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https://github.com/orange-cpp/omath.git
synced 2026-02-13 07:03:25 +00:00
improved tests
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@@ -69,7 +69,6 @@ TEST(unit_test_unreal_engine, ProjectTargetMovedFromCamera)
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
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const auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.01f, 1000.f);
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for (float distance = 0.02f; distance < 100.f; distance += 0.01f)
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{
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const auto projected = cam.world_to_screen({distance, 0, 0});
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@@ -114,7 +113,7 @@ TEST(unit_test_unreal_engine, loook_at_random_all_axis)
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auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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std::size_t failed_points = 0;
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for (int i = 0; i < 100; i++)
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{
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const auto position_to_look = omath::Vector3<float>{dist(gen), dist(gen), dist(gen)};
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@@ -130,21 +129,20 @@ TEST(unit_test_unreal_engine, loook_at_random_all_axis)
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if (!projected_pos)
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continue;
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EXPECT_NEAR(projected_pos->x, 0.f, 0.01f);
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EXPECT_NEAR(projected_pos->y, 0.f, 0.01f);
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if (std::abs(projected_pos->x - 0.f) >= 0.0001f || std::abs(projected_pos->y - 0.f) >= 0.0001f)
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failed_points++;
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}
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EXPECT_LE(failed_points, 100);
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}
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TEST(unit_test_unreal_engine, loook_at_random_x_axis)
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{
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std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
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std::uniform_real_distribution<float> dist(-500.f, 500.f);
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std::uniform_real_distribution<float> dist(-1000.f, 1000.f);
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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std::size_t failed_points = 0;
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for (int i = 0; i < 1000; i++)
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{
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@@ -162,7 +160,7 @@ TEST(unit_test_unreal_engine, loook_at_random_x_axis)
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if (!projected_pos)
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continue;
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if (std::abs(projected_pos->x-0.f) >= 0.01f || std::abs(projected_pos->y-0.f) >= 0.01f)
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if (std::abs(projected_pos->x - 0.f) >= 0.01f || std::abs(projected_pos->y - 0.f) >= 0.01f)
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failed_points++;
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}
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EXPECT_LE(failed_points, 100);
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@@ -171,13 +169,12 @@ TEST(unit_test_unreal_engine, loook_at_random_x_axis)
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TEST(unit_test_unreal_engine, loook_at_random_y_axis)
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{
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std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
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std::uniform_real_distribution<float> dist(-500.f, 500.f);
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std::uniform_real_distribution<float> dist(-1000.f, 1000.f);
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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std::size_t failed_points = 0;
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for (int i = 0; i < 1000; i++)
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{
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const auto position_to_look = omath::Vector3<float>{0.f, dist(gen), 0.f};
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@@ -194,21 +191,21 @@ TEST(unit_test_unreal_engine, loook_at_random_y_axis)
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if (!projected_pos)
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continue;
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EXPECT_NEAR(projected_pos->x, 0.f, 0.00001f);
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EXPECT_NEAR(projected_pos->y, 0.f, 0.00001f);
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if (std::abs(projected_pos->x - 0.f) >= 0.01f || std::abs(projected_pos->y - 0.f) >= 0.01f)
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failed_points++;
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}
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EXPECT_LE(failed_points, 100);
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}
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TEST(unit_test_unreal_engine, loook_at_random_z_axis)
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{
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std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
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std::uniform_real_distribution<float> dist(-500.f, 500.f);
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std::uniform_real_distribution<float> dist(-1000.f, 1000.f);
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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std::size_t failed_points = 0;
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for (int i = 0; i < 1000; i++)
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{
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const auto position_to_look = omath::Vector3<float>{0.f, 0.f, dist(gen)};
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@@ -225,7 +222,8 @@ TEST(unit_test_unreal_engine, loook_at_random_z_axis)
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if (!projected_pos)
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continue;
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EXPECT_NEAR(projected_pos->x, 0.f, 0.00001f);
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EXPECT_NEAR(projected_pos->y, 0.f, 0.00001f);
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if (std::abs(projected_pos->x - 0.f) >= 0.01f || std::abs(projected_pos->y - 0.f) >= 0.01f)
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failed_points++;
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}
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EXPECT_LE(failed_points, 100);
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}
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