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50
include/omath/algorithm/targeting.hpp
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50
include/omath/algorithm/targeting.hpp
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//
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// Created by Vladislav on 19.03.2026.
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//
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#pragma once
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#include "omath/linear_algebra/vector3.hpp"
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#include <functional>
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#include <iterator>
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#include <optional>
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namespace omath::algorithm
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{
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template<class CameraType, std::input_or_output_iterator IteratorType, class FilterT>
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requires std::is_invocable_r_v<bool, std::function<FilterT>, std::iter_reference_t<IteratorType>>
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[[nodiscard]]
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IteratorType get_closest_target_by_fov(const IteratorType& begin, const IteratorType& end, const CameraType& camera,
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auto get_position,
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const std::optional<std::function<FilterT>>& filter_func = std::nullopt)
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{
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auto best_target = end;
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const auto& camera_angles = camera.get_view_angles();
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const Vector2<float> camera_angles_vec = {camera_angles.pitch.as_degrees(), camera_angles.yaw.as_degrees()};
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for (auto current = begin; current != end; current = std::next(current))
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{
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if (filter_func && !filter_func.value()(*current))
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continue;
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if (best_target == end)
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{
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best_target = current;
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continue;
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}
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const auto current_target_angles = camera.calc_look_at_angles(get_position(*current));
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const auto best_target_angles = camera.calc_look_at_angles(get_position(*best_target));
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const Vector2<float> current_angles_vec = {current_target_angles.pitch.as_degrees(),
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current_target_angles.yaw.as_degrees()};
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const Vector2<float> best_angles_vec = {best_target_angles.pitch.as_degrees(),
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best_target_angles.yaw.as_degrees()};
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const auto current_target_distance = camera_angles_vec.distance_to(current_angles_vec);
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const auto best_target_distance = camera_angles_vec.distance_to(best_angles_vec);
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if (current_target_distance < best_target_distance)
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best_target = current;
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}
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return best_target;
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}
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} // namespace omath::algorithm
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@@ -82,6 +82,11 @@ namespace omath::projection
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m_view_projection_matrix = std::nullopt;
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m_view_projection_matrix = std::nullopt;
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m_view_matrix = std::nullopt;
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m_view_matrix = std::nullopt;
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}
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}
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[[nodiscard]]
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ViewAnglesType calc_look_at_angles(const Vector3<float>& look_to) const
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{
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return TraitClass::calc_look_at_angle(m_origin, look_to);
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}
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[[nodiscard]]
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[[nodiscard]]
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Vector3<float> get_forward() const noexcept
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Vector3<float> get_forward() const noexcept
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154
tests/general/unit_test_targeting.cpp
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tests/general/unit_test_targeting.cpp
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//
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// Created by claude on 19.03.2026.
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//
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#include <gtest/gtest.h>
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#include <omath/algorithm/targeting.hpp>
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#include <omath/engines/source_engine/camera.hpp>
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#include <vector>
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namespace
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{
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using Camera = omath::source_engine::Camera;
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using ViewAngles = omath::source_engine::ViewAngles;
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using Targets = std::vector<omath::Vector3<float>>;
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using Iter = Targets::const_iterator;
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using FilterSig = bool(const omath::Vector3<float>&);
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constexpr auto k_fov = omath::Angle<float, 0.f, 180.f, omath::AngleFlags::Clamped>::from_degrees(90.f);
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Camera make_camera(const omath::Vector3<float>& origin, float pitch_deg, float yaw_deg)
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{
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ViewAngles angles{
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omath::source_engine::PitchAngle::from_degrees(pitch_deg),
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omath::source_engine::YawAngle::from_degrees(yaw_deg),
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omath::source_engine::RollAngle::from_degrees(0.f),
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};
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return Camera{origin, angles, {1920.f, 1080.f}, k_fov, 0.01f, 1000.f};
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}
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auto get_pos = [](const omath::Vector3<float>& v) -> const omath::Vector3<float>& { return v; };
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Iter find_closest(const Iter begin, const Iter end, const Camera& camera)
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{
