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51 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
va_alpatov
28e86fc355 tests hotfix 2026-04-11 20:23:08 +03:00
va_alpatov
93e7a9457a fixed pathfinding bug 2026-04-11 20:06:39 +03:00
8f65183882 fixed tests 2026-04-08 15:34:10 +03:00
327db8d441 updated contributing 2026-04-03 20:59:34 +03:00
d8188de736 keeping 1 AABB type 2026-03-28 14:22:36 +03:00
33cd3f64e4 Merge pull request #180 from orange-cpp/feature/aabb-linetrace
added aabb line trace
2026-03-25 03:37:35 +03:00
67a07eed45 added aabb line trace 2026-03-25 03:14:22 +03:00
0b52b2847b Merge pull request #179 from orange-cpp/feature/aabb_check
added AABB check
2026-03-24 10:45:00 +03:00
d38895e4d7 added AABB check 2026-03-24 10:20:50 +03:00
04203d46ff patch 2026-03-24 06:44:10 +03:00
bcbb5c1a8d fixed index 2026-03-24 06:05:56 +03:00
ba46c86664 simplified method 2026-03-24 06:03:35 +03:00
3b0470cc11 Merge pull request #178 from orange-cpp/feature/imrovements
Feature/imrovements
2026-03-24 05:55:47 +03:00
8562c5d1f2 added more unreachable checks 2026-03-24 05:28:01 +03:00
8daba25c29 added ureachable 2026-03-24 05:21:00 +03:00
29b7ac6450 Merge pull request #177 from orange-cpp/feature/custom_ndc_z_range
Feature/custom ndc z range
2026-03-24 04:20:57 +03:00
89df10b778 specifeid ndc for game engines 2026-03-24 00:08:06 +03:00
8fb96b83db removed dead code 2026-03-23 23:52:41 +03:00
4b6db0c402 updated z range 2026-03-23 23:36:19 +03:00
a9ff7868cf simplified code 2026-03-23 05:52:35 +03:00
be80a5d243 added as_vector3 to view angles 2026-03-23 05:23:53 +03:00
881d3b9a2a added fields 2026-03-22 19:07:38 +03:00
f60e18b6ba replaced with table offset 2026-03-22 18:58:07 +03:00
0769d3d079 replaced with auto 2026-03-22 17:30:25 +03:00
b6755e21f9 fix 2026-03-22 16:32:00 +03:00
2287602fa2 Merge pull request #176 from orange-cpp/feature/vtable_index
added stuff
2026-03-22 16:21:39 +03:00
663890706e test fix 2026-03-22 16:06:57 +03:00
ab103f626b swaped to std::uintptr_t 2026-03-22 16:05:09 +03:00
cc4e01b100 added stuff 2026-03-22 16:00:35 +03:00
308f7ed481 forgot return 2026-03-21 16:43:18 +03:00
8802ad9af1 fix 2026-03-21 16:41:03 +03:00
2ac508d6e8 fixed tests 2026-03-21 16:28:48 +03:00
eb1ca6055b added additional error code 2026-03-21 16:15:48 +03:00
b528e41de3 fixed test names 2026-03-21 15:45:22 +03:00
8615ab2b7c changed name, fixed bug 2026-03-21 15:22:02 +03:00
5a4c042fec replaced enum 2026-03-21 14:53:04 +03:00
8063c1697a improved interface 2026-03-21 14:41:07 +03:00
7567501f00 Merge pull request #175 from orange-cpp/feature/w2s_no_clip
added clip option
2026-03-21 14:12:07 +03:00
46d999f846 added clip option 2026-03-21 13:58:06 +03:00
66 changed files with 3334 additions and 173 deletions

4
.idea/editor.xml generated
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@@ -17,7 +17,7 @@
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooManyArgs/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooManyArgs/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCStyleCast/@EntryIndexedValue" value="SUGGESTION" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCStyleCast/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCVQualifierCanNotBeAppliedToReference/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCVQualifierCanNotBeAppliedToReference/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassCanBeFinal/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassCanBeFinal/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassIsIncomplete/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassIsIncomplete/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassNeedsConstructorBecauseOfUninitializedMember/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassNeedsConstructorBecauseOfUninitializedMember/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassNeverUsed/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassNeverUsed/@EntryIndexedValue" value="WARNING" type="string" />
@@ -110,7 +110,7 @@
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLambdaCaptureNeverUsed/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLambdaCaptureNeverUsed/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLocalVariableMayBeConst/@EntryIndexedValue" value="HINT" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLocalVariableMayBeConst/@EntryIndexedValue" value="HINT" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLocalVariableMightNotBeInitialized/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLocalVariableMightNotBeInitialized/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLocalVariableWithNonTrivialDtorIsNeverUsed/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLocalVariableWithNonTrivialDtorIsNeverUsed/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLongFloat/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppLongFloat/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppMemberFunctionMayBeConst/@EntryIndexedValue" value="SUGGESTION" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppMemberFunctionMayBeConst/@EntryIndexedValue" value="SUGGESTION" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppMemberFunctionMayBeStatic/@EntryIndexedValue" value="SUGGESTION" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppMemberFunctionMayBeStatic/@EntryIndexedValue" value="SUGGESTION" type="string" />

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@@ -1,32 +1,36 @@
## 🤝 Contributing to OMath or other Orange's Projects # Contributing
### ❕ Prerequisites ## Prerequisites
- A working up-to-date OMath installation - C++ compiler with C++23 support (Clang 18+, GCC 14+, MSVC 19.38+)
- C++ knowledge - CMake 3.25+
- Git knowledge - Git
- Ability to ask for help (Feel free to create empty pull-request or PM a maintainer - Familiarity with the codebase (see `INSTALL.md` for setup)
in [Telegram](https://t.me/orange_cpp))
### ⏬ Setting up OMath For questions, create a draft PR or reach out via [Telegram](https://t.me/orange_cpp).
Please read INSTALL.md file in repository ## Workflow
### 🔀 Pull requests and Branches 1. [Fork](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/fork-a-repo) the repository.
2. Create a feature branch from `main`.
3. Make your changes, ensuring tests pass.
4. Open a [pull request](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/creating-a-pull-request-from-a-fork) against `main`.
In order to send code back to the official OMath repository, you must first create a copy of OMath on your github ## Code Style
account ([fork](https://help.github.com/articles/creating-a-pull-request-from-a-fork/)) and
then [create a pull request](https://help.github.com/articles/creating-a-pull-request-from-a-fork/) back to OMath.
OMath development is performed on multiple branches. Changes are then pull requested into master. By default, changes Follow the project `.clang-format`. Run `clang-format` before committing.
merged into master will not roll out to stable build users unless the `stable` tag is updated.
### 📜 Code-Style ## Building
The orange code-style can be found in `.clang-format`. Use one of the CMake presets defined in `CMakePresets.json`:
### 📦 Building ```bash
cmake --preset <preset-name> -DOMATH_BUILD_TESTS=ON
cmake --build --preset <preset-name>
```
OMath has already created the `cmake-build` and `out` directories where cmake/bin files are located. By default, you Run `cmake --list-presets` to see available configurations.
can build OMath by running `cmake --build cmake-build/build/windows-release --target omath -j 6` in the source
directory. ## Tests
All new functionality must include unit tests. Run the test binary after building to verify nothing is broken.

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@@ -71,18 +71,18 @@ void drawChar(char c, float x, float y, float scale, const Color& color, std::ve
lines.push_back(x + x1 * w); lines.push_back(x + x1 * w);
lines.push_back(y + y1 * h); lines.push_back(y + y1 * h);
lines.push_back(0.0f); lines.push_back(0.0f);
lines.push_back(color.x); lines.push_back(color.value().x);
lines.push_back(color.y); lines.push_back(color.value().y);
lines.push_back(color.z); lines.push_back(color.value().z);
lines.push_back(1.0f); // size lines.push_back(1.0f); // size
lines.push_back(1.0f); // isLine lines.push_back(1.0f); // isLine
lines.push_back(x + x2 * w); lines.push_back(x + x2 * w);
lines.push_back(y + y2 * h); lines.push_back(y + y2 * h);
lines.push_back(0.0f); lines.push_back(0.0f);
lines.push_back(color.x); lines.push_back(color.value().x);
lines.push_back(color.y); lines.push_back(color.value().y);
lines.push_back(color.z); lines.push_back(color.value().z);
lines.push_back(1.0f); // size lines.push_back(1.0f); // size
lines.push_back(1.0f); // isLine lines.push_back(1.0f); // isLine
}; };

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

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@@ -0,0 +1,28 @@
//
// Created by Vladislav on 24.03.2026.
