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Compare commits
14 Commits
v5.1.1
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f3f454b02e
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| 327db8d441 |
6
.idea/editor.xml
generated
6
.idea/editor.xml
generated
@@ -103,7 +103,7 @@
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppImplicitDefaultConstructorNotAvailable/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIncompatiblePointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIncompleteSwitchStatement/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppInconsistentNaming/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppInconsistentNaming/@EntryIndexedValue" value="HINT" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppIntegralToPointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppInvalidLineContinuation/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppJoinDeclarationAndAssignment/@EntryIndexedValue" value="SUGGESTION" type="string" />
|
||||
@@ -202,7 +202,7 @@
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStaticDataMemberInUnnamedStruct/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStaticSpecifierOnAnonymousNamespaceMember/@EntryIndexedValue" value="SUGGESTION" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppStringLiteralToCharPointerConversion/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTabsAreDisallowed/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTabsAreDisallowed/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateArgumentsCanBeDeduced/@EntryIndexedValue" value="HINT" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateParameterNeverUsed/@EntryIndexedValue" value="HINT" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppTemplateParameterShadowing/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
@@ -216,7 +216,7 @@
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnmatchedPragmaEndRegionDirective/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnmatchedPragmaRegionDirective/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnamedNamespaceInHeaderFile/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnecessaryWhitespace/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnnecessaryWhitespace/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnsignedZeroComparison/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUnusedIncludeDirective/@EntryIndexedValue" value="WARNING" type="string" />
|
||||
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppUseAlgorithmWithCount/@EntryIndexedValue" value="SUGGESTION" type="string" />
|
||||
|
||||
@@ -1,32 +1,36 @@
|
||||
## 🤝 Contributing to OMath or other Orange's Projects
|
||||
# Contributing
|
||||
|
||||
### ❕ Prerequisites
|
||||
## Prerequisites
|
||||
|
||||
- A working up-to-date OMath installation
|
||||
- C++ knowledge
|
||||
- Git knowledge
|
||||
- Ability to ask for help (Feel free to create empty pull-request or PM a maintainer
|
||||
in [Telegram](https://t.me/orange_cpp))
|
||||
- C++ compiler with C++23 support (Clang 18+, GCC 14+, MSVC 19.38+)
|
||||
- CMake 3.25+
|
||||
- Git
|
||||
- Familiarity with the codebase (see `INSTALL.md` for setup)
|
||||
|
||||
### ⏬ Setting up OMath
|
||||
For questions, create a draft PR or reach out via [Telegram](https://t.me/orange_cpp).
|
||||
|
||||
Please read INSTALL.md file in repository
|
||||
## Workflow
|
||||
|
||||
### 🔀 Pull requests and Branches
|
||||
1. [Fork](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/fork-a-repo) the repository.
|
||||
2. Create a feature branch from `main`.
|
||||
3. Make your changes, ensuring tests pass.
|
||||
4. Open a [pull request](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/creating-a-pull-request-from-a-fork) against `main`.
|
||||
|
||||
In order to send code back to the official OMath repository, you must first create a copy of OMath on your github
|
||||
account ([fork](https://help.github.com/articles/creating-a-pull-request-from-a-fork/)) and
|
||||
then [create a pull request](https://help.github.com/articles/creating-a-pull-request-from-a-fork/) back to OMath.
|
||||
## Code Style
|
||||
|
||||
OMath development is performed on multiple branches. Changes are then pull requested into master. By default, changes
|
||||
merged into master will not roll out to stable build users unless the `stable` tag is updated.
|
||||
Follow the project `.clang-format`. Run `clang-format` before committing.
|
||||
|
||||
### 📜 Code-Style
|
||||
## Building
|
||||
|
||||
The orange code-style can be found in `.clang-format`.
|
||||
Use one of the CMake presets defined in `CMakePresets.json`:
|
||||
|
||||
### 📦 Building
|
||||
```bash
|
||||
cmake --preset <preset-name> -DOMATH_BUILD_TESTS=ON
|
||||
cmake --build --preset <preset-name>
|
||||
```
|
||||
|
||||
OMath has already created the `cmake-build` and `out` directories where cmake/bin files are located. By default, you
|
||||
can build OMath by running `cmake --build cmake-build/build/windows-release --target omath -j 6` in the source
|
||||
directory.
|
||||
Run `cmake --list-presets` to see available configurations.
|
||||
|
||||
## Tests
|
||||
|
||||
All new functionality must include unit tests. Run the test binary after building to verify nothing is broken.
