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12 Commits

Author SHA1 Message Date
20930c629a added method to get camera matrix 2026-04-18 15:40:38 +03:00
0845a2e863 clarified interfaces 2026-04-18 12:54:37 +03:00
f3f454b02e Merge pull request #182 from orange-cpp/feature/camera_upgrade
Feature/camera upgrade
2026-04-15 18:59:18 +03:00
0419043720 Update include/omath/engines/frostbite_engine/camera.hpp
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-04-15 03:48:03 +03:00
79f64d9679 fixed unreal bug, improved interface 2026-04-15 03:38:02 +03:00
dbe29926dc fixed unity bug 2026-04-15 03:25:53 +03:00
9d30446c55 added ability to get view angles from view matrix 2026-04-15 03:08:06 +03:00
ba80aebfae Merge pull request #181 from orange-cpp/feature/walk-bot
Feature/walk bot
2026-04-14 15:23:49 +03:00
9c1b6d0ba3 added tests improved API 2026-04-12 21:21:23 +03:00
ea07d17dbb improved walkbot 2026-04-12 12:05:40 +03:00
bb974da0e2 improvement 2026-04-12 11:16:39 +03:00
fde764c1fa added code 2026-04-12 11:12:17 +03:00
15 changed files with 1477 additions and 23 deletions

6
.idea/editor.xml generated
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@@ -103,7 +103,7 @@
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppImplicitDefaultConstructorNotAvailable/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIncompatiblePointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIncompleteSwitchStatement/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppInconsistentNaming/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppInconsistentNaming/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIntegralToPointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppInvalidLineContinuation/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppJoinDeclarationAndAssignment/@EntryIndexedValue" value="SUGGESTION" type="string" />
@@ -202,7 +202,7 @@
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStaticDataMemberInUnnamedStruct/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStaticSpecifierOnAnonymousNamespaceMember/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStringLiteralToCharPointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTabsAreDisallowed/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTabsAreDisallowed/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateArgumentsCanBeDeduced/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateParameterNeverUsed/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateParameterShadowing/@EntryIndexedValue" value="WARNING" type="string" />
@@ -216,7 +216,7 @@
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnmatchedPragmaEndRegionDirective/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnmatchedPragmaRegionDirective/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnamedNamespaceInHeaderFile/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnecessaryWhitespace/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnecessaryWhitespace/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnsignedZeroComparison/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnusedIncludeDirective/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseAlgorithmWithCount/@EntryIndexedValue" value="SUGGESTION" type="string" />

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@@ -318,22 +318,22 @@ int main()
glfwPollEvents();
omath::Vector3<float> move_dir;
if (glfwGetKey(window, GLFW_KEY_W))
move_dir += camera.get_forward();
move_dir += camera.get_abs_forward();
if (glfwGetKey(window, GLFW_KEY_A))
move_dir -= camera.get_right();
move_dir -= camera.get_abs_right();
if (glfwGetKey(window, GLFW_KEY_S))
move_dir -= camera.get_forward();
move_dir -= camera.get_abs_forward();
if (glfwGetKey(window, GLFW_KEY_D))
move_dir += camera.get_right();
move_dir += camera.get_abs_right();
if (glfwGetKey(window, GLFW_KEY_SPACE))
move_dir += camera.get_up();
move_dir += camera.get_abs_up();
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL))
move_dir -= camera.get_up();
move_dir -= camera.get_abs_up();
auto delta = glfwGetTime() - old_mouse_time;

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@@ -9,5 +9,5 @@
namespace omath::cry_engine
{
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
} // namespace omath::cry_engine

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@@ -9,5 +9,5 @@
namespace omath::frostbite_engine
{
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
} // namespace omath::unity_engine
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
} // namespace omath::frostbite_engine

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@@ -9,5 +9,5 @@
namespace omath::iw_engine
{
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
} // namespace omath::iw_engine

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@@ -8,5 +8,5 @@
namespace omath::opengl_engine
{
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, true, NDCDepthRange::NEGATIVE_ONE_TO_ONE>;
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::NEGATIVE_ONE_TO_ONE, {.inverted_forward = true}>;
} // namespace omath::opengl_engine

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@@ -7,5 +7,5 @@
#include "traits/camera_trait.hpp"
namespace omath::source_engine
{
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
} // namespace omath::source_engine

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@@ -9,5 +9,5 @@
namespace omath::unity_engine
{
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE, {.inverted_forward = true}>;
} // namespace omath::unity_engine

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@@ -9,5 +9,5 @@
namespace omath::unreal_engine
{
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE, {.inverted_right = true}>;
} // namespace omath::unreal_engine

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@@ -0,0 +1,46 @@
//
// Created by orange on 4/12/2026.
//
#pragma once
#include "navigation_mesh.hpp"
#include "omath/linear_algebra/vector3.hpp"
#include <functional>
#include <memory>
namespace omath::pathfinding
{
enum class WalkBotStatus
{
IDLE,
PATHING,
FINISHED
};
class WalkBot
{
public:
WalkBot() = default;
explicit WalkBot(const std::shared_ptr<NavigationMesh>& mesh, float min_node_distance = 1.f);
void set_nav_mesh(const std::shared_ptr<NavigationMesh>& mesh);
void set_min_node_distance(float distance);
void set_target(const Vector3<float>& target);
// Clear navigation state so the bot can be re-routed without stale
// visited-node memory.
void reset();
// Call every game tick with the current bot world position.
void update(const Vector3<float>& bot_position);
void on_path(const std::function<void(const Vector3<float>&)>& callback);
void on_status(const std::function<void(WalkBotStatus)>& callback);
private:
std::weak_ptr<NavigationMesh> m_nav_mesh;
std::optional<std::function<void(const Vector3<float>&)>> m_on_next_path_node;
std::optional<std::function<void(WalkBotStatus)>> m_on_status_update;
std::optional<Vector3<float>> m_last_visited;
std::optional<Vector3<float>> m_target;
float m_min_node_distance{1.f};
};
} // namespace omath::pathfinding

