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omath/include/omath/engines/frostbite_engine/traits/camera_trait.hpp
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2026-06-14 23:17:48 +03:00

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//
// Created by Vlad on 8/10/2025.
//
#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
{
class CameraTrait final
{
public:
[[nodiscard]]
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]]
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]]
OMATH_CONSTEXPR static Mat4X4
calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
const float near_plane, const float far_plane,
const NDCDepthRange ndc_depth_range) noexcept
{
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near_plane, far_plane,
ndc_depth_range);
}
};
} // namespace omath::unreal_engine