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Merge pull request #37 from orange-cpp/u/engine_rotation_mats
U/engine rotation mats
This commit is contained in:
@@ -3,9 +3,9 @@
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//
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#pragma once
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#include "omath/angles.hpp"
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#include <algorithm>
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#include <utility>
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#include "omath/angles.hpp"
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namespace omath
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@@ -17,7 +17,7 @@ namespace omath
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};
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template<class Type = float, Type min = Type(0), Type max = Type(360), AngleFlags flags = AngleFlags::Normalized>
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requires std::is_arithmetic_v<Type>
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requires std::is_arithmetic_v<Type>
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class Angle
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{
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Type m_angle;
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@@ -34,6 +34,7 @@ namespace omath
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std::unreachable();
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}
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}
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public:
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[[nodiscard]]
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constexpr static Angle FromDegrees(const Type& degrees)
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@@ -42,7 +43,6 @@ namespace omath
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}
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constexpr Angle() : m_angle(0)
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{
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}
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[[nodiscard]]
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constexpr static Angle FromRadians(const Type& degrees)
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@@ -149,4 +149,4 @@ namespace omath
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return Angle{-m_angle};
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}
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};
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}
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} // namespace omath
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@@ -16,8 +16,10 @@ namespace omath::iw_engine
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[[nodiscard]]
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Vector3<float> UpVector(const ViewAngles& angles);
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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Mat4x4 RotationMatrix(const ViewAngles& angles);
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
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@@ -17,9 +17,10 @@ namespace omath::opengl_engine
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using Mat4x4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat3x3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat1x3 = Mat<1, 3, float, MatStoreType::COLUMN_MAJOR>;
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using PitchAngle = Angle<float, 0.f, 180.f, AngleFlags::Clamped>;
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using YawAngle = Angle<float, 0.f, 360.f, AngleFlags::Normalized>;
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using RollAngle = Angle<float, 0.f, 360.f, AngleFlags::Normalized>;
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using PitchAngle = Angle<float, -90.f, 90.f, AngleFlags::Clamped>;
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using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
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}
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@@ -18,6 +18,8 @@ namespace omath::opengl_engine
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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Mat4x4 RotationMatrix(const ViewAngles& angles);
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[[nodiscard]]
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Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
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@@ -9,6 +9,9 @@ namespace omath::source_engine
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[[nodiscard]]
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Vector3<float> ForwardVector(const ViewAngles& angles);
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[[nodiscard]]
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Mat4x4 RotationMatrix(const ViewAngles& angles);
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[[nodiscard]]
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Vector3<float> RightVector(const ViewAngles& angles);
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@@ -17,7 +20,6 @@ namespace omath::source_engine
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
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} // namespace omath::source
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@@ -18,7 +18,7 @@ namespace omath::unity_engine
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using Mat4x4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
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using Mat3x3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
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using Mat1x3 = Mat<1, 3, float, MatStoreType::ROW_MAJOR>;
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using PitchAngle = Angle<float, -89.f, 89.f, AngleFlags::Clamped>;
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using PitchAngle = Angle<float, -90.f, 90.f, AngleFlags::Clamped>;
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using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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@@ -18,6 +18,8 @@ namespace omath::unity_engine