|
||||
|
||||
@@ -71,18 +71,18 @@ void drawChar(char c, float x, float y, float scale, const Color& color, std::ve
|
||||
lines.push_back(x + x1 * w);
|
||||
lines.push_back(y + y1 * h);
|
||||
lines.push_back(0.0f);
|
||||
lines.push_back(color.x);
|
||||
lines.push_back(color.y);
|
||||
lines.push_back(color.z);
|
||||
lines.push_back(color.value().x);
|
||||
lines.push_back(color.value().y);
|
||||
lines.push_back(color.value().z);
|
||||
lines.push_back(1.0f); // size
|
||||
lines.push_back(1.0f); // isLine
|
||||
|
||||
lines.push_back(x + x2 * w);
|
||||
lines.push_back(y + y2 * h);
|
||||
lines.push_back(0.0f);
|
||||
lines.push_back(color.x);
|
||||
lines.push_back(color.y);
|
||||
lines.push_back(color.z);
|
||||
lines.push_back(color.value().x);
|
||||
lines.push_back(color.value().y);
|
||||
lines.push_back(color.value().z);
|
||||
lines.push_back(1.0f); // size
|
||||
lines.push_back(1.0f); // isLine
|
||||
};
|
||||
|
||||
@@ -9,5 +9,5 @@
|
||||
|
||||
namespace omath::cry_engine
|
||||
{
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
|
||||
} // namespace omath::cry_engine
|
||||
@@ -9,5 +9,5 @@
|
||||
|
||||
namespace omath::frostbite_engine
|
||||
{
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
|
||||
} // namespace omath::unity_engine
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
|
||||
} // namespace omath::frostbite_engine
|
||||
@@ -9,5 +9,5 @@
|
||||
|
||||
namespace omath::iw_engine
|
||||
{
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
|
||||
} // namespace omath::iw_engine
|
||||
@@ -8,5 +8,5 @@
|
||||
|
||||
namespace omath::opengl_engine
|
||||
{
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, true, NDCDepthRange::NEGATIVE_ONE_TO_ONE>;
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::NEGATIVE_ONE_TO_ONE, {.inverted_forward = true}>;
|
||||
} // namespace omath::opengl_engine
|
||||
@@ -7,5 +7,5 @@
|
||||
#include "traits/camera_trait.hpp"
|
||||
namespace omath::source_engine
|
||||
{
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE>;
|
||||
} // namespace omath::source_engine
|
||||
@@ -9,5 +9,5 @@
|
||||
|
||||
namespace omath::unity_engine
|
||||
{
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE, {.inverted_forward = true}>;
|
||||
} // namespace omath::unity_engine
|
||||
@@ -9,5 +9,5 @@
|
||||
|
||||
namespace omath::unreal_engine
|
||||
{
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, false, NDCDepthRange::ZERO_TO_ONE>;
|
||||
using Camera = projection::Camera<Mat4X4, ViewAngles, CameraTrait, NDCDepthRange::ZERO_TO_ONE, {.inverted_right = true}>;
|
||||
} // namespace omath::unreal_engine
|
||||
46
include/omath/pathfinding/walk_bot.hpp
Normal file
46
include/omath/pathfinding/walk_bot.hpp
Normal file
@@ -0,0 +1,46 @@
|
||||
//
|
||||
// Created by orange on 4/12/2026.
|
||||
//
|
||||
#pragma once
|
||||
#include "navigation_mesh.hpp"
|
||||
#include "omath/linear_algebra/vector3.hpp"
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
namespace omath::pathfinding
|
||||
{
|
||||
enum class WalkBotStatus
|
||||
{
|
||||
IDLE,
|
||||
PATHING,
|
||||
FINISHED
|
||||
};
|
||||
class WalkBot
|
||||
{
|
||||
public:
|
||||
WalkBot() = default;
|
||||
explicit WalkBot(const std::shared_ptr<NavigationMesh>& mesh, float min_node_distance = 1.f);
|
||||
|
||||
void set_nav_mesh(const std::shared_ptr<NavigationMesh>& mesh);
|
||||
void set_min_node_distance(float distance);
|
||||
|
||||
void set_target(const Vector3<float>& target);
|
||||
|
||||
// Clear navigation state so the bot can be re-routed without stale
|
||||
// visited-node memory.
|
||||
void reset();
|
||||
|
||||
// Call every game tick with the current bot world position.
