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Author SHA1 Message Date
dd421e329e added files 2026-04-08 18:23:07 +03:00
25 changed files with 1356 additions and 2393 deletions

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

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

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@@ -7,8 +7,6 @@
namespace omath::primitives namespace omath::primitives
{ {
enum class UpAxis { X, Y, Z };
template<class Type> template<class Type>
struct Aabb final struct Aabb final
{ {
@@ -26,42 +24,5 @@ namespace omath::primitives
{ {
return (max - min) / static_cast<Type>(2); return (max - min) / static_cast<Type>(2);
} }
template<UpAxis Up = UpAxis::Y>
[[nodiscard]]
constexpr Vector3<Type> top() const noexcept
{
const auto aabb_center = center();
if constexpr (Up == UpAxis::Z)
return {aabb_center.x, aabb_center.y, max.z};
else if constexpr (Up == UpAxis::X)
return {max.x, aabb_center.y, aabb_center.z};
else if constexpr (Up == UpAxis::Y)
return {aabb_center.x, max.y, aabb_center.z};
else
std::unreachable();
}
template<UpAxis Up = UpAxis::Y>
[[nodiscard]]
constexpr Vector3<Type> bottom() const noexcept
{
const auto aabb_center = center();
if constexpr (Up == UpAxis::Z)
return {aabb_center.x, aabb_center.y, min.z};
else if constexpr (Up == UpAxis::X)
return {min.x, aabb_center.y, aabb_center.z};
else if constexpr (Up == UpAxis::Y)
return {aabb_center.x, min.y, aabb_center.z};
else
std::unreachable();
}
[[nodiscard]]
constexpr bool is_collide(const Aabb& other) const noexcept
{
return min.x <= other.max.x && max.x >= other.min.x &&
min.y <= other.max.y && max.y >= other.min.y &&min.z <= other.max.z && max.z >= other.min.z;
}
}; };
} // namespace omath::primitives } // namespace omath::primitives

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@@ -0,0 +1,412 @@
//
// Created by Orange on 04/08/2026.
//
#pragma once
#include "omath/3d_primitives/aabb.hpp"
#include "omath/collision/line_tracer.hpp"
#include <algorithm>
#include <cstdint>
#include <numeric>
#include <span>
#include <vector>
namespace omath::collision
{
template<class Type = float>
class BvhTree final
{
public:
using AabbType = primitives::Aabb<Type>;
struct HitResult
{
std::size_t object_index;
Type distance_sqr;
};
BvhTree() = default;
explicit BvhTree(std::span<const AabbType> aabbs)
: m_aabbs(aabbs.begin(), aabbs.end())
{
if (aabbs.empty())
return;
m_indices.resize(aabbs.size());
std::iota(m_indices.begin(), m_indices.end(), std::size_t{0});
m_nodes.reserve(aabbs.size() * 2);
build(m_aabbs, 0, aabbs.size());
}
[[nodiscard]]
std::vector<std::size_t> query_overlaps(const AabbType& query_aabb) const
{
std::vector<std::size_t> results;
if (m_nodes.empty())
return results;
query_overlaps_impl(0, query_aabb, results);
return results;
}
template<class RayType = Ray<>>
[[nodiscard]]
std::vector<HitResult> query_ray(const RayType& ray) const
{
std::vector<HitResult> results;
if (m_nodes.empty())
return results;
query_ray_impl(0, ray, results);
std::ranges::sort(results, [](const HitResult& a, const HitResult& b)
{ return a.distance_sqr < b.distance_sqr; });
return results;
}
[[nodiscard]]
std::size_t node_count() const noexcept
{
return m_nodes.size();
}
[[nodiscard]]
bool empty() const noexcept
{
return m_nodes.empty();
}
private:
static constexpr std::size_t k_sah_bucket_count = 12;
static constexpr std::size_t k_leaf_threshold = 1;
static constexpr std::size_t k_null_index = std::numeric_limits<std::size_t>::max();
struct Node
{
AabbType bounds;
std::size_t left = k_null_index;
std::size_t right = k_null_index;
// For leaf nodes: index range into m_indices
std::size_t first_index = 0;
std::size_t index_count = 0;
[[nodiscard]]
bool is_leaf() const noexcept
{
return left == k_null_index;
}
};
struct SahBucket
{
AabbType bounds = {
{std::numeric_limits<Type>::max(), std::numeric_limits<Type>::max(),
std::numeric_limits<Type>::max()},
{std::numeric_limits<Type>::lowest(), std::numeric_limits<Type>::lowest(),
std::numeric_limits<Type>::lowest()}
};
std::size_t count = 0;
};
[[nodiscard]]
static constexpr Type surface_area(const AabbType& aabb) noexcept
{
const auto d = aabb.max - aabb.min;
return static_cast<Type>(2) * (d.x * d.y + d.y * d.z + d.z * d.x);
}
[[nodiscard]]
static constexpr AabbType merge(const AabbType& a, const AabbType& b) noexcept
{
return {
{std::min(a.min.x, b.min.x), std::min(a.min.y, b.min.y), std::min(a.min.z, b.min.z)},
{std::max(a.max.x, b.max.x), std::max(a.max.y, b.max.y), std::max(a.max.z, b.max.z)}
};
}
[[nodiscard]]
static constexpr bool overlaps(const AabbType& a, const AabbType& b) noexcept
{
return a.min.x <= b.max.x && a.max.x >= b.min.x
&& a.min.y <= b.max.y && a.max.y >= b.min.y
&& a.min.z <= b.max.z && a.max.z >= b.min.z;
}
std::size_t build(std::span<const AabbType> aabbs, std::size_t begin, std::size_t end)
{
const auto node_idx = m_nodes.size();
m_nodes.emplace_back();
auto& node = m_nodes[node_idx];
node.bounds = compute_bounds(aabbs, begin, end);
const auto count = end - begin;
if (count <= k_leaf_threshold)
{
node.first_index = begin;
node.index_count = count;
return node_idx;
}
// Find best SAH split
const auto centroid_bounds = compute_centroid_bounds(aabbs, begin, end);
const auto split = find_best_split(aabbs, begin, end, node.bounds, centroid_bounds);
// If SAH says don't split, make a leaf
if (!split.has_value())
{
node.first_index = begin;
node.index_count = count;
return node_idx;
}
const auto [axis, split_pos] = split.value();
// Partition indices around the split
const auto mid = partition_indices(aabbs, begin, end, axis, split_pos);
// Degenerate partition fallback: split in the middle
const auto actual_mid = (mid == begin || mid == end) ? begin + count / 2 : mid;
// Build children — careful: m_nodes may reallocate, so don't hold references across build calls
const auto left_idx = build(aabbs, begin, actual_mid);
const auto right_idx = build(aabbs, actual_mid, end);
m_nodes[node_idx].left = left_idx;
m_nodes[node_idx].right = right_idx;
m_nodes[node_idx].index_count = 0;
return node_idx;
}
[[nodiscard]]
AabbType compute_bounds(std::span<const AabbType> aabbs, std::size_t begin, std::size_t end) const
{
AabbType bounds = {
{std::numeric_limits<Type>::max(), std::numeric_limits<Type>::max(),
std::numeric_limits<Type>::max()},
{std::numeric_limits<Type>::lowest(), std::numeric_limits<Type>::lowest(),
std::numeric_limits<Type>::lowest()}
};
for (auto i = begin; i < end; ++i)
bounds = merge(bounds, aabbs[m_indices[i]]);
return bounds;
}
[[nodiscard]]
AabbType compute_centroid_bounds(std::span<const AabbType> aabbs, std::size_t begin, std::size_t end) const
{
AabbType bounds = {
{std::numeric_limits<Type>::max(), std::numeric_limits<Type>::max(),
std::numeric_limits<Type>::max()},
{std::numeric_limits<Type>::lowest(), std::numeric_limits<Type>::lowest(),
std::numeric_limits<Type>::lowest()}
};
for (auto i = begin; i < end; ++i)
{
const auto c = aabbs[m_indices[i]].center();
bounds.min.x = std::min(bounds.min.x, c.x);
bounds.min.y = std::min(bounds.min.y, c.y);
bounds.min.z = std::min(bounds.min.z, c.z);
bounds.max.x = std::max(bounds.max.x, c.x);
bounds.max.y = std::max(bounds.max.y, c.y);
bounds.max.z = std::max(bounds.max.z, c.z);
}
return bounds;
}
struct SplitResult
{
int axis;
Type position;
};
[[nodiscard]]
std::optional<SplitResult> find_best_split(std::span<const AabbType> aabbs, std::size_t begin,
std::size_t end, const AabbType& node_bounds,
const AabbType& centroid_bounds) const
{
const auto count = end - begin;
const auto leaf_cost = static_cast<Type>(count);
auto best_cost = leaf_cost;
std::optional<SplitResult> best_split;
for (int axis = 0; axis < 3; ++axis)
{
const auto axis_min = get_component(centroid_bounds.min, axis);
const auto axis_max = get_component(centroid_bounds.max, axis);
if (axis_max - axis_min < std::numeric_limits<Type>::epsilon())
continue;
SahBucket buckets[k_sah_bucket_count] = {};
const auto inv_extent = static_cast<Type>(k_sah_bucket_count) / (axis_max - axis_min);
// Fill buckets
for (auto i = begin; i < end; ++i)
{
const auto centroid = get_component(aabbs[m_indices[i]].center(), axis);
auto bucket_idx = static_cast<std::size_t>((centroid - axis_min) * inv_extent);
bucket_idx = std::min(bucket_idx, k_sah_bucket_count - 1);
buckets[bucket_idx].count++;
if (buckets[bucket_idx].count == 1)
buckets[bucket_idx].bounds = aabbs[m_indices[i]];
else
buckets[bucket_idx].bounds = merge(buckets[bucket_idx].bounds, aabbs[m_indices[i]]);
}
// Evaluate split costs using prefix/suffix sweeps
AabbType prefix_bounds[k_sah_bucket_count - 1];
std::size_t prefix_count[k_sah_bucket_count - 1];
prefix_bounds[0] = buckets[0].bounds;
prefix_count[0] = buckets[0].count;
for (std::size_t i = 1; i < k_sah_bucket_count - 1; ++i)
{
prefix_bounds[i] = (buckets[i].count > 0)
? merge(prefix_bounds[i - 1], buckets[i].bounds)
: prefix_bounds[i - 1];
prefix_count[i] = prefix_count[i - 1] + buckets[i].count;
}
AabbType suffix_bounds = buckets[k_sah_bucket_count - 1].bounds;
std::size_t suffix_count = buckets[k_sah_bucket_count - 1].count;
const auto parent_area = surface_area(node_bounds);
const auto inv_parent_area = static_cast<Type>(1) / parent_area;
for (auto i = static_cast<int>(k_sah_bucket_count) - 2; i >= 0; --i)
{
const auto left_count = prefix_count[i];
const auto right_count = suffix_count;
if (left_count == 0 || right_count == 0)
{
if (i > 0)
{
suffix_bounds = (buckets[i].count > 0)
? merge(suffix_bounds, buckets[i].bounds)
: suffix_bounds;
suffix_count += buckets[i].count;
}
continue;
}
const auto cost = static_cast<Type>(1)
+ (static_cast<Type>(left_count) * surface_area(prefix_bounds[i])
+ static_cast<Type>(right_count) * surface_area(suffix_bounds))
* inv_parent_area;
if (cost < best_cost)
{
best_cost = cost;
best_split = SplitResult{
axis,
axis_min + static_cast<Type>(i + 1) * (axis_max - axis_min)
/ static_cast<Type>(k_sah_bucket_count)
};
}
suffix_bounds = (buckets[i].count > 0)
? merge(suffix_bounds, buckets[i].bounds)
: suffix_bounds;
suffix_count += buckets[i].count;
}
}
return best_split;
}
std::size_t partition_indices(std::span<const AabbType> aabbs, std::size_t begin, std::size_t end,
int axis, Type split_pos)
{
auto it = std::partition(m_indices.begin() + static_cast<std::ptrdiff_t>(begin),
m_indices.begin() + static_cast<std::ptrdiff_t>(end),
[&](std::size_t idx)
{ return get_component(aabbs[idx].center(), axis) < split_pos; });
return static_cast<std::size_t>(std::distance(m_indices.begin(), it));
}
[[nodiscard]]
static constexpr Type get_component(const Vector3<Type>& v, int axis) noexcept
{
switch (axis)
{
case 0:
return v.x;
case 1:
return v.y;
default:
return v.z;
}
}
void query_overlaps_impl(std::size_t node_idx, const AabbType& query_aabb,
std::vector<std::size_t>& results) const
{
const auto& node = m_nodes[node_idx];
if (!overlaps(node.bounds, query_aabb))
return;
if (node.is_leaf())
{
for (auto i = node.first_index; i < node.first_index + node.index_count; ++i)
if (overlaps(query_aabb, m_aabbs[m_indices[i]]))
results.push_back(m_indices[i]);
return;
}
query_overlaps_impl(node.left, query_aabb, results);
query_overlaps_impl(node.right, query_aabb, results);
}
template<class RayType>
void query_ray_impl(std::size_t node_idx, const RayType& ray,
std::vector<HitResult>& results) const
{
const auto& node = m_nodes[node_idx];
// Quick AABB-ray rejection using the slab method
const auto hit = LineTracer<RayType>::get_ray_hit_point(ray, node.bounds);
if (hit == ray.end)
return;
if (node.is_leaf())
{
for (auto i = node.first_index; i < node.first_index + node.index_count; ++i)
{
const auto leaf_hit = LineTracer<RayType>::get_ray_hit_point(
ray, m_aabbs[m_indices[i]]);
if (leaf_hit != ray.end)
{
const auto diff = leaf_hit - ray.start;
results.push_back({m_indices[i], diff.dot(diff)});
}
}
return;
}
query_ray_impl(node.left, ray, results);
query_ray_impl(node.right, ray, results);
}
std::vector<Node> m_nodes;
std::vector<std::size_t> m_indices;
std::vector<AabbType> m_aabbs;
};
} // namespace omath::collision