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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Mat4x4 RotationMatrix(const ViewAngles& angles);
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[[nodiscard]]
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Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
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@@ -428,13 +428,6 @@ namespace omath
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} * MatTranslation<Type, St>(-cameraOrigin);
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}
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR, class ViewAngles>
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[[nodiscard]]
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Mat<4, 4, Type, St> MatRotation(const ViewAngles& angles) noexcept
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{
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return MatRotationAxisZ(angles.yaw) * MatRotationAxisY(angles.pitch) * MatRotationAxisX(angles.roll);
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}
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
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[[nodiscard]]
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Mat<4, 4, Type, St> MatPerspectiveLeftHanded(const float fieldOfView, const float aspectRatio, const float near,
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@@ -9,23 +9,27 @@ namespace omath::iw_engine
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Vector3<float> ForwardVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsForward);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> RightVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsRight);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> UpVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsUp);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Mat4x4 RotationMatrix(const ViewAngles& angles)
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{
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return MatRotationAxisZ(angles.yaw) * MatRotationAxisY(angles.pitch) * MatRotationAxisX(angles.roll);
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}
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Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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@@ -9,19 +9,19 @@ namespace omath::opengl_engine
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Vector3<float> ForwardVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector<float, MatStoreType::COLUMN_MAJOR>(kAbsForward);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> RightVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector<float, MatStoreType::COLUMN_MAJOR>(kAbsRight);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> UpVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector<float, MatStoreType::COLUMN_MAJOR>(kAbsUp);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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@@ -30,6 +30,12 @@ namespace omath::opengl_engine
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return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles),
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UpVector(angles), cam_origin);
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}
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Mat4x4 RotationMatrix(const ViewAngles& angles)
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{
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return MatRotationAxisZ<float, MatStoreType::COLUMN_MAJOR>(angles.roll) *
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MatRotationAxisY<float, MatStoreType::COLUMN_MAJOR>(-angles.yaw) *
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MatRotationAxisX<float, MatStoreType::COLUMN_MAJOR>(-angles.pitch);
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}
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Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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@@ -8,20 +8,25 @@ namespace omath::source_engine
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{
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Vector3<float> ForwardVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsForward);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Mat4x4 RotationMatrix(const ViewAngles& angles)
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{
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return MatRotationAxisZ(angles.yaw) * MatRotationAxisY(angles.pitch) * MatRotationAxisX(angles.roll);
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}
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Vector3<float> RightVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsRight);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> UpVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsUp);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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@@ -9,19 +9,19 @@ namespace omath::unity_engine
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{
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Vector3<float> ForwardVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsForward);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> RightVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsRight);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> UpVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
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const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsUp);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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@@ -30,6 +30,12 @@ namespace omath::unity_engine
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return MatCameraView<float, MatStoreType::ROW_MAJOR>(ForwardVector(angles), -RightVector(angles),
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UpVector(angles), cam_origin);
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}
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Mat4x4 RotationMatrix(const ViewAngles& angles)
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{
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return MatRotationAxisZ(angles.roll) *