//
#pragma once
#include "omath/linear_algebra/vector3.hpp"
namespace omath::primitives
{
template<class Type>
struct Aabb final
{
Vector3<Type> min;
Vector3<Type> max;
[[nodiscard]]
constexpr Vector3<Type> center() const noexcept
{
return (min + max) / static_cast<Type>(2);
}
[[nodiscard]]
constexpr Vector3<Type> extents() const noexcept
{
return (max - min) / static_cast<Type>(2);
}
};
} // namespace omath::primitives

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@@ -35,13 +35,8 @@ namespace omath::algorithm
const auto current_target_angles = camera.calc_look_at_angles(get_position(*current)); const auto current_target_angles = camera.calc_look_at_angles(get_position(*current));
const auto best_target_angles = camera.calc_look_at_angles(get_position(*best_target)); const auto best_target_angles = camera.calc_look_at_angles(get_position(*best_target));
const Vector2<float> current_angles_vec = {current_target_angles.pitch.as_degrees(), const auto current_target_distance = camera_angles_vec.distance_to(current_target_angles.as_vector3());
current_target_angles.yaw.as_degrees()}; const auto best_target_distance = camera_angles.as_vector3().distance_to(best_target_angles.as_vector3());
const Vector2<float> best_angles_vec = {best_target_angles.pitch.as_degrees(),
best_target_angles.yaw.as_degrees()};
const auto current_target_distance = camera_angles_vec.distance_to(current_angles_vec);
const auto best_target_distance = camera_angles_vec.distance_to(best_angles_vec);
if (current_target_distance < best_target_distance) if (current_target_distance < best_target_distance)
best_target = current; best_target = current;
} }

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@@ -3,6 +3,7 @@
// //
#pragma once #pragma once
#include "omath/3d_primitives/aabb.hpp"
#include "omath/linear_algebra/triangle.hpp" #include "omath/linear_algebra/triangle.hpp"
#include "omath/linear_algebra/vector3.hpp" #include "omath/linear_algebra/vector3.hpp"
@@ -34,6 +35,7 @@ namespace omath::collision
class LineTracer final class LineTracer final
{ {
using TriangleType = Triangle<typename RayType::VectorType>; using TriangleType = Triangle<typename RayType::VectorType>;
using AABBType = primitives::Aabb<typename RayType::VectorType::ContainedType>;
public: public:
LineTracer() = delete; LineTracer() = delete;
@@ -87,6 +89,54 @@ namespace omath::collision
return ray.start + ray_dir * t_hit; return ray.start + ray_dir * t_hit;
} }
// Slab method ray-AABB intersection
// Returns the hit point on the AABB surface, or ray.end if no intersection
[[nodiscard]]
constexpr static auto get_ray_hit_point(const RayType& ray, const AABBType& aabb) noexcept
{
using T = typename RayType::VectorType::ContainedType;
const auto dir = ray.direction_vector();
auto t_min = -std::numeric_limits<T>::infinity();
auto t_max = std::numeric_limits<T>::infinity();
const auto process_axis = [&](const T& d, const T& origin, const T& box_min,
const T& box_max) -> bool
{
constexpr T k_epsilon = std::numeric_limits<T>::epsilon();
if (std::abs(d) < k_epsilon)
return origin >= box_min && origin <= box_max;
const T inv = T(1) / d;
T t0 = (box_min - origin) * inv;
T t1 = (box_max - origin) * inv;
if (t0 > t1)
std::swap(t0, t1);
t_min = std::max(t_min, t0);
t_max = std::min(t_max, t1);
return t_min <= t_max;
};
if (!process_axis(dir.x, ray.start.x, aabb.min.x, aabb.max.x))
return ray.end;
if (!process_axis(dir.y, ray.start.y, aabb.min.y, aabb.max.y))
return ray.end;
if (!process_axis(dir.z, ray.start.z, aabb.min.z, aabb.max.z))
return ray.end;
// t_hit: use entry point if in front of origin, otherwise 0 (started inside)
const T t_hit = std::max(T(0), t_min);
if (t_max < T(0))
return ray.end; // box entirely behind origin
if (!ray.infinite_length && t_hit > T(1))
return ray.end; // box beyond ray endpoint
return ray.start + dir * t_hit;
}
template<class MeshType> template<class MeshType>
[[nodiscard]] [[nodiscard]]
constexpr static auto get_ray_hit_point(const RayType& ray, const MeshType& mesh) noexcept constexpr static auto get_ray_hit_point(const RayType& ray, const MeshType& mesh) noexcept

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

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@@ -22,7 +22,8 @@ namespace omath::cry_engine
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept; Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]] [[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept; Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
template<class FloatingType> template<class FloatingType>
requires std::is_floating_point_v<FloatingType> requires std::is_floating_point_v<FloatingType>

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@@ -18,7 +18,7 @@ namespace omath::cry_engine
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept; static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] [[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port, static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far) noexcept; float near, float far, NDCDepthRange ndc_depth_range) noexcept;
}; };
} // namespace omath::cry_engine } // namespace omath::cry_engine

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

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@@ -22,7 +22,8 @@ namespace omath::frostbite_engine
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept; Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]] [[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept; Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
template<class FloatingType> template<class FloatingType>
requires std::is_floating_point_v<FloatingType> requires std::is_floating_point_v<FloatingType>

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@@ -18,7 +18,7 @@ namespace omath::frostbite_engine
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept; static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] [[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port, static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far) noexcept; float near, float far, NDCDepthRange ndc_depth_range) noexcept;
}; };
} // namespace omath::unreal_engine } // namespace omath::unreal_engine

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

View File

@@ -22,7 +22,8 @@ namespace omath::iw_engine
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept; [[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] [[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept; Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
template<class FloatingType> template<class FloatingType>
requires std::is_floating_point_v<FloatingType> requires std::is_floating_point_v<FloatingType>

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@@ -18,7 +18,7 @@ namespace omath::iw_engine
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept; static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] [[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port, static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far) noexcept; float near, float far, NDCDepthRange ndc_depth_range) noexcept;
}; };
} // namespace omath::iw_engine } // namespace omath::iw_engine

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

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@@ -21,7 +21,8 @@ namespace omath::opengl_engine
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept; Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]] [[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept; Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
template<class FloatingType> template<class FloatingType>
requires std::is_floating_point_v<FloatingType> requires std::is_floating_point_v<FloatingType>

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@@ -18,7 +18,7 @@ namespace omath::opengl_engine
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept; static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] [[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port, static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far) noexcept; float near, float far, NDCDepthRange ndc_depth_range) noexcept;
}; };
} // namespace omath::opengl_engine } // namespace omath::opengl_engine

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

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@@ -21,7 +21,8 @@ namespace omath::source_engine
[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept; [[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] [[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept; Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
template<class FloatingType> template<class FloatingType>
requires std::is_floating_point_v<FloatingType> requires std::is_floating_point_v<FloatingType>

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@@ -18,7 +18,7 @@ namespace omath::source_engine
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept; static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] [[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port, static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far) noexcept; float near, float far, NDCDepthRange ndc_depth_range) noexcept;
}; };
} // namespace omath::source_engine } // namespace omath::source_engine

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

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@@ -22,7 +22,8 @@ namespace omath::unity_engine
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept; Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]] [[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept; Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
template<class FloatingType> template<class FloatingType>
requires std::is_floating_point_v<FloatingType> requires std::is_floating_point_v<FloatingType>

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@@ -18,7 +18,7 @@ namespace omath::unity_engine
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept; static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] [[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port, static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far) noexcept; float near, float far, NDCDepthRange ndc_depth_range) noexcept;
}; };
} // namespace omath::unity_engine } // namespace omath::unity_engine

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

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@@ -22,7 +22,8 @@ namespace omath::unreal_engine
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept; Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
[[nodiscard]] [[nodiscard]]
Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept; Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
template<class FloatingType> template<class FloatingType>
requires std::is_floating_point_v<FloatingType> requires std::is_floating_point_v<FloatingType>

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@@ -18,7 +18,7 @@ namespace omath::unreal_engine
static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept; static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
[[nodiscard]] [[nodiscard]]
static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port, static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
float near, float far) noexcept; float near, float far, NDCDepthRange ndc_depth_range) noexcept;
}; };
} // namespace omath::unreal_engine } // namespace omath::unreal_engine

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@@ -37,6 +37,12 @@ namespace omath
COLUMN_MAJOR COLUMN_MAJOR
}; };
enum class NDCDepthRange : uint8_t
{
NEGATIVE_ONE_TO_ONE = 0, // OpenGL: [-1.0, 1.0]
ZERO_TO_ONE // DirectX / Vulkan: [0.0, 1.0]
};
template<typename M1, typename M2> concept MatTemplateEqual template<typename M1, typename M2> concept MatTemplateEqual
= (M1::rows == M2::rows) && (M1::columns == M2::columns) = (M1::rows == M2::rows) && (M1::columns == M2::columns)
&& std::is_same_v<typename M1::value_type, typename M2::value_type> && (M1::store_type == M2::store_type); && std::is_same_v<typename M1::value_type, typename M2::value_type> && (M1::store_type == M2::store_type);
@@ -658,56 +664,98 @@ namespace omath
} * mat_translation<Type, St>(-camera_origin); } * mat_translation<Type, St>(-camera_origin);
} }
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR> template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]] [[nodiscard]]