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

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

View File

@@ -35,6 +35,7 @@
#include "omath/collision/line_tracer.hpp" #include "omath/collision/line_tracer.hpp"
#include "omath/collision/gjk_algorithm.hpp" #include "omath/collision/gjk_algorithm.hpp"
#include "omath/collision/epa_algorithm.hpp" #include "omath/collision/epa_algorithm.hpp"
#include "omath/collision/bvh_tree.hpp"
// Pathfinding algorithms // Pathfinding algorithms
#include "omath/pathfinding/a_star.hpp" #include "omath/pathfinding/a_star.hpp"
#include "omath/pathfinding/navigation_mesh.hpp" #include "omath/pathfinding/navigation_mesh.hpp"

View File

@@ -1,46 +0,0 @@
//
// 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

View File

@@ -42,12 +42,6 @@ namespace omath::projection
AUTO, AUTO,
MANUAL, 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,
@@ -64,9 +58,8 @@ namespace omath::projection
requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range)); requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range));
}; };
template<class Mat4X4Type, class ViewAnglesType, class TraitClass, template<class Mat4X4Type, class ViewAnglesType, class TraitClass, bool inverted_z = false,
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE, 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
{ {
@@ -90,46 +83,6 @@ 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);
@@ -146,6 +99,9 @@ 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]};
} }
@@ -162,27 +118,6 @@ 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
{ {

View File

@@ -1,61 +0,0 @@
#!/bin/bash
# =============================================================================
# Gource Timelapse — renders the repository history as a video
# Requires: gource, ffmpeg
# =============================================================================
set -euo pipefail
# --- Config (override via env vars) ---
OUTPUT="${OUTPUT:-gource-timelapse.mp4}"
SECONDS_PER_DAY="${SECONDS_PER_DAY:-0.1}"
RESOLUTION="${RESOLUTION:-1920x1080}"
FPS="${FPS:-60}"
TITLE="${TITLE:-omath}"
# --- Dependency checks ---
for cmd in gource ffmpeg; do
if ! command -v "$cmd" &>/dev/null; then
echo "Error: '$cmd' is not installed."
echo " macOS: brew install $cmd"
echo " Linux: sudo apt install $cmd"
exit 1
fi
done
echo "----------------------------------------------------"
echo "Rendering gource timelapse → $OUTPUT"
echo " Resolution : $RESOLUTION"
echo " FPS : $FPS"
echo " Speed : ${SECONDS_PER_DAY}s per day"
echo "----------------------------------------------------"
gource \
--title "$TITLE" \
--seconds-per-day "$SECONDS_PER_DAY" \
--auto-skip-seconds 0.1 \
--time-scale 3 \
--max-files 0 \
--hide filenames \
--date-format "%Y-%m-%d" \
--multi-sampling \
--bloom-multiplier 0.5 \
--elasticity 0.05 \
--${RESOLUTION%x*}x${RESOLUTION#*x} \
--output-framerate "$FPS" \
--output-ppm-stream - \
| ffmpeg -y \
-r "$FPS" \
-f image2pipe \
-vcodec ppm \
-i - \
-vcodec libx264 \
-preset fast \
-pix_fmt yuv420p \
-crf 18 \
"$OUTPUT"
echo "----------------------------------------------------"
echo "Done: $OUTPUT"
echo "----------------------------------------------------"

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

@@ -1,92 +0,0 @@
//
// 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

@@ -453,184 +453,3 @@ TEST(unit_test_frostbite_engine, ViewAnglesAsVector3NormalizedYaw)
EXPECT_NEAR(vec.y, -90.f, 0.01f); 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

@@ -20,19 +20,19 @@
#include <vector> #include <vector>
#if defined(__linux__) #if defined(__linux__)
#include <fcntl.h> # include <unistd.h>
#include <unistd.h> # include <fcntl.h>
#if defined(__ANDROID__) # if defined(__ANDROID__)
#if __ANDROID_API__ >= 30 # if __ANDROID_API__ >= 30
#include <sys/mman.h> # include <sys/mman.h>
#define OMATH_TEST_USE_MEMFD 1 # define OMATH_TEST_USE_MEMFD 1
#endif # endif
// Android < 30: fall through to tmpfile() path below // Android < 30: fall through to tmpfile() path below
#else # else
// Desktop Linux: memfd_create available since glibc 2.27 / kernel 3.17 // Desktop Linux: memfd_create available since glibc 2.27 / kernel 3.17
#include <sys/mman.h> # include <sys/mman.h>
#define OMATH_TEST_USE_MEMFD 1 # define OMATH_TEST_USE_MEMFD 1
#endif # endif
#endif #endif
class MemFdFile class MemFdFile
@@ -57,11 +57,9 @@ public:
MemFdFile(MemFdFile&& o) noexcept MemFdFile(MemFdFile&& o) noexcept
: m_path(std::move(o.m_path)) : m_path(std::move(o.m_path))
#if defined(OMATH_TEST_USE_MEMFD) #if defined(OMATH_TEST_USE_MEMFD)
, , m_fd(o.m_fd)
m_fd(o.m_fd)
#else #else
, , m_temp_path(std::move(o.m_temp_path))
m_temp_path(std::move(o.m_temp_path))
#endif #endif
{ {
#if defined(OMATH_TEST_USE_MEMFD) #if defined(OMATH_TEST_USE_MEMFD)
@@ -71,15 +69,9 @@ public:
#endif #endif
} }
[[nodiscard]] bool valid() const [[nodiscard]] bool valid() const { return !m_path.empty(); }
{
return !m_path.empty();
}
[[nodiscard]] const std::filesystem::path& path() const [[nodiscard]] const std::filesystem::path& path() const { return m_path; }
{
return m_path;
}
static MemFdFile create(const std::vector<std::uint8_t>& data) static MemFdFile create(const std::vector<std::uint8_t>& data)
{ {
@@ -171,27 +163,25 @@ inline std::vector<std::uint8_t> build_minimal_pe(const std::vector<std::uint8_t
std::vector<std::uint8_t> buf(data_off + section_bytes.size(), 0u); std::vector<std::uint8_t> buf(data_off + section_bytes.size(), 0u);
buf[0] = 'M'; buf[0] = 'M'; buf[1] = 'Z';
buf[1] = 'Z';
std::memcpy(buf.data() + 0x3Cu, &e_lfanew, 4); std::memcpy(buf.data() + 0x3Cu, &e_lfanew, 4);
buf[nt_off] = 'P'; buf[nt_off] = 'P'; buf[nt_off + 1] = 'E';
buf[nt_off + 1] = 'E';
constexpr std::uint16_t machine = 0x8664u, num_sections = 1u; const std::uint16_t machine = 0x8664u, num_sections = 1u;
std::memcpy(buf.data() + fh_off, &machine, 2); std::memcpy(buf.data() + fh_off, &machine, 2);
std::memcpy(buf.data() + fh_off + 2, &num_sections, 2); std::memcpy(buf.data() + fh_off + 2, &num_sections, 2);
std::memcpy(buf.data() + fh_off + 16, &size_opt, 2); std::memcpy(buf.data() + fh_off + 16, &size_opt, 2);
constexpr std::uint16_t magic = 0x20Bu; const std::uint16_t magic = 0x20Bu;
std::memcpy(buf.data() + oh_off, &magic, 2); std::memcpy(buf.data() + oh_off, &magic, 2);
constexpr char name[8] = {'.', 't', 'e', 'x', 't', 0, 0, 0}; const char name[8] = {'.','t','e','x','t',0,0,0};
std::memcpy(buf.data() + sh_off, name, 8); std::memcpy(buf.data() + sh_off, name, 8);
const auto vsize = static_cast<std::uint32_t>(section_bytes.size()); const auto vsize = static_cast<std::uint32_t>(section_bytes.size());
constexpr std::uint32_t vaddr = 0x1000u; const std::uint32_t vaddr = 0x1000u;
constexpr auto ptr_raw = static_cast<std::uint32_t>(data_off); const auto ptr_raw = static_cast<std::uint32_t>(data_off);
std::memcpy(buf.data() + sh_off + 8, &vsize, 4); std::memcpy(buf.data() + sh_off + 8, &vsize, 4);
std::memcpy(buf.data() + sh_off + 12, &vaddr, 4); std::memcpy(buf.data() + sh_off + 12, &vaddr, 4);
std::memcpy(buf.data() + sh_off + 16, &vsize, 4); std::memcpy(buf.data() + sh_off + 16, &vsize, 4);

