Compare commits

..

11 Commits

Author SHA1 Message Date
baf7ee8f88 fixed include 2025-04-16 20:35:17 +03:00
9fde11733f Merge pull request #37 from orange-cpp/u/engine_rotation_mats
U/engine rotation mats
2025-04-16 23:21:58 +03:00
0069b8bd96 improved openg gl rotation matrix, added tests 2025-04-16 19:11:02 +03:00
127bae0b78 added tests for source 2025-04-16 18:53:31 +03:00
bed204a663 added unit tests 2025-04-16 18:35:50 +03:00
3f6ea010dc fixed formating 2025-04-16 17:52:57 +03:00
592a98f38c removed method from Mat added method for unity 2025-04-16 17:52:19 +03:00
7873047550 added func
added rotation matrix for opengl

updated unit tests
2025-04-16 17:40:00 +03:00
1601f3cbc8 added func
added rotation matrix for opengl
2025-04-16 17:40:00 +03:00
2180f8ab97 removed whitespaces 2025-04-16 12:21:10 +03:00
b613ff9ef1 added missing header 2025-04-13 23:15:27 +03:00
17 changed files with 202 additions and 34 deletions

View File

@@ -3,9 +3,9 @@
// //
#pragma once #pragma once
#include "omath/angles.hpp"
#include <algorithm> #include <algorithm>
#include <utility> #include <utility>
#include "omath/angles.hpp"
namespace omath namespace omath
@@ -17,7 +17,7 @@ namespace omath
}; };
template<class Type = float, Type min = Type(0), Type max = Type(360), AngleFlags flags = AngleFlags::Normalized> template<class Type = float, Type min = Type(0), Type max = Type(360), AngleFlags flags = AngleFlags::Normalized>
requires std::is_arithmetic_v<Type> requires std::is_arithmetic_v<Type>
class Angle class Angle
{ {
Type m_angle; Type m_angle;
@@ -34,6 +34,7 @@ namespace omath
std::unreachable(); std::unreachable();
} }
} }
public: public:
[[nodiscard]] [[nodiscard]]
constexpr static Angle FromDegrees(const Type& degrees) constexpr static Angle FromDegrees(const Type& degrees)
@@ -42,7 +43,6 @@ namespace omath
} }
constexpr Angle() : m_angle(0) constexpr Angle() : m_angle(0)
{ {
} }
[[nodiscard]] [[nodiscard]]
constexpr static Angle FromRadians(const Type& degrees) constexpr static Angle FromRadians(const Type& degrees)
@@ -149,4 +149,4 @@ namespace omath
return Angle{-m_angle}; return Angle{-m_angle};
} }
}; };
} } // namespace omath

View File

@@ -16,8 +16,10 @@ namespace omath::iw_engine
[[nodiscard]] [[nodiscard]]
Vector3<float> UpVector(const ViewAngles& angles); Vector3<float> UpVector(const ViewAngles& angles);
[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin); [[nodiscard]]
Mat4x4 RotationMatrix(const ViewAngles& angles);
[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]] [[nodiscard]]
Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far); Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);

View File

@@ -17,9 +17,10 @@ namespace omath::opengl_engine
using Mat4x4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>; using Mat4x4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
using Mat3x3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>; using Mat3x3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
using Mat1x3 = Mat<1, 3, float, MatStoreType::COLUMN_MAJOR>; using Mat1x3 = Mat<1, 3, float, MatStoreType::COLUMN_MAJOR>;
using PitchAngle = Angle<float, 0.f, 180.f, AngleFlags::Clamped>; using PitchAngle = Angle<float, -90.f, 90.f, AngleFlags::Clamped>;
using YawAngle = Angle<float, 0.f, 360.f, AngleFlags::Normalized>; using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
using RollAngle = Angle<float, 0.f, 360.f, AngleFlags::Normalized>; using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>; using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
} }