Mat<4, 4, Type, St> mat_perspective_left_handed(const float field_of_view, const float aspect_ratio, Mat<4, 4, Type, St> mat_perspective_left_handed(const float field_of_view, const float aspect_ratio,
const float near, const float far) noexcept const float near, const float far) noexcept
{ {
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f); const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f}, if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
{0.f, 1.f / fov_half_tan, 0.f, 0.f}, return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
{0.f, 0.f, (far + near) / (far - near), -(2.f * near * far) / (far - near)}, {0.f, 1.f / fov_half_tan, 0.f, 0.f},
{0.f, 0.f, 1.f, 0.f}}; {0.f, 0.f, far / (far - near), -(near * far) / (far - near)},
{0.f, 0.f, 1.f, 0.f}};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
{0.f, 1.f / fov_half_tan, 0.f, 0.f},
{0.f, 0.f, (far + near) / (far - near), -(2.f * near * far) / (far - near)},
{0.f, 0.f, 1.f, 0.f}};
else
std::unreachable();
} }
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR> template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]] [[nodiscard]]
Mat<4, 4, Type, St> mat_perspective_right_handed(const float field_of_view, const float aspect_ratio, Mat<4, 4, Type, St> mat_perspective_right_handed(const float field_of_view, const float aspect_ratio,
const float near, const float far) noexcept const float near, const float far) noexcept
{ {
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f); const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f}, if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
{0.f, 1.f / fov_half_tan, 0.f, 0.f}, return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
{0.f, 0.f, -(far + near) / (far - near), -(2.f * near * far) / (far - near)}, {0.f, 1.f / fov_half_tan, 0.f, 0.f},
{0.f, 0.f, -1.f, 0.f}}; {0.f, 0.f, -far / (far - near), -(near * far) / (far - near)},
{0.f, 0.f, -1.f, 0.f}};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
{0.f, 1.f / fov_half_tan, 0.f, 0.f},
{0.f, 0.f, -(far + near) / (far - near), -(2.f * near * far) / (far - near)},
{0.f, 0.f, -1.f, 0.f}};
else
std::unreachable();
} }
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR> template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]] [[nodiscard]]
Mat<4, 4, Type, St> mat_ortho_left_handed(const Type left, const Type right, const Type bottom, const Type top, Mat<4, 4, Type, St> mat_ortho_left_handed(const Type left, const Type right, const Type bottom, const Type top,
const Type near, const Type far) noexcept const Type near, const Type far) noexcept
{ {
return if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
{ return
{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)}, {
{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)}, { static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
{ 0.f, 0.f, static_cast<Type>(2) / (far - near), -(far + near) / (far - near) }, { 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
{ 0.f, 0.f, 0.f, 1.f } { 0.f, 0.f, static_cast<Type>(1) / (far - near), -near / (far - near) },
}; { 0.f, 0.f, 0.f, 1.f }
};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return
{
{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
{ 0.f, 0.f, static_cast<Type>(2) / (far - near), -(far + near) / (far - near) },
{ 0.f, 0.f, 0.f, 1.f }
};
else
std::unreachable();
} }
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR> template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
[[nodiscard]] [[nodiscard]]
Mat<4, 4, Type, St> mat_ortho_right_handed(const Type left, const Type right, const Type bottom, const Type top, Mat<4, 4, Type, St> mat_ortho_right_handed(const Type left, const Type right, const Type bottom, const Type top,
const Type near, const Type far) noexcept const Type near, const Type far) noexcept
{ {
return if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
{ return
{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)}, {
{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)}, { static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
{ 0.f, 0.f, -static_cast<Type>(2) / (far - near), -(far + near) / (far - near) }, { 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
{ 0.f, 0.f, 0.f, 1.f } { 0.f, 0.f, -static_cast<Type>(1) / (far - near), -near / (far - near) },
}; { 0.f, 0.f, 0.f, 1.f }
};
else if constexpr (DepthRange == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return
{
{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
{ 0.f, 0.f, -static_cast<Type>(2) / (far - near), -(far + near) / (far - near) },
{ 0.f, 0.f, 0.f, 1.f }
};
else
std::unreachable();
} }
template<class T = float, MatStoreType St = MatStoreType::COLUMN_MAJOR> template<class T = float, MatStoreType St = MatStoreType::COLUMN_MAJOR>
Mat<4, 4, T, St> mat_look_at_left_handed(const Vector3<T>& eye, const Vector3<T>& center, const Vector3<T>& up) Mat<4, 4, T, St> mat_look_at_left_handed(const Vector3<T>& eye, const Vector3<T>& center, const Vector3<T>& up)

View File

@@ -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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@@ -4,6 +4,7 @@
#pragma once #pragma once
#include "omath/3d_primitives/aabb.hpp"
#include "omath/linear_algebra/mat.hpp" #include "omath/linear_algebra/mat.hpp"
#include "omath/linear_algebra/triangle.hpp" #include "omath/linear_algebra/triangle.hpp"
#include "omath/linear_algebra/vector3.hpp" #include "omath/linear_algebra/vector3.hpp"
@@ -36,23 +37,36 @@ namespace omath::projection
} }
}; };
using FieldOfView = Angle<float, 0.f, 180.f, AngleFlags::Clamped>; using FieldOfView = Angle<float, 0.f, 180.f, AngleFlags::Clamped>;
enum class ViewPortClipping
{
AUTO,
MANUAL,
};
struct CameraAxes
{
bool inverted_forward = false;
bool inverted_right = false;
};
template<class T, class MatType, class ViewAnglesType> template<class T, class MatType, class ViewAnglesType>
concept CameraEngineConcept = concept CameraEngineConcept =
requires(const Vector3<float>& cam_origin, const Vector3<float>& look_at, const ViewAnglesType& angles, requires(const Vector3<float>& cam_origin, const Vector3<float>& look_at, const ViewAnglesType& angles,
const FieldOfView& fov, const ViewPort& viewport, float znear, float zfar) { const FieldOfView& fov, const ViewPort& viewport, float znear, float zfar,
NDCDepthRange ndc_depth_range) {
// Presence + return types // Presence + return types
{ T::calc_look_at_angle(cam_origin, look_at) } -> std::same_as<ViewAnglesType>; { T::calc_look_at_angle(cam_origin, look_at) } -> std::same_as<ViewAnglesType>;
{ T::calc_view_matrix(angles, cam_origin) } -> std::same_as<MatType>; { T::calc_view_matrix(angles, cam_origin) } -> std::same_as<MatType>;
{ T::calc_projection_matrix(fov, viewport, znear, zfar) } -> std::same_as<MatType>; { T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range) } -> std::same_as<MatType>;
// Enforce noexcept as in the trait declaration // Enforce noexcept as in the trait declaration
requires noexcept(T::calc_look_at_angle(cam_origin, look_at)); requires noexcept(T::calc_look_at_angle(cam_origin, look_at));
requires noexcept(T::calc_view_matrix(angles, cam_origin)); requires noexcept(T::calc_view_matrix(angles, cam_origin));
requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar)); requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range));
}; };
template<class Mat4X4Type, class ViewAnglesType, class TraitClass, bool inverted_z = false> template<class Mat4X4Type, class ViewAnglesType, class TraitClass,
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE,
CameraAxes axes = {}>
requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType> requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType>
class Camera final class Camera final
{ {
@@ -76,6 +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) void look_at(const Vector3<float>& target)
{ {
m_view_angles = TraitClass::calc_look_at_angle(m_origin, target); m_view_angles = TraitClass::calc_look_at_angle(m_origin, target);
@@ -92,9 +146,6 @@ namespace omath::projection
Vector3<float> get_forward() const noexcept Vector3<float> get_forward() const noexcept
{ {
const auto& view_matrix = get_view_matrix(); 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]}; return {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
} }
@@ -111,6 +162,27 @@ namespace omath::projection
const auto& view_matrix = get_view_matrix(); const auto& view_matrix = get_view_matrix();
return {view_matrix[1, 0], view_matrix[1, 1], view_matrix[1, 2]}; 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 [[nodiscard]] const Mat4X4Type& get_view_projection_matrix() const noexcept
{ {
@@ -131,7 +203,8 @@ namespace omath::projection
{ {
if (!m_projection_matrix.has_value()) if (!m_projection_matrix.has_value())
m_projection_matrix = TraitClass::calc_projection_matrix(m_field_of_view, m_view_port, m_projection_matrix = TraitClass::calc_projection_matrix(m_field_of_view, m_view_port,
m_near_plane_distance, m_far_plane_distance); m_near_plane_distance, m_far_plane_distance,
depth_range);
return m_projection_matrix.value(); return m_projection_matrix.value();
} }
@@ -218,6 +291,22 @@ namespace omath::projection
else else
std::unreachable(); std::unreachable();
} }
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
[[nodiscard]] std::expected<Vector3<float>, Error>
world_to_screen_unclipped(const Vector3<float>& world_position) const noexcept
{
const auto normalized_cords = world_to_view_port(world_position, ViewPortClipping::MANUAL);
if (!normalized_cords.has_value())
return std::unexpected{normalized_cords.error()};
if constexpr (screen_start == ScreenStart::TOP_LEFT_CORNER)
return ndc_to_screen_position_from_top_left_corner(*normalized_cords);
else if constexpr (screen_start == ScreenStart::BOTTOM_LEFT_CORNER)
return ndc_to_screen_position_from_bottom_left_corner(*normalized_cords);
else
std::unreachable();
}
[[nodiscard]] bool is_culled_by_frustum(const Triangle<Vector3<float>>& triangle) const noexcept [[nodiscard]] bool is_culled_by_frustum(const Triangle<Vector3<float>>& triangle) const noexcept
{ {
@@ -251,40 +340,127 @@ namespace omath::projection
return a[axis] < -a[3] && b[axis] < -b[3] && c[axis] < -c[3]; return a[axis] < -a[3] && b[axis] < -b[3] && c[axis] < -c[3];
}; };
// Clip volume in clip space (OpenGL-style): // Clip volume in clip space:
// -w <= x <= w // -w <= x <= w
// -w <= y <= w // -w <= y <= w
// -w <= z <= w // z_min <= z <= w (z_min = -w for [-1,1], 0 for [0,1])
for (int i = 0; i < 3; i++) // x and y planes
for (int i = 0; i < 2; i++)
{ {
if (all_outside_plane(i, c0, c1, c2, false)) if (all_outside_plane(i, c0, c1, c2, false))
return true; // x < -w (left) return true;
if (all_outside_plane(i, c0, c1, c2, true)) if (all_outside_plane(i, c0, c1, c2, true))
return true; // x > w (right) return true;
}
// z far plane: z > w
if (all_outside_plane(2, c0, c1, c2, true))
return true;
// z near plane
if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
{
// 0 <= z, so reject if z < 0 for all vertices
if (c0[2] < 0.f && c1[2] < 0.f && c2[2] < 0.f)
return true;
}
else
{
// -w <= z
if (all_outside_plane(2, c0, c1, c2, false))
return true;
} }
return false; return false;
} }
[[nodiscard]] bool is_aabb_culled_by_frustum(const primitives::Aabb<float>& aabb) const noexcept
{
const auto& m = get_view_projection_matrix();
// Gribb-Hartmann: extract 6 frustum planes from the view-projection matrix.
// Each plane is (a, b, c, d) such that ax + by + cz + d >= 0 means inside.
// For a 4x4 matrix with rows r0..r3:
// Left = r3 + r0
// Right = r3 - r0
// Bottom = r3 + r1
// Top = r3 - r1
// Near = r3 + r2 ([-1,1]) or r2 ([0,1])
// Far = r3 - r2
struct Plane final
{
float a, b, c, d;
};
const auto extract_plane = [&m](const int sign, const int row) -> Plane
{
return {
m.at(3, 0) + static_cast<float>(sign) * m.at(row, 0),
m.at(3, 1) + static_cast<float>(sign) * m.at(row, 1),
m.at(3, 2) + static_cast<float>(sign) * m.at(row, 2),
m.at(3, 3) + static_cast<float>(sign) * m.at(row, 3),
};
};
std::array<Plane, 6> planes = {
extract_plane(1, 0), // left
extract_plane(-1, 0), // right
extract_plane(1, 1), // bottom
extract_plane(-1, 1), // top
extract_plane(-1, 2), // far
};
// Near plane depends on NDC depth range
if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
planes[5] = {m.at(2, 0), m.at(2, 1), m.at(2, 2), m.at(2, 3)};
else
planes[5] = extract_plane(1, 2);
// For each plane, find the AABB corner most in the direction of the plane normal
// (the "positive vertex"). If it's outside, the entire AABB is outside.
