat4X4& mat) noexcept
{
return mat_extract_scale(mat);
}
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),
};
}
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) noexcept
{
// UE stores horizontal FOV in FMinimalViewInfo — use the left-handed
// horizontal-FOV builder directly.
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();
}
} // namespace omath::unreal_engine
@@ -2,26 +2,3 @@
// 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<double>& cam_origin, const Vector3<double>& look_at) noexcept
{
const auto direction = (look_at - cam_origin).normalized();
return {PitchAngle::from_radians(std::asin(direction.z)),
YawAngle::from_radians(std::atan2(direction.y, direction.x)), RollAngle::from_radians(0.f)};
}
Mat4X4 CameraTrait::calc_view_matrix(const ViewAngles& angles, const Vector3<double>& 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 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