omath::unreal_engine — formulas & matrix helpers
Header:
omath/engines/unreal_engine/formulas.hppNamespace:omath::unreal_enginePurpose: compute direction vectors, rotation matrices, view matrices, and perspective projections for Unreal Engine
Summary
This header provides Unreal Engine-specific math for:
- Direction vectors (
forward,right,up) fromViewAngles - Rotation matrices from Euler angles
- View matrices (camera transforms)
- Perspective projection matrices
All functions respect Unreal Engine's Z-up, left-handed coordinate system.
API
namespace omath::unreal_engine {
// Compute forward direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
// Compute right direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> right_vector(const ViewAngles& angles) noexcept;
// Compute up direction from pitch/yaw/roll
[[nodiscard]]
Vector3<float> up_vector(const ViewAngles& angles) noexcept;
// Build 3x3 rotation matrix from angles
[[nodiscard]]
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
// Build view matrix (camera space transform)
[[nodiscard]]
Mat4X4 calc_view_matrix(const ViewAngles& angles,
const Vector3<float>& cam_origin) noexcept;
// Build perspective projection matrix
[[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view,
float aspect_ratio,
float near, float far) noexcept;
} // namespace omath::unreal_engine
Direction vectors
Given camera angles (pitch/yaw/roll):
forward_vector(angles)→ unit vector pointing where the camera looksright_vector(angles)→ unit vector pointing to the camera's rightup_vector(angles)→ unit vector pointing upward relative to the camera
These are used for movement, aim direction, and building coordinate frames.
Rotation & view matrices
rotation_matrix(angles)→ 3×3 (or 4×4) rotation matrix from Euler anglescalc_view_matrix(angles, origin)→ camera view matrix
The view matrix transforms world coordinates into camera space (origin at camera, axes aligned with camera orientation).
Perspective projection
Mat4X4 proj = calc_perspective_projection_matrix(
fov_degrees, // vertical field of view (e.g., 90)
aspect_ratio, // width / height (e.g., 16/9)
near_plane, // e.g., 10.0
far_plane // e.g., 100000.0
);
Produces a perspective projection matrix suitable for 3D rendering pipelines. Combined with the view matrix, this implements the standard camera transform chain.
Usage example
using namespace omath::unreal_engine;
// Camera setup
ViewAngles angles = {
PitchAngle::from_degrees(-20.0f),
YawAngle::from_degrees(45.0f),
RollAngle::from_degrees(0.0f)
};
Vector3<float> cam_pos{1000.0f, 500.0f, 200.0f};
// Compute direction
auto forward = forward_vector(angles);
auto right = right_vector(angles);
auto up = up_vector(angles);
// Build matrices
auto view_mat = calc_view_matrix(angles, cam_pos);
auto proj_mat = calc_perspective_projection_matrix(90.0f, 16.0f/9.0f, 10.0f, 100000.0f);
// Use view_mat and proj_mat for rendering...
Conventions
- Angles: pitch (up/down), yaw (left/right), roll (tilt)
- Pitch: positive = looking up, negative = looking down
- Yaw: increases counter-clockwise from the +X axis
- Coordinate system: Z-up, X-forward, Y-right (left-handed)
See also
omath/engines/unreal_engine/constants.hpp— coordinate frame & angle typesomath/engines/unreal_engine/traits/camera_trait.hpp— plug-in for genericCameraomath/projection/camera.hpp— generic camera wrapper using these formulas