for (const auto& [a, b, c, d] : planes)
{
const float px = a >= 0.f ? aabb.max.x : aabb.min.x;
const float py = b >= 0.f ? aabb.max.y : aabb.min.y;
const float pz = c >= 0.f ? aabb.max.z : aabb.min.z;
if (a * px + b * py + c * pz + d < 0.f)
return true;
}
return false;
}
[[nodiscard]] std::expected<Vector3<float>, Error> [[nodiscard]] std::expected<Vector3<float>, Error>
world_to_view_port(const Vector3<float>& world_position) const noexcept world_to_view_port(const Vector3<float>& world_position,
const ViewPortClipping& clipping = ViewPortClipping::AUTO) const noexcept
{ {
auto projected = get_view_projection_matrix() auto projected = get_view_projection_matrix()
* mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(world_position); * mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(world_position);
const auto& w = projected.at(3, 0); const auto& w = projected.at(3, 0);
if (w <= std::numeric_limits<float>::epsilon()) constexpr auto eps = std::numeric_limits<float>::epsilon();
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS); if (w <= eps)
return std::unexpected(Error::PERSPECTIVE_DIVIDER_LESS_EQ_ZERO);
projected /= w; projected /= w;
if (is_ndc_out_of_bounds(projected)) // ReSharper disable once CppTooWideScope
const auto clipped_automatically = clipping == ViewPortClipping::AUTO && is_ndc_out_of_bounds(projected);
if (clipped_automatically)
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
// ReSharper disable once CppTooWideScope
constexpr auto z_min = depth_range == NDCDepthRange::ZERO_TO_ONE ? 0.0f : -1.0f;
const auto clipped_manually = clipping == ViewPortClipping::MANUAL && (projected.at(2, 0) < z_min - eps
|| projected.at(2, 0) > 1.0f + eps);
if (clipped_manually)
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS); return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
return Vector3<float>{projected.at(0, 0), projected.at(1, 0), projected.at(2, 0)}; return Vector3<float>{projected.at(0, 0), projected.at(1, 0), projected.at(2, 0)};
} }
[[nodiscard]] [[nodiscard]]
std::expected<Vector3<float>, Error> view_port_to_screen(const Vector3<float>& ndc) const noexcept std::expected<Vector3<float>, Error> view_port_to_world(const Vector3<float>& ndc) const noexcept
{ {
const auto inv_view_proj = get_view_projection_matrix().inverted(); const auto inv_view_proj = get_view_projection_matrix().inverted();
@@ -309,7 +485,7 @@ namespace omath::projection
[[nodiscard]] [[nodiscard]]
std::expected<Vector3<float>, Error> screen_to_world(const Vector3<float>& screen_pos) const noexcept std::expected<Vector3<float>, Error> screen_to_world(const Vector3<float>& screen_pos) const noexcept
{ {
return view_port_to_screen(screen_to_ndc<screen_start>(screen_pos)); return view_port_to_world(screen_to_ndc<screen_start>(screen_pos));
} }
template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER> template<ScreenStart screen_start = ScreenStart::TOP_LEFT_CORNER>
@@ -338,8 +514,26 @@ namespace omath::projection
[[nodiscard]] constexpr static bool is_ndc_out_of_bounds(const Type& ndc) noexcept [[nodiscard]] constexpr static bool is_ndc_out_of_bounds(const Type& ndc) noexcept
{ {
constexpr auto eps = std::numeric_limits<float>::epsilon(); constexpr auto eps = std::numeric_limits<float>::epsilon();
return std::ranges::any_of(ndc.raw_array(),
[](const auto& val) { return val < -1.0f - eps || val > 1.0f + eps; }); const auto& data = ndc.raw_array();
// x and y are always in [-1, 1]
if (data[0] < -1.0f - eps || data[0] > 1.0f + eps)
return true;
if (data[1] < -1.0f - eps || data[1] > 1.0f + eps)
return true;
return is_ndc_z_value_out_of_bounds(data[2]);
}
template<class ZType>
[[nodiscard]]
constexpr static bool is_ndc_z_value_out_of_bounds(const ZType& z_ndc) noexcept
{
constexpr auto eps = std::numeric_limits<float>::epsilon();
if constexpr (depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return z_ndc < -1.0f - eps || z_ndc > 1.0f + eps;
if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
return z_ndc < 0.0f - eps || z_ndc > 1.0f + eps;
std::unreachable();
} }
// NDC REPRESENTATION: // NDC REPRESENTATION:

View File

@@ -11,5 +11,6 @@ namespace omath::projection
{ {
WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS, WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS,
INV_VIEW_PROJ_MAT_DET_EQ_ZERO, INV_VIEW_PROJ_MAT_DET_EQ_ZERO,
PERSPECTIVE_DIVIDER_LESS_EQ_ZERO,
}; };
} }

View File

@@ -116,6 +116,33 @@ namespace omath::rev_eng
return call_method<ReturnType>(vtable[Id], arg_list...); return call_method<ReturnType>(vtable[Id], arg_list...);
} }
template<std::ptrdiff_t TableOffset, std::size_t Id, class ReturnType>
ReturnType call_virtual_method(auto... arg_list)
{
auto sub_this = reinterpret_cast<void*>(
reinterpret_cast<std::uintptr_t>(this) + TableOffset);
const auto vtable = *reinterpret_cast<void***>(sub_this);
#ifdef _MSC_VER
using Fn = ReturnType(__thiscall*)(void*, decltype(arg_list)...);
#else
using Fn = ReturnType(*)(void*, decltype(arg_list)...);
#endif
return reinterpret_cast<Fn>(vtable[Id])(sub_this, arg_list...);
}
template<std::ptrdiff_t TableOffset, std::size_t Id, class ReturnType>
ReturnType call_virtual_method(auto... arg_list) const
{
auto sub_this = reinterpret_cast<const void*>(
reinterpret_cast<std::uintptr_t>(this) + TableOffset);
const auto vtable = *reinterpret_cast<void* const* const*>(sub_this);
#ifdef _MSC_VER
using Fn = ReturnType(__thiscall*)(const void*, decltype(arg_list)...);
#else
using Fn = ReturnType(*)(const void*, decltype(arg_list)...);
#endif
return reinterpret_cast<Fn>(vtable[Id])(sub_this, arg_list...);
}
private: private:
[[nodiscard]] [[nodiscard]]
static const void* resolve_pattern(const std::string_view module_name, const std::string_view pattern) static const void* resolve_pattern(const std::string_view module_name, const std::string_view pattern)

View File

@@ -36,6 +36,7 @@ namespace omath
} }
public: public:
using ArithmeticType = Type;
[[nodiscard]] [[nodiscard]]
constexpr static Angle from_degrees(const Type& degrees) noexcept constexpr static Angle from_degrees(const Type& degrees) noexcept
{ {

View File

@@ -2,14 +2,25 @@
// Created by Orange on 11/30/2024. // Created by Orange on 11/30/2024.
// //
#pragma once #pragma once
#include "omath/linear_algebra/vector3.hpp"
#include <type_traits>
namespace omath namespace omath
{ {
template<class PitchType, class YawType, class RollType> template<class PitchType, class YawType, class RollType>
requires std::is_same_v<typename PitchType::ArithmeticType, typename YawType::ArithmeticType>
&& std::is_same_v<typename YawType::ArithmeticType, typename RollType::ArithmeticType>
struct ViewAngles struct ViewAngles
{ {
using ArithmeticType = PitchType::ArithmeticType;
PitchType pitch; PitchType pitch;
YawType yaw; YawType yaw;
RollType roll; RollType roll;
[[nodiscard]]
Vector3<ArithmeticType> as_vector3() const
{
return {pitch.as_degrees(), yaw.as_degrees(), roll.as_degrees()};
}
}; };
} // namespace omath } // namespace omath

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@@ -35,8 +35,15 @@ namespace omath::cry_engine
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch); * mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
} }
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return mat_perspective_left_handed(field_of_view, aspect_ratio, near, far); if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
std::unreachable();
} }
} // namespace omath::unity_engine } // namespace omath::unity_engine

View File

@@ -19,8 +19,9 @@ namespace omath::cry_engine
} }
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov, Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port, const float near, const projection::ViewPort& view_port, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far); return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
} }
} // namespace omath::unity_engine } // namespace omath::unity_engine

View File

@@ -35,8 +35,16 @@ namespace omath::frostbite_engine
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch); * mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
} }
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return mat_perspective_left_handed(field_of_view, aspect_ratio, near, far); if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
std::unreachable();
} }
} // namespace omath::unity_engine } // namespace omath::unity_engine

View File

@@ -19,8 +19,9 @@ namespace omath::frostbite_engine
} }
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov, Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port, const float near, const projection::ViewPort& view_port, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far); return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
} }
} // namespace omath::unity_engine } // namespace omath::unity_engine

View File

@@ -36,18 +36,27 @@ namespace omath::iw_engine
} }
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
// NOTE: Need magic number to fix fov calculation, since IW engine inherit Quake proj matrix calculation // NOTE: Need magic number to fix fov calculation, since IW engine inherit Quake proj matrix calculation
constexpr auto k_multiply_factor = 0.75f; constexpr auto k_multiply_factor = 0.75f;
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f) * k_multiply_factor; const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f) * k_multiply_factor;
return { if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0}, return {
{0, 1.f / (fov_half_tan), 0, 0}, {1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)}, {0, 1.f / (fov_half_tan), 0, 0},
{0, 0, 1, 0}, {0, 0, far / (far - near), -(near * far) / (far - near)},
}; {0, 0, 1, 0},
};
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
{0, 1.f / (fov_half_tan), 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
std::unreachable();
}; };
} // namespace omath::iw_engine } // namespace omath::iw_engine

View File

@@ -19,8 +19,9 @@ namespace omath::iw_engine
} }
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov, Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port, const float near, const projection::ViewPort& view_port, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far); return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
} }
} // namespace omath::iw_engine } // namespace omath::iw_engine

View File

@@ -8,15 +8,15 @@ namespace omath::opengl_engine
Vector3<float> forward_vector(const ViewAngles& angles) noexcept Vector3<float> forward_vector(const ViewAngles& angles) noexcept
{ {
const auto vec const auto vec =
= rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_forward); rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_forward);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)}; return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
} }
Vector3<float> right_vector(const ViewAngles& angles) noexcept Vector3<float> right_vector(const ViewAngles& angles) noexcept
{ {
const auto vec const auto vec =
= rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_right); rotation_matrix(angles) * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>(k_abs_right);
return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)}; return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)};
} }
@@ -28,7 +28,7 @@ namespace omath::opengl_engine
} }
Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept
{ {
return mat_look_at_right_handed(cam_origin, cam_origin+forward_vector(angles), up_vector(angles)); return mat_look_at_right_handed(cam_origin, cam_origin + forward_vector(angles), up_vector(angles));
} }
Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept
{ {
@@ -37,15 +37,16 @@ namespace omath::opengl_engine
* mat_rotation_axis_x<float, MatStoreType::COLUMN_MAJOR>(angles.pitch); * mat_rotation_axis_x<float, MatStoreType::COLUMN_MAJOR>(angles.pitch);
} }
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f); if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return mat_perspective_right_handed<float, MatStoreType::COLUMN_MAJOR, NDCDepthRange::NEGATIVE_ONE_TO_ONE>(
field_of_view, aspect_ratio, near, far);
return { if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0}, return mat_perspective_right_handed<float, MatStoreType::COLUMN_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
{0, 1.f / (fov_half_tan), 0, 0}, field_of_view, aspect_ratio, near, far);
{0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, -1, 0}, std::unreachable();
};
} }
} // namespace omath::opengl_engine } // namespace omath::opengl_engine

View File

@@ -20,8 +20,9 @@ namespace omath::opengl_engine
} }
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov, Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port, const float near, const projection::ViewPort& view_port, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far); return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
} }
} // namespace omath::opengl_engine } // namespace omath::opengl_engine

View File

@@ -36,18 +36,27 @@ namespace omath::source_engine
} }
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation // NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto k_multiply_factor = 0.75f; constexpr auto k_multiply_factor = 0.75f;
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f) * k_multiply_factor; const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f) * k_multiply_factor;
return { if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0}, return {
{0, 1.f / (fov_half_tan), 0, 0}, {1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)}, {0, 1.f / (fov_half_tan), 0, 0},
{0, 0, 1, 0}, {0, 0, far / (far - near), -(near * far) / (far - near)},
}; {0, 0, 1, 0},
};
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return {
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
{0, 1.f / (fov_half_tan), 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
std::unreachable();
} }
} // namespace omath::source_engine } // namespace omath::source_engine

View File

@@ -20,8 +20,9 @@ namespace omath::source_engine
} }
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov, Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port, const float near, const projection::ViewPort& view_port, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far); return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
} }
} // namespace omath::source_engine } // namespace omath::source_engine

View File

@@ -35,8 +35,15 @@ namespace omath::unity_engine
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch); * mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
} }
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return omath::mat_perspective_right_handed(field_of_view, aspect_ratio, near, far); if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return omath::mat_perspective_right_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE)
return omath::mat_perspective_right_handed<float, MatStoreType::ROW_MAJOR,
NDCDepthRange::NEGATIVE_ONE_TO_ONE>(field_of_view, aspect_ratio,
near, far);
std::unreachable();
} }
} // namespace omath::unity_engine } // namespace omath::unity_engine

View File

@@ -19,8 +19,9 @@ namespace omath::unity_engine
} }
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov, Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port, const float near, const projection::ViewPort& view_port, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far); return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
} }
} // namespace omath::unity_engine } // namespace omath::unity_engine

View File

@@ -35,8 +35,12 @@ namespace omath::unreal_engine
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.pitch); * mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.pitch);
} }
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
return mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
field_of_view, aspect_ratio, near, far);
return mat_perspective_left_handed(field_of_view, aspect_ratio, near, far); return mat_perspective_left_handed(field_of_view, aspect_ratio, near, far);
} }
} // namespace omath::unreal_engine } // namespace omath::unreal_engine

View File

@@ -19,8 +19,9 @@ namespace omath::unreal_engine
} }
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov, Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
const projection::ViewPort& view_port, const float near, const projection::ViewPort& view_port, const float near,
const float far) noexcept const float far, const NDCDepthRange ndc_depth_range) noexcept
{ {
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far); return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
ndc_depth_range);
} }
} // namespace omath::unreal_engine } // namespace omath::unreal_engine

View File

@@ -3,6 +3,8 @@
// //
#ifdef OMATH_ENABLE_LUA #ifdef OMATH_ENABLE_LUA
#include "omath/lua/lua.hpp" #include "omath/lua/lua.hpp"
#include "omath/omath.hpp"
#include "omath/projection/error_codes.hpp"
#include <omath/engines/cry_engine/camera.hpp> #include <omath/engines/cry_engine/camera.hpp>
#include <omath/engines/frostbite_engine/camera.hpp> #include <omath/engines/frostbite_engine/camera.hpp>
#include <omath/engines/iw_engine/camera.hpp> #include <omath/engines/iw_engine/camera.hpp>
@@ -33,6 +35,8 @@ namespace
return "world position is out of screen bounds"; return "world position is out of screen bounds";
case omath::projection::Error::INV_VIEW_PROJ_MAT_DET_EQ_ZERO: case omath::projection::Error::INV_VIEW_PROJ_MAT_DET_EQ_ZERO:
return "inverse view-projection matrix determinant is zero"; return "inverse view-projection matrix determinant is zero";
case omath::projection::Error::PERSPECTIVE_DIVIDER_LESS_EQ_ZERO:
return "perspective divider is less or equal to zero";
} }
return "unknown error"; return "unknown error";
} }

View File

@@ -87,11 +87,11 @@ namespace omath::pathfinding
const auto current_node = current_node_it->second; const auto current_node = current_node_it->second;
closed_list.emplace(current, current_node);
if (current == end_vertex) if (current == end_vertex)
return reconstruct_final_path(closed_list, current); return reconstruct_final_path(closed_list, current);
closed_list.emplace(current, current_node);
for (const auto& neighbor: nav_mesh.get_neighbors(current)) for (const auto& neighbor: nav_mesh.get_neighbors(current))
{ {
if (closed_list.contains(neighbor)) if (closed_list.contains(neighbor))

View File

@@ -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

View File

@@ -237,4 +237,54 @@ TEST(unit_test_cry_engine, loook_at_random_z_axis)
failed_points++; failed_points++;
} }
EXPECT_LE(failed_points, 100); 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 +405,232 @@ TEST(unit_test_frostbite_engine, look_at_down)
std::views::zip(dir_vector.as_array(), (-omath::frostbite_engine::k_abs_up).as_array())) std::views::zip(dir_vector.as_array(), (-omath::frostbite_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f); 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);
}
// ---------------------------------------------------------------------------
// 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

@@ -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.z, -0.99984f, 0.0001f);
EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f); EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f);
EXPECT_NEAR(dir_vector.y, 0.f, 0.001f); 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); 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())) 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); 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.z, -0.99984f, 0.0001f);
EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f); EXPECT_NEAR(dir_vector.x,- 0.017f, 0.01f);
EXPECT_NEAR(dir_vector.y, 0.f, 0.001f); 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

@@ -21,6 +21,9 @@
#include <omath/engines/unreal_engine/traits/camera_trait.hpp> #include <omath/engines/unreal_engine/traits/camera_trait.hpp>
#include <omath/engines/source_engine/traits/pred_engine_trait.hpp> #include <omath/engines/source_engine/traits/pred_engine_trait.hpp>
#include <omath/engines/source_engine/traits/camera_trait.hpp>
#include <omath/engines/cry_engine/traits/camera_trait.hpp>
#include <omath/projectile_prediction/projectile.hpp> #include <omath/projectile_prediction/projectile.hpp>
#include <omath/projectile_prediction/target.hpp> #include <omath/projectile_prediction/target.hpp>
@@ -218,9 +221,14 @@ TEST(TraitTests, Frostbite_Pred_And_Mesh_And_Camera)
// CameraTrait look at should be callable // CameraTrait look at should be callable
const auto angles = e::CameraTrait::calc_look_at_angle({0, 0, 0}, {0, 1, 1}); const auto angles = e::CameraTrait::calc_look_at_angle({0, 0, 0}, {0, 1, 1});
(void)angles; (void)angles;
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f); const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f); const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected); expect_matrix_near(proj, expected);
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
const auto expected_zo = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
expect_matrix_near(proj_zo, expected_zo);
EXPECT_NE(proj, proj_zo);
} }
TEST(TraitTests, IW_Pred_And_Mesh_And_Camera) TEST(TraitTests, IW_Pred_And_Mesh_And_Camera)
@@ -264,10 +272,15 @@ TEST(TraitTests, IW_Pred_And_Mesh_And_Camera)
e::ViewAngles va; e::ViewAngles va;
expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va)); expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va));
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(45.f), {1920.f, 1080.f}, 0.1f, 1000.f); const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(45.f), {1920.f, 1080.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
const auto expected = e::calc_perspective_projection_matrix(45.f, 1920.f / 1080.f, 0.1f, 1000.f); const auto expected = e::calc_perspective_projection_matrix(45.f, 1920.f / 1080.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected); expect_matrix_near(proj, expected);
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(45.f), {1920.f, 1080.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
const auto expected_zo = e::calc_perspective_projection_matrix(45.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
expect_matrix_near(proj_zo, expected_zo);
EXPECT_NE(proj, proj_zo);
// non-airborne // non-airborne
t.m_is_airborne = false; t.m_is_airborne = false;
const auto pred_ground_iw = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); const auto pred_ground_iw = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
@@ -314,10 +327,15 @@ TEST(TraitTests, OpenGL_Pred_And_Mesh_And_Camera)
e::ViewAngles va; e::ViewAngles va;
expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va)); expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va));
