Implement coverage for Windows/Linux/MacOS (#126) (#128)

* Implement coverage for Windows/Linux/MacOS (#126)

* reverted

---------

Co-authored-by: Saikari <lin@sz.cn.eu.org>
This commit is contained in:
2025-12-25 02:28:17 +03:00
committed by GitHub
parent d16984a8b2
commit 29da13d244
11 changed files with 874 additions and 34 deletions

View File

@@ -21,6 +21,11 @@ else() # GTest is being linked as vcpkg package
target_link_libraries(${PROJECT_NAME} PRIVATE GTest::gtest GTest::gtest_main omath::omath)
endif()
if(OMATH_ENABLE_COVERAGE)
include(${CMAKE_SOURCE_DIR}/cmake/Coverage.cmake)
omath_setup_coverage(${PROJECT_NAME})
endif()
# Skip test discovery for Android/iOS builds or when cross-compiling - binaries cannot run on host
if (NOT (ANDROID OR IOS OR EMSCRIPTEN))
gtest_discover_tests(${PROJECT_NAME})

View File

@@ -0,0 +1,297 @@
// Tests for engine trait headers to improve header coverage
#include <gtest/gtest.h>
#include <omath/engines/frostbite_engine/traits/pred_engine_trait.hpp>
#include <omath/engines/frostbite_engine/traits/mesh_trait.hpp>
#include <omath/engines/frostbite_engine/traits/camera_trait.hpp>
#include <omath/engines/iw_engine/traits/pred_engine_trait.hpp>
#include <omath/engines/iw_engine/traits/mesh_trait.hpp>
#include <omath/engines/iw_engine/traits/camera_trait.hpp>
#include <omath/engines/opengl_engine/traits/pred_engine_trait.hpp>
#include <omath/engines/opengl_engine/traits/mesh_trait.hpp>
#include <omath/engines/opengl_engine/traits/camera_trait.hpp>
#include <omath/engines/unity_engine/traits/pred_engine_trait.hpp>
#include <omath/engines/unity_engine/traits/mesh_trait.hpp>
#include <omath/engines/unity_engine/traits/camera_trait.hpp>
#include <omath/engines/unreal_engine/traits/pred_engine_trait.hpp>
#include <omath/engines/unreal_engine/traits/mesh_trait.hpp>
#include <omath/engines/unreal_engine/traits/camera_trait.hpp>
#include <omath/projectile_prediction/projectile.hpp>
#include <omath/projectile_prediction/target.hpp>
#include <optional>
using namespace omath;
// Small helper to compare matrices roughly (templated to avoid concrete typedef)
template<typename MatT>
static void expect_matrix_near(const MatT& a, const MatT& b, float eps = 1e-5f)
{
for (std::size_t r = 0; r < 4; ++r)
for (std::size_t c = 0; c < 4; ++c)
EXPECT_NEAR(a.at(r, c), b.at(r, c), eps);
}
// Generic tests for PredEngineTrait behaviour across engines
TEST(TraitTests, Frostbite_Pred_And_Mesh_And_Camera)
{
namespace E = omath::frostbite_engine;
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 1.f;
const auto pos = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f);
EXPECT_NEAR(pos.x, 0.f, 1e-4f);
EXPECT_NEAR(pos.z, 10.f, 1e-4f);
EXPECT_NEAR(pos.y, -9.81f * 0.5f, 1e-4f);
projectile_prediction::Target t;
t.m_origin = {0.f, 5.f, 0.f};
t.m_velocity = {2.f, 0.f, 0.f};
t.m_is_airborne = true;
const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred.x, 4.f, 1e-6f);
EXPECT_NEAR(pred.y, 5.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f);
// Also test non-airborne path (no gravity applied)
t.m_is_airborne = false;
const auto pred_ground = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred_ground.x, 4.f, 1e-6f);
EXPECT_NEAR(pred_ground.y, 5.f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 0.f, 4.f}), 5.f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 2.5f, 1e-6f);
std::optional<float> pitch = 45.f;
auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch);
EXPECT_NEAR(vp.y, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f);
// Direct angles
Vector3<float> origin{0.f, 0.f, 0.f};
Vector3<float> view_to{0.f, 1.f, 1.f};
const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to);
const auto dir = (view_to - origin).normalized();
EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.y)), 1e-3f);
const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to);
EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(dir.x, dir.z)), 1e-3f);