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return omath::algorithm::get_closest_target_by_fov<Camera, Iter, FilterSig>(
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begin, end, camera, get_pos);
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}
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}
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TEST(unit_test_targeting, returns_end_for_empty_range)
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{
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const auto camera = make_camera({0, 0, 0}, 0.f, 0.f);
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Targets targets;
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EXPECT_EQ(find_closest(targets.cbegin(), targets.cend(), camera), targets.cend());
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}
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TEST(unit_test_targeting, single_target_returns_that_target)
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{
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const auto camera = make_camera({0, 0, 0}, 0.f, 0.f);
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Targets targets = {{100.f, 0.f, 0.f}};
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EXPECT_EQ(find_closest(targets.cbegin(), targets.cend(), camera), targets.cbegin());
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}
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TEST(unit_test_targeting, picks_closest_to_crosshair)
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{
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// Camera looking forward along +X (yaw=0, pitch=0 in source engine)
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const auto camera = make_camera({0, 0, 0}, 0.f, 0.f);
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Targets targets = {
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{100.f, 50.f, 0.f}, // off to the side
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{100.f, 1.f, 0.f}, // nearly on crosshair
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{100.f, -30.f, 0.f}, // off to the other side
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};
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const auto result = find_closest(targets.cbegin(), targets.cend(), camera);
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ASSERT_NE(result, targets.cend());
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EXPECT_EQ(result, targets.cbegin() + 1);
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}
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TEST(unit_test_targeting, picks_closest_with_vertical_offset)
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{
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const auto camera = make_camera({0, 0, 0}, 0.f, 0.f);
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Targets targets = {
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{100.f, 0.f, 50.f}, // high above
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{100.f, 0.f, 2.f}, // slightly above
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{100.f, 0.f, 30.f}, // moderately above
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};
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const auto result = find_closest(targets.cbegin(), targets.cend(), camera);
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ASSERT_NE(result, targets.cend());
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EXPECT_EQ(result, targets.cbegin() + 1);
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}
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TEST(unit_test_targeting, respects_camera_direction)
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{
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// Camera looking along +Y (yaw=90)
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const auto camera = make_camera({0, 0, 0}, 0.f, 90.f);
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Targets targets = {
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{100.f, 0.f, 0.f}, // to the side relative to camera facing +Y
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{0.f, 100.f, 0.f}, // directly in front
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};
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const auto result = find_closest(targets.cbegin(), targets.cend(), camera);
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ASSERT_NE(result, targets.cend());
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EXPECT_EQ(result, targets.cbegin() + 1);
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}
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TEST(unit_test_targeting, equidistant_targets_returns_first)
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{
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const auto camera = make_camera({0, 0, 0}, 0.f, 0.f);
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// Two targets symmetric about the forward axis — same angular distance
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Targets targets = {
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{100.f, 10.f, 0.f},
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{100.f, -10.f, 0.f},
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};
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const auto result = find_closest(targets.cbegin(), targets.cend(), camera);
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ASSERT_NE(result, targets.cend());
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// First target should be selected (strict < means first wins on tie)
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EXPECT_EQ(result, targets.cbegin());
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}
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TEST(unit_test_targeting, camera_pitch_affects_selection)
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{
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// Camera looking upward (pitch < 0)
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const auto camera = make_camera({0, 0, 0}, -40.f, 0.f);
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Targets targets = {
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{100.f, 0.f, 0.f}, // on the horizon
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{100.f, 0.f, 40.f}, // above, closer to where camera is looking
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};
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const auto result = find_closest(targets.cbegin(), targets.cend(), camera);
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ASSERT_NE(result, targets.cend());
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EXPECT_EQ(result, targets.cbegin() + 1);
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}
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TEST(unit_test_targeting, many_targets_picks_best)
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{
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const auto camera = make_camera({0, 0, 0}, 0.f, 0.f);
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Targets targets = {
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{100.f, 80.f, 80.f},
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{100.f, 60.f, 60.f},
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{100.f, 40.f, 40.f},
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{100.f, 20.f, 20.f},
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{100.f, 0.5f, 0.5f}, // closest to crosshair
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{100.f, 10.f, 10.f},
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{100.f, 30.f, 30.f},
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};
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const auto result = find_closest(targets.cbegin(), targets.cend(), camera);
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ASSERT_NE(result, targets.cend());
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EXPECT_EQ(result, targets.cbegin() + 4);
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}
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