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@@ -42,6 +42,12 @@ namespace omath::projection
AUTO,
MANUAL,
};
struct CameraAxes
{
bool inverted_forward = false;
bool inverted_right = false;
};
template<class T, class MatType, class ViewAnglesType>
concept CameraEngineConcept =
requires(const Vector3<float>& cam_origin, const Vector3<float>& look_at, const ViewAnglesType& angles,
@@ -58,8 +64,9 @@ namespace omath::projection
requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range));
};
template<class Mat4X4Type, class ViewAnglesType, class TraitClass, bool inverted_z = false,
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
template<class Mat4X4Type, class ViewAnglesType, class TraitClass,
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE,
CameraAxes axes = {}>
requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType>
class Camera final
{
@@ -83,6 +90,46 @@ namespace omath::projection
{
}
struct ProjectionParams
{
FieldOfView fov;
float aspect_ratio;
};
// Recovers vertical FOV and aspect ratio from a perspective projection matrix
// built by any of the engine traits. Both variants (ZERO_TO_ONE and
// NEGATIVE_ONE_TO_ONE) share the same m[0,0]/m[1,1] layout, so this works
// regardless of the NDC depth range.
[[nodiscard]]
static ProjectionParams extract_projection_params(const Mat4X4Type& proj_matrix) noexcept
{
// m[1,1] == 1 / tan(fov/2) => fov = 2 * atan(1 / m[1,1])
const float f = proj_matrix.at(1, 1);
// m[0,0] == m[1,1] / aspect_ratio => aspect = m[1,1] / m[0,0]
return {FieldOfView::from_radians(2.f * std::atan(1.f / f)), f / proj_matrix.at(0, 0)};
}
[[nodiscard]]
static ViewAnglesType calc_view_angles_from_view_matrix(const Mat4X4Type& view_matrix) noexcept
{
Vector3<float> forward_vector = {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
if constexpr (axes.inverted_forward)
forward_vector = -forward_vector;
return TraitClass::calc_look_at_angle({}, forward_vector);
}
[[nodiscard]]
static Vector3<float> calc_origin_from_view_matrix(const Mat4X4Type& view_matrix) noexcept
{
// The view matrix is R * T(-origin), so the last column stores t = -R * origin.
// Recovering origin: origin = -R^T * t
return {
-(view_matrix[0, 0] * view_matrix[0, 3] + view_matrix[1, 0] * view_matrix[1, 3] + view_matrix[2, 0] * view_matrix[2, 3]),
-(view_matrix[0, 1] * view_matrix[0, 3] + view_matrix[1, 1] * view_matrix[1, 3] + view_matrix[2, 1] * view_matrix[2, 3]),
-(view_matrix[0, 2] * view_matrix[0, 3] + view_matrix[1, 2] * view_matrix[1, 3] + view_matrix[2, 2] * view_matrix[2, 3]),
};
}
void look_at(const Vector3<float>& target)
{
m_view_angles = TraitClass::calc_look_at_angle(m_origin, target);
@@ -99,9 +146,6 @@ namespace omath::projection
Vector3<float> get_forward() const noexcept
{
const auto& view_matrix = get_view_matrix();
if constexpr (inverted_z)
return -Vector3<float>{view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
return {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
}
@@ -118,6 +162,27 @@ namespace omath::projection
const auto& view_matrix = get_view_matrix();
return {view_matrix[1, 0], view_matrix[1, 1], view_matrix[1, 2]};
}
[[nodiscard]]
Vector3<float> get_abs_forward() const noexcept
{
if constexpr (axes.inverted_forward)
return -get_forward();
return get_forward();
}
[[nodiscard]]
Vector3<float> get_abs_right() const noexcept
{
if constexpr (axes.inverted_right)
return -get_right();
return get_right();
}
[[nodiscard]]
Vector3<float> get_abs_up() const noexcept
{
return get_up();
}
[[nodiscard]] const Mat4X4Type& get_view_projection_matrix() const noexcept
{