View File

@@ -18,6 +18,8 @@ namespace omath::opengl_engine
[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin); [[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]]
Mat4x4 RotationMatrix(const ViewAngles& angles);
[[nodiscard]] [[nodiscard]]
Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far); Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);

View File

@@ -9,6 +9,9 @@ namespace omath::source_engine
[[nodiscard]] [[nodiscard]]
Vector3<float> ForwardVector(const ViewAngles& angles); Vector3<float> ForwardVector(const ViewAngles& angles);
[[nodiscard]]
Mat4x4 RotationMatrix(const ViewAngles& angles);
[[nodiscard]] [[nodiscard]]
Vector3<float> RightVector(const ViewAngles& angles); Vector3<float> RightVector(const ViewAngles& angles);
@@ -17,7 +20,6 @@ namespace omath::source_engine
[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin); [[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]] [[nodiscard]]
Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far); Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
} // namespace omath::source } // namespace omath::source

View File

@@ -18,7 +18,7 @@ namespace omath::unity_engine
using Mat4x4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>; using Mat4x4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat3x3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>; using Mat3x3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
using Mat1x3 = Mat<1, 3, float, MatStoreType::ROW_MAJOR>; using Mat1x3 = Mat<1, 3, float, MatStoreType::ROW_MAJOR>;
using PitchAngle = Angle<float, -89.f, 89.f, AngleFlags::Clamped>; using PitchAngle = Angle<float, -90.f, 90.f, AngleFlags::Clamped>;
using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>; using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>; using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;

View File

@@ -18,6 +18,8 @@ namespace omath::unity_engine
[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin); [[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
[[nodiscard]]
Mat4x4 RotationMatrix(const ViewAngles& angles);
[[nodiscard]] [[nodiscard]]
Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far); Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);

View File

@@ -428,13 +428,6 @@ namespace omath
} * MatTranslation<Type, St>(-cameraOrigin); } * MatTranslation<Type, St>(-cameraOrigin);
} }
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR, class ViewAngles>
[[nodiscard]]
Mat<4, 4, Type, St> MatRotation(const ViewAngles& angles) noexcept
{
return MatRotationAxisZ(angles.yaw) * MatRotationAxisY(angles.pitch) * MatRotationAxisX(angles.roll);
}
template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR> template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
[[nodiscard]] [[nodiscard]]
Mat<4, 4, Type, St> MatPerspectiveLeftHanded(const float fieldOfView, const float aspectRatio, const float near, Mat<4, 4, Type, St> MatPerspectiveLeftHanded(const float fieldOfView, const float aspectRatio, const float near,

View File

@@ -9,23 +9,27 @@ namespace omath::iw_engine
Vector3<float> ForwardVector(const ViewAngles& angles) Vector3<float> ForwardVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward); const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
Vector3<float> RightVector(const ViewAngles& angles) Vector3<float> RightVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight); const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
Vector3<float> UpVector(const ViewAngles& angles) Vector3<float> UpVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp); const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
Mat4x4 RotationMatrix(const ViewAngles& angles)
{
return MatRotationAxisZ(angles.yaw) * MatRotationAxisY(angles.pitch) * MatRotationAxisX(angles.roll);
}
Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin) Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{ {

View File

@@ -9,19 +9,19 @@ namespace omath::opengl_engine
Vector3<float> ForwardVector(const ViewAngles& angles) Vector3<float> ForwardVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward); const auto vec = RotationMatrix(angles) * MatColumnFromVector<float, MatStoreType::COLUMN_MAJOR>(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
Vector3<float> RightVector(const ViewAngles& angles) Vector3<float> RightVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight); const auto vec = RotationMatrix(angles) * MatColumnFromVector<float, MatStoreType::COLUMN_MAJOR>(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
Vector3<float> UpVector(const ViewAngles& angles) Vector3<float> UpVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp); const auto vec = RotationMatrix(angles) * MatColumnFromVector<float, MatStoreType::COLUMN_MAJOR>(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
@@ -30,6 +30,12 @@ namespace omath::opengl_engine
return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles), return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles),
UpVector(angles), cam_origin); UpVector(angles), cam_origin);
} }
Mat4x4 RotationMatrix(const ViewAngles& angles)
{
return MatRotationAxisZ<float, MatStoreType::COLUMN_MAJOR>(angles.roll) *
MatRotationAxisY<float, MatStoreType::COLUMN_MAJOR>(-angles.yaw) *
MatRotationAxisX<float, MatStoreType::COLUMN_MAJOR>(-angles.pitch);
}
Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near, Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far) const float far)
{ {