|
||||
void update(const Vector3<float>& bot_position);
|
||||
|
||||
void on_path(const std::function<void(const Vector3<float>&)>& callback);
|
||||
void on_status(const std::function<void(WalkBotStatus)>& callback);
|
||||
|
||||
private:
|
||||
std::weak_ptr<NavigationMesh> m_nav_mesh;
|
||||
std::optional<std::function<void(const Vector3<float>&)>> m_on_next_path_node;
|
||||
std::optional<std::function<void(WalkBotStatus)>> m_on_status_update;
|
||||
std::optional<Vector3<float>> m_last_visited;
|
||||
std::optional<Vector3<float>> m_target;
|
||||
float m_min_node_distance{1.f};
|
||||
};
|
||||
} // namespace omath::pathfinding
|
||||
@@ -42,6 +42,12 @@ namespace omath::projection
|
||||
AUTO,
|
||||
MANUAL,
|
||||
};
|
||||
struct CameraAxes
|
||||
{
|
||||
bool inverted_forward = false;
|
||||
bool inverted_right = false;
|
||||
};
|
||||
|
||||
template<class T, class MatType, class ViewAnglesType>
|
||||
concept CameraEngineConcept =
|
||||
requires(const Vector3<float>& cam_origin, const Vector3<float>& look_at, const ViewAnglesType& angles,
|
||||
@@ -58,8 +64,9 @@ namespace omath::projection
|
||||
requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range));
|
||||
};
|
||||
|
||||
template<class Mat4X4Type, class ViewAnglesType, class TraitClass, bool inverted_z = false,
|
||||
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
|
||||
template<class Mat4X4Type, class ViewAnglesType, class TraitClass,
|
||||
NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE,
|
||||
CameraAxes axes = {}>
|
||||
requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType>
|
||||
class Camera final
|
||||
{
|
||||
@@ -83,6 +90,27 @@ namespace omath::projection
|
||||
{
|
||||
}
|
||||
|
||||
[[nodiscard]]
|
||||
static ViewAnglesType calc_view_angles_from_view_matrix(const Mat4X4Type& view_matrix) noexcept
|
||||
{
|
||||
Vector3<float> forward_vector = {view_matrix[2, 0], view_matrix[2, 1], view_matrix[2, 2]};
|
||||
if constexpr (axes.inverted_forward)
|
||||
forward_vector = -forward_vector;
|
||||
return TraitClass::calc_look_at_angle({}, forward_vector);
|
||||
}
|
||||
|
||||
[[nodiscard]]
|
||||
static Vector3<float> calc_origin_from_view_matrix(const Mat4X4Type& view_matrix) noexcept
|
||||
{
|
||||
// The view matrix is R * T(-origin), so the last column stores t = -R * origin.
|
||||
// Recovering origin: origin = -R^T * t
|
||||
return {
|
||||
-(view_matrix[0, 0] * view_matrix[0, 3] + view_matrix[1, 0] * view_matrix[1, 3] + view_matrix[2, 0] * view_matrix[2, 3]),
|
||||
-(view_matrix[0, 1] * view_matrix[0, 3] + view_matrix[1, 1] * view_matrix[1, 3] + view_matrix[2, 1] * view_matrix[2, 3]),
|
||||
-(view_matrix[0, 2] * view_matrix[0, 3] + view_matrix[1, 2] * view_matrix[1, 3] + view_matrix[2, 2] * view_matrix[2, 3]),
|
||||
};
|
||||
}
|
||||
|
||||
void look_at(const Vector3<float>& target)
|
||||
{
|
||||
m_view_angles = TraitClass::calc_look_at_angle(m_origin, target);
|
||||
@@ -100,7 +128,7 @@ namespace omath::projection
|
||||
{
|
||||
const auto& view_matrix = get_view_matrix();
|
||||
|
||||
if constexpr (inverted_z)
|
||||
if constexpr (axes.inverted_forward)
|
||||
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]};
|
||||
}
|
||||
@@ -109,6 +137,8 @@ namespace omath::projection
|
||||
Vector3<float> get_right() const noexcept
|
||||
{
|
||||
const auto& view_matrix = get_view_matrix();
|
||||
if constexpr (axes.inverted_right)
|
||||
return -Vector3<float>{view_matrix[0, 0], view_matrix[0, 1], view_matrix[0, 2]};
|
||||
return {view_matrix[0, 0], view_matrix[0, 1], view_matrix[0, 2]};
|
||||
}
|
||||
|
||||
|
||||
@@ -87,11 +87,11 @@ namespace omath::pathfinding
|
||||
|
||||
const auto current_node = current_node_it->second;
|
||||
|
||||
closed_list.emplace(current, current_node);
|
||||
|
||||
if (current == end_vertex)
|
||||
return reconstruct_final_path(closed_list, current);
|
||||
|
||||
closed_list.emplace(current, current_node);
|
||||
|
||||
for (const auto& neighbor: nav_mesh.get_neighbors(current))
|
||||
{
|
||||
if (closed_list.contains(neighbor))
|
||||
|
||||
92
source/pathfinding/walk_bot.cpp
Normal file
92
source/pathfinding/walk_bot.cpp
Normal file
@@ -0,0 +1,92 @@
|
||||
//
|
||||
// Created by orange on 4/12/2026.