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f); const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f); const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected); expect_matrix_near(proj, expected);
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
const auto expected_zo = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
expect_matrix_near(proj_zo, expected_zo);
EXPECT_NE(proj, proj_zo);
// non-airborne // non-airborne
t.m_is_airborne = false; t.m_is_airborne = false;
const auto pred_ground_gl = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); const auto pred_ground_gl = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
@@ -364,10 +382,15 @@ TEST(TraitTests, Unity_Pred_And_Mesh_And_Camera)
e::ViewAngles va; e::ViewAngles va;
expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va)); expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va));
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f); const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f); const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected); expect_matrix_near(proj, expected);
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
const auto expected_zo = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
expect_matrix_near(proj_zo, expected_zo);
EXPECT_NE(proj, proj_zo);
// non-airborne // non-airborne
t.m_is_airborne = false; t.m_is_airborne = false;
const auto pred_ground_unity = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); const auto pred_ground_unity = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
@@ -414,12 +437,237 @@ TEST(TraitTests, Unreal_Pred_And_Mesh_And_Camera)
e::ViewAngles va; e::ViewAngles va;
expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va)); expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va));
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f); const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f); const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
expect_matrix_near(proj, expected); expect_matrix_near(proj, expected);
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
const auto expected_zo = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
expect_matrix_near(proj_zo, expected_zo);
EXPECT_NE(proj, proj_zo);
// non-airborne // non-airborne
t.m_is_airborne = false; t.m_is_airborne = false;
const auto pred_ground_unreal = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); const auto pred_ground_unreal = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred_ground_unreal.x, 4.f, 1e-6f); EXPECT_NEAR(pred_ground_unreal.x, 4.f, 1e-6f);
} }
// ── NDC Depth Range tests for Source and CryEngine camera traits ────────────
TEST(NDCDepthRangeTests, Source_BothDepthRanges)
{
namespace e = omath::source_engine;
const auto proj_no = e::CameraTrait::calc_projection_matrix(
projection::FieldOfView::from_degrees(90.f), {1920.f, 1080.f}, 0.1f, 1000.f,
NDCDepthRange::NEGATIVE_ONE_TO_ONE);
const auto expected_no = e::calc_perspective_projection_matrix(
90.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
expect_matrix_near(proj_no, expected_no);
const auto proj_zo = e::CameraTrait::calc_projection_matrix(
projection::FieldOfView::from_degrees(90.f), {1920.f, 1080.f}, 0.1f, 1000.f,
NDCDepthRange::ZERO_TO_ONE);
const auto expected_zo = e::calc_perspective_projection_matrix(
90.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
expect_matrix_near(proj_zo, expected_zo);
EXPECT_NE(proj_no, proj_zo);
}
TEST(NDCDepthRangeTests, CryEngine_BothDepthRanges)
{
namespace e = omath::cry_engine;
const auto proj_no = e::CameraTrait::calc_projection_matrix(
projection::FieldOfView::from_degrees(90.f), {1920.f, 1080.f}, 0.1f, 1000.f,
NDCDepthRange::NEGATIVE_ONE_TO_ONE);
const auto expected_no = e::calc_perspective_projection_matrix(
90.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
expect_matrix_near(proj_no, expected_no);
const auto proj_zo = e::CameraTrait::calc_projection_matrix(
projection::FieldOfView::from_degrees(90.f), {1920.f, 1080.f}, 0.1f, 1000.f,
NDCDepthRange::ZERO_TO_ONE);
const auto expected_zo = e::calc_perspective_projection_matrix(
90.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
expect_matrix_near(proj_zo, expected_zo);
EXPECT_NE(proj_no, proj_zo);
}
// ── Verify Z mapping for ZERO_TO_ONE across all engines ─────────────────────
// Helper: projects a point at given z through a left-handed projection matrix and returns NDC z
static float project_z_lh(const Mat<4, 4>& proj, float z)
{
auto clip = proj * mat_column_from_vector<float>({0, 0, z});
return clip.at(2, 0) / clip.at(3, 0);
}
TEST(NDCDepthRangeTests, Source_ZeroToOne_ZRange)
{
namespace e = omath::source_engine;
// Source is left-handed
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
}
TEST(NDCDepthRangeTests, IW_ZeroToOne_ZRange)
{
namespace e = omath::iw_engine;
// IW is left-handed
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
}
TEST(NDCDepthRangeTests, OpenGL_ZeroToOne_ZRange)
{
namespace e = omath::opengl_engine;
// OpenGL is right-handed (negative z forward), column-major
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
// OpenGL engine uses column-major matrices, project manually
auto proj_z = [&](float z) {
auto clip = proj * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>({0, 0, z});
return clip.at(2, 0) / clip.at(3, 0);
};
EXPECT_NEAR(proj_z(-0.1f), 0.0f, 1e-4f);
EXPECT_NEAR(proj_z(-1000.f), 1.0f, 1e-4f);
EXPECT_GT(proj_z(-500.f), 0.0f);
EXPECT_LT(proj_z(-500.f), 1.0f);
}
TEST(NDCDepthRangeTests, Frostbite_ZeroToOne_ZRange)
{
namespace e = omath::frostbite_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
}
TEST(NDCDepthRangeTests, Unity_ZeroToOne_ZRange)
{
namespace e = omath::unity_engine;
// Unity is right-handed, row-major
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
auto proj_z = [&](float z) {
auto clip = proj * mat_column_from_vector<float>({0, 0, z});
return clip.at(2, 0) / clip.at(3, 0);
};
EXPECT_NEAR(proj_z(-0.1f), 0.0f, 1e-4f);
EXPECT_NEAR(proj_z(-1000.f), 1.0f, 1e-4f);
EXPECT_GT(proj_z(-500.f), 0.0f);
EXPECT_LT(proj_z(-500.f), 1.0f);
}
TEST(NDCDepthRangeTests, Unreal_ZeroToOne_ZRange)
{
namespace e = omath::unreal_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
}
TEST(NDCDepthRangeTests, CryEngine_ZeroToOne_ZRange)
{
namespace e = omath::cry_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
}
// ── Verify Z mapping for NEGATIVE_ONE_TO_ONE across all engines ─────────────
TEST(NDCDepthRangeTests, Source_NegativeOneToOne_ZRange)
{
namespace e = omath::source_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
}
TEST(NDCDepthRangeTests, IW_NegativeOneToOne_ZRange)
{
namespace e = omath::iw_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
}
TEST(NDCDepthRangeTests, Frostbite_NegativeOneToOne_ZRange)
{
namespace e = omath::frostbite_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
}
TEST(NDCDepthRangeTests, Unreal_NegativeOneToOne_ZRange)
{
namespace e = omath::unreal_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
}
TEST(NDCDepthRangeTests, CryEngine_NegativeOneToOne_ZRange)
{
namespace e = omath::cry_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
}
TEST(NDCDepthRangeTests, OpenGL_NegativeOneToOne_ZRange)
{
namespace e = omath::opengl_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
auto proj_z = [&](float z) {
auto clip = proj * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>({0, 0, z});
return clip.at(2, 0) / clip.at(3, 0);
};
EXPECT_NEAR(proj_z(-0.1f), -1.0f, 1e-3f);
EXPECT_NEAR(proj_z(-1000.f), 1.0f, 1e-3f);
}
TEST(NDCDepthRangeTests, Unity_NegativeOneToOne_ZRange)
{
namespace e = omath::unity_engine;
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
auto proj_z = [&](float z) {
auto clip = proj * mat_column_from_vector<float>({0, 0, z});
return clip.at(2, 0) / clip.at(3, 0);
};
EXPECT_NEAR(proj_z(-0.1f), -1.0f, 1e-3f);
EXPECT_NEAR(proj_z(-1000.f), 1.0f, 1e-3f);
}

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())) std::views::zip(dir_vector.as_array(), (-omath::unity_engine::k_abs_up).as_array()))
EXPECT_NEAR(result, etalon, 0.0001f); 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); 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())) 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); 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);
} }

View File

@@ -40,8 +40,9 @@ TEST(AStarExtra, TrivialNeighbor)
nav.m_vertex_map[v2] = {v1}; nav.m_vertex_map[v2] = {v1};
const auto path = Astar::find_path(v1, v2, nav); const auto path = Astar::find_path(v1, v2, nav);
ASSERT_EQ(path.size(), 1u); ASSERT_EQ(path.size(), 2u);
EXPECT_EQ(path.front(), v2); EXPECT_EQ(path.front(), v1);
EXPECT_EQ(path.back(), v2);
} }
TEST(AStarExtra, StartEqualsGoal) TEST(AStarExtra, StartEqualsGoal)
@@ -101,7 +102,7 @@ TEST(AStarExtra, LongerPathAvoidsBlock)
constexpr Vector3<float> goal = idx(2, 1); constexpr Vector3<float> goal = idx(2, 1);
const auto path = Astar::find_path(start, goal, nav); const auto path = Astar::find_path(start, goal, nav);
ASSERT_FALSE(path.empty()); ASSERT_FALSE(path.empty());
EXPECT_EQ(path.front(), goal); EXPECT_EQ(path.back(), goal);
} }
TEST(AstarTests, TrivialDirectNeighborPath) TEST(AstarTests, TrivialDirectNeighborPath)
@@ -114,8 +115,9 @@ TEST(AstarTests, TrivialDirectNeighborPath)
nav.m_vertex_map.emplace(v2, std::vector<Vector3<float>>{v1}); nav.m_vertex_map.emplace(v2, std::vector<Vector3<float>>{v1});
const auto path = Astar::find_path(v1, v2, nav); const auto path = Astar::find_path(v1, v2, nav);
ASSERT_EQ(path.size(), 1u); ASSERT_EQ(path.size(), 2u);
EXPECT_EQ(path.front(), v2); EXPECT_EQ(path.front(), v1);
EXPECT_EQ(path.back(), v2);
} }
TEST(AstarTests, NoPathWhenDisconnected) TEST(AstarTests, NoPathWhenDisconnected)

View File

@@ -0,0 +1,125 @@
//
// Created by Vlad on 3/25/2025.
//
#include "omath/collision/line_tracer.hpp"
#include "omath/3d_primitives/aabb.hpp"
#include <gtest/gtest.h>
using Vec3 = omath::Vector3<float>;
using Ray = omath::collision::Ray<>;
using LineTracer = omath::collision::LineTracer<>;
using AABB = omath::primitives::Aabb<float>;
static Ray make_ray(Vec3 start, Vec3 end, bool infinite = false)
{
Ray r;
r.start = start;
r.end = end;
r.infinite_length = infinite;
return r;
}
// Ray passing straight through the center along Z axis
TEST(LineTracerAABBTests, HitCenterAlongZ)
{
const AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
const auto ray = make_ray({0.f, 0.f, -5.f}, {0.f, 0.f, 5.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.z, -1.f, 1e-4f);
EXPECT_NEAR(hit.x, 0.f, 1e-4f);
EXPECT_NEAR(hit.y, 0.f, 1e-4f);
}
// Ray passing straight through the center along X axis
TEST(LineTracerAABBTests, HitCenterAlongX)
{
const AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
const auto ray = make_ray({-5.f, 0.f, 0.f}, {5.f, 0.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, -1.f, 1e-4f);
}
// Ray that misses entirely (too far in Y)
TEST(LineTracerAABBTests, MissReturnsEnd)
{
const AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
const auto ray = make_ray({0.f, 5.f, -5.f}, {0.f, 5.f, 5.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_EQ(hit, ray.end);
}
// Ray that stops short before reaching the box
TEST(LineTracerAABBTests, RayTooShortReturnsEnd)
{
const AABB box{{3.f, -1.f, -1.f}, {5.f, 1.f, 1.f}};