View File

@@ -40,9 +40,8 @@ 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(), 2u); ASSERT_EQ(path.size(), 1u);
EXPECT_EQ(path.front(), v1); EXPECT_EQ(path.front(), v2);
EXPECT_EQ(path.back(), v2);
} }
TEST(AStarExtra, StartEqualsGoal) TEST(AStarExtra, StartEqualsGoal)
@@ -102,7 +101,7 @@ 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.back(), goal); EXPECT_EQ(path.front(), goal);
} }
TEST(AstarTests, TrivialDirectNeighborPath) TEST(AstarTests, TrivialDirectNeighborPath)
@@ -115,9 +114,8 @@ 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(), 2u); ASSERT_EQ(path.size(), 1u);
EXPECT_EQ(path.front(), v1); EXPECT_EQ(path.front(), v2);
EXPECT_EQ(path.back(), v2);
} }
TEST(AstarTests, NoPathWhenDisconnected) TEST(AstarTests, NoPathWhenDisconnected)

View File

@@ -1,240 +0,0 @@
//
// Created by Vladislav on 19.04.2026.
//
#include <gtest/gtest.h>
#include "omath/3d_primitives/aabb.hpp"
using AABB = omath::primitives::Aabb<float>;
using Vec3 = omath::Vector3<float>;
// --- center() ---
TEST(AabbTests, CenterOfSymmetricBox)
{
constexpr AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr auto c = box.center();
EXPECT_FLOAT_EQ(c.x, 0.f);
EXPECT_FLOAT_EQ(c.y, 0.f);
EXPECT_FLOAT_EQ(c.z, 0.f);
}
TEST(AabbTests, CenterOfOffsetBox)
{
constexpr AABB box{{1.f, 2.f, 3.f}, {3.f, 6.f, 7.f}};
constexpr auto c = box.center();
EXPECT_FLOAT_EQ(c.x, 2.f);
EXPECT_FLOAT_EQ(c.y, 4.f);
EXPECT_FLOAT_EQ(c.z, 5.f);
}
TEST(AabbTests, CenterOfDegenerateBox)
{
constexpr AABB box{{5.f, 5.f, 5.f}, {5.f, 5.f, 5.f}};
constexpr auto c = box.center();
EXPECT_FLOAT_EQ(c.x, 5.f);
EXPECT_FLOAT_EQ(c.y, 5.f);
EXPECT_FLOAT_EQ(c.z, 5.f);
}
// --- extents() ---
TEST(AabbTests, ExtentsOfSymmetricBox)
{
constexpr AABB box{{-2.f, -3.f, -4.f}, {2.f, 3.f, 4.f}};
constexpr auto e = box.extents();
EXPECT_FLOAT_EQ(e.x, 2.f);
EXPECT_FLOAT_EQ(e.y, 3.f);
EXPECT_FLOAT_EQ(e.z, 4.f);
}
TEST(AabbTests, ExtentsOfUnitBox)
{
constexpr AABB box{{0.f, 0.f, 0.f}, {2.f, 2.f, 2.f}};
constexpr auto e = box.extents();
EXPECT_FLOAT_EQ(e.x, 1.f);
EXPECT_FLOAT_EQ(e.y, 1.f);
EXPECT_FLOAT_EQ(e.z, 1.f);
}
TEST(AabbTests, ExtentsOfDegenerateBox)
{
constexpr AABB box{{3.f, 3.f, 3.f}, {3.f, 3.f, 3.f}};
constexpr auto e = box.extents();
EXPECT_FLOAT_EQ(e.x, 0.f);
EXPECT_FLOAT_EQ(e.y, 0.f);
EXPECT_FLOAT_EQ(e.z, 0.f);
}
using UpAxis = omath::primitives::UpAxis;
// --- top() ---
TEST(AabbTests, TopYUpSymmetricBox)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
constexpr auto t = box.top<UpAxis::Y>();
EXPECT_FLOAT_EQ(t.x, 0.f);
EXPECT_FLOAT_EQ(t.y, 2.f);
EXPECT_FLOAT_EQ(t.z, 0.f);
}
TEST(AabbTests, TopYUpOffsetBox)
{
constexpr AABB box{{1.f, 4.f, 2.f}, {3.f, 10.f, 6.f}};
constexpr auto t = box.top<UpAxis::Y>();
EXPECT_FLOAT_EQ(t.x, 2.f);
EXPECT_FLOAT_EQ(t.y, 10.f);
EXPECT_FLOAT_EQ(t.z, 4.f);
}
TEST(AabbTests, TopZUpSymmetricBox)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
constexpr auto t = box.top<UpAxis::Z>();
EXPECT_FLOAT_EQ(t.x, 0.f);
EXPECT_FLOAT_EQ(t.y, 0.f);
EXPECT_FLOAT_EQ(t.z, 3.f);
}
TEST(AabbTests, TopZUpOffsetBox)
{
constexpr AABB box{{1.f, 4.f, 2.f}, {3.f, 10.f, 6.f}};
constexpr auto t = box.top<UpAxis::Z>();
EXPECT_FLOAT_EQ(t.x, 2.f);
EXPECT_FLOAT_EQ(t.y, 7.f);
EXPECT_FLOAT_EQ(t.z, 6.f);
}
TEST(AabbTests, TopDefaultIsYUp)
{
constexpr AABB box{{0.f, 0.f, 0.f}, {2.f, 4.f, 6.f}};
EXPECT_EQ(box.top(), box.top<UpAxis::Y>());
}
// --- bottom() ---
TEST(AabbTests, BottomYUpSymmetricBox)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
constexpr auto b = box.bottom<UpAxis::Y>();
EXPECT_FLOAT_EQ(b.x, 0.f);
EXPECT_FLOAT_EQ(b.y, -2.f);
EXPECT_FLOAT_EQ(b.z, 0.f);
}
TEST(AabbTests, BottomYUpOffsetBox)
{
constexpr AABB box{{1.f, 4.f, 2.f}, {3.f, 10.f, 6.f}};
constexpr auto b = box.bottom<UpAxis::Y>();
EXPECT_FLOAT_EQ(b.x, 2.f);
EXPECT_FLOAT_EQ(b.y, 4.f);
EXPECT_FLOAT_EQ(b.z, 4.f);
}
TEST(AabbTests, BottomZUpSymmetricBox)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
constexpr auto b = box.bottom<UpAxis::Z>();
EXPECT_FLOAT_EQ(b.x, 0.f);
EXPECT_FLOAT_EQ(b.y, 0.f);
EXPECT_FLOAT_EQ(b.z, -3.f);
}
TEST(AabbTests, BottomZUpOffsetBox)
{
constexpr AABB box{{1.f, 4.f, 2.f}, {3.f, 10.f, 6.f}};
constexpr auto b = box.bottom<UpAxis::Z>();
EXPECT_FLOAT_EQ(b.x, 2.f);
EXPECT_FLOAT_EQ(b.y, 7.f);
EXPECT_FLOAT_EQ(b.z, 2.f);
}
TEST(AabbTests, BottomDefaultIsYUp)
{
constexpr AABB box{{0.f, 0.f, 0.f}, {2.f, 4.f, 6.f}};
EXPECT_EQ(box.bottom(), box.bottom<UpAxis::Y>());
}
TEST(AabbTests, TopAndBottomAreSymmetric)
{
constexpr AABB box{{-1.f, -2.f, -3.f}, {1.f, 2.f, 3.f}};
EXPECT_FLOAT_EQ(box.top<UpAxis::Y>().y, -box.bottom<UpAxis::Y>().y);
EXPECT_FLOAT_EQ(box.top<UpAxis::Z>().z, -box.bottom<UpAxis::Z>().z);
}
// --- is_collide() ---
TEST(AabbTests, OverlappingBoxesCollide)
{
constexpr AABB a{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{0.f, 0.f, 0.f}, {2.f, 2.f, 2.f}};
EXPECT_TRUE(a.is_collide(b));
EXPECT_TRUE(b.is_collide(a));
}
TEST(AabbTests, SeparatedBoxesDoNotCollide)
{
constexpr AABB a{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{2.f, 2.f, 2.f}, {4.f, 4.f, 4.f}};
EXPECT_FALSE(a.is_collide(b));
EXPECT_FALSE(b.is_collide(a));
}
TEST(AabbTests, TouchingFacesCollide)
{
constexpr AABB a{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{1.f, -1.f, -1.f}, {3.f, 1.f, 1.f}};
EXPECT_TRUE(a.is_collide(b));
EXPECT_TRUE(b.is_collide(a));
}
TEST(AabbTests, ContainedBoxCollides)
{
constexpr AABB outer{{-3.f, -3.f, -3.f}, {3.f, 3.f, 3.f}};
constexpr AABB inner{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
EXPECT_TRUE(outer.is_collide(inner));
EXPECT_TRUE(inner.is_collide(outer));
}
TEST(AabbTests, SeparatedOnXAxisDoNotCollide)
{
constexpr AABB a{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{2.f, 0.f, 0.f}, {3.f, 1.f, 1.f}};
EXPECT_FALSE(a.is_collide(b));
}
TEST(AabbTests, SeparatedOnYAxisDoNotCollide)
{
constexpr AABB a{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{0.f, 2.f, 0.f}, {1.f, 3.f, 1.f}};
EXPECT_FALSE(a.is_collide(b));
}
TEST(AabbTests, SeparatedOnZAxisDoNotCollide)
{
constexpr AABB a{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}};
constexpr AABB b{{0.f, 0.f, 2.f}, {1.f, 1.f, 3.f}};
EXPECT_FALSE(a.is_collide(b));
}
TEST(AabbTests, IdenticalBoxesCollide)
{
constexpr AABB a{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
EXPECT_TRUE(a.is_collide(a));
}
TEST(AabbTests, DegeneratePointBoxCollidesWhenInsideOther)
{
constexpr AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB point{{0.f, 0.f, 0.f}, {0.f, 0.f, 0.f}};
EXPECT_TRUE(box.is_collide(point));
EXPECT_TRUE(point.is_collide(box));
}
TEST(AabbTests, DegeneratePointBoxDoesNotCollideWhenOutside)
{
constexpr AABB box{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}};
constexpr AABB point{{5.f, 0.f, 0.f}, {5.f, 0.f, 0.f}};
EXPECT_FALSE(box.is_collide(point));
EXPECT_FALSE(point.is_collide(box));
}

