Improves screen to world conversion accuracy

Adds support for different screen origin configurations.

This change allows for more accurate conversion from screen coordinates to world coordinates by correctly handling different screen origin positions (top-left and bottom-left). Includes new unit tests to verify the functionality with both configurations.
This commit is contained in:
2025-11-08 13:51:56 +03:00
parent d4a16a94e6
commit b48160e1b7
2 changed files with 95 additions and 7 deletions

View File

@@ -1,11 +1,13 @@
//
// Created by Vlad on 27.08.2024.
//
#include "omath/engines/unity_engine/camera.hpp"
#include <complex>
#include <gtest/gtest.h>
#include <omath/engines/source_engine/camera.hpp>
#include <omath/projection/camera.hpp>
#include <print>
#include <random>
TEST(UnitTestProjection, Projection)
{
@@ -22,4 +24,76 @@ TEST(UnitTestProjection, Projection)
EXPECT_NEAR(projected->x, 960.f, 0.001f);
EXPECT_NEAR(projected->y, 504.f, 0.001f);
EXPECT_NEAR(projected->z, 1.f, 0.001f);
}
TEST(UnitTestProjection, ScreenToNdcTopLeft)
{
constexpr auto fov = omath::Angle<float, 0.f, 180.f, omath::AngleFlags::Clamped>::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, fov,
0.01f, 1000.f);
using ScreenStart = omath::source_engine::Camera::ScreenStart;
const auto ndc_top_left = cam.screen_to_ndc<ScreenStart::TOP_LEFT_CORNER>({1500, 300, 1.f});
EXPECT_NEAR(ndc_top_left.x, 0.5625f, 0.0001f);
EXPECT_NEAR(ndc_top_left.y, 0.4444f, 0.0001f);
}
TEST(UnitTestProjection, ScreenToNdcBottomLeft)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const auto cam = omath::unity_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f);
using ScreenStart = omath::unity_engine::Camera::ScreenStart;
const auto ndc_bottom_left =
cam.screen_to_ndc<ScreenStart::BOTTOM_LEFT_CORNER>({1263.53833f, 547.061523f, 0.99405992f});
EXPECT_NEAR(ndc_bottom_left.x, 0.974278628f, 0.0001f);
EXPECT_NEAR(ndc_bottom_left.y, 0.519615293f, 0.0001f);
}
TEST(UnitTestProjection, ScreenToWorldTopLeftCorner)
{
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
std::uniform_real_distribution dist_x(1.f, 1900.f);
std::uniform_real_distribution dist_y(1.f, 1070.f);
constexpr auto fov = omath::Angle<float, 0.f, 180.f, omath::AngleFlags::Clamped>::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, fov,
0.01f, 1000.f);
using ScreenStart = omath::source_engine::Camera::ScreenStart;
for (int i = 0; i < 100; i++)
{
const auto initial_screen_cords = omath::Vector2{dist_x(gen), dist_y(gen)};
const auto world_cords = cam.screen_to_world<ScreenStart::TOP_LEFT_CORNER>(initial_screen_cords);
const auto screen_cords = cam.world_to_screen<ScreenStart::TOP_LEFT_CORNER>(world_cords.value());
EXPECT_NEAR(screen_cords->x, initial_screen_cords.x, 0.001f);
EXPECT_NEAR(screen_cords->y, initial_screen_cords.y, 0.001f);
}
}
TEST(UnitTestProjection, ScreenToWorldBottomLeftCorner)
{
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
std::uniform_real_distribution dist_x(1.f, 1900.f);
std::uniform_real_distribution dist_y(1.f, 1070.f);
constexpr auto fov = omath::Angle<float, 0.f, 180.f, omath::AngleFlags::Clamped>::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, fov,
0.01f, 1000.f);
using ScreenStart = omath::source_engine::Camera::ScreenStart;
for (int i = 0; i < 100; i++)
{
const auto initial_screen_cords = omath::Vector2{dist_x(gen), dist_y(gen)};
const auto world_cords = cam.screen_to_world<ScreenStart::BOTTOM_LEFT_CORNER>(initial_screen_cords);
const auto screen_cords = cam.world_to_screen<ScreenStart::BOTTOM_LEFT_CORNER>(world_cords.value());
EXPECT_NEAR(screen_cords->x, initial_screen_cords.x, 0.001f);
EXPECT_NEAR(screen_cords->y, initial_screen_cords.y, 0.001f);
}
}