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@@ -0,0 +1,92 @@
//
// Created by orange on 4/12/2026.
//
#include "omath/pathfinding/walk_bot.hpp"
#include "omath/pathfinding/a_star.hpp"
namespace omath::pathfinding
{
WalkBot::WalkBot(const std::shared_ptr<NavigationMesh>& mesh, const float min_node_distance)
: m_nav_mesh(mesh), m_min_node_distance(min_node_distance) {}
void WalkBot::set_nav_mesh(const std::shared_ptr<NavigationMesh>& mesh)
{
m_nav_mesh = mesh;
}
void WalkBot::set_min_node_distance(const float distance)
{
m_min_node_distance = distance;
}
void WalkBot::set_target(const Vector3<float>& target)
{
m_target = target;
}
void WalkBot::reset()
{
m_last_visited.reset();
}
void WalkBot::update(const Vector3<float>& bot_position)
{
if (!m_target.has_value())
return;
if (m_target->distance_to(bot_position) <= m_min_node_distance)
{
if (m_on_status_update.has_value())
m_on_status_update->operator()(WalkBotStatus::FINISHED);
return;
}
if (!m_on_next_path_node.has_value())
return;
const auto nav_mesh = m_nav_mesh.lock();
if (!nav_mesh)
{
if (m_on_status_update.has_value())
m_on_status_update->operator()(WalkBotStatus::IDLE);
return;
}
const auto path = Astar::find_path(bot_position, *m_target, *nav_mesh);
if (path.empty())
{
if (m_on_status_update.has_value())
m_on_status_update->operator()(WalkBotStatus::IDLE);
return;
}
const auto& nearest = path.front();
// Record the nearest node as visited once we are close enough to it.
if (nearest.distance_to(bot_position) <= m_min_node_distance)
m_last_visited = nearest;
// If the nearest node was already visited, advance to the next one so
// we never oscillate back to a node we just left.
// If the bot was displaced (blown back), nearest will be an unvisited
// node, so we route to it first before continuing forward.
if (m_last_visited.has_value() && *m_last_visited == nearest && path.size() > 1)
m_on_next_path_node->operator()(path[1]);
else
m_on_next_path_node->operator()(nearest);
if (m_on_status_update.has_value())
m_on_status_update->operator()(WalkBotStatus::PATHING);
}
void WalkBot::on_path(const std::function<void(const Vector3<float>&)>& callback)
{
m_on_next_path_node = callback;
}
void WalkBot::on_status(const std::function<void(WalkBotStatus)>& callback)
{
m_on_status_update = callback;
}
} // namespace omath::pathfinding

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@@ -453,3 +453,184 @@ TEST(unit_test_frostbite_engine, ViewAnglesAsVector3NormalizedYaw)
EXPECT_NEAR(vec.y, -90.f, 0.01f);
}
// ---------------------------------------------------------------------------
// extract_projection_params
// ---------------------------------------------------------------------------
// Tolerance: tan/atan round-trip in single precision introduces ~1e-5 rad
// error, which is ~5.7e-4 degrees.
static constexpr float k_fov_tolerance_deg = 0.001f;
static constexpr float k_aspect_tolerance = 1e-5f;
TEST(unit_test_frostbite_engine, ExtractProjectionParams_BasicRoundTrip)
{
// Build a matrix with known inputs and verify both outputs are recovered.
constexpr float fov_deg = 60.f;
constexpr float aspect = 16.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 1000.f, omath::NDCDepthRange::ZERO_TO_ONE);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_NegOneToOneDepthRange)
{
// The FOV/aspect encoding in rows 0 and 1 is identical for both NDC
// depth ranges, so extraction must work the same way.
constexpr float fov_deg = 75.f;
constexpr float aspect = 4.f / 3.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 500.f, omath::NDCDepthRange::NEGATIVE_ONE_TO_ONE);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_Fov45)
{
constexpr float fov_deg = 45.f;
constexpr float aspect = 16.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.01f, 1000.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_Fov90)
{
constexpr float fov_deg = 90.f;
constexpr float aspect = 16.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.01f, 1000.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_Fov120)
{
constexpr float fov_deg = 120.f;
constexpr float aspect = 16.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.01f, 1000.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_AspectRatio_4by3)
{
constexpr float fov_deg = 60.f;
constexpr float aspect = 4.f / 3.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 500.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_AspectRatio_Ultrawide)
{
constexpr float fov_deg = 90.f;
constexpr float aspect = 21.f / 9.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 500.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_AspectRatio_Square)
{
constexpr float fov_deg = 90.f;
constexpr float aspect = 1.f;
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 500.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_FovAndAspectAreIndependent)
{
// Changing only FOV must not affect recovered aspect ratio, and vice versa.
constexpr float aspect = 16.f / 9.f;
for (const float fov_deg : {45.f, 60.f, 90.f, 110.f})
{
const auto mat = omath::frostbite_engine::calc_perspective_projection_matrix(
fov_deg, aspect, 0.1f, 1000.f);
const auto [fov, ar] = omath::frostbite_engine::Camera::extract_projection_params(mat);
EXPECT_NEAR(fov.as_degrees(), fov_deg, k_fov_tolerance_deg);
EXPECT_NEAR(ar, aspect, k_aspect_tolerance);
}
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_ViaCamera_RoundTrip)
{
// End-to-end: construct a Camera, retrieve its projection matrix, then
// recover the FOV and aspect ratio and compare against the original inputs.
constexpr auto fov_in = omath::projection::FieldOfView::from_degrees(90.f);
constexpr float aspect = 1920.f / 1080.f;
const auto cam = omath::frostbite_engine::Camera(
{0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov_in, 0.01f, 1000.f);
const auto [fov_out, ar_out] =
omath::frostbite_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(fov_out.as_degrees(), fov_in.as_degrees(), k_fov_tolerance_deg);
EXPECT_NEAR(ar_out, aspect, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_ViaCamera_AfterFovChange)
{
// Verify that the extracted FOV tracks the camera's FOV after set_field_of_view().
auto cam = omath::frostbite_engine::Camera(
{0.f, 0.f, 0.f}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(60.f), 0.01f, 1000.f);
cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(110.f));
const auto [fov, ar] =
omath::frostbite_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(fov.as_degrees(), 110.f, k_fov_tolerance_deg);
EXPECT_NEAR(ar, 1920.f / 1080.f, k_aspect_tolerance);
}
TEST(unit_test_frostbite_engine, ExtractProjectionParams_ViaCamera_AfterViewportChange)
{
// Verify that the extracted aspect ratio tracks the viewport after set_view_port().
auto cam = omath::frostbite_engine::Camera(
{0.f, 0.f, 0.f}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
cam.set_view_port({1280.f, 720.f});
const auto [fov, ar] =
omath::frostbite_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(fov.as_degrees(), 90.f, k_fov_tolerance_deg);
EXPECT_NEAR(ar, 1280.f / 720.f, k_aspect_tolerance);
}