View File

@@ -0,0 +1,876 @@
//
// Created by Orange on 04/08/2026.
//
#include <gtest/gtest.h>
#include <omath/collision/bvh_tree.hpp>
#include <algorithm>
#include <random>
#include <set>
using Aabb = omath::primitives::Aabb<float>;
using BvhTree = omath::collision::BvhTree<float>;
using Ray = omath::collision::Ray<>;
using HitResult = BvhTree::HitResult;
using AabbD = omath::primitives::Aabb<double>;
using BvhTreeD = omath::collision::BvhTree<double>;
// ============================================================================
// Helper: brute-force overlap query for verification
// ============================================================================
static std::set<std::size_t> brute_force_overlaps(const std::vector<Aabb>& aabbs, const Aabb& query)
{
std::set<std::size_t> result;
for (std::size_t i = 0; i < aabbs.size(); ++i)
{
if (query.min.x <= aabbs[i].max.x && query.max.x >= aabbs[i].min.x
&& query.min.y <= aabbs[i].max.y && query.max.y >= aabbs[i].min.y
&& query.min.z <= aabbs[i].max.z && query.max.z >= aabbs[i].min.z)
result.insert(i);
}
return result;
}
// ============================================================================
// Construction tests
// ============================================================================
TEST(UnitTestBvhTree, EmptyTree)
{
const BvhTree tree;
EXPECT_TRUE(tree.empty());
EXPECT_EQ(tree.node_count(), 0);
EXPECT_TRUE(tree.query_overlaps({}).empty());
}
TEST(UnitTestBvhTree, EmptySpan)
{
const std::vector<Aabb> empty;
const BvhTree tree(empty);
EXPECT_TRUE(tree.empty());
EXPECT_EQ(tree.node_count(), 0);
}
TEST(UnitTestBvhTree, SingleElement)
{
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}}
};
const BvhTree tree(aabbs);
EXPECT_FALSE(tree.empty());
EXPECT_EQ(tree.node_count(), 1);
const auto results = tree.query_overlaps({{0.5f, 0.5f, 0.5f}, {1.5f, 1.5f, 1.5f}});
ASSERT_EQ(results.size(), 1);
EXPECT_EQ(results[0], 0);
const auto miss = tree.query_overlaps({{5.f, 5.f, 5.f}, {6.f, 6.f, 6.f}});
EXPECT_TRUE(miss.empty());
}
TEST(UnitTestBvhTree, TwoElements)
{
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
{{5.f, 5.f, 5.f}, {6.f, 6.f, 6.f}},
};
const BvhTree tree(aabbs);
EXPECT_FALSE(tree.empty());
// Hit first only
auto r = tree.query_overlaps({{-0.5f, -0.5f, -0.5f}, {0.5f, 0.5f, 0.5f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 0);
// Hit second only
r = tree.query_overlaps({{5.5f, 5.5f, 5.5f}, {7.f, 7.f, 7.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 1);
// Hit both
r = tree.query_overlaps({{-1.f, -1.f, -1.f}, {10.f, 10.f, 10.f}});
EXPECT_EQ(r.size(), 2);
}
TEST(UnitTestBvhTree, ThreeElements)
{
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
{{2.f, 2.f, 2.f}, {3.f, 3.f, 3.f}},
{{10.f, 10.f, 10.f}, {11.f, 11.f, 11.f}},
};
const BvhTree tree(aabbs);
const auto results = tree.query_overlaps({{0.5f, 0.5f, 0.5f}, {2.5f, 2.5f, 2.5f}});
EXPECT_EQ(results.size(), 2);
const auto far = tree.query_overlaps({{9.5f, 9.5f, 9.5f}, {10.5f, 10.5f, 10.5f}});
ASSERT_EQ(far.size(), 1);
EXPECT_EQ(far[0], 2);
}
TEST(UnitTestBvhTree, NodeCountGrowsSublinearly)
{
// For N objects, node count should be at most 2N-1
std::vector<Aabb> aabbs;
for (int i = 0; i < 100; ++i)
{
const auto f = static_cast<float>(i) * 3.f;
aabbs.push_back({{f, 0.f, 0.f}, {f + 1.f, 1.f, 1.f}});
}
const BvhTree tree(aabbs);
EXPECT_LE(tree.node_count(), 2 * aabbs.size());
}
// ============================================================================
// Overlap query tests
// ============================================================================
TEST(UnitTestBvhTree, OverlapExactTouch)
{
// Two boxes share exactly one face
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
{{1.f, 0.f, 0.f}, {2.f, 1.f, 1.f}},
};
const BvhTree tree(aabbs);
// Query exactly at the shared face — should overlap both
const auto r = tree.query_overlaps({{0.5f, 0.f, 0.f}, {1.5f, 1.f, 1.f}});
EXPECT_EQ(r.size(), 2);
}
TEST(UnitTestBvhTree, OverlapEdgeTouch)
{
// Query AABB edge-touches an object AABB
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
};
const BvhTree tree(aabbs);
// Touching at corner point (1,1,1)
const auto r = tree.query_overlaps({{1.f, 1.f, 1.f}, {2.f, 2.f, 2.f}});
EXPECT_EQ(r.size(), 1);
}
TEST(UnitTestBvhTree, OverlapQueryInsideObject)
{
// Query is fully inside an object
const std::vector<Aabb> aabbs = {
{{-10.f, -10.f, -10.f}, {10.f, 10.f, 10.f}},
};
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 0);
}
TEST(UnitTestBvhTree, OverlapObjectInsideQuery)
{
// Object is fully inside the query
const std::vector<Aabb> aabbs = {
{{4.f, 4.f, 4.f}, {5.f, 5.f, 5.f}},
};
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{0.f, 0.f, 0.f}, {10.f, 10.f, 10.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 0);
}
TEST(UnitTestBvhTree, OverlapMissOnSingleAxis)
{
// Overlap on X and Y but not Z
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
};
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{0.f, 0.f, 5.f}, {1.f, 1.f, 6.f}});
EXPECT_TRUE(r.empty());
}
TEST(UnitTestBvhTree, OverlapNegativeCoordinates)
{
const std::vector<Aabb> aabbs = {
{{-5.f, -5.f, -5.f}, {-3.f, -3.f, -3.f}},
{{-2.f, -2.f, -2.f}, {0.f, 0.f, 0.f}},
{{1.f, 1.f, 1.f}, {3.f, 3.f, 3.f}},
};
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{-6.f, -6.f, -6.f}, {-4.f, -4.f, -4.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 0);
}
TEST(UnitTestBvhTree, OverlapMixedNegativePositive)
{
const std::vector<Aabb> aabbs = {
{{-1.f, -1.f, -1.f}, {1.f, 1.f, 1.f}},
};
const BvhTree tree(aabbs);
// Query spans negative and positive
const auto r = tree.query_overlaps({{-0.5f, -0.5f, -0.5f}, {0.5f, 0.5f, 0.5f}});
ASSERT_EQ(r.size(), 1);
}
TEST(UnitTestBvhTree, OverlapNoHitsAmongMany)
{
std::vector<Aabb> aabbs;
for (int i = 0; i < 50; ++i)
{
const auto f = static_cast<float>(i) * 5.f;
aabbs.push_back({{f, 0.f, 0.f}, {f + 1.f, 1.f, 1.f}});
}
const BvhTree tree(aabbs);
// Query far from all objects
const auto r = tree.query_overlaps({{-100.f, -100.f, -100.f}, {-90.f, -90.f, -90.f}});
EXPECT_TRUE(r.empty());
}
TEST(UnitTestBvhTree, OverlapAllObjects)
{
std::vector<Aabb> aabbs;
for (int i = 0; i < 64; ++i)
{
const auto f = static_cast<float>(i);
aabbs.push_back({{f, f, f}, {f + 0.5f, f + 0.5f, f + 0.5f}});
}
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{-1.f, -1.f, -1.f}, {100.f, 100.f, 100.f}});
EXPECT_EQ(r.size(), 64);
}
TEST(UnitTestBvhTree, OverlapReturnsCorrectIndices)
{
// Specific index verification
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}}, // 0
{{10.f, 0.f, 0.f}, {11.f, 1.f, 1.f}}, // 1
{{20.f, 0.f, 0.f}, {21.f, 1.f, 1.f}}, // 2
{{30.f, 0.f, 0.f}, {31.f, 1.f, 1.f}}, // 3
{{40.f, 0.f, 0.f}, {41.f, 1.f, 1.f}}, // 4
};
const BvhTree tree(aabbs);
// Hit only index 2
auto r = tree.query_overlaps({{19.5f, -1.f, -1.f}, {20.5f, 2.f, 2.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 2);
// Hit only index 4
r = tree.query_overlaps({{39.5f, -1.f, -1.f}, {40.5f, 2.f, 2.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 4);
}
// ============================================================================
// Spatial distribution tests
// ============================================================================
TEST(UnitTestBvhTree, ObjectsAlongXAxis)
{
// All objects on a line along X
std::vector<Aabb> aabbs;
for (int i = 0; i < 20; ++i)
{
const auto f = static_cast<float>(i) * 4.f;