|
||||
//
|
||||
#include "omath/pathfinding/walk_bot.hpp"
|
||||
#include "omath/pathfinding/a_star.hpp"
|
||||
|
||||
namespace omath::pathfinding
|
||||
{
|
||||
|
||||
WalkBot::WalkBot(const std::shared_ptr<NavigationMesh>& mesh, const float min_node_distance)
|
||||
: m_nav_mesh(mesh), m_min_node_distance(min_node_distance) {}
|
||||
|
||||
void WalkBot::set_nav_mesh(const std::shared_ptr<NavigationMesh>& mesh)
|
||||
{
|
||||
m_nav_mesh = mesh;
|
||||
}
|
||||
|
||||
void WalkBot::set_min_node_distance(const float distance)
|
||||
{
|
||||
m_min_node_distance = distance;
|
||||
}
|
||||
|
||||
void WalkBot::set_target(const Vector3<float>& target)
|
||||
{
|
||||
m_target = target;
|
||||
}
|
||||
|
||||
void WalkBot::reset()
|
||||
{
|
||||
m_last_visited.reset();
|
||||
}
|
||||
|
||||
void WalkBot::update(const Vector3<float>& bot_position)
|
||||
{
|
||||
if (!m_target.has_value())
|
||||
return;
|
||||
|
||||
if (m_target->distance_to(bot_position) <= m_min_node_distance)
|
||||
{
|
||||
if (m_on_status_update.has_value())
|
||||
m_on_status_update->operator()(WalkBotStatus::FINISHED);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_on_next_path_node.has_value())
|
||||
return;
|
||||
|
||||
const auto nav_mesh = m_nav_mesh.lock();
|
||||
if (!nav_mesh)
|
||||
{
|
||||
if (m_on_status_update.has_value())
|
||||
m_on_status_update->operator()(WalkBotStatus::IDLE);
|
||||
return;
|
||||
}
|
||||
|
||||
const auto path = Astar::find_path(bot_position, *m_target, *nav_mesh);
|
||||
if (path.empty())
|
||||
{
|
||||
if (m_on_status_update.has_value())
|
||||
m_on_status_update->operator()(WalkBotStatus::IDLE);
|
||||
return;
|
||||
}
|
||||
|
||||
const auto& nearest = path.front();
|
||||
|
||||
// Record the nearest node as visited once we are close enough to it.
|
||||
if (nearest.distance_to(bot_position) <= m_min_node_distance)
|
||||
m_last_visited = nearest;
|
||||
|
||||
// If the nearest node was already visited, advance to the next one so
|
||||
// we never oscillate back to a node we just left.
|
||||
// If the bot was displaced (blown back), nearest will be an unvisited
|
||||
// node, so we route to it first before continuing forward.