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MatRotationAxisY(angles.yaw) *
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MatRotationAxisX(angles.pitch);
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}
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Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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@@ -5,7 +5,7 @@
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#include <source_location>
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#include <stdexcept>
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#include <format>
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#if defined(OMATH_USE_AVX2) && defined(__i386__) && defined(__x86_64__)
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#include <immintrin.h>
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#include <format>
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@@ -27,6 +27,42 @@ TEST(UnitTestIwEngine, UpVector)
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EXPECT_EQ(up, omath::iw_engine::kAbsUp);
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}
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TEST(UnitTestIwEngine, ForwardVectorRotationYaw)
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{
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omath::iw_engine::ViewAngles angles;
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angles.yaw = omath::iw_engine::YawAngle::FromDegrees(-90.f);
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const auto forward = omath::iw_engine::ForwardVector(angles);
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EXPECT_NEAR(forward.x, omath::iw_engine::kAbsRight.x, 0.00001f);
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EXPECT_NEAR(forward.y, omath::iw_engine::kAbsRight.y, 0.00001f);
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EXPECT_NEAR(forward.z, omath::iw_engine::kAbsRight.z, 0.00001f);
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}
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TEST(UnitTestIwEngine, ForwardVectorRotationPitch)
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{
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omath::iw_engine::ViewAngles angles;
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angles.pitch = omath::iw_engine::PitchAngle::FromDegrees(-89.f);
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const auto forward = omath::iw_engine::ForwardVector(angles);
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EXPECT_NEAR(forward.x, omath::iw_engine::kAbsUp.x, 0.02f);
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EXPECT_NEAR(forward.y, omath::iw_engine::kAbsUp.y, 0.01f);
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EXPECT_NEAR(forward.z, omath::iw_engine::kAbsUp.z, 0.01f);
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}
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TEST(UnitTestIwEngine, ForwardVectorRotationRoll)
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{
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omath::iw_engine::ViewAngles angles;
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angles.roll = omath::iw_engine::RollAngle::FromDegrees(90.f);
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const auto forward = omath::iw_engine::UpVector(angles);
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EXPECT_NEAR(forward.x, omath::iw_engine::kAbsRight.x, 0.00001f);
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EXPECT_NEAR(forward.y, omath::iw_engine::kAbsRight.y, 0.00001f);
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EXPECT_NEAR(forward.z, omath::iw_engine::kAbsRight.z, 0.00001f);
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}
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TEST(UnitTestIwEngine, ProjectTargetMovedFromCamera)
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{
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constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);
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@@ -10,14 +10,12 @@
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TEST(UnitTestOpenGL, ForwardVector)
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{
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const auto forward = omath::opengl_engine::ForwardVector({});
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EXPECT_EQ(forward, omath::opengl_engine::kAbsForward);
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}
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TEST(UnitTestOpenGL, RightVector)
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{
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const auto right = omath::opengl_engine::RightVector({});
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EXPECT_EQ(right, omath::opengl_engine::kAbsRight);
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}
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@@ -27,6 +25,44 @@ TEST(UnitTestOpenGL, UpVector)
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EXPECT_EQ(up, omath::opengl_engine::kAbsUp);
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}
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TEST(UnitTestOpenGL, ForwardVectorRotationYaw)
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{
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omath::opengl_engine::ViewAngles angles;
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angles.yaw = omath::opengl_engine::YawAngle::FromDegrees(90.f);
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const auto forward = omath::opengl_engine::ForwardVector(angles);
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EXPECT_NEAR(forward.x, omath::opengl_engine::kAbsRight.x, 0.00001f);
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EXPECT_NEAR(forward.y, omath::opengl_engine::kAbsRight.y, 0.00001f);
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EXPECT_NEAR(forward.z, omath::opengl_engine::kAbsRight.z, 0.00001f);
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}
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TEST(UnitTestOpenGL, ForwardVectorRotationPitch)
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{
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omath::opengl_engine::ViewAngles angles;