aabbs.push_back({{f, 0.f, 0.f}, {f + 1.f, 1.f, 1.f}});
}
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}});
EXPECT_EQ(r.size(), 1);
const auto mid = tree.query_overlaps({{7.5f, -1.f, -1.f}, {8.5f, 2.f, 2.f}});
EXPECT_EQ(mid.size(), 1);
}
TEST(UnitTestBvhTree, ObjectsAlongYAxis)
{
std::vector<Aabb> aabbs;
for (int i = 0; i < 20; ++i)
{
const auto f = static_cast<float>(i) * 4.f;
aabbs.push_back({{0.f, f, 0.f}, {1.f, f + 1.f, 1.f}});
}
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{-1.f, 38.f, -1.f}, {2.f, 40.f, 2.f}});
EXPECT_EQ(r.size(), 1);
}
TEST(UnitTestBvhTree, ObjectsAlongZAxis)
{
std::vector<Aabb> aabbs;
for (int i = 0; i < 20; ++i)
{
const auto f = static_cast<float>(i) * 4.f;
aabbs.push_back({{0.f, 0.f, f}, {1.f, 1.f, f + 1.f}});
}
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{-1.f, -1.f, 38.f}, {2.f, 2.f, 40.f}});
EXPECT_EQ(r.size(), 1);
}
TEST(UnitTestBvhTree, ObjectsInPlaneXY)
{
// Grid in the XY plane
std::vector<Aabb> aabbs;
for (int x = 0; x < 10; ++x)
for (int y = 0; y < 10; ++y)
{
const auto fx = static_cast<float>(x) * 3.f;
const auto fy = static_cast<float>(y) * 3.f;
aabbs.push_back({{fx, fy, 0.f}, {fx + 1.f, fy + 1.f, 1.f}});
}
const BvhTree tree(aabbs);
EXPECT_EQ(tree.query_overlaps({{-1.f, -1.f, -1.f}, {100.f, 100.f, 2.f}}).size(), 100);
// Single cell query
const auto r = tree.query_overlaps({{0.f, 0.f, 0.f}, {0.5f, 0.5f, 0.5f}});
EXPECT_EQ(r.size(), 1);
}
TEST(UnitTestBvhTree, ClusteredObjects)
{
// Two clusters far apart
std::vector<Aabb> aabbs;
for (int i = 0; i < 25; ++i)
{
const auto f = static_cast<float>(i) * 0.5f;
aabbs.push_back({{f, f, f}, {f + 0.4f, f + 0.4f, f + 0.4f}});
}
for (int i = 0; i < 25; ++i)
{
const auto f = 100.f + static_cast<float>(i) * 0.5f;
aabbs.push_back({{f, f, f}, {f + 0.4f, f + 0.4f, f + 0.4f}});
}
const BvhTree tree(aabbs);
// Query near first cluster
const auto r1 = tree.query_overlaps({{-1.f, -1.f, -1.f}, {15.f, 15.f, 15.f}});
EXPECT_EQ(r1.size(), 25);
// Query near second cluster
const auto r2 = tree.query_overlaps({{99.f, 99.f, 99.f}, {115.f, 115.f, 115.f}});
EXPECT_EQ(r2.size(), 25);
// Query between clusters — should find nothing
const auto gap = tree.query_overlaps({{50.f, 50.f, 50.f}, {60.f, 60.f, 60.f}});
EXPECT_TRUE(gap.empty());
}
TEST(UnitTestBvhTree, OverlappingObjects)
{
// Objects that overlap each other
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {2.f, 2.f, 2.f}},
{{1.f, 1.f, 1.f}, {3.f, 3.f, 3.f}},
{{1.5f, 1.5f, 1.5f}, {4.f, 4.f, 4.f}},
};
const BvhTree tree(aabbs);
// Query at the overlap region of all three
const auto r = tree.query_overlaps({{1.5f, 1.5f, 1.5f}, {2.f, 2.f, 2.f}});
EXPECT_EQ(r.size(), 3);
}
TEST(UnitTestBvhTree, IdenticalObjects)
{
// All objects at the same position
std::vector<Aabb> aabbs;
for (int i = 0; i < 10; ++i)
aabbs.push_back({{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}});
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}});
EXPECT_EQ(r.size(), 10);
}
TEST(UnitTestBvhTree, DegenerateThickPlanes)
{
// Very flat AABBs (thickness ~0 in one axis)
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {10.f, 10.f, 0.001f}},
{{0.f, 0.f, 5.f}, {10.f, 10.f, 5.001f}},
};
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{0.f, 0.f, -0.01f}, {10.f, 10.f, 0.01f}});
ASSERT_EQ(r.size(), 1);
}
TEST(UnitTestBvhTree, VaryingSizes)
{
// Objects of wildly different sizes
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {0.01f, 0.01f, 0.01f}}, // tiny
{{-500.f, -500.f, -500.f}, {500.f, 500.f, 500.f}}, // huge
{{10.f, 10.f, 10.f}, {11.f, 11.f, 11.f}}, // normal
};
const BvhTree tree(aabbs);
// The huge box should overlap almost any query
auto r = tree.query_overlaps({{200.f, 200.f, 200.f}, {201.f, 201.f, 201.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 1);
// Query at origin hits the tiny and the huge
r = tree.query_overlaps({{-0.1f, -0.1f, -0.1f}, {0.1f, 0.1f, 0.1f}});
EXPECT_EQ(r.size(), 2);
}
// ============================================================================
// Ray query tests
// ============================================================================
TEST(UnitTestBvhTree, RayQueryBasic)
{
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
{{5.f, 0.f, 0.f}, {6.f, 1.f, 1.f}},
{{0.f, 5.f, 0.f}, {1.f, 6.f, 1.f}},
};
const BvhTree tree(aabbs);
Ray ray;
ray.start = {-1.f, 0.5f, 0.5f};
ray.end = {10.f, 0.5f, 0.5f};
ray.infinite_length = true;
const auto hits = tree.query_ray(ray);
EXPECT_GE(hits.size(), 2);
if (hits.size() >= 2)
EXPECT_LE(hits[0].distance_sqr, hits[1].distance_sqr);
}
TEST(UnitTestBvhTree, RayQueryMissesAll)
{
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
{{5.f, 0.f, 0.f}, {6.f, 1.f, 1.f}},
};
const BvhTree tree(aabbs);
// Ray above everything
Ray ray;
ray.start = {-1.f, 100.f, 0.5f};
ray.end = {10.f, 100.f, 0.5f};
ray.infinite_length = true;
const auto hits = tree.query_ray(ray);
EXPECT_TRUE(hits.empty());
}
TEST(UnitTestBvhTree, RayQueryAlongY)
{
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
{{0.f, 5.f, 0.f}, {1.f, 6.f, 1.f}},
{{0.f, 10.f, 0.f}, {1.f, 11.f, 1.f}},
};
const BvhTree tree(aabbs);
Ray ray;
ray.start = {0.5f, -1.f, 0.5f};
ray.end = {0.5f, 20.f, 0.5f};
ray.infinite_length = true;
const auto hits = tree.query_ray(ray);
EXPECT_EQ(hits.size(), 3);
// Verify sorted by distance
for (std::size_t i = 1; i < hits.size(); ++i)
EXPECT_LE(hits[i - 1].distance_sqr, hits[i].distance_sqr);
}
TEST(UnitTestBvhTree, RayQueryAlongZ)
{
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
{{0.f, 0.f, 10.f}, {1.f, 1.f, 11.f}},
};
const BvhTree tree(aabbs);
Ray ray;
ray.start = {0.5f, 0.5f, -5.f};
ray.end = {0.5f, 0.5f, 20.f};
ray.infinite_length = true;
const auto hits = tree.query_ray(ray);
EXPECT_EQ(hits.size(), 2);
}
TEST(UnitTestBvhTree, RayQueryDiagonal)
{
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
{{5.f, 5.f, 5.f}, {6.f, 6.f, 6.f}},
{{10.f, 10.f, 10.f}, {11.f, 11.f, 11.f}},
};
const BvhTree tree(aabbs);
// Diagonal ray through all three
Ray ray;
ray.start = {-1.f, -1.f, -1.f};
ray.end = {15.f, 15.f, 15.f};
ray.infinite_length = true;
const auto hits = tree.query_ray(ray);
EXPECT_EQ(hits.size(), 3);
}
TEST(UnitTestBvhTree, RayQueryOnEmptyTree)
{
const BvhTree tree;
Ray ray;
ray.start = {0.f, 0.f, 0.f};
ray.end = {10.f, 0.f, 0.f};
ray.infinite_length = true;
const auto hits = tree.query_ray(ray);
EXPECT_TRUE(hits.empty());
}
TEST(UnitTestBvhTree, RayQuerySortedByDistance)
{
// Many boxes along a line
std::vector<Aabb> aabbs;
for (int i = 0; i < 20; ++i)
{
const auto f = static_cast<float>(i) * 3.f;
aabbs.push_back({{f, 0.f, 0.f}, {f + 1.f, 1.f, 1.f}});
}
const BvhTree tree(aabbs);
Ray ray;
ray.start = {-1.f, 0.5f, 0.5f};
ray.end = {100.f, 0.5f, 0.5f};
ray.infinite_length = true;
const auto hits = tree.query_ray(ray);
EXPECT_EQ(hits.size(), 20);
for (std::size_t i = 1; i < hits.size(); ++i)
EXPECT_LE(hits[i - 1].distance_sqr, hits[i].distance_sqr);
}
// ============================================================================
// Brute-force verification tests
// ============================================================================
TEST(UnitTestBvhTree, BruteForceVerificationGrid)
{
std::vector<Aabb> aabbs;
for (int x = 0; x < 10; ++x)
for (int y = 0; y < 10; ++y)
for (int z = 0; z < 10; ++z)
{
const auto fx = static_cast<float>(x) * 3.f;
const auto fy = static_cast<float>(y) * 3.f;
const auto fz = static_cast<float>(z) * 3.f;
aabbs.push_back({{fx, fy, fz}, {fx + 1.f, fy + 1.f, fz + 1.f}});