// MeshTrait simply forwards to rotation_matrix; ensure it compiles and returns something
E::ViewAngles va;
const auto m1 = E::MeshTrait::rotation_matrix(va);
const auto m2 = E::rotation_matrix(va);
expect_matrix_near(m1, m2);
// CameraTrait look at should be callable
const auto angles = E::CameraTrait::calc_look_at_angle({0, 0, 0}, {0, 1, 1});
(void)angles;
const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f);
const auto expected = E::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected);
}
TEST(TraitTests, IW_Pred_And_Mesh_And_Camera)
{
namespace E = omath::iw_engine;
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 1.f;
const auto pos = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f);
EXPECT_NEAR(pos.x, 10.f, 1e-4f);
EXPECT_NEAR(pos.z, -9.81f * 0.5f, 1e-4f);
projectile_prediction::Target t;
t.m_origin = {0.f, 0.f, 5.f};
t.m_velocity = {0.f, 0.f, 2.f};
t.m_is_airborne = true;
const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
// predicted = origin + velocity * t -> z = 5 + 2*2 = 9; then gravity applied
EXPECT_NEAR(pred.z, 9.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 4.f, 0.f}), 5.f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 3.f, 1e-6f);
std::optional<float> pitch = 45.f;
auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch);
EXPECT_NEAR(vp.z, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f);
Vector3<float> origin{0.f, 0.f, 0.f};
Vector3<float> view_to{1.f, 1.f, 1.f};
const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to);
const auto dist = origin.distance_to(view_to);
EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin((view_to.z - origin.z) / dist)), 1e-3f);
const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to);
const auto delta = view_to - origin;
EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(delta.y, delta.x)), 1e-3f);
E::ViewAngles va;
expect_matrix_near(E::MeshTrait::rotation_matrix(va), E::rotation_matrix(va));
const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(45.f), {1920.f, 1080.f}, 0.1f, 1000.f);
const auto expected = E::calc_perspective_projection_matrix(45.f, 1920.f / 1080.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected);
// non-airborne
t.m_is_airborne = false;
const auto pred_ground_iw = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred_ground_iw.z, 9.f, 1e-6f);
}
TEST(TraitTests, OpenGL_Pred_And_Mesh_And_Camera)
{
namespace E = omath::opengl_engine;
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 1.f;
const auto pos = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f);
EXPECT_NEAR(pos.z, -10.f, 1e-4f);
EXPECT_NEAR(pos.y, -9.81f * 0.5f, 1e-4f);
projectile_prediction::Target t;
t.m_origin = {0.f, 5.f, 0.f};
t.m_velocity = {2.f, 0.f, 0.f};
t.m_is_airborne = true;
const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred.x, 4.f, 1e-6f);
EXPECT_NEAR(pred.y, 5.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 0.f, 4.f}), 5.f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 2.5f, 1e-6f);
std::optional<float> pitch = 45.f;
auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch);
EXPECT_NEAR(vp.y, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f);
Vector3<float> origin{0.f, 0.f, 0.f};
Vector3<float> view_to{0.f, 1.f, 1.f};
const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to);
const auto dir = (view_to - origin).normalized();
EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.y)), 1e-3f);
const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to);
EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(-std::atan2(dir.x, -dir.z)), 1e-3f);
E::ViewAngles va;
expect_matrix_near(E::MeshTrait::rotation_matrix(va), E::rotation_matrix(va));
const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f);
const auto expected = E::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected);
// non-airborne
t.m_is_airborne = false;