View File

@@ -8,20 +8,25 @@ namespace omath::source_engine
{ {
Vector3<float> ForwardVector(const ViewAngles& angles) Vector3<float> ForwardVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward); const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
Mat4x4 RotationMatrix(const ViewAngles& angles)
{
return MatRotationAxisZ(angles.yaw) * MatRotationAxisY(angles.pitch) * MatRotationAxisX(angles.roll);
}
Vector3<float> RightVector(const ViewAngles& angles) Vector3<float> RightVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight); const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
Vector3<float> UpVector(const ViewAngles& angles) Vector3<float> UpVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp); const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }

View File

@@ -9,19 +9,19 @@ namespace omath::unity_engine
{ {
Vector3<float> ForwardVector(const ViewAngles& angles) Vector3<float> ForwardVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward); const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
Vector3<float> RightVector(const ViewAngles& angles) Vector3<float> RightVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight); const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
Vector3<float> UpVector(const ViewAngles& angles) Vector3<float> UpVector(const ViewAngles& angles)
{ {
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp); const auto vec = RotationMatrix(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
} }
@@ -30,6 +30,12 @@ namespace omath::unity_engine
return MatCameraView<float, MatStoreType::ROW_MAJOR>(ForwardVector(angles), -RightVector(angles), return MatCameraView<float, MatStoreType::ROW_MAJOR>(ForwardVector(angles), -RightVector(angles),
UpVector(angles), cam_origin); UpVector(angles), cam_origin);
} }
Mat4x4 RotationMatrix(const ViewAngles& angles)
{
return MatRotationAxisZ(angles.roll) *
MatRotationAxisY(angles.yaw) *
MatRotationAxisX(angles.pitch);
}
Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near, Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far) const float far)
{ {

View File

@@ -2,11 +2,12 @@
// Created by Vlad on 2/23/2025. // Created by Vlad on 2/23/2025.
// //
#include "omath/projectile_prediction/proj_pred_engine_avx2.hpp" #include "omath/projectile_prediction/proj_pred_engine_avx2.hpp"
#include "source_location" #include <source_location>
#include <stdexcept>
#if defined(OMATH_USE_AVX2) && defined(__i386__) && defined(__x86_64__) #if defined(OMATH_USE_AVX2) && defined(__i386__) && defined(__x86_64__)
#include <immintrin.h> #include <immintrin.h>
#else
#include <format> #include <format>
#endif #endif

