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https://github.com/orange-cpp/omath.git
synced 2026-04-18 21:43:27 +00:00
added stuff
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@@ -20,6 +20,8 @@
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#include <omath/engines/unreal_engine/traits/mesh_trait.hpp>
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#include <omath/engines/unreal_engine/traits/camera_trait.hpp>
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#include <omath/engines/source_engine/traits/pred_engine_trait.hpp>
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#include <omath/projectile_prediction/projectile.hpp>
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#include <omath/projectile_prediction/target.hpp>
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#include <optional>
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@@ -35,6 +37,127 @@ static void expect_matrix_near(const MatT& a, const MatT& b, float eps = 1e-5f)
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EXPECT_NEAR(a.at(r, c), b.at(r, c), eps);
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}
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// ── Launch offset tests for all engines ──────────────────────────────────────
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#include <omath/engines/cry_engine/traits/pred_engine_trait.hpp>
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// Helper: verify that zero offset matches default-initialized offset behavior
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template<typename Trait>
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static void verify_launch_offset_at_time_zero(const Vector3<float>& origin, const Vector3<float>& offset)
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{
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projectile_prediction::Projectile p;
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p.m_origin = origin;
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p.m_launch_offset = offset;
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p.m_launch_speed = 100.f;
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p.m_gravity_scale = 1.f;
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const auto pos = Trait::predict_projectile_position(p, 0.f, 0.f, 0.f, 9.81f);
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const auto expected = origin + offset;
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EXPECT_NEAR(pos.x, expected.x, 1e-4f);
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EXPECT_NEAR(pos.y, expected.y, 1e-4f);
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EXPECT_NEAR(pos.z, expected.z, 1e-4f);
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}
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template<typename Trait>
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static void verify_zero_offset_matches_default()
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{
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projectile_prediction::Projectile p;
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p.m_origin = {10.f, 20.f, 30.f};
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p.m_launch_offset = {0.f, 0.f, 0.f};
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p.m_launch_speed = 50.f;
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p.m_gravity_scale = 1.f;
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projectile_prediction::Projectile p2;
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p2.m_origin = {10.f, 20.f, 30.f};
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p2.m_launch_speed = 50.f;
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p2.m_gravity_scale = 1.f;
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const auto pos1 = Trait::predict_projectile_position(p, 15.f, 30.f, 1.f, 9.81f);
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const auto pos2 = Trait::predict_projectile_position(p2, 15.f, 30.f, 1.f, 9.81f);
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EXPECT_NEAR(pos1.x, pos2.x, 1e-6f);
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EXPECT_NEAR(pos1.y, pos2.y, 1e-6f);
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EXPECT_NEAR(pos1.z, pos2.z, 1e-6f);
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}
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TEST(LaunchOffsetTests, Source_OffsetAtTimeZero)
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{
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verify_launch_offset_at_time_zero<source_engine::PredEngineTrait>({0, 0, 0}, {5, 3, -2});
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}
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TEST(LaunchOffsetTests, Source_ZeroOffsetMatchesDefault)
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{
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verify_zero_offset_matches_default<source_engine::PredEngineTrait>();
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}
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TEST(LaunchOffsetTests, Frostbite_OffsetAtTimeZero)
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{
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verify_launch_offset_at_time_zero<frostbite_engine::PredEngineTrait>({0, 0, 0}, {5, 3, -2});
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}
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TEST(LaunchOffsetTests, Frostbite_ZeroOffsetMatchesDefault)
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{
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verify_zero_offset_matches_default<frostbite_engine::PredEngineTrait>();
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}
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TEST(LaunchOffsetTests, IW_OffsetAtTimeZero)
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{
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verify_launch_offset_at_time_zero<iw_engine::PredEngineTrait>({0, 0, 0}, {5, 3, -2});
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}
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TEST(LaunchOffsetTests, IW_ZeroOffsetMatchesDefault)
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{
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verify_zero_offset_matches_default<iw_engine::PredEngineTrait>();
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}
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TEST(LaunchOffsetTests, OpenGL_OffsetAtTimeZero)
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{
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verify_launch_offset_at_time_zero<opengl_engine::PredEngineTrait>({0, 0, 0}, {5, 3, -2});
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}
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TEST(LaunchOffsetTests, OpenGL_ZeroOffsetMatchesDefault)
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{
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verify_zero_offset_matches_default<opengl_engine::PredEngineTrait>();
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}
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TEST(LaunchOffsetTests, Unity_OffsetAtTimeZero)
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{
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verify_launch_offset_at_time_zero<unity_engine::PredEngineTrait>({0, 0, 0}, {5, 3, -2});
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}
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TEST(LaunchOffsetTests, Unity_ZeroOffsetMatchesDefault)
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{
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verify_zero_offset_matches_default<unity_engine::PredEngineTrait>();
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}
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TEST(LaunchOffsetTests, Unreal_OffsetAtTimeZero)
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{
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verify_launch_offset_at_time_zero<unreal_engine::PredEngineTrait>({0, 0, 0}, {5, 3, -2});
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}
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TEST(LaunchOffsetTests, Unreal_ZeroOffsetMatchesDefault)
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{
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verify_zero_offset_matches_default<unreal_engine::PredEngineTrait>();
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}
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TEST(LaunchOffsetTests, CryEngine_OffsetAtTimeZero)
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{
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verify_launch_offset_at_time_zero<cry_engine::PredEngineTrait>({0, 0, 0}, {5, 3, -2});
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}
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TEST(LaunchOffsetTests, CryEngine_ZeroOffsetMatchesDefault)
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{
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verify_zero_offset_matches_default<cry_engine::PredEngineTrait>();
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}
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// Test that offset shifts the projectile position at t>0 as well
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TEST(LaunchOffsetTests, OffsetShiftsTrajectory)
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{
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projectile_prediction::Projectile p_no_offset;
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p_no_offset.m_origin = {0.f, 0.f, 0.f};
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p_no_offset.m_launch_speed = 100.f;
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p_no_offset.m_gravity_scale = 1.f;
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projectile_prediction::Projectile p_with_offset;
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p_with_offset.m_origin = {0.f, 0.f, 0.f};
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p_with_offset.m_launch_offset = {10.f, 5.f, -3.f};
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p_with_offset.m_launch_speed = 100.f;
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p_with_offset.m_gravity_scale = 1.f;
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const auto pos1 = source_engine::PredEngineTrait::predict_projectile_position(p_no_offset, 20.f, 45.f, 2.f, 9.81f);
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const auto pos2 = source_engine::PredEngineTrait::predict_projectile_position(p_with_offset, 20.f, 45.f, 2.f, 9.81f);
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// The difference should be exactly the launch offset
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EXPECT_NEAR(pos2.x - pos1.x, 10.f, 1e-4f);
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EXPECT_NEAR(pos2.y - pos1.y, 5.f, 1e-4f);
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EXPECT_NEAR(pos2.z - pos1.z, -3.f, 1e-4f);
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}
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// Generic tests for PredEngineTrait behaviour across engines
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TEST(TraitTests, Frostbite_Pred_And_Mesh_And_Camera)
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{
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