}
const BvhTree tree(aabbs);
// Test several queries and compare to brute force
const std::vector<Aabb> queries = {
{{0.f, 0.f, 0.f}, {1.5f, 1.5f, 1.5f}},
{{-1.f, -1.f, -1.f}, {100.f, 100.f, 100.f}},
{{13.f, 13.f, 13.f}, {14.f, 14.f, 14.f}},
{{-50.f, -50.f, -50.f}, {-40.f, -40.f, -40.f}},
{{5.5f, 5.5f, 5.5f}, {7.5f, 7.5f, 7.5f}},
};
for (const auto& q : queries)
{
const auto bvh_results = tree.query_overlaps(q);
const auto brute_results = brute_force_overlaps(aabbs, q);
const std::set<std::size_t> bvh_set(bvh_results.begin(), bvh_results.end());
EXPECT_EQ(bvh_set, brute_results)
<< "Mismatch for query [(" << q.min.x << "," << q.min.y << "," << q.min.z
<< ") -> (" << q.max.x << "," << q.max.y << "," << q.max.z << ")]";
}
}
TEST(UnitTestBvhTree, BruteForceVerificationRandom)
{
std::mt19937 rng(42);
std::uniform_real_distribution<float> pos_dist(-50.f, 50.f);
std::uniform_real_distribution<float> size_dist(0.5f, 3.f);
std::vector<Aabb> aabbs;
for (int i = 0; i < 200; ++i)
{
const auto x = pos_dist(rng);
const auto y = pos_dist(rng);
const auto z = pos_dist(rng);
const auto sx = size_dist(rng);
const auto sy = size_dist(rng);
const auto sz = size_dist(rng);
aabbs.push_back({{x, y, z}, {x + sx, y + sy, z + sz}});
}
const BvhTree tree(aabbs);
// Run 50 random queries
for (int i = 0; i < 50; ++i)
{
const auto qx = pos_dist(rng);
const auto qy = pos_dist(rng);
const auto qz = pos_dist(rng);
const auto qsx = size_dist(rng);
const auto qsy = size_dist(rng);
const auto qsz = size_dist(rng);
const Aabb query = {{qx, qy, qz}, {qx + qsx, qy + qsy, qz + qsz}};
const auto bvh_results = tree.query_overlaps(query);
const auto brute_results = brute_force_overlaps(aabbs, query);
const std::set<std::size_t> bvh_set(bvh_results.begin(), bvh_results.end());
EXPECT_EQ(bvh_set, brute_results) << "Mismatch on random query iteration " << i;
}
}
// ============================================================================
// Large dataset tests
// ============================================================================
TEST(UnitTestBvhTree, LargeGridDataset)
{
std::vector<Aabb> aabbs;
for (int x = 0; x < 10; ++x)
for (int y = 0; y < 10; ++y)
for (int z = 0; z < 10; ++z)
{
const auto fx = static_cast<float>(x) * 3.f;
const auto fy = static_cast<float>(y) * 3.f;
const auto fz = static_cast<float>(z) * 3.f;
aabbs.push_back({{fx, fy, fz}, {fx + 1.f, fy + 1.f, fz + 1.f}});
}
const BvhTree tree(aabbs);
EXPECT_FALSE(tree.empty());
const auto results = tree.query_overlaps({{0.f, 0.f, 0.f}, {1.5f, 1.5f, 1.5f}});
EXPECT_EQ(results.size(), 1);
const auto all_results = tree.query_overlaps({{-1.f, -1.f, -1.f}, {100.f, 100.f, 100.f}});
EXPECT_EQ(all_results.size(), 1000);
}
TEST(UnitTestBvhTree, FiveThousandObjects)
{
std::vector<Aabb> aabbs;
for (int i = 0; i < 5000; ++i)
{
const auto f = static_cast<float>(i) * 2.f;
aabbs.push_back({{f, 0.f, 0.f}, {f + 1.f, 1.f, 1.f}});
}
const BvhTree tree(aabbs);
EXPECT_FALSE(tree.empty());
// Query that should hit exactly 1
const auto r = tree.query_overlaps({{0.f, 0.f, 0.f}, {0.5f, 0.5f, 0.5f}});
EXPECT_EQ(r.size(), 1);
// Query that misses
const auto miss = tree.query_overlaps({{-100.f, -100.f, -100.f}, {-90.f, -90.f, -90.f}});
EXPECT_TRUE(miss.empty());
}
// ============================================================================
// Double precision tests
// ============================================================================
TEST(UnitTestBvhTree, DoublePrecision)
{
const std::vector<AabbD> aabbs = {
{{0.0, 0.0, 0.0}, {1.0, 1.0, 1.0}},
{{5.0, 5.0, 5.0}, {6.0, 6.0, 6.0}},
{{10.0, 10.0, 10.0}, {11.0, 11.0, 11.0}},
};
const BvhTreeD tree(aabbs);
EXPECT_FALSE(tree.empty());
const auto r = tree.query_overlaps({{0.5, 0.5, 0.5}, {1.5, 1.5, 1.5}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 0);
const auto r2 = tree.query_overlaps({{4.5, 4.5, 4.5}, {5.5, 5.5, 5.5}});
ASSERT_EQ(r2.size(), 1);
EXPECT_EQ(r2[0], 1);
}
TEST(UnitTestBvhTree, DoublePrecisionLargeCoordinates)
{
const std::vector<AabbD> aabbs = {
{{1e10, 1e10, 1e10}, {1e10 + 1.0, 1e10 + 1.0, 1e10 + 1.0}},
{{-1e10, -1e10, -1e10}, {-1e10 + 1.0, -1e10 + 1.0, -1e10 + 1.0}},
};
const BvhTreeD tree(aabbs);
const auto r = tree.query_overlaps({{1e10 - 0.5, 1e10 - 0.5, 1e10 - 0.5},
{1e10 + 0.5, 1e10 + 0.5, 1e10 + 0.5}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 0);
}
// ============================================================================
// Edge case tests
// ============================================================================
TEST(UnitTestBvhTree, ZeroSizeQuery)
{
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
};
const BvhTree tree(aabbs);
// Point query inside the box
const auto r = tree.query_overlaps({{0.5f, 0.5f, 0.5f}, {0.5f, 0.5f, 0.5f}});
EXPECT_EQ(r.size(), 1);
// Point query outside the box
const auto miss = tree.query_overlaps({{5.f, 5.f, 5.f}, {5.f, 5.f, 5.f}});
EXPECT_TRUE(miss.empty());
}
TEST(UnitTestBvhTree, ZeroSizeObjects)
{
// Point-like AABBs
const std::vector<Aabb> aabbs = {
{{1.f, 1.f, 1.f}, {1.f, 1.f, 1.f}},
{{5.f, 5.f, 5.f}, {5.f, 5.f, 5.f}},
};
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{0.f, 0.f, 0.f}, {2.f, 2.f, 2.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 0);
}
TEST(UnitTestBvhTree, NoDuplicateResults)
{
std::vector<Aabb> aabbs;
for (int i = 0; i < 50; ++i)
{
const auto f = static_cast<float>(i) * 2.f;
aabbs.push_back({{f, 0.f, 0.f}, {f + 1.f, 1.f, 1.f}});
}
const BvhTree tree(aabbs);
const auto r = tree.query_overlaps({{-1.f, -1.f, -1.f}, {200.f, 2.f, 2.f}});
// Check for duplicates
const std::set<std::size_t> unique_results(r.begin(), r.end());
EXPECT_EQ(unique_results.size(), r.size());
EXPECT_EQ(r.size(), 50);
}
TEST(UnitTestBvhTree, LargeSpread)
{
// Objects with huge gaps between them
const std::vector<Aabb> aabbs = {
{{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}},
{{1000.f, 0.f, 0.f}, {1001.f, 1.f, 1.f}},
{{-1000.f, 0.f, 0.f}, {-999.f, 1.f, 1.f}},
{{0.f, 1000.f, 0.f}, {1.f, 1001.f, 1.f}},
{{0.f, -1000.f, 0.f}, {1.f, -999.f, 1.f}},
};
const BvhTree tree(aabbs);
auto r = tree.query_overlaps({{999.f, -1.f, -1.f}, {1002.f, 2.f, 2.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 1);
r = tree.query_overlaps({{-1001.f, -1.f, -1.f}, {-998.f, 2.f, 2.f}});
ASSERT_EQ(r.size(), 1);
EXPECT_EQ(r[0], 2);
}
TEST(UnitTestBvhTree, AllObjectsSameCenter)
{
// All AABBs centered at origin but different sizes
std::vector<Aabb> aabbs;
for (int i = 1; i <= 10; ++i)
{
const auto s = static_cast<float>(i);
aabbs.push_back({{-s, -s, -s}, {s, s, s}});
}
const BvhTree tree(aabbs);
// Small query at origin should hit all
const auto r = tree.query_overlaps({{-0.1f, -0.1f, -0.1f}, {0.1f, 0.1f, 0.1f}});
EXPECT_EQ(r.size(), 10);
// Query touching only the largest box
const auto r2 = tree.query_overlaps({{9.5f, 9.5f, 9.5f}, {10.5f, 10.5f, 10.5f}});
ASSERT_EQ(r2.size(), 1);
EXPECT_EQ(r2[0], 9);
}
TEST(UnitTestBvhTree, MultipleQueriesSameTree)
{
std::vector<Aabb> aabbs;
for (int i = 0; i < 100; ++i)
{
const auto f = static_cast<float>(i) * 2.f;
aabbs.push_back({{f, 0.f, 0.f}, {f + 1.f, 1.f, 1.f}});
}
const BvhTree tree(aabbs);
// Run many queries on the same tree
for (int i = 0; i < 100; ++i)
{
const auto f = static_cast<float>(i) * 2.f;
const auto r = tree.query_overlaps({{f, 0.f, 0.f}, {f + 1.f, 1.f, 1.f}});
ASSERT_GE(r.size(), 1) << "Query for object " << i << " should find at least itself";
}
}