const auto ray = make_ray({0.f, 0.f, 0.f}, {2.f, 0.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_EQ(hit, ray.end);
}
// Infinite ray that starts before the box should hit
TEST(LineTracerAABBTests, InfiniteRayHits)
{
const AABB box{{3.f, -1.f, -1.f}, {5.f, 1.f, 1.f}};
const auto ray = make_ray({0.f, 0.f, 0.f}, {2.f, 0.f, 0.f}, true);
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, 3.f, 1e-4f);
}
// Ray starting inside the box — t_min=0, so hit point equals ray.start
TEST(LineTracerAABBTests, RayStartsInsideBox)
{
const AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
const auto ray = make_ray({0.f, 0.f, 0.f}, {0.f, 0.f, 5.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
// t_min is clamped to 0, so hit == start
EXPECT_NEAR(hit.x, 0.f, 1e-4f);
EXPECT_NEAR(hit.y, 0.f, 1e-4f);
EXPECT_NEAR(hit.z, 0.f, 1e-4f);
}
// Ray parallel to XY plane, pointing along X, at Z outside the box
TEST(LineTracerAABBTests, ParallelRayOutsideSlabMisses)
{
const AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
// Z component of ray is 3.0 — outside box's Z slab
const auto ray = make_ray({-5.f, 0.f, 3.f}, {5.f, 0.f, 3.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_EQ(hit, ray.end);
}
// Ray parallel to XY plane, pointing along X, at Z inside the box
TEST(LineTracerAABBTests, ParallelRayInsideSlabHits)
{
const AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
const auto ray = make_ray({-5.f, 0.f, 0.f}, {5.f, 0.f, 0.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
EXPECT_NEAR(hit.x, -1.f, 1e-4f);
}
// Diagonal ray hitting a corner region
TEST(LineTracerAABBTests, DiagonalRayHits)
{
const AABB box{{0.f, 0.f, 0.f}, {2.f, 2.f, 2.f}};
const auto ray = make_ray({-1.f, -1.f, -1.f}, {3.f, 3.f, 3.f});
const auto hit = LineTracer::get_ray_hit_point(ray, box);
EXPECT_NE(hit, ray.end);
// Entry point should be at (0,0,0)
EXPECT_NEAR(hit.x, 0.f, 1e-4f);
EXPECT_NEAR(hit.y, 0.f, 1e-4f);
EXPECT_NEAR(hit.z, 0.f, 1e-4f);
}

View File

@@ -240,4 +240,126 @@ TEST(UnitTestMatStandalone, MatPerspectiveLeftHanded)
projected /= projected.at(3, 0); projected /= projected.at(3, 0);
EXPECT_TRUE(projected.at(2, 0) > -1.0f && projected.at(2, 0) < 0.f); EXPECT_TRUE(projected.at(2, 0) > -1.0f && projected.at(2, 0) < 0.f);
}
TEST(UnitTestMatStandalone, MatPerspectiveLeftHandedZeroToOne)
{
const auto proj = mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
90.f, 16.f / 9.f, 0.1f, 1000.f);
// Near plane point should map to z ~ 0
auto near_pt = proj * mat_column_from_vector<float>({0, 0, 0.1f});
near_pt /= near_pt.at(3, 0);
EXPECT_NEAR(near_pt.at(2, 0), 0.0f, 1e-4f);
// Far plane point should map to z ~ 1
auto far_pt = proj * mat_column_from_vector<float>({0, 0, 1000.f});
far_pt /= far_pt.at(3, 0);
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-4f);
// Mid-range point should be in [0, 1]
auto mid_pt = proj * mat_column_from_vector<float>({0, 0, 500.f});
mid_pt /= mid_pt.at(3, 0);
EXPECT_GT(mid_pt.at(2, 0), 0.0f);
EXPECT_LT(mid_pt.at(2, 0), 1.0f);
}
TEST(UnitTestMatStandalone, MatPerspectiveRightHandedZeroToOne)
{
const auto proj = mat_perspective_right_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
90.f, 16.f / 9.f, 0.1f, 1000.f);
// Near plane point (negative z for right-handed) should map to z ~ 0
auto near_pt = proj * mat_column_from_vector<float>({0, 0, -0.1f});
near_pt /= near_pt.at(3, 0);
EXPECT_NEAR(near_pt.at(2, 0), 0.0f, 1e-4f);
// Far plane point should map to z ~ 1
auto far_pt = proj * mat_column_from_vector<float>({0, 0, -1000.f});
far_pt /= far_pt.at(3, 0);
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-4f);
// Mid-range point should be in [0, 1]
auto mid_pt = proj * mat_column_from_vector<float>({0, 0, -500.f});
mid_pt /= mid_pt.at(3, 0);
EXPECT_GT(mid_pt.at(2, 0), 0.0f);
EXPECT_LT(mid_pt.at(2, 0), 1.0f);
}
TEST(UnitTestMatStandalone, MatPerspectiveNegativeOneToOneRange)
{
// Verify existing [-1, 1] behavior with explicit template arg matches default
const auto proj_default = mat_perspective_left_handed(90.f, 16.f / 9.f, 0.1f, 1000.f);
const auto proj_explicit = mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR,
NDCDepthRange::NEGATIVE_ONE_TO_ONE>(90.f, 16.f / 9.f, 0.1f, 1000.f);
EXPECT_EQ(proj_default, proj_explicit);
// Near plane should map to z ~ -1
auto near_pt = proj_default * mat_column_from_vector<float>({0, 0, 0.1f});
near_pt /= near_pt.at(3, 0);
EXPECT_NEAR(near_pt.at(2, 0), -1.0f, 1e-3f);
// Far plane should map to z ~ 1
auto far_pt = proj_default * mat_column_from_vector<float>({0, 0, 1000.f});
far_pt /= far_pt.at(3, 0);
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-3f);
}
TEST(UnitTestMatStandalone, MatPerspectiveZeroToOneEquanity)
{
// LH and RH should produce same NDC for mirrored z
constexpr omath::Vector3<float> left_handed = {0, 2, 10};
constexpr omath::Vector3<float> right_handed = {0, 2, -10};
const auto proj_lh = mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
90.f, 16.f / 9.f, 0.1f, 1000.f);
const auto proj_rh = mat_perspective_right_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
90.f, 16.f / 9.f, 0.1f, 1000.f);
auto ndc_lh = proj_lh * mat_column_from_vector(left_handed);
auto ndc_rh = proj_rh * mat_column_from_vector(right_handed);
ndc_lh /= ndc_lh.at(3, 0);
ndc_rh /= ndc_rh.at(3, 0);
EXPECT_EQ(ndc_lh, ndc_rh);
}
TEST(UnitTestMatStandalone, MatOrthoLeftHandedZeroToOne)
{
const auto ortho = mat_ortho_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
-1.f, 1.f, -1.f, 1.f, 0.1f, 100.f);
// Near plane should map to z ~ 0
auto near_pt = ortho * mat_column_from_vector<float>({0, 0, 0.1f});
EXPECT_NEAR(near_pt.at(2, 0), 0.0f, 1e-4f);
// Far plane should map to z ~ 1
auto far_pt = ortho * mat_column_from_vector<float>({0, 0, 100.f});
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-4f);
}
TEST(UnitTestMatStandalone, MatOrthoRightHandedZeroToOne)
{
const auto ortho = mat_ortho_right_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
-1.f, 1.f, -1.f, 1.f, 0.1f, 100.f);
// Near plane (negative z for RH) should map to z ~ 0
auto near_pt = ortho * mat_column_from_vector<float>({0, 0, -0.1f});
EXPECT_NEAR(near_pt.at(2, 0), 0.0f, 1e-4f);
// Far plane should map to z ~ 1
auto far_pt = ortho * mat_column_from_vector<float>({0, 0, -100.f});
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-4f);
}
TEST(UnitTestMatStandalone, MatOrthoNegativeOneToOneDefault)
{
// Verify explicit [-1, 1] matches default
const auto ortho_default = mat_ortho_left_handed(-1.f, 1.f, -1.f, 1.f, 0.1f, 100.f);
const auto ortho_explicit = mat_ortho_left_handed<float, MatStoreType::ROW_MAJOR,
NDCDepthRange::NEGATIVE_ONE_TO_ONE>(-1.f, 1.f, -1.f, 1.f, 0.1f, 100.f);
EXPECT_EQ(ortho_default, ortho_explicit);
} }

View File

@@ -4,7 +4,13 @@
#include "omath/engines/unity_engine/camera.hpp" #include "omath/engines/unity_engine/camera.hpp"
#include <complex> #include <complex>
#include <gtest/gtest.h> #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/source_engine/camera.hpp>
#include <omath/engines/unreal_engine/camera.hpp>
#include <omath/projection/camera.hpp> #include <omath/projection/camera.hpp>
#include <print> #include <print>
#include <random> #include <random>
@@ -50,6 +56,126 @@ TEST(UnitTestProjection, ScreenToNdcBottomLeft)
EXPECT_NEAR(ndc_bottom_left.y, 0.519615293f, 0.0001f); EXPECT_NEAR(ndc_bottom_left.y, 0.519615293f, 0.0001f);
} }
TEST(UnitTestProjection, UnclippedWorldToScreenInBounds)
{
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);
const auto projected = cam.world_to_screen_unclipped({1000.f, 0, 50.f});
ASSERT_TRUE(projected.has_value());
EXPECT_NEAR(projected->x, 960.f, 0.001f);
EXPECT_NEAR(projected->y, 504.f, 0.001f);
}
TEST(UnitTestProjection, UnclippedWorldToScreenMatchesWorldToScreenWhenInBounds)
{
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);
const auto w2s = cam.world_to_screen({1000.f, 0, 50.f});
const auto no_clip = cam.world_to_screen_unclipped({1000.f, 0, 50.f});
ASSERT_TRUE(w2s.has_value());
ASSERT_TRUE(no_clip.has_value());
EXPECT_NEAR(w2s->x, no_clip->x, 0.001f);
EXPECT_NEAR(w2s->y, no_clip->y, 0.001f);
EXPECT_NEAR(w2s->z, no_clip->z, 0.001f);
}
TEST(UnitTestProjection, UnclippedWorldToScreenRejectsBehindCamera)
{
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);
const auto projected = cam.world_to_screen_unclipped({-1000.f, 0, 0});
EXPECT_FALSE(projected.has_value());
EXPECT_EQ(projected.error(), omath::projection::Error::PERSPECTIVE_DIVIDER_LESS_EQ_ZERO);
}
TEST(UnitTestProjection, UnclippedWorldToScreenAllowsOutOfBoundsNdc)
{
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);
// Point far to the side exceeds NDC [-1,1] bounds but unclipped returns it anyway
const auto projected = cam.world_to_screen_unclipped({100.f, 5000.f, 0});
EXPECT_TRUE(projected.has_value());
}
TEST(UnitTestProjection, WorldToScreenRejectsOutOfBoundsNdc)
{
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);
// Same point that unclipped allows — clipped world_to_screen rejects it
const auto projected = cam.world_to_screen({100.f, 5000.f, 0});
EXPECT_FALSE(projected.has_value());
}
TEST(UnitTestProjection, UnclippedWorldToScreenBottomLeftCorner)
{
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 top_left = cam.world_to_screen_unclipped<ScreenStart::TOP_LEFT_CORNER>({1000.f, 0, 50.f});
const auto bottom_left = cam.world_to_screen_unclipped<ScreenStart::BOTTOM_LEFT_CORNER>({1000.f, 0, 50.f});
ASSERT_TRUE(top_left.has_value());
ASSERT_TRUE(bottom_left.has_value());
// X should be identical, Y should differ (mirrored around center)
EXPECT_NEAR(top_left->x, bottom_left->x, 0.001f);
EXPECT_NEAR(top_left->y + bottom_left->y, 1080.f, 0.001f);
}
TEST(UnitTestProjection, UnclippedWorldToScreenRoundTrip)
{
std::mt19937 gen(42);
std::uniform_real_distribution dist_fwd(100.f, 900.f);
std::uniform_real_distribution dist_side(-400.f, 400.f);
std::uniform_real_distribution dist_up(-200.f, 200.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);
for (int i = 0; i < 100; i++)
{
const omath::Vector3<float> world_pos{dist_fwd(gen), dist_side(gen), dist_up(gen)};
const auto screen = cam.world_to_screen_unclipped(world_pos);
if (!screen.has_value())
continue;
const auto back_to_world = cam.screen_to_world(screen.value());
ASSERT_TRUE(back_to_world.has_value());
const auto back_to_screen = cam.world_to_screen_unclipped(back_to_world.value());
ASSERT_TRUE(back_to_screen.has_value());
EXPECT_NEAR(screen->x, back_to_screen->x, 0.01f);
EXPECT_NEAR(screen->y, back_to_screen->y, 0.01f);
}
}
TEST(UnitTestProjection, UnclippedWorldToScreenUnityEngine)
{
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;
// Point directly in front
const auto projected = cam.world_to_screen_unclipped<ScreenStart::BOTTOM_LEFT_CORNER>({0, 0, 500.f});
ASSERT_TRUE(projected.has_value());
EXPECT_NEAR(projected->x, 640.f, 0.5f);
EXPECT_NEAR(projected->y, 360.f, 0.5f);
}
TEST(UnitTestProjection, ScreenToWorldTopLeftCorner) TEST(UnitTestProjection, ScreenToWorldTopLeftCorner)
{ {
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
@@ -96,4 +222,722 @@ TEST(UnitTestProjection, ScreenToWorldBottomLeftCorner)
EXPECT_NEAR(screen_cords->x, initial_screen_cords.x, 0.001f); EXPECT_NEAR(screen_cords->x, initial_screen_cords.x, 0.001f);
EXPECT_NEAR(screen_cords->y, initial_screen_cords.y, 0.001f); EXPECT_NEAR(screen_cords->y, initial_screen_cords.y, 0.001f);
} }
} }
