added as_vector3 to view angles

This commit is contained in:
2026-03-23 05:23:53 +03:00
parent 881d3b9a2a
commit be80a5d243
10 changed files with 357 additions and 3 deletions

View File

@@ -237,4 +237,54 @@ TEST(unit_test_cry_engine, loook_at_random_z_axis)
failed_points++;
}
EXPECT_LE(failed_points, 100);
}
TEST(unit_test_cry_engine, ViewAnglesAsVector3Zero)
{
const omath::cry_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_cry_engine, ViewAnglesAsVector3Values)
{
const omath::cry_engine::ViewAngles angles{
omath::cry_engine::PitchAngle::from_degrees(45.f),
omath::cry_engine::YawAngle::from_degrees(-90.f),
omath::cry_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_cry_engine, ViewAnglesAsVector3ClampedPitch)
{
// Pitch is clamped to [-90, 90]
const omath::cry_engine::ViewAngles angles{
omath::cry_engine::PitchAngle::from_degrees(120.f),
omath::cry_engine::YawAngle::from_degrees(0.f),
omath::cry_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_cry_engine, ViewAnglesAsVector3NormalizedYaw)
{
// Yaw is normalized to [-180, 180], 270 wraps to -90
const omath::cry_engine::ViewAngles angles{
omath::cry_engine::PitchAngle::from_degrees(0.f),
omath::cry_engine::YawAngle::from_degrees(270.f),
omath::cry_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

View File

@@ -405,3 +405,51 @@ TEST(unit_test_frostbite_engine, look_at_down)
std::views::zip(dir_vector.as_array(), (-omath::frostbite_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f);
}
TEST(unit_test_frostbite_engine, ViewAnglesAsVector3Zero)
{
const omath::frostbite_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_frostbite_engine, ViewAnglesAsVector3Values)
{
const omath::frostbite_engine::ViewAngles angles{
omath::frostbite_engine::PitchAngle::from_degrees(45.f),
omath::frostbite_engine::YawAngle::from_degrees(-90.f),
omath::frostbite_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_frostbite_engine, ViewAnglesAsVector3ClampedPitch)
{
const omath::frostbite_engine::ViewAngles angles{
omath::frostbite_engine::PitchAngle::from_degrees(120.f),
omath::frostbite_engine::YawAngle::from_degrees(0.f),
omath::frostbite_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_frostbite_engine, ViewAnglesAsVector3NormalizedYaw)
{
const omath::frostbite_engine::ViewAngles angles{
omath::frostbite_engine::PitchAngle::from_degrees(0.f),
omath::frostbite_engine::YawAngle::from_degrees(270.f),
omath::frostbite_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

View File

@@ -280,4 +280,54 @@ TEST(unit_test_iw_engine, look_at_down)
EXPECT_NEAR(dir_vector.z, -0.99984f, 0.0001f);
EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f);
EXPECT_NEAR(dir_vector.y, 0.f, 0.001f);
}
TEST(unit_test_iw_engine, ViewAnglesAsVector3Zero)
{
const omath::iw_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_iw_engine, ViewAnglesAsVector3Values)
{
const omath::iw_engine::ViewAngles angles{
omath::iw_engine::PitchAngle::from_degrees(45.f),
omath::iw_engine::YawAngle::from_degrees(-90.f),
omath::iw_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_iw_engine, ViewAnglesAsVector3ClampedPitch)
{
// Pitch is clamped to [-89, 89]
const omath::iw_engine::ViewAngles angles{
omath::iw_engine::PitchAngle::from_degrees(120.f),
omath::iw_engine::YawAngle::from_degrees(0.f),
omath::iw_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 89.f);
}
TEST(unit_test_iw_engine, ViewAnglesAsVector3NormalizedYaw)
{
// Yaw is normalized to [-180, 180], 270 wraps to -90
const omath::iw_engine::ViewAngles angles{
omath::iw_engine::PitchAngle::from_degrees(0.f),
omath::iw_engine::YawAngle::from_degrees(270.f),
omath::iw_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

View File

@@ -394,4 +394,52 @@ TEST(unit_test_opengl_engine, look_at_down)
const auto dir_vector = omath::opengl_engine::forward_vector(angles);
for (const auto& [result, etalon] : std::views::zip(dir_vector.as_array(), (-omath::opengl_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f);
}
TEST(unit_test_opengl, ViewAnglesAsVector3Zero)
{
const omath::opengl_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_opengl, ViewAnglesAsVector3Values)
{
const omath::opengl_engine::ViewAngles angles{
omath::opengl_engine::PitchAngle::from_degrees(45.f),
omath::opengl_engine::YawAngle::from_degrees(-90.f),
omath::opengl_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_opengl, ViewAnglesAsVector3ClampedPitch)
{
const omath::opengl_engine::ViewAngles angles{
omath::opengl_engine::PitchAngle::from_degrees(120.f),
omath::opengl_engine::YawAngle::from_degrees(0.f),
omath::opengl_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_opengl, ViewAnglesAsVector3NormalizedYaw)
{
const omath::opengl_engine::ViewAngles angles{
omath::opengl_engine::PitchAngle::from_degrees(0.f),
omath::opengl_engine::YawAngle::from_degrees(270.f),
omath::opengl_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