View File

@@ -27,6 +27,42 @@ TEST(UnitTestIwEngine, UpVector)
EXPECT_EQ(up, omath::iw_engine::kAbsUp); EXPECT_EQ(up, omath::iw_engine::kAbsUp);
} }
TEST(UnitTestIwEngine, ForwardVectorRotationYaw)
{
omath::iw_engine::ViewAngles angles;
angles.yaw = omath::iw_engine::YawAngle::FromDegrees(-90.f);
const auto forward = omath::iw_engine::ForwardVector(angles);
EXPECT_NEAR(forward.x, omath::iw_engine::kAbsRight.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::iw_engine::kAbsRight.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::iw_engine::kAbsRight.z, 0.00001f);
}
TEST(UnitTestIwEngine, ForwardVectorRotationPitch)
{
omath::iw_engine::ViewAngles angles;
angles.pitch = omath::iw_engine::PitchAngle::FromDegrees(-89.f);
const auto forward = omath::iw_engine::ForwardVector(angles);
EXPECT_NEAR(forward.x, omath::iw_engine::kAbsUp.x, 0.02f);
EXPECT_NEAR(forward.y, omath::iw_engine::kAbsUp.y, 0.01f);
EXPECT_NEAR(forward.z, omath::iw_engine::kAbsUp.z, 0.01f);
}
TEST(UnitTestIwEngine, ForwardVectorRotationRoll)
{
omath::iw_engine::ViewAngles angles;
angles.roll = omath::iw_engine::RollAngle::FromDegrees(90.f);
const auto forward = omath::iw_engine::UpVector(angles);
EXPECT_NEAR(forward.x, omath::iw_engine::kAbsRight.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::iw_engine::kAbsRight.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::iw_engine::kAbsRight.z, 0.00001f);
}
TEST(UnitTestIwEngine, ProjectTargetMovedFromCamera) TEST(UnitTestIwEngine, ProjectTargetMovedFromCamera)
{ {
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f); constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);

View File

@@ -10,14 +10,12 @@
TEST(UnitTestOpenGL, ForwardVector) TEST(UnitTestOpenGL, ForwardVector)
{ {
const auto forward = omath::opengl_engine::ForwardVector({}); const auto forward = omath::opengl_engine::ForwardVector({});
EXPECT_EQ(forward, omath::opengl_engine::kAbsForward); EXPECT_EQ(forward, omath::opengl_engine::kAbsForward);
} }
TEST(UnitTestOpenGL, RightVector) TEST(UnitTestOpenGL, RightVector)
{ {
const auto right = omath::opengl_engine::RightVector({}); const auto right = omath::opengl_engine::RightVector({});
EXPECT_EQ(right, omath::opengl_engine::kAbsRight); EXPECT_EQ(right, omath::opengl_engine::kAbsRight);
} }
@@ -27,6 +25,44 @@ TEST(UnitTestOpenGL, UpVector)
EXPECT_EQ(up, omath::opengl_engine::kAbsUp); EXPECT_EQ(up, omath::opengl_engine::kAbsUp);
} }
TEST(UnitTestOpenGL, ForwardVectorRotationYaw)
{
omath::opengl_engine::ViewAngles angles;
angles.yaw = omath::opengl_engine::YawAngle::FromDegrees(90.f);
const auto forward = omath::opengl_engine::ForwardVector(angles);
EXPECT_NEAR(forward.x, omath::opengl_engine::kAbsRight.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::opengl_engine::kAbsRight.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::opengl_engine::kAbsRight.z, 0.00001f);
}
TEST(UnitTestOpenGL, ForwardVectorRotationPitch)
{
omath::opengl_engine::ViewAngles angles;
angles.pitch = omath::opengl_engine::PitchAngle::FromDegrees(-90.f);
const auto forward = omath::opengl_engine::ForwardVector(angles);
EXPECT_NEAR(forward.x, omath::opengl_engine::kAbsUp.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::opengl_engine::kAbsUp.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::opengl_engine::kAbsUp.z, 0.00001f);
}
TEST(UnitTestOpenGL, ForwardVectorRotationRoll)
{
omath::opengl_engine::ViewAngles angles;
angles.roll = omath::opengl_engine::RollAngle::FromDegrees(-90.f);
const auto forward = omath::opengl_engine::UpVector(angles);
EXPECT_NEAR(forward.x, omath::opengl_engine::kAbsRight.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::opengl_engine::kAbsRight.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::opengl_engine::kAbsRight.z, 0.00001f);
}
TEST(UnitTestOpenGL, ProjectTargetMovedFromCamera) TEST(UnitTestOpenGL, ProjectTargetMovedFromCamera)
{ {
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f); constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);

