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//
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// Created by orange on 7/1/2026.
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//
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#pragma once
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#include "omath/linear_algebra/vector3.hpp"
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#include <type_traits>
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namespace omath::algorithm
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{
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template<class Camera, class FloatingType>
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requires std::is_floating_point_v<FloatingType>
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[[nodiscard]]
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Vector3<float> world_to_radar(const Camera& camera, const Vector3<FloatingType>& position, const FloatingType scale)
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{
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const auto origin = static_cast<Vector3<FloatingType>>(camera.get_origin());
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const auto forward = static_cast<Vector3<FloatingType>>(camera.get_abs_forward());
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const auto right = static_cast<Vector3<FloatingType>>(camera.get_abs_right());
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const auto direction = position - origin;
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return {static_cast<float>(direction.dot(right) * scale), static_cast<float>(-direction.dot(forward) * scale),
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0.f};
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}
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} // namespace omath::algorithm
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#include <gtest/gtest.h>
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#include <omath/algorithm/radar.hpp>
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#include <omath/engines/cry_engine/camera.hpp>
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#include <omath/engines/frostbite_engine/camera.hpp>
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#include <omath/engines/iw_engine/camera.hpp>
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#include <omath/engines/opengl_engine/camera.hpp>
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#include <omath/engines/rage_engine/camera.hpp>
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#include <omath/engines/source_engine/camera.hpp>
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#include <omath/engines/unity_engine/camera.hpp>
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#include <omath/engines/unreal_engine/camera.hpp>
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using namespace omath;
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template<class CameraType, class NumericType>
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static void verify_world_to_radar_uses_camera_axes()
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{
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const Vector3<NumericType> origin{NumericType{10}, NumericType{-20}, NumericType{5}};
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const NumericType world_distance = NumericType{20};
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const NumericType scale = NumericType{0.5};
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const auto radar_distance = static_cast<float>(world_distance * scale);
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CameraType camera{
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origin, {}, {1280.f, 720.f}, projection::FieldOfView::from_degrees(90.f), NumericType{0.01},
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NumericType{1000}};
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const auto forward_position = origin + camera.get_abs_forward() * world_distance;
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const auto forward_radar = algorithm::world_to_radar(camera, forward_position, scale);
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EXPECT_NEAR(forward_radar.x, 0.f, 1e-4f);
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EXPECT_NEAR(forward_radar.y, -radar_distance, 1e-4f);
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EXPECT_NEAR(forward_radar.z, 0.f, 1e-6f);
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const auto right_position = origin + camera.get_abs_right() * world_distance;
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const auto right_radar = algorithm::world_to_radar(camera, right_position, scale);
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EXPECT_NEAR(right_radar.x, radar_distance, 1e-4f);
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EXPECT_NEAR(right_radar.y, 0.f, 1e-4f);
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EXPECT_NEAR(right_radar.z, 0.f, 1e-6f);
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}
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TEST(WorldToRadarTests, SourceEngineCamera)
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{
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verify_world_to_radar_uses_camera_axes<source_engine::Camera, float>();
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}
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TEST(WorldToRadarTests, IWEngineCamera)
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{
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verify_world_to_radar_uses_camera_axes<iw_engine::Camera, float>();
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}
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TEST(WorldToRadarTests, FrostbiteEngineCamera)
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{
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verify_world_to_radar_uses_camera_axes<frostbite_engine::Camera, float>();
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}
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TEST(WorldToRadarTests, OpenGLEngineCamera)
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{
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verify_world_to_radar_uses_camera_axes<opengl_engine::Camera, float>();
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}
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TEST(WorldToRadarTests, UnityEngineCamera)
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{
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verify_world_to_radar_uses_camera_axes<unity_engine::Camera, float>();
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}
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TEST(WorldToRadarTests, CryEngineCamera)
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{
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verify_world_to_radar_uses_camera_axes<cry_engine::Camera, float>();
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}
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TEST(WorldToRadarTests, RageEngineCamera)
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{
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verify_world_to_radar_uses_camera_axes<rage_engine::Camera, float>();
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}
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TEST(WorldToRadarTests, UnrealEngineCamera)
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{
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verify_world_to_radar_uses_camera_axes<unreal_engine::Camera, double>();
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}
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