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angles.pitch = omath::opengl_engine::PitchAngle::FromDegrees(-90.f);
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const auto forward = omath::opengl_engine::ForwardVector(angles);
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EXPECT_NEAR(forward.x, omath::opengl_engine::kAbsUp.x, 0.00001f);
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EXPECT_NEAR(forward.y, omath::opengl_engine::kAbsUp.y, 0.00001f);
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EXPECT_NEAR(forward.z, omath::opengl_engine::kAbsUp.z, 0.00001f);
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}
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TEST(UnitTestOpenGL, ForwardVectorRotationRoll)
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{
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omath::opengl_engine::ViewAngles angles;
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angles.roll = omath::opengl_engine::RollAngle::FromDegrees(-90.f);
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const auto forward = omath::opengl_engine::UpVector(angles);
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EXPECT_NEAR(forward.x, omath::opengl_engine::kAbsRight.x, 0.00001f);
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EXPECT_NEAR(forward.y, omath::opengl_engine::kAbsRight.y, 0.00001f);
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EXPECT_NEAR(forward.z, omath::opengl_engine::kAbsRight.z, 0.00001f);
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}
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TEST(UnitTestOpenGL, ProjectTargetMovedFromCamera)
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{
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constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);
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@@ -27,6 +27,42 @@ TEST(UnitTestSourceEngine, UpVector)
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EXPECT_EQ(up, omath::source_engine::kAbsUp);
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}
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TEST(UnitTestSourceEngine, ForwardVectorRotationYaw)
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{
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omath::source_engine::ViewAngles angles;
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angles.yaw = omath::source_engine::YawAngle::FromDegrees(-90.f);
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const auto forward = omath::source_engine::ForwardVector(angles);
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EXPECT_NEAR(forward.x, omath::source_engine::kAbsRight.x, 0.00001f);
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EXPECT_NEAR(forward.y, omath::source_engine::kAbsRight.y, 0.00001f);
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EXPECT_NEAR(forward.z, omath::source_engine::kAbsRight.z, 0.00001f);
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}
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TEST(UnitTestSourceEngine, ForwardVectorRotationPitch)
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{
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omath::source_engine::ViewAngles angles;
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angles.pitch = omath::source_engine::PitchAngle::FromDegrees(-89.f);
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const auto forward = omath::source_engine::ForwardVector(angles);
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EXPECT_NEAR(forward.x, omath::source_engine::kAbsUp.x, 0.02f);
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EXPECT_NEAR(forward.y, omath::source_engine::kAbsUp.y, 0.01f);
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EXPECT_NEAR(forward.z, omath::source_engine::kAbsUp.z, 0.01f);
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}
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TEST(UnitTestSourceEngine, ForwardVectorRotationRoll)
|
||||
{
|
||||
omath::source_engine::ViewAngles angles;
|
||||
|
||||
angles.roll = omath::source_engine::RollAngle::FromDegrees(90.f);
|
||||
|
||||
const auto forward = omath::source_engine::UpVector(angles);
|
||||
EXPECT_NEAR(forward.x, omath::source_engine::kAbsRight.x, 0.00001f);
|
||||
EXPECT_NEAR(forward.y, omath::source_engine::kAbsRight.y, 0.00001f);
|
||||
EXPECT_NEAR(forward.z, omath::source_engine::kAbsRight.z, 0.00001f);
|
||||
}
|
||||
|
||||
TEST(UnitTestSourceEngine, ProjectTargetMovedFromCamera)
|
||||
{
|
||||
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);
|
||||
|
||||
@@ -14,6 +14,42 @@ TEST(UnitTestUnityEngine, ForwardVector)
|
||||
EXPECT_EQ(forward, omath::unity_engine::kAbsForward);
|
||||
}
|
||||
|
||||
TEST(UnitTestUnityEngine, ForwardVectorRotationYaw)
|
||||
{
|
||||
omath::unity_engine::ViewAngles angles;
|
||||
|
||||
angles.yaw = omath::unity_engine::YawAngle::FromDegrees(90.f);
|
||||
|
||||
const auto forward = omath::unity_engine::ForwardVector(angles);
|
||||
EXPECT_NEAR(forward.x, omath::unity_engine::kAbsRight.x, 0.00001f);
|
||||
EXPECT_NEAR(forward.y, omath::unity_engine::kAbsRight.y, 0.00001f);
|
||||
EXPECT_NEAR(forward.z, omath::unity_engine::kAbsRight.z, 0.00001f);
|
||||
}
|
||||
|
||||
TEST(UnitTestUnityEngine, ForwardVectorRotationPitch)
|
||||
{
|
||||
omath::unity_engine::ViewAngles angles;
|
||||
|
||||
angles.pitch = omath::unity_engine::PitchAngle::FromDegrees(-90.f);
|
||||
|
||||
const auto forward = omath::unity_engine::ForwardVector(angles);
|
||||
EXPECT_NEAR(forward.x, omath::unity_engine::kAbsUp.x, 0.00001f);
|
||||
EXPECT_NEAR(forward.y, omath::unity_engine::kAbsUp.y, 0.00001f);
|
||||
EXPECT_NEAR(forward.z, omath::unity_engine::kAbsUp.z, 0.00001f);
|
||||
}
|
||||
|
||||
TEST(UnitTestUnityEngine, ForwardVectorRotationRoll)
|
||||
{
|
||||
omath::unity_engine::ViewAngles angles;
|
||||
|
||||
angles.roll = omath::unity_engine::RollAngle::FromDegrees(-90.f);
|
||||
|
||||
const auto forward = omath::unity_engine::UpVector(angles);
|
||||
EXPECT_NEAR(forward.x, omath::unity_engine::kAbsRight.x, 0.00001f);
|
||||
EXPECT_NEAR(forward.y, omath::unity_engine::kAbsRight.y, 0.00001f);
|
||||
EXPECT_NEAR(forward.z, omath::unity_engine::kAbsRight.z, 0.00001f);
|
||||
}
|
||||
|
||||
TEST(UnitTestUnityEngine, RightVector)
|
||||
{
|
||||
const auto right = omath::unity_engine::RightVector({});
|
||||
|
||||
Reference in New Issue
Block a user