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@@ -1,275 +0,0 @@
//
// Created by Vladislav on 20.04.2026.
//
#include <gtest/gtest.h>
#include <omath/engines/cry_engine/traits/pred_engine_trait.hpp>
#include <omath/projectile_prediction/projectile.hpp>
#include <omath/projectile_prediction/target.hpp>
using namespace omath;
using namespace omath::cry_engine;
// ---- predict_projectile_position ----
TEST(CryPredEngineTrait, PredictProjectilePositionAtTimeZero)
{
projectile_prediction::Projectile p;
p.m_origin = {1.f, 2.f, 3.f};
p.m_launch_offset = {4.f, 5.f, 6.f};
p.m_launch_speed = 100.f;
p.m_gravity_scale = 1.f;
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 0.f, 9.81f);
// At t=0 no velocity is applied, just origin+offset
EXPECT_NEAR(pos.x, 5.f, 1e-4f);
EXPECT_NEAR(pos.y, 7.f, 1e-4f);
EXPECT_NEAR(pos.z, 9.f, 1e-4f);
}
TEST(CryPredEngineTrait, PredictProjectilePositionZeroAnglesForwardIsY)
{
// Cry engine forward = +Y. At pitch=0, yaw=0 the projectile travels along +Y.
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 0.f; // no gravity so we isolate direction
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f);
EXPECT_NEAR(pos.x, 0.f, 1e-4f);
EXPECT_NEAR(pos.y, 10.f, 1e-4f);
EXPECT_NEAR(pos.z, 0.f, 1e-4f);
}
TEST(CryPredEngineTrait, PredictProjectilePositionGravityDropsZ)
{
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 1.f;
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 2.f, 9.81f);
// z = 0 - (9.81 * 1) * (4) * 0.5 = -19.62
EXPECT_NEAR(pos.z, -9.81f * 4.f * 0.5f, 1e-3f);
}
TEST(CryPredEngineTrait, PredictProjectilePositionGravityScaleZeroNoZDrop)
{
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 0.f;
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 3.f, 9.81f);
EXPECT_NEAR(pos.z, 0.f, 1e-4f);
}
TEST(CryPredEngineTrait, PredictProjectilePositionWithLaunchOffset)
{
projectile_prediction::Projectile p;
p.m_origin = {5.f, 0.f, 0.f};
p.m_launch_offset = {0.f, 0.f, 2.f};
p.m_launch_speed = 10.f;
p.m_gravity_scale = 0.f;
const auto pos = PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 0.f);
// launch position = {5, 0, 2}, travels along +Y by 10
EXPECT_NEAR(pos.x, 5.f, 1e-4f);
EXPECT_NEAR(pos.y, 10.f, 1e-4f);
EXPECT_NEAR(pos.z, 2.f, 1e-4f);
}
// ---- predict_target_position ----
TEST(CryPredEngineTrait, PredictTargetPositionGroundedStationary)
{
projectile_prediction::Target t;
t.m_origin = {10.f, 20.f, 5.f};
t.m_velocity = {0.f, 0.f, 0.f};
t.m_is_airborne = false;
const auto pred = PredEngineTrait::predict_target_position(t, 5.f, 9.81f);
EXPECT_NEAR(pred.x, 10.f, 1e-6f);
EXPECT_NEAR(pred.y, 20.f, 1e-6f);
EXPECT_NEAR(pred.z, 5.f, 1e-6f);
}
TEST(CryPredEngineTrait, PredictTargetPositionGroundedMoving)
{
projectile_prediction::Target t;
t.m_origin = {0.f, 0.f, 0.f};
t.m_velocity = {3.f, 4.f, 0.f};
t.m_is_airborne = false;
const auto pred = PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred.x, 6.f, 1e-6f);
EXPECT_NEAR(pred.y, 8.f, 1e-6f);
EXPECT_NEAR(pred.z, 0.f, 1e-6f); // grounded — no gravity
}
TEST(CryPredEngineTrait, PredictTargetPositionAirborneGravityDropsZ)
{
projectile_prediction::Target t;
t.m_origin = {0.f, 0.f, 20.f};
t.m_velocity = {0.f, 0.f, 0.f};
t.m_is_airborne = true;
const auto pred = PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
// z = 20 - 9.81 * 4 * 0.5 = 20 - 19.62 = 0.38
EXPECT_NEAR(pred.z, 20.f - 9.81f * 4.f * 0.5f, 1e-4f);
}
TEST(CryPredEngineTrait, PredictTargetPositionAirborneMovingWithGravity)
{
projectile_prediction::Target t;
t.m_origin = {0.f, 0.f, 50.f};
t.m_velocity = {10.f, 5.f, 0.f};
t.m_is_airborne = true;
const auto pred = PredEngineTrait::predict_target_position(t, 3.f, 9.81f);
EXPECT_NEAR(pred.x, 30.f, 1e-4f);
EXPECT_NEAR(pred.y, 15.f, 1e-4f);
EXPECT_NEAR(pred.z, 50.f - 9.81f * 9.f * 0.5f, 1e-4f);
}
// ---- calc_vector_2d_distance ----
TEST(CryPredEngineTrait, CalcVector2dDistance_3_4_5)
{
EXPECT_NEAR(PredEngineTrait::calc_vector_2d_distance({3.f, 4.f, 999.f}), 5.f, 1e-5f);
}
TEST(CryPredEngineTrait, CalcVector2dDistance_ZeroVector)
{
EXPECT_NEAR(PredEngineTrait::calc_vector_2d_distance({0.f, 0.f, 0.f}), 0.f, 1e-6f);
}
TEST(CryPredEngineTrait, CalcVector2dDistance_ZIgnored)
{
// Z does not affect the 2D distance
EXPECT_NEAR(PredEngineTrait::calc_vector_2d_distance({0.f, 5.f, 100.f}),
PredEngineTrait::calc_vector_2d_distance({0.f, 5.f, 0.f}), 1e-6f);
}
// ---- get_vector_height_coordinate ----
TEST(CryPredEngineTrait, GetVectorHeightCoordinate_ReturnsZ)
{
// Cry engine up = +Z
EXPECT_FLOAT_EQ(PredEngineTrait::get_vector_height_coordinate({1.f, 2.f, 7.f}), 7.f);
}
// ---- calc_direct_pitch_angle ----
TEST(CryPredEngineTrait, CalcDirectPitchAngle_Flat)
{
// Target at same height → pitch = 0
EXPECT_NEAR(PredEngineTrait::calc_direct_pitch_angle({0.f, 0.f, 0.f}, {0.f, 100.f, 0.f}), 0.f, 1e-4f);
}
TEST(CryPredEngineTrait, CalcDirectPitchAngle_LookingUp)
{
// Target at 45° above (equal XY distance and Z height)
// direction to {0, 1, 1} normalized = {0, 0.707, 0.707}, asin(0.707) = 45°
EXPECT_NEAR(PredEngineTrait::calc_direct_pitch_angle({0.f, 0.f, 0.f}, {0.f, 1.f, 1.f}), 45.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectPitchAngle_LookingDown)
{
// Target directly below
EXPECT_NEAR(PredEngineTrait::calc_direct_pitch_angle({0.f, 0.f, 10.f}, {0.f, 0.f, 0.f}), -90.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectPitchAngle_LookingDirectlyUp)
{
EXPECT_NEAR(PredEngineTrait::calc_direct_pitch_angle({0.f, 0.f, 0.f}, {0.f, 0.f, 100.f}), 90.f, 1e-3f);
}
// ---- calc_direct_yaw_angle ----
TEST(CryPredEngineTrait, CalcDirectYawAngle_ForwardAlongY)
{
// Cry engine forward = +Y → yaw = 0
EXPECT_NEAR(PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {0.f, 100.f, 0.f}), 0.f, 1e-4f);
}
TEST(CryPredEngineTrait, CalcDirectYawAngle_AlongPositiveX)
{
// direction = {1, 0, 0}, yaw = -atan2(1, 0) = -90°
EXPECT_NEAR(PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {100.f, 0.f, 0.f}), -90.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectYawAngle_AlongNegativeX)
{
// direction = {-1, 0, 0}, yaw = -atan2(-1, 0) = 90°
EXPECT_NEAR(PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {-100.f, 0.f, 0.f}), 90.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectYawAngle_BackwardAlongNegY)
{
// direction = {0, -1, 0}, yaw = -atan2(0, -1) = ±180°
const float yaw = PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {0.f, -100.f, 0.f});
EXPECT_NEAR(std::abs(yaw), 180.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcDirectYawAngle_OffOriginCamera)
{
// Same relative direction regardless of camera position
const float yaw_a = PredEngineTrait::calc_direct_yaw_angle({0.f, 0.f, 0.f}, {0.f, 100.f, 0.f});
const float yaw_b = PredEngineTrait::calc_direct_yaw_angle({50.f, 50.f, 0.f}, {50.f, 150.f, 0.f});
EXPECT_NEAR(yaw_a, yaw_b, 1e-4f);
}
// ---- calc_viewpoint_from_angles ----
TEST(CryPredEngineTrait, CalcViewpointFromAngles_45Degrees)
{
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
// Target along +Y at distance 10; pitch=45° → height = 10 * tan(45°) = 10
const Vector3<float> target{0.f, 10.f, 0.f};
const auto vp = PredEngineTrait::calc_viewpoint_from_angles(p, target, 45.f);
EXPECT_NEAR(vp.x, 0.f, 1e-4f);
EXPECT_NEAR(vp.y, 10.f, 1e-4f);
EXPECT_NEAR(vp.z, 10.f, 1e-3f);
}
TEST(CryPredEngineTrait, CalcViewpointFromAngles_ZeroPitch)
{
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 5.f};
p.m_launch_speed = 1.f;
const Vector3<float> target{3.f, 4.f, 0.f};
const auto vp = PredEngineTrait::calc_viewpoint_from_angles(p, target, 0.f);
// tan(0) = 0 → viewpoint Z = origin.z + 0 = 5
EXPECT_NEAR(vp.x, 3.f, 1e-4f);
EXPECT_NEAR(vp.y, 4.f, 1e-4f);
EXPECT_NEAR(vp.z, 5.f, 1e-4f);
}
TEST(CryPredEngineTrait, CalcViewpointXYMatchesPredictedTargetXY)
{
projectile_prediction::Projectile p;
p.m_origin = {1.f, 2.f, 3.f};
p.m_launch_speed = 50.f;
const Vector3<float> target{10.f, 20.f, 5.f};
const auto vp = PredEngineTrait::calc_viewpoint_from_angles(p, target, 30.f);
// X and Y always match the predicted target position
EXPECT_NEAR(vp.x, target.x, 1e-4f);
EXPECT_NEAR(vp.y, target.y, 1e-4f);
}