const auto pred_ground_gl = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred_ground_gl.x, 4.f, 1e-6f);
}
TEST(TraitTests, Unity_Pred_And_Mesh_And_Camera)
{
namespace E = omath::unity_engine;
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 1.f;
const auto pos = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f);
EXPECT_NEAR(pos.z, 10.f, 1e-4f);
EXPECT_NEAR(pos.y, -9.81f * 0.5f, 1e-4f);
projectile_prediction::Target t;
t.m_origin = {0.f, 5.f, 0.f};
t.m_velocity = {2.f, 0.f, 0.f};
t.m_is_airborne = true;
const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred.x, 4.f, 1e-6f);
EXPECT_NEAR(pred.y, 5.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 0.f, 4.f}), 5.f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 2.5f, 1e-6f);
std::optional<float> pitch = 45.f;
auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch);
EXPECT_NEAR(vp.y, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f);
Vector3<float> origin{0.f, 0.f, 0.f};
Vector3<float> view_to{0.f, 1.f, 1.f};
const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to);
const auto dir = (view_to - origin).normalized();
EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.y)), 1e-3f);
const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to);
EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(dir.x, dir.z)), 1e-3f);
E::ViewAngles va;
expect_matrix_near(E::MeshTrait::rotation_matrix(va), E::rotation_matrix(va));
const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f);
const auto expected = E::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected);
// non-airborne
t.m_is_airborne = false;
const auto pred_ground_unity = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred_ground_unity.x, 4.f, 1e-6f);
}
TEST(TraitTests, Unreal_Pred_And_Mesh_And_Camera)
{
namespace E = omath::unreal_engine;
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 1.f;
const auto pos = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f);
EXPECT_NEAR(pos.x, 10.f, 1e-4f);
EXPECT_NEAR(pos.y, -9.81f * 0.5f, 1e-4f);
projectile_prediction::Target t;
t.m_origin = {0.f, 5.f, 0.f};
t.m_velocity = {2.f, 0.f, 0.f};
t.m_is_airborne = true;
const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred.x, 4.f, 1e-6f);
EXPECT_NEAR(pred.y, 5.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 0.f, 4.f}), 5.f, 1e-6f);
EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 2.5f, 1e-6f);
std::optional<float> pitch = 45.f;
auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch);
EXPECT_NEAR(vp.z, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f);
Vector3<float> origin{0.f, 0.f, 0.f};
Vector3<float> view_to{1.f, 1.f, 1.f};
const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to);
const auto dir = (view_to - origin).normalized();
EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.z)), 1e-3f);
const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to);
EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(dir.y, dir.x)), 1e-3f);
E::ViewAngles va;
expect_matrix_near(E::MeshTrait::rotation_matrix(va), E::rotation_matrix(va));
const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f);
const auto expected = E::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected);
// non-airborne
t.m_is_airborne = false;
const auto pred_ground_unreal = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred_ground_unreal.x, 4.f, 1e-6f);
}

View File

@@ -8,6 +8,29 @@
using namespace omath;
using namespace omath::collision;
TEST(SimplexTest, HandleEmptySimplex)
{
Simplex<Vector3<float>> simplex;
Vector3<float> direction{1, 0, 0};
EXPECT_EQ(simplex.size(), 0);
EXPECT_FALSE(simplex.handle(direction));
}
TEST(SimplexTest, HandleLineCollinearWithXAxis)
{
using Vec3 = Vector3<float>;
Simplex<Vec3> simplex;
simplex.push_front(Vec3{1, 0, 0});
simplex.push_front(Vec3{-1, 0, 0});
Vec3 direction{};
simplex.handle(direction);
EXPECT_NEAR(direction.x, 0.f, 1e-6f);
}
TEST(CollisionExtra, SimplexLineHandle)
{
Simplex<Vector3<float>> s;