View File

@@ -27,6 +27,42 @@ TEST(UnitTestSourceEngine, UpVector)
EXPECT_EQ(up, omath::source_engine::kAbsUp); EXPECT_EQ(up, omath::source_engine::kAbsUp);
} }
TEST(UnitTestSourceEngine, ForwardVectorRotationYaw)
{
omath::source_engine::ViewAngles angles;
angles.yaw = omath::source_engine::YawAngle::FromDegrees(-90.f);
const auto forward = omath::source_engine::ForwardVector(angles);
EXPECT_NEAR(forward.x, omath::source_engine::kAbsRight.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::source_engine::kAbsRight.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::source_engine::kAbsRight.z, 0.00001f);
}
TEST(UnitTestSourceEngine, ForwardVectorRotationPitch)
{
omath::source_engine::ViewAngles angles;
angles.pitch = omath::source_engine::PitchAngle::FromDegrees(-89.f);
const auto forward = omath::source_engine::ForwardVector(angles);
EXPECT_NEAR(forward.x, omath::source_engine::kAbsUp.x, 0.02f);
EXPECT_NEAR(forward.y, omath::source_engine::kAbsUp.y, 0.01f);
EXPECT_NEAR(forward.z, omath::source_engine::kAbsUp.z, 0.01f);
}
TEST(UnitTestSourceEngine, ForwardVectorRotationRoll)
{
omath::source_engine::ViewAngles angles;
angles.roll = omath::source_engine::RollAngle::FromDegrees(90.f);
const auto forward = omath::source_engine::UpVector(angles);
EXPECT_NEAR(forward.x, omath::source_engine::kAbsRight.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::source_engine::kAbsRight.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::source_engine::kAbsRight.z, 0.00001f);
}
TEST(UnitTestSourceEngine, ProjectTargetMovedFromCamera) TEST(UnitTestSourceEngine, ProjectTargetMovedFromCamera)
{ {
constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f); constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f);

View File

@@ -14,6 +14,42 @@ TEST(UnitTestUnityEngine, ForwardVector)
EXPECT_EQ(forward, omath::unity_engine::kAbsForward); EXPECT_EQ(forward, omath::unity_engine::kAbsForward);
} }
TEST(UnitTestUnityEngine, ForwardVectorRotationYaw)
{
omath::unity_engine::ViewAngles angles;
angles.yaw = omath::unity_engine::YawAngle::FromDegrees(90.f);
const auto forward = omath::unity_engine::ForwardVector(angles);
EXPECT_NEAR(forward.x, omath::unity_engine::kAbsRight.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::unity_engine::kAbsRight.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::unity_engine::kAbsRight.z, 0.00001f);
}
TEST(UnitTestUnityEngine, ForwardVectorRotationPitch)
{
omath::unity_engine::ViewAngles angles;
angles.pitch = omath::unity_engine::PitchAngle::FromDegrees(-90.f);
const auto forward = omath::unity_engine::ForwardVector(angles);
EXPECT_NEAR(forward.x, omath::unity_engine::kAbsUp.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::unity_engine::kAbsUp.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::unity_engine::kAbsUp.z, 0.00001f);
}
TEST(UnitTestUnityEngine, ForwardVectorRotationRoll)
{
omath::unity_engine::ViewAngles angles;
angles.roll = omath::unity_engine::RollAngle::FromDegrees(-90.f);
const auto forward = omath::unity_engine::UpVector(angles);
EXPECT_NEAR(forward.x, omath::unity_engine::kAbsRight.x, 0.00001f);
EXPECT_NEAR(forward.y, omath::unity_engine::kAbsRight.y, 0.00001f);
EXPECT_NEAR(forward.z, omath::unity_engine::kAbsRight.z, 0.00001f);
}
TEST(UnitTestUnityEngine, RightVector) TEST(UnitTestUnityEngine, RightVector)
{ {
const auto right = omath::unity_engine::RightVector({}); const auto right = omath::unity_engine::RightVector({});