View File

@@ -5,8 +5,12 @@
#include <complex>
#include <gtest/gtest.h>
#include <omath/3d_primitives/aabb.hpp>
#include <omath/engines/cry_engine/camera.hpp>
#include <omath/engines/frostbite_engine/camera.hpp>
#include <omath/engines/iw_engine/camera.hpp>
#include <omath/engines/opengl_engine/camera.hpp>
#include <omath/engines/source_engine/camera.hpp>
#include <omath/engines/unreal_engine/camera.hpp>
#include <omath/projection/camera.hpp>
#include <print>
#include <random>
@@ -510,4 +514,430 @@ TEST(UnitTestProjection, AabbUnityEngineStraddlesNearNotCulled)
// Box straddles near plane (Unity: +Z forward)
const omath::primitives::Aabb<float> aabb{{-1.f, -1.f, -5.f}, {1.f, 1.f, 5.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
}
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_LookingForward)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(0.f),
omath::source_engine::YawAngle::from_degrees(0.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 0.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 0.f, k_eps);
}
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_PositivePitchAndYaw)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(30.f),
omath::source_engine::YawAngle::from_degrees(45.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 30.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 45.f, k_eps);
}
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_NegativePitchAndYaw)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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(0.f)
};
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), -45.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), -90.f, k_eps);
}
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_OffOriginCameraIgnored)
{
// The forward vector from the view matrix does not depend on camera origin,
// so the same angles should be recovered regardless of position.
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(20.f),
omath::source_engine::YawAngle::from_degrees(60.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({100.f, 200.f, -50.f}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 20.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 60.f, k_eps);
}
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_RollAlwaysZero)
{
// Roll cannot be encoded in the forward vector, so it is always 0 in the result.
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(10.f),
omath::source_engine::YawAngle::from_degrees(30.f),
omath::source_engine::RollAngle::from_degrees(15.f)
};
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_FLOAT_EQ(result.roll.as_degrees(), 0.f);
}
TEST(UnitTestProjection, CalcOriginFromViewMatrix_AtOrigin)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto origin = omath::source_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 0.f, k_eps);
EXPECT_NEAR(origin.y, 0.f, k_eps);
EXPECT_NEAR(origin.z, 0.f, k_eps);
}
TEST(UnitTestProjection, CalcOriginFromViewMatrix_ArbitraryPosition)
{
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(0.f),
omath::source_engine::YawAngle::from_degrees(0.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({100.f, 200.f, -50.f}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto origin = omath::source_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 100.f, k_eps);
EXPECT_NEAR(origin.y, 200.f, k_eps);
EXPECT_NEAR(origin.z, -50.f, k_eps);
}
TEST(UnitTestProjection, CalcOriginFromViewMatrix_WithRotation)
{
// Origin recovery must work even when the camera is rotated.
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::source_engine::ViewAngles angles{
omath::source_engine::PitchAngle::from_degrees(30.f),
omath::source_engine::YawAngle::from_degrees(45.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::source_engine::Camera({300.f, -100.f, 75.f}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto origin = omath::source_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 300.f, k_eps);
EXPECT_NEAR(origin.y, -100.f, k_eps);
EXPECT_NEAR(origin.z, 75.f, k_eps);
}
TEST(UnitTestProjection, CalcOriginFromViewMatrix_IndependentOfAngles)
{
// Same position, different orientations — should always recover the same origin.
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
constexpr omath::Vector3<float> expected_origin{50.f, 50.f, 50.f};
const omath::source_engine::ViewAngles angles_a{
omath::source_engine::PitchAngle::from_degrees(0.f),
omath::source_engine::YawAngle::from_degrees(0.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const omath::source_engine::ViewAngles angles_b{
omath::source_engine::PitchAngle::from_degrees(-60.f),
omath::source_engine::YawAngle::from_degrees(135.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
const auto cam_a = omath::source_engine::Camera(expected_origin, angles_a, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto cam_b = omath::source_engine::Camera(expected_origin, angles_b, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto origin_a = omath::source_engine::Camera::calc_origin_from_view_matrix(cam_a.get_view_matrix());
const auto origin_b = omath::source_engine::Camera::calc_origin_from_view_matrix(cam_b.get_view_matrix());
EXPECT_NEAR(origin_a.x, expected_origin.x, k_eps);
EXPECT_NEAR(origin_a.y, expected_origin.y, k_eps);
EXPECT_NEAR(origin_a.z, expected_origin.z, k_eps);
EXPECT_NEAR(origin_b.x, expected_origin.x, k_eps);
EXPECT_NEAR(origin_b.y, expected_origin.y, k_eps);
EXPECT_NEAR(origin_b.z, expected_origin.z, k_eps);
}
// ---- Unity engine camera tests ----
TEST(UnitTestProjection, Unity_CalcViewAnglesFromViewMatrix_LookingForward)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(0.f),
omath::unity_engine::YawAngle::from_degrees(0.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::unity_engine::Camera({0, 0, 0}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto result = omath::unity_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 0.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 0.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcViewAnglesFromViewMatrix_PositivePitchAndYaw)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(30.f),
omath::unity_engine::YawAngle::from_degrees(45.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::unity_engine::Camera({0, 0, 0}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto result = omath::unity_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), 30.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), 45.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcViewAnglesFromViewMatrix_NegativePitchAndYaw)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
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(0.f)
};