View File

@@ -5,13 +5,8 @@
#include <complex> #include <complex>
#include <gtest/gtest.h> #include <gtest/gtest.h>
#include <omath/3d_primitives/aabb.hpp> #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/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/linear_algebra/triangle.hpp>
#include <omath/projection/camera.hpp> #include <omath/projection/camera.hpp>
#include <print> #include <print>
#include <random> #include <random>
@@ -516,673 +511,3 @@ TEST(UnitTestProjection, AabbUnityEngineStraddlesNearNotCulled)
const omath::primitives::Aabb<float> aabb{{-1.f, -1.f, -5.f}, {1.f, 1.f, 5.f}}; 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)); 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);
}
// ---- extract_projection_params ----
TEST(UnitTestProjection, ExtractProjectionParams_FovRoundTrip)
{
// Source engine applies a 0.75 scale factor to its projection matrix, so
// extract_projection_params (standard formula) does not round-trip with it.
// Use Unity engine, which uses a standard projection matrix.
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(75.f);
const auto cam = omath::unity_engine::Camera({}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto params = omath::unity_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(params.fov.as_degrees(), 75.f, k_eps);
}
TEST(UnitTestProjection, ExtractProjectionParams_AspectRatioRoundTrip)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto params = omath::source_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(params.aspect_ratio, 1920.f / 1080.f, k_eps);
}
TEST(UnitTestProjection, ExtractProjectionParams_UnityEngine)
{
constexpr float k_eps = 1e-4f;
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
const auto cam = omath::unity_engine::Camera({}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f);
const auto params = omath::unity_engine::Camera::extract_projection_params(cam.get_projection_matrix());
EXPECT_NEAR(params.fov.as_degrees(), 60.f, k_eps);
EXPECT_NEAR(params.aspect_ratio, 1280.f / 720.f, k_eps);
}
// ---- Accessors ----
TEST(UnitTestProjection, Accessors_GetFovNearFarOrigin)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const omath::Vector3<float> origin{10.f, 20.f, 30.f};
const auto cam = omath::source_engine::Camera(origin, {}, {1920.f, 1080.f}, fov, 0.1f, 500.f);
EXPECT_NEAR(cam.get_field_of_view().as_degrees(), 90.f, 1e-4f);
EXPECT_FLOAT_EQ(cam.get_near_plane(), 0.1f);
EXPECT_FLOAT_EQ(cam.get_far_plane(), 500.f);
EXPECT_FLOAT_EQ(cam.get_origin().x, 10.f);
EXPECT_FLOAT_EQ(cam.get_origin().y, 20.f);
EXPECT_FLOAT_EQ(cam.get_origin().z, 30.f);
}
// ---- Setters + cache invalidation ----
TEST(UnitTestProjection, SetFieldOfView_InvalidatesProjection)
{
constexpr auto fov_a = omath::projection::FieldOfView::from_degrees(90.f);
constexpr auto fov_b = omath::projection::FieldOfView::from_degrees(45.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov_a, 0.01f, 1000.f);
const auto proj_before = cam.get_projection_matrix();
cam.set_field_of_view(fov_b);
const auto proj_after = cam.get_projection_matrix();
EXPECT_NE(proj_before.at(0, 0), proj_after.at(0, 0));
EXPECT_NEAR(cam.get_field_of_view().as_degrees(), 45.f, 1e-4f);
}
TEST(UnitTestProjection, SetNearPlane_InvalidatesProjection)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto proj_before = cam.get_projection_matrix();
cam.set_near_plane(1.f);
const auto proj_after = cam.get_projection_matrix();
EXPECT_FLOAT_EQ(cam.get_near_plane(), 1.f);
EXPECT_NE(proj_before.at(2, 2), proj_after.at(2, 2));
}
TEST(UnitTestProjection, SetFarPlane_InvalidatesProjection)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto proj_before = cam.get_projection_matrix();
cam.set_far_plane(100.f);
const auto proj_after = cam.get_projection_matrix();
EXPECT_FLOAT_EQ(cam.get_far_plane(), 100.f);
EXPECT_NE(proj_before.at(2, 2), proj_after.at(2, 2));
}
TEST(UnitTestProjection, SetOrigin_InvalidatesViewMatrix)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Target is off to the side — stays at the same world position while camera
// moves laterally, so the projected X must change.
const auto screen_before = cam.world_to_screen({500.f, 100.f, 0.f});
cam.set_origin({0.f, 100.f, 0.f}); // lateral shift
const auto screen_after = cam.world_to_screen({500.f, 100.f, 0.f});
ASSERT_TRUE(screen_before.has_value());
ASSERT_TRUE(screen_after.has_value());
EXPECT_NE(screen_before->x, screen_after->x);
EXPECT_FLOAT_EQ(cam.get_origin().y, 100.f);
}
TEST(UnitTestProjection, SetViewPort_InvalidatesProjection)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto proj_before = cam.get_projection_matrix();
// 1280x800 is 8:5, different aspect ratio from 1920x1080 (16:9)
cam.set_view_port({1280.f, 800.f});
const auto proj_after = cam.get_projection_matrix();
EXPECT_NE(proj_before.at(0, 0), proj_after.at(0, 0));
}
TEST(UnitTestProjection, SetViewAngles_InvalidatesViewMatrix)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto view_before = cam.get_view_matrix();
const omath::source_engine::ViewAngles rotated{
omath::source_engine::PitchAngle::from_degrees(30.f),
omath::source_engine::YawAngle::from_degrees(45.f),
omath::source_engine::RollAngle::from_degrees(0.f)
};
cam.set_view_angles(rotated);
const auto view_after = cam.get_view_matrix();
EXPECT_NE(view_before.at(0, 0), view_after.at(0, 0));
}
// ---- calc_look_at_angles / look_at ----
TEST(UnitTestProjection, CalcLookAtAngles_ForwardTarget)
{
// Source engine: +X is forward. Camera at origin, target on +X axis.
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
const auto angles = cam.calc_look_at_angles({100.f, 0.f, 0.f});
EXPECT_NEAR(angles.pitch.as_degrees(), 0.f, 1e-4f);
EXPECT_NEAR(angles.yaw.as_degrees(), 0.f, 1e-4f);
}
TEST(UnitTestProjection, LookAt_ForwardVectorPointsAtTarget)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
cam.look_at({200.f, 0.f, 0.f});
const auto fwd = cam.get_abs_forward();
// After pointing at +X target the forward vector should be ~(1,0,0)
EXPECT_NEAR(fwd.x, 1.f, 1e-4f);
EXPECT_NEAR(fwd.y, 0.f, 1e-4f);
EXPECT_NEAR(fwd.z, 0.f, 1e-4f);
}
// ---- is_culled_by_frustum (triangle) ----
TEST(UnitTestProjection, TriangleInsideFrustumNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Small triangle directly in front (Source: +X forward)
const omath::Triangle<omath::Vector3<float>> tri{
{100.f, 0.f, 1.f},
{100.f, 1.f, -1.f},
{100.f, -1.f, -1.f}
};
EXPECT_FALSE(cam.is_culled_by_frustum(tri));
}
TEST(UnitTestProjection, TriangleBehindCameraCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Triangle entirely behind the camera (-X)
const omath::Triangle<omath::Vector3<float>> tri{
{-100.f, 0.f, 1.f},
{-100.f, 1.f, -1.f},
{-100.f, -1.f, -1.f}
};
EXPECT_TRUE(cam.is_culled_by_frustum(tri));
}
TEST(UnitTestProjection, TriangleBeyondFarPlaneCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Triangle beyond the 1000-unit far plane
const omath::Triangle<omath::Vector3<float>> tri{
{2000.f, 0.f, 1.f},
{2000.f, 1.f, -1.f},
{2000.f, -1.f, -1.f}
};
EXPECT_TRUE(cam.is_culled_by_frustum(tri));
}
TEST(UnitTestProjection, TriangleFarToSideCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Triangle far outside the side frustum planes
const omath::Triangle<omath::Vector3<float>> tri{
{100.f, 5000.f, 0.f},
{100.f, 5001.f, 1.f},
{100.f, 5001.f, -1.f}
};
EXPECT_TRUE(cam.is_culled_by_frustum(tri));
}
TEST(UnitTestProjection, TriangleStraddlingFrustumNotCulled)
{
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
const auto cam = omath::source_engine::Camera({0.f, 0.f, 0.f}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
// Large triangle with vertices on both sides of the frustum — should not be culled
const omath::Triangle<omath::Vector3<float>> tri{
{ 100.f, 0.f, 0.f},
{ 100.f, 5000.f, 0.f},
{ 100.f, 0.f, 5000.f}
};
EXPECT_FALSE(cam.is_culled_by_frustum(tri));
}

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@@ -1,640 +0,0 @@
// 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);
}