View File

@@ -422,4 +422,54 @@ TEST(unit_test_source_engine, look_at_down)
EXPECT_NEAR(dir_vector.z, -0.99984f, 0.0001f);
EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f);
EXPECT_NEAR(dir_vector.y, 0.f, 0.001f);
}
TEST(unit_test_source_engine, ViewAnglesAsVector3Zero)
{
const omath::source_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_source_engine, ViewAnglesAsVector3Values)
{
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(45.f),
omath::source_engine::YawAngle::from_degrees(-90.f),
omath::source_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_source_engine, ViewAnglesAsVector3ClampedPitch)
{
// Pitch is clamped to [-89, 89]
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(120.f),
omath::source_engine::YawAngle::from_degrees(0.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 89.f);
}
TEST(unit_test_source_engine, ViewAnglesAsVector3NormalizedYaw)
{
// Yaw is normalized to [-180, 180], 270 wraps to -90
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(0.f),
omath::source_engine::YawAngle::from_degrees(270.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

View File

@@ -417,3 +417,51 @@ TEST(unit_test_unity_engine, look_at_down)
std::views::zip(dir_vector.as_array(), (-omath::unity_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f);
}
TEST(unit_test_unity_engine, ViewAnglesAsVector3Zero)
{
const omath::unity_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_unity_engine, ViewAnglesAsVector3Values)
{
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(45.f),
omath::unity_engine::YawAngle::from_degrees(-90.f),
omath::unity_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_unity_engine, ViewAnglesAsVector3ClampedPitch)
{
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(120.f),
omath::unity_engine::YawAngle::from_degrees(0.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_unity_engine, ViewAnglesAsVector3NormalizedYaw)
{
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(0.f),
omath::unity_engine::YawAngle::from_degrees(270.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

View File

@@ -417,4 +417,52 @@ TEST(unit_test_unreal_engine, look_at_down)
const auto dir_vector = omath::unreal_engine::forward_vector(angles);
for (const auto& [result, etalon] : std::views::zip(dir_vector.as_array(), (-omath::unreal_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f);
}
TEST(unit_test_unreal_engine, ViewAnglesAsVector3Zero)
{
const omath::unreal_engine::ViewAngles angles{};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 0.f);
EXPECT_FLOAT_EQ(vec.y, 0.f);
EXPECT_FLOAT_EQ(vec.z, 0.f);
}
TEST(unit_test_unreal_engine, ViewAnglesAsVector3Values)
{
const omath::unreal_engine::ViewAngles angles{
omath::unreal_engine::PitchAngle::from_degrees(45.f),
omath::unreal_engine::YawAngle::from_degrees(-90.f),
omath::unreal_engine::RollAngle::from_degrees(30.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 45.f);
EXPECT_FLOAT_EQ(vec.y, -90.f);
EXPECT_FLOAT_EQ(vec.z, 30.f);
}
TEST(unit_test_unreal_engine, ViewAnglesAsVector3ClampedPitch)
{
const omath::unreal_engine::ViewAngles angles{
omath::unreal_engine::PitchAngle::from_degrees(120.f),
omath::unreal_engine::YawAngle::from_degrees(0.f),
omath::unreal_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_FLOAT_EQ(vec.x, 90.f);
}
TEST(unit_test_unreal_engine, ViewAnglesAsVector3NormalizedYaw)
{
const omath::unreal_engine::ViewAngles angles{
omath::unreal_engine::PitchAngle::from_degrees(0.f),
omath::unreal_engine::YawAngle::from_degrees(270.f),
omath::unreal_engine::RollAngle::from_degrees(0.f)
};
const auto vec = angles.as_vector3();
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}

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@@ -188,7 +188,7 @@ TEST(unit_test_reverse_enineering, call_virtual_method_table_index_first_table)
TEST(unit_test_reverse_enineering, call_virtual_method_table_index_second_table)
{
MultiPlayer mp;
constexpr MultiPlayer mp;
const auto* rev = reinterpret_cast<const RevMultiPlayer*>(&mp);
EXPECT_EQ(mp.get_b(), rev->rev_get_b());
@@ -209,7 +209,7 @@ TEST(unit_test_reverse_enineering, call_virtual_method_table_index_non_const)
TEST(unit_test_reverse_enineering, call_virtual_method_table_zero_matches_default)
{
// Table 0 with the TableIndex overload should match the original non-TableIndex overload
MultiPlayer mp;
constexpr MultiPlayer mp;
const auto* rev = reinterpret_cast<const RevMultiPlayer*>(&mp);
// Both access table 0, method index 1 — should return the same value