const auto cam = omath::unity_engine::Camera({0, 0, 0}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto result = omath::unity_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(result.pitch.as_degrees(), -45.f, k_eps);
EXPECT_NEAR(result.yaw.as_degrees(), -90.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcOriginFromViewMatrix_AtOrigin)
{
constexpr float k_eps = 1e-4f;
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);
const auto origin = omath::unity_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 0.f, k_eps);
EXPECT_NEAR(origin.y, 0.f, k_eps);
EXPECT_NEAR(origin.z, 0.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcOriginFromViewMatrix_ArbitraryPosition)
{
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(0.f),
omath::unity_engine::YawAngle::from_degrees(0.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::unity_engine::Camera({100.f, 200.f, -50.f}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto origin = omath::unity_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 100.f, k_eps);
EXPECT_NEAR(origin.y, 200.f, k_eps);
EXPECT_NEAR(origin.z, -50.f, k_eps);
}
TEST(UnitTestProjection, Unity_CalcOriginFromViewMatrix_WithRotation)
{
constexpr float k_eps = 1e-3f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const omath::unity_engine::ViewAngles angles{
omath::unity_engine::PitchAngle::from_degrees(30.f),
omath::unity_engine::YawAngle::from_degrees(45.f),
omath::unity_engine::RollAngle::from_degrees(0.f)
};
const auto cam = omath::unity_engine::Camera({300.f, -100.f, 75.f}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto origin = omath::unity_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
EXPECT_NEAR(origin.x, 300.f, k_eps);
EXPECT_NEAR(origin.y, -100.f, k_eps);
EXPECT_NEAR(origin.z, 75.f, k_eps);
}
// ---- Camera basis vectors at zero angles ----
TEST(UnitTestProjection, SourceEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::source_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::source_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::source_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::source_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::source_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::source_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::source_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::source_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::source_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, UnityEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::unity_engine::Camera({}, {}, {1280.f, 720.f},
omath::projection::FieldOfView::from_degrees(60.f), 0.03f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::unity_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::unity_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::unity_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::unity_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::unity_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::unity_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::unity_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::unity_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::unity_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, OpenGLEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::opengl_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::opengl_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::opengl_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::opengl_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::opengl_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::opengl_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::opengl_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::opengl_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::opengl_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::opengl_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, UnrealEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::unreal_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::unreal_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::unreal_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::unreal_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::unreal_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::unreal_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::unreal_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::unreal_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::unreal_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::unreal_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, FrostbiteEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::frostbite_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::frostbite_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::frostbite_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::frostbite_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::frostbite_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::frostbite_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::frostbite_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::frostbite_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::frostbite_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::frostbite_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, CryEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::cry_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::cry_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::cry_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::cry_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::cry_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::cry_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::cry_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::cry_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::cry_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::cry_engine::k_abs_up.z, k_eps);
}
TEST(UnitTestProjection, IWEngine_ZeroAngles_BasisVectors)
{
constexpr float k_eps = 1e-5f;
const auto cam = omath::iw_engine::Camera({}, {}, {1920.f, 1080.f},
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
const auto fwd = cam.get_abs_forward();
const auto right = cam.get_abs_right();
const auto up = cam.get_abs_up();
EXPECT_NEAR(fwd.x, omath::iw_engine::k_abs_forward.x, k_eps);
EXPECT_NEAR(fwd.y, omath::iw_engine::k_abs_forward.y, k_eps);
EXPECT_NEAR(fwd.z, omath::iw_engine::k_abs_forward.z, k_eps);
EXPECT_NEAR(right.x, omath::iw_engine::k_abs_right.x, k_eps);
EXPECT_NEAR(right.y, omath::iw_engine::k_abs_right.y, k_eps);
EXPECT_NEAR(right.z, omath::iw_engine::k_abs_right.z, k_eps);
EXPECT_NEAR(up.x, omath::iw_engine::k_abs_up.x, k_eps);
EXPECT_NEAR(up.y, omath::iw_engine::k_abs_up.y, k_eps);
EXPECT_NEAR(up.z, omath::iw_engine::k_abs_up.z, k_eps);
}

