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fixed test
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@@ -104,19 +104,23 @@ TEST(unit_test_unreal_engine, CameraSetAndGetOrigin)
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EXPECT_EQ(cam.get_field_of_view().as_degrees(), 50.f);
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}
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TEST(unit_test_unreal_engine, loook_at_random_all_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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for (int i = 0; i < 1000; i++)
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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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if (cam.get_origin().distance_to(position_to_look) < 10)
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continue;
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cam.look_at(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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@@ -126,8 +130,8 @@ 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, 0.00001f);
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EXPECT_NEAR(projected_pos->y, 0.f, 0.00001f);
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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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}
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}
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@@ -144,6 +148,10 @@ TEST(unit_test_unreal_engine, loook_at_random_x_axis)
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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>{dist(gen), 0.f, 0.f};
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if (cam.get_origin().distance_to(position_to_look) < 10)
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continue;
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cam.look_at(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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@@ -171,6 +179,10 @@ TEST(unit_test_unreal_engine, loook_at_random_y_axis)
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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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if (cam.get_origin().distance_to(position_to_look) < 10)
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continue;
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cam.look_at(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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@@ -198,6 +210,10 @@ TEST(unit_test_unreal_engine, loook_at_random_z_axis)
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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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if (cam.get_origin().distance_to(position_to_look) < 10)
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continue;
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cam.look_at(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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@@ -208,6 +224,6 @@ TEST(unit_test_unreal_engine, loook_at_random_z_axis)
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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, 0.025f);
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EXPECT_NEAR(projected_pos->y, 0.f, 0.00001f);
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}
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}
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