TEST(UnitTestProjection, AabbInsideFrustumNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Small box directly in front of camera (Source Engine: +X forward, +Y left, +Z up)
const omath::primitives::Aabb<float> aabb{{90.f, -1.f, -1.f}, {110.f, 1.f, 1.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbBehindCameraCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box entirely behind the camera
const omath::primitives::Aabb<float> aabb{{-200.f, -1.f, -1.f}, {-100.f, 1.f, 1.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbBeyondFarPlaneCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box beyond far plane (1000)
const omath::primitives::Aabb<float> aabb{{1500.f, -1.f, -1.f}, {2000.f, 1.f, 1.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbFarLeftCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box far to the side, outside the frustum
const omath::primitives::Aabb<float> aabb{{90.f, 4000.f, -1.f}, {110.f, 5000.f, 1.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbFarRightCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box far to the other side, outside the frustum
const omath::primitives::Aabb<float> aabb{{90.f, -5000.f, -1.f}, {110.f, -4000.f, 1.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbAboveCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box far above the frustum
const omath::primitives::Aabb<float> aabb{{90.f, -1.f, 5000.f}, {110.f, 1.f, 6000.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbPartiallyInsideNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Large box that straddles the frustum boundary — partially inside
const omath::primitives::Aabb<float> aabb{{50.f, -5000.f, -5000.f}, {500.f, 5000.f, 5000.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbStraddlesNearPlaneNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box that straddles the near plane — partially in front
const omath::primitives::Aabb<float> aabb{{-5.f, -1.f, -1.f}, {5.f, 1.f, 1.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbStraddlesFarPlaneNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box that straddles the far plane
const omath::primitives::Aabb<float> aabb{{900.f, -1.f, -1.f}, {1100.f, 1.f, 1.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbCulledUnityEngine)
{
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);
// Box in front — not culled
const omath::primitives::Aabb<float> inside{{-1.f, -1.f, 50.f}, {1.f, 1.f, 100.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(inside));
// Box behind — culled
const omath::primitives::Aabb<float> behind{{-1.f, -1.f, -200.f}, {1.f, 1.f, -100.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(behind));
}
TEST(UnitTestProjection, AabbBelowCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box far below the frustum (Source Engine: +Z up)
const omath::primitives::Aabb<float> aabb{{90.f, -1.f, -6000.f}, {110.f, 1.f, -5000.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbEnclosesCameraNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Huge box that fully encloses the camera
const omath::primitives::Aabb<float> aabb{{-500.f, -500.f, -500.f}, {500.f, 500.f, 500.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbExactlyAtNearPlaneNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box starting exactly at the near plane distance
const omath::primitives::Aabb<float> aabb{{0.01f, -1.f, -1.f}, {10.f, 1.f, 1.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbExactlyAtFarPlaneNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Box ending exactly at the far plane distance
const omath::primitives::Aabb<float> aabb{{990.f, -1.f, -1.f}, {1000.f, 1.f, 1.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbNarrowFovCulledAtEdge)
{
// Narrow FOV — box that would be visible at 90 is culled at 30
constexpr auto fov = omath::projection::FieldOfView::from_degrees(30.f);
const auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, fov,
0.01f, 1000.f);
const omath::primitives::Aabb<float> aabb{{100.f, 200.f, -1.f}, {110.f, 210.f, 1.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbWideFovNotCulledAtEdge)
{
// Wide FOV — same box is visible
constexpr auto fov = omath::projection::FieldOfView::from_degrees(120.f);
const auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, fov,
0.01f, 1000.f);
const omath::primitives::Aabb<float> aabb{{100.f, 200.f, -1.f}, {110.f, 210.f, 1.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbCameraOffOrigin)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({500.f, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f},
fov, 0.01f, 1000.f);
// Box in front of shifted camera
const omath::primitives::Aabb<float> in_front{{600.f, -1.f, -1.f}, {700.f, 1.f, 1.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(in_front));
// Box behind shifted camera
const omath::primitives::Aabb<float> behind{{0.f, -1.f, -1.f}, {100.f, 1.f, 1.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(behind));
}
TEST(UnitTestProjection, AabbShortFarPlaneCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
// Very short far plane
const auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, fov,
0.01f, 50.f);
// Box at distance 100 — beyond the 50-unit far plane
const omath::primitives::Aabb<float> aabb{{90.f, -1.f, -1.f}, {110.f, 1.f, 1.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
// Box at distance 30 — within range
const omath::primitives::Aabb<float> near_box{{25.f, -1.f, -1.f}, {35.f, 1.f, 1.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(near_box));
}
TEST(UnitTestProjection, AabbPointSizedInsideNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::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);
// Degenerate zero-volume AABB (a point) inside the frustum
const omath::primitives::Aabb<float> aabb{{100.f, 0.f, 0.f}, {100.f, 0.f, 0.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbOpenGlEngineInsideNotCulled)
{
// OpenGL: COLUMN_MAJOR, NEGATIVE_ONE_TO_ONE, inverted_z, forward = -Z
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Box in front of camera (OpenGL: -Z forward)
const omath::primitives::Aabb<float> aabb{{-1.f, -1.f, -110.f}, {1.f, 1.f, -90.f}};
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbOpenGlEngineBehindCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Box behind (OpenGL: +Z is behind the camera)
const omath::primitives::Aabb<float> aabb{{-1.f, -1.f, 100.f}, {1.f, 1.f, 200.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbOpenGlEngineBeyondFarCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Box beyond far plane along -Z
const omath::primitives::Aabb<float> aabb{{-1.f, -1.f, -2000.f}, {1.f, 1.f, -1500.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbOpenGlEngineSideCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Box far to the right (OpenGL: +X right)
const omath::primitives::Aabb<float> aabb{{4000.f, -1.f, -110.f}, {5000.f, 1.f, -90.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbUnityEngineBeyondFarCulled)
{
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, 500.f);
// Box beyond 500-unit far plane (Unity: +Z forward)
const omath::primitives::Aabb<float> aabb{{-1.f, -1.f, 600.f}, {1.f, 1.f, 700.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbUnityEngineSideCulled)
{
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);
// Box far above (Unity: +Y up)
const omath::primitives::Aabb<float> aabb{{-1.f, 5000.f, 50.f}, {1.f, 6000.f, 100.f}};
EXPECT_TRUE(cam.is_aabb_culled_by_frustum(aabb));
}
TEST(UnitTestProjection, AabbUnityEngineStraddlesNearNotCulled)
{
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);
// 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

@@ -27,6 +27,53 @@ inline const void* get_vtable_entry(const void* obj, const std::size_t index)
return vtable[index]; return vtable[index];
} }
class BaseA
{
public:
int m_field_a{42};
[[nodiscard]] virtual int get_a() const { return 10; }
[[nodiscard]] virtual int get_a2() const { return 11; }
};
class BaseB
{
public:
float m_field_b{3.14f};
double m_field_b2{2.71};
[[nodiscard]] virtual int get_b() const { return 20; }
[[nodiscard]] virtual int get_b2() const { return 21; }
};
class MultiPlayer final : public BaseA, public BaseB
{
public:
int m_own_field{999};
[[nodiscard]] int get_a() const override { return 100; }
[[nodiscard]] int get_a2() const override { return 101; }
[[nodiscard]] int get_b() const override { return 200; }
[[nodiscard]] int get_b2() const override { return 201; }
};
// BaseA layout: [vptr_a][m_field_a(int)] — sizeof(BaseA) gives the full subobject size
// BaseB starts right after BaseA in MultiPlayer's layout
constexpr std::ptrdiff_t BASE_B_OFFSET = static_cast<std::ptrdiff_t>(sizeof(BaseA));
class RevMultiPlayer final : omath::rev_eng::InternalReverseEngineeredObject
{
public:
// Table at offset 0 (BaseA vtable): index 0 = get_a, 1 = get_a2
[[nodiscard]] int rev_get_a() const { return call_virtual_method<0, 0, int>(); }
[[nodiscard]] int rev_get_a2() const { return call_virtual_method<0, 1, int>(); }
// Table at BaseB offset (BaseB vtable): index 0 = get_b, 1 = get_b2
[[nodiscard]] int rev_get_b() const { return call_virtual_method<BASE_B_OFFSET, 0, int>(); }
[[nodiscard]] int rev_get_b2() const { return call_virtual_method<BASE_B_OFFSET, 1, int>(); }
// Non-const versions
int rev_get_a_mut() { return call_virtual_method<0, 0, int>(); }
int rev_get_b_mut() { return call_virtual_method<BASE_B_OFFSET, 0, int>(); }
};
class RevPlayer final : omath::rev_eng::InternalReverseEngineeredObject class RevPlayer final : omath::rev_eng::InternalReverseEngineeredObject
{ {
public: public:
@@ -117,4 +164,54 @@ TEST(unit_test_reverse_enineering, call_virtual_method_delegates_to_call_method)
EXPECT_EQ(1, rev->rev_foo()); EXPECT_EQ(1, rev->rev_foo());
EXPECT_EQ(2, rev->rev_bar()); EXPECT_EQ(2, rev->rev_bar());
EXPECT_EQ(2, rev->rev_bar_const()); EXPECT_EQ(2, rev->rev_bar_const());
}
TEST(unit_test_reverse_enineering, multi_player_base_b_offset_is_correct)
{
// Verify our compile-time offset matches the actual layout
MultiPlayer mp;
const auto* mp_addr = reinterpret_cast<const char*>(&mp);
const auto* b_addr = reinterpret_cast<const char*>(static_cast<const BaseB*>(&mp));
EXPECT_EQ(b_addr - mp_addr, BASE_B_OFFSET);
}
TEST(unit_test_reverse_enineering, call_virtual_method_table_index_first_table)
{
MultiPlayer mp;
const auto* rev = reinterpret_cast<const RevMultiPlayer*>(&mp);
EXPECT_EQ(mp.get_a(), rev->rev_get_a());
EXPECT_EQ(mp.get_a2(), rev->rev_get_a2());
EXPECT_EQ(100, rev->rev_get_a());
EXPECT_EQ(101, rev->rev_get_a2());
}
TEST(unit_test_reverse_enineering, call_virtual_method_table_index_second_table)
{
constexpr MultiPlayer mp;
const auto* rev = reinterpret_cast<const RevMultiPlayer*>(&mp);
EXPECT_EQ(mp.get_b(), rev->rev_get_b());
EXPECT_EQ(mp.get_b2(), rev->rev_get_b2());
EXPECT_EQ(200, rev->rev_get_b());
EXPECT_EQ(201, rev->rev_get_b2());
}
TEST(unit_test_reverse_enineering, call_virtual_method_table_index_non_const)
{
MultiPlayer mp;
auto* rev = reinterpret_cast<RevMultiPlayer*>(&mp);
EXPECT_EQ(100, rev->rev_get_a_mut());
EXPECT_EQ(200, rev->rev_get_b_mut());
}
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
constexpr MultiPlayer mp;
const auto* rev = reinterpret_cast<const RevMultiPlayer*>(&mp);
// Both access table 0, method index 1 — should return the same value
EXPECT_EQ(rev->rev_get_a(), 100);
} }

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);
}