View File

@@ -0,0 +1,640 @@
// Unit tests for omath::pathfinding::WalkBot
// Covers all status transitions, callback behaviour, and a full walk simulation.
#include <gtest/gtest.h>
#include "omath/pathfinding/walk_bot.hpp"
#include "omath/pathfinding/navigation_mesh.hpp"
using namespace omath;
using namespace omath::pathfinding;
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
// Build a simple bidirectional linear chain:
// (0,0,0) <-> (1,0,0) <-> (2,0,0) <-> ... <-> (n-1,0,0)
static std::shared_ptr<NavigationMesh> make_linear_mesh(int n)
{
auto mesh = std::make_shared<NavigationMesh>();
for (int i = 0; i < n; ++i)
{
const Vector3<float> v{static_cast<float>(i), 0.f, 0.f};
std::vector<Vector3<float>> neighbors;
if (i > 0)
neighbors.push_back(Vector3<float>{static_cast<float>(i - 1), 0.f, 0.f});
if (i + 1 < n)
neighbors.push_back(Vector3<float>{static_cast<float>(i + 1), 0.f, 0.f});
mesh->m_vertex_map[v] = neighbors;
}
return mesh;
}
// Collect every status update fired during one update() call.
static auto make_status_recorder(std::vector<WalkBotStatus>& out)
{
return [&out](WalkBotStatus s) { out.push_back(s); };
}
// Collect every "next node" hint fired during one update() call.
static auto make_node_recorder(std::vector<Vector3<float>>& out)
{
return [&out](const Vector3<float>& v) { out.push_back(v); };
}
// ---------------------------------------------------------------------------
// Construction
// ---------------------------------------------------------------------------
TEST(WalkBotTests, DefaultConstructedBotIsInert)
{
// A default-constructed bot with no mesh, no target, and no callbacks must
// not crash.
WalkBot bot;
EXPECT_NO_THROW(bot.update({0.f, 0.f, 0.f}));
}
TEST(WalkBotTests, ConstructWithMeshAndDistance)
{
auto mesh = make_linear_mesh(3);
EXPECT_NO_THROW(WalkBot bot(mesh, 0.5f));
}
// ---------------------------------------------------------------------------
// Status: FINISHED
// ---------------------------------------------------------------------------
TEST(WalkBotTests, FiresFinishedWhenBotIsAtTarget)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({2.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// bot_position == target_position -> distance == 0, well within threshold
bot.update({2.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
}
TEST(WalkBotTests, FiresFinishedWhenBotIsWithinMinDistance)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({0.4f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// distance between (0,0,0) and (0.4,0,0) is 0.4 < 0.5 threshold
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
}
TEST(WalkBotTests, NoFinishedWhenOutsideMinDistance)
{
auto mesh = make_linear_mesh(5);
WalkBot bot(mesh, 0.5f);
bot.set_target({4.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// Attach path callback so we get further status updates
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
// FINISHED must NOT appear in the status list
for (auto s : statuses)
EXPECT_NE(s, WalkBotStatus::FINISHED);
}
TEST(WalkBotTests, FinishedFiredEvenWithoutPathCallback)
{
// FINISHED is emitted before the on_path guard, so it fires regardless.
auto mesh = make_linear_mesh(2);
WalkBot bot(mesh, 0.5f);
bot.set_target({1.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// Intentionally do NOT register on_path callback.
bot.update({1.f, 0.f, 0.f});
ASSERT_EQ(statuses.size(), 1u);
EXPECT_EQ(statuses[0], WalkBotStatus::FINISHED);
}
TEST(WalkBotTests, FinishedDoesNotFallThroughToPathing)
{
// update() must return after FINISHED — PATHING must not fire on the same tick.
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({1.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({1.f, 0.f, 0.f}); // bot is at target
ASSERT_EQ(statuses.size(), 1u);
EXPECT_EQ(statuses[0], WalkBotStatus::FINISHED);
EXPECT_TRUE(nodes.empty());
}
// ---------------------------------------------------------------------------
// No target set
// ---------------------------------------------------------------------------
TEST(WalkBotTests, NoUpdateWithoutTarget)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
// Intentionally do NOT call set_target()
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
EXPECT_TRUE(statuses.empty());
EXPECT_TRUE(nodes.empty());
}
// ---------------------------------------------------------------------------
// Status: IDLE — no path callback registered
// ---------------------------------------------------------------------------
TEST(WalkBotTests, NoPathCallbackMeansNoPathingStatus)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// No on_path registered -> update returns early after FINISHED check
bot.update({0.f, 0.f, 0.f});
EXPECT_TRUE(statuses.empty());
}
// ---------------------------------------------------------------------------
// Status: IDLE — null/expired navigation mesh
// ---------------------------------------------------------------------------
TEST(WalkBotTests, FiresIdleWhenNavMeshIsNull)
{
WalkBot bot; // no mesh assigned
bot.set_target({5.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
EXPECT_TRUE(nodes.empty());
}
TEST(WalkBotTests, FiresIdleWhenNavMeshExpires)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// Let the shared_ptr expire — WalkBot holds only a weak_ptr.
mesh.reset();
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
EXPECT_TRUE(nodes.empty());
}
TEST(WalkBotTests, SetNavMeshRestoresPathing)
{
WalkBot bot; // starts with no mesh
bot.set_target({3.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// First call — no mesh -> IDLE
bot.update({0.f, 0.f, 0.f});
ASSERT_EQ(statuses.back(), WalkBotStatus::IDLE);
// Assign a mesh and call again. Keep the shared_ptr alive so the
// weak_ptr inside WalkBot does not expire before update() is called.
statuses.clear();
nodes.clear();
auto new_mesh = make_linear_mesh(4);
bot.set_nav_mesh(new_mesh);
bot.set_min_node_distance(0.5f);
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::PATHING);
EXPECT_FALSE(nodes.empty());
}
// ---------------------------------------------------------------------------
// Status: IDLE — A* finds no path
// ---------------------------------------------------------------------------
TEST(WalkBotTests, FiresIdleWhenNoPathExists)
{
// Disconnected graph: two isolated vertices
auto mesh = std::make_shared<NavigationMesh>();
mesh->m_vertex_map[{0.f, 0.f, 0.f}] = {};
mesh->m_vertex_map[{10.f, 0.f, 0.f}] = {};
WalkBot bot(mesh, 0.5f);
bot.set_target({10.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
EXPECT_TRUE(nodes.empty());
}
// ---------------------------------------------------------------------------
// Status: PATHING — normal routing
// ---------------------------------------------------------------------------
TEST(WalkBotTests, FiresPathingAndProvidesNextNode)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::PATHING);
ASSERT_FALSE(nodes.empty());
}
TEST(WalkBotTests, NextNodeIsOnThePath)
{
auto mesh = make_linear_mesh(5);
WalkBot bot(mesh, 0.5f);
bot.set_target({4.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
// The suggested node must be a mesh vertex (x in [0..4], y=0, z=0)
ASSERT_FALSE(nodes.empty());
const auto& hint = nodes.front();
EXPECT_GE(hint.x, 0.f);
EXPECT_LE(hint.x, 4.f);
EXPECT_FLOAT_EQ(hint.y, 0.f);
EXPECT_FLOAT_EQ(hint.z, 0.f);
}
// ---------------------------------------------------------------------------
// set_min_node_distance
// ---------------------------------------------------------------------------
TEST(WalkBotTests, MinNodeDistanceAffectsFinishedThreshold)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.1f); // very tight threshold
bot.set_target({1.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// distance 0.4 — outside 0.1 threshold
bot.update({0.6f, 0.f, 0.f});
EXPECT_TRUE(statuses.empty() ||
std::find(statuses.begin(), statuses.end(), WalkBotStatus::FINISHED) == statuses.end());
statuses.clear();
bot.set_min_node_distance(0.5f); // widen threshold
bot.update({0.6f, 0.f, 0.f}); // now 0.4 < 0.5 -> FINISHED
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
}
// ---------------------------------------------------------------------------
// reset()
// ---------------------------------------------------------------------------
TEST(WalkBotTests, ResetClearsLastVisited)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({2.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// Tick 1: mark node 0 visited -> hint is node 1
bot.update({0.05f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
EXPECT_FLOAT_EQ(nodes.back().x, 1.f);
// Without reset, a second tick from the same position also gives node 1.
nodes.clear();
bot.reset();
// After reset, m_last_visited is cleared. The nearest node is 0 again,
// it is within threshold so it gets marked visited and we advance to 1.
// The hint should still be node 1 (same outcome, but state was cleanly reset).
bot.update({0.05f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
// Confirm the bot still routes correctly after reset.
EXPECT_GE(nodes.back().x, 0.f);
}
// ---------------------------------------------------------------------------
// Node advancement — visited node causes skip to next
// ---------------------------------------------------------------------------
TEST(WalkBotTests, AdvancesWhenNearestNodeAlreadyVisited)
{
// Chain: (0,0,0) -> (1,0,0) -> (2,0,0)
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({2.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// Tick 1: bot is very close to node 0 -> node 0 marked visited -> hint is node 1.
bot.update({0.05f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
EXPECT_FLOAT_EQ(nodes.back().x, 1.f);
nodes.clear();
// Tick 2: bot has moved to near node 1 -> node 1 marked visited -> hint advances to node 2.
bot.update({1.05f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
EXPECT_GT(nodes.back().x, 1.f);
}
// ---------------------------------------------------------------------------
// Displacement recovery — bot knocked back to unvisited node
// ---------------------------------------------------------------------------
TEST(WalkBotTests, RecoverAfterDisplacementToUnvisitedNode)
{
// Chain: 0 -> 1 -> 2 -> 3 -> 4
auto mesh = make_linear_mesh(5);
WalkBot bot(mesh, 0.5f);
bot.set_target({4.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// Walk forward through nodes 0-3 to build visited state.
for (int i = 0; i <= 3; ++i)
{
nodes.clear();
bot.update(Vector3<float>{static_cast<float>(i) + 0.1f, 0.f, 0.f});
}
// Displace the bot back to near node 1. The bot should route toward node 1
// first rather than skipping ahead to node 4.
nodes.clear();
bot.update({1.1f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
EXPECT_LE(nodes.back().x, 3.f);
}
// ---------------------------------------------------------------------------
// Callback wiring
// ---------------------------------------------------------------------------
TEST(WalkBotTests, ReplacingPathCallbackTakesEffect)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
int first_cb_calls = 0;
int second_cb_calls = 0;
bot.on_path([&](const Vector3<float>&) { ++first_cb_calls; });
bot.update({0.f, 0.f, 0.f});
bot.on_path([&](const Vector3<float>&) { ++second_cb_calls; });
bot.update({0.f, 0.f, 0.f});
EXPECT_EQ(first_cb_calls, 1);
EXPECT_EQ(second_cb_calls, 1);
}
TEST(WalkBotTests, ReplacingStatusCallbackTakesEffect)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
int cb1 = 0, cb2 = 0;
bot.on_status([&](WalkBotStatus) { ++cb1; });
bot.update({0.f, 0.f, 0.f});
bot.on_status([&](WalkBotStatus) { ++cb2; });
bot.update({0.f, 0.f, 0.f});
EXPECT_EQ(cb1, 1);
EXPECT_EQ(cb2, 1);
}
// ---------------------------------------------------------------------------
// Full walk simulation — bot traverses a linear mesh step by step
// ---------------------------------------------------------------------------
// Simulates one game-loop tick and immediately "teleports" the bot to the
// suggested node so the next tick starts from there.
struct WalkSimulator
{
WalkBot bot;
Vector3<float> position;
std::vector<Vector3<float>> visited_nodes;
std::vector<WalkBotStatus> status_history;
bool finished{false};
WalkSimulator(const std::shared_ptr<NavigationMesh>& mesh,
const Vector3<float>& start,
const Vector3<float>& goal,
float threshold)
: position(start)
{
bot = WalkBot(mesh, threshold);
bot.set_target(goal);
bot.on_path([this](const Vector3<float>& next) {
visited_nodes.push_back(next);
position = next; // teleport to the suggested node
});
bot.on_status([this](WalkBotStatus s) {
status_history.push_back(s);
if (s == WalkBotStatus::FINISHED)
finished = true;
});
}
void run(int max_ticks = 100)
{
for (int tick = 0; tick < max_ticks && !finished; ++tick)
bot.update(position);
}
};
TEST(WalkBotSimulation, BotReachesTargetOnLinearMesh)
{
auto mesh = make_linear_mesh(5);
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {4.f, 0.f, 0.f}, 0.5f);
sim.run(50);
EXPECT_TRUE(sim.finished);
}
TEST(WalkBotSimulation, StatusTransitionSequenceIsCorrect)
{
// Expect: one or more PATHING updates, then exactly FINISHED at the end.
auto mesh = make_linear_mesh(4);
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {3.f, 0.f, 0.f}, 0.5f);
sim.run(50);
ASSERT_TRUE(sim.finished);
ASSERT_FALSE(sim.status_history.empty());
// All entries before the last must be PATHING
for (std::size_t i = 0; i + 1 < sim.status_history.size(); ++i)
EXPECT_EQ(sim.status_history[i], WalkBotStatus::PATHING);
EXPECT_EQ(sim.status_history.back(), WalkBotStatus::FINISHED);
}
TEST(WalkBotSimulation, BotVisitsNodesInForwardOrder)
{
auto mesh = make_linear_mesh(5);
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {4.f, 0.f, 0.f}, 0.5f);
sim.run(50);
ASSERT_FALSE(sim.visited_nodes.empty());
// Verify that x-coordinates are non-decreasing (forward progress only).
for (std::size_t i = 1; i < sim.visited_nodes.size(); ++i)
EXPECT_GE(sim.visited_nodes[i].x, sim.visited_nodes[i - 1].x - 1e-3f);
}
TEST(WalkBotSimulation, TwoNodePathReachesGoal)
{
auto mesh = make_linear_mesh(2); // (0,0,0) <-> (1,0,0)
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, 0.5f);
sim.run(10);
EXPECT_TRUE(sim.finished);
}
TEST(WalkBotSimulation, LongChainEventuallyFinishes)
{
constexpr int kLength = 20;
auto mesh = make_linear_mesh(kLength);
WalkSimulator sim(mesh,
{0.f, 0.f, 0.f},
{static_cast<float>(kLength - 1), 0.f, 0.f},
0.5f);
sim.run(200);
EXPECT_TRUE(sim.finished);
}
TEST(WalkBotSimulation, StartAlreadyAtTargetFinishesImmediately)
{
auto mesh = make_linear_mesh(3);
WalkSimulator sim(mesh, {1.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, 0.5f);
sim.run(5);
EXPECT_TRUE(sim.finished);
EXPECT_EQ(sim.status_history.front(), WalkBotStatus::FINISHED);
EXPECT_EQ(sim.status_history.size(), 1u);
}
TEST(WalkBotSimulation, NoIdleEmittedDuringSuccessfulWalk)
{
auto mesh = make_linear_mesh(4);
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {3.f, 0.f, 0.f}, 0.5f);
sim.run(50);
for (auto s : sim.status_history)
EXPECT_NE(s, WalkBotStatus::IDLE);
}
// ---------------------------------------------------------------------------
// Walk simulation on a branching mesh
// ---------------------------------------------------------------------------
TEST(WalkBotSimulation, BotNavigatesBranchingMesh)
{
// Diamond topology:
// (1,1,0)
// / \
// (0,0,0) (2,0,0)
// \ /
// (1,-1,0)
auto mesh = std::make_shared<NavigationMesh>();
const Vector3<float> start{0.f, 0.f, 0.f};
const Vector3<float> top{1.f, 1.f, 0.f};
const Vector3<float> bot_node{1.f, -1.f, 0.f};
const Vector3<float> goal{2.f, 0.f, 0.f};
mesh->m_vertex_map[start] = {top, bot_node};
mesh->m_vertex_map[top] = {start, goal};
mesh->m_vertex_map[bot_node] = {start, goal};
mesh->m_vertex_map[goal] = {top, bot_node};
WalkSimulator sim(mesh, start, goal, 0.5f);
sim.run(20);
EXPECT_TRUE(sim.finished);
}