|
||||
if (m_last_visited.has_value() && *m_last_visited == nearest && path.size() > 1)
|
||||
m_on_next_path_node->operator()(path[1]);
|
||||
else
|
||||
m_on_next_path_node->operator()(nearest);
|
||||
|
||||
if (m_on_status_update.has_value())
|
||||
m_on_status_update->operator()(WalkBotStatus::PATHING);
|
||||
}
|
||||
|
||||
void WalkBot::on_path(const std::function<void(const Vector3<float>&)>& callback)
|
||||
{
|
||||
m_on_next_path_node = callback;
|
||||
}
|
||||
|
||||
void WalkBot::on_status(const std::function<void(WalkBotStatus)>& callback)
|
||||
{
|
||||
m_on_status_update = callback;
|
||||
}
|
||||
} // namespace omath::pathfinding
|
||||
@@ -40,8 +40,9 @@ TEST(AStarExtra, TrivialNeighbor)
|
||||
nav.m_vertex_map[v2] = {v1};
|
||||
|
||||
const auto path = Astar::find_path(v1, v2, nav);
|
||||
ASSERT_EQ(path.size(), 1u);
|
||||
EXPECT_EQ(path.front(), v2);
|
||||
ASSERT_EQ(path.size(), 2u);
|
||||
EXPECT_EQ(path.front(), v1);
|
||||
EXPECT_EQ(path.back(), v2);
|
||||
}
|
||||
|
||||
TEST(AStarExtra, StartEqualsGoal)
|
||||
@@ -101,7 +102,7 @@ TEST(AStarExtra, LongerPathAvoidsBlock)
|
||||
constexpr Vector3<float> goal = idx(2, 1);
|
||||
const auto path = Astar::find_path(start, goal, nav);
|
||||
ASSERT_FALSE(path.empty());
|
||||
EXPECT_EQ(path.front(), goal);
|
||||
EXPECT_EQ(path.back(), goal);
|
||||
}
|
||||
|
||||
TEST(AstarTests, TrivialDirectNeighborPath)
|
||||
@@ -114,8 +115,9 @@ TEST(AstarTests, TrivialDirectNeighborPath)
|
||||
nav.m_vertex_map.emplace(v2, std::vector<Vector3<float>>{v1});
|
||||
|
||||
const auto path = Astar::find_path(v1, v2, nav);
|
||||
ASSERT_EQ(path.size(), 1u);
|
||||
EXPECT_EQ(path.front(), v2);
|
||||
ASSERT_EQ(path.size(), 2u);
|
||||
EXPECT_EQ(path.front(), v1);
|
||||
EXPECT_EQ(path.back(), v2);
|
||||
}
|
||||
|
||||
TEST(AstarTests, NoPathWhenDisconnected)
|
||||
|
||||
@@ -5,8 +5,12 @@
|
||||
#include <complex>
|
||||
#include <gtest/gtest.h>
|
||||
#include <omath/3d_primitives/aabb.hpp>
|
||||
#include <omath/engines/cry_engine/camera.hpp>
|
||||
#include <omath/engines/frostbite_engine/camera.hpp>
|
||||
#include <omath/engines/iw_engine/camera.hpp>
|
||||
#include <omath/engines/opengl_engine/camera.hpp>
|
||||
#include <omath/engines/source_engine/camera.hpp>
|
||||
#include <omath/engines/unreal_engine/camera.hpp>
|
||||
#include <omath/projection/camera.hpp>
|
||||
#include <print>
|
||||
#include <random>
|
||||
@@ -511,3 +515,429 @@ TEST(UnitTestProjection, AabbUnityEngineStraddlesNearNotCulled)
|
||||
const omath::primitives::Aabb<float> aabb{{-1.f, -1.f, -5.f}, {1.f, 1.f, 5.f}};
|
||||
EXPECT_FALSE(cam.is_aabb_culled_by_frustum(aabb));
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_LookingForward)
|
||||
{
|
||||
constexpr float k_eps = 1e-4f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
|
||||
const omath::source_engine::ViewAngles angles{
|
||||
omath::source_engine::PitchAngle::from_degrees(0.f),
|
||||
omath::source_engine::YawAngle::from_degrees(0.f),
|
||||
omath::source_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
|
||||
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(result.pitch.as_degrees(), 0.f, k_eps);
|
||||
EXPECT_NEAR(result.yaw.as_degrees(), 0.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_PositivePitchAndYaw)
|
||||
{
|
||||
constexpr float k_eps = 1e-4f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
|
||||
const omath::source_engine::ViewAngles angles{
|
||||
omath::source_engine::PitchAngle::from_degrees(30.f),
|
||||
omath::source_engine::YawAngle::from_degrees(45.f),
|
||||
omath::source_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
|
||||
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(result.pitch.as_degrees(), 30.f, k_eps);
|
||||
EXPECT_NEAR(result.yaw.as_degrees(), 45.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_NegativePitchAndYaw)
|
||||
{
|
||||
constexpr float k_eps = 1e-4f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
|
||||
const omath::source_engine::ViewAngles angles{
|
||||
omath::source_engine::PitchAngle::from_degrees(-45.f),
|
||||
omath::source_engine::YawAngle::from_degrees(-90.f),
|
||||
omath::source_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
|
||||
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(result.pitch.as_degrees(), -45.f, k_eps);
|
||||
EXPECT_NEAR(result.yaw.as_degrees(), -90.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_OffOriginCameraIgnored)
|
||||
{
|
||||
// The forward vector from the view matrix does not depend on camera origin,
|
||||
// so the same angles should be recovered regardless of position.
|
||||
constexpr float k_eps = 1e-4f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
|
||||
const omath::source_engine::ViewAngles angles{
|
||||
omath::source_engine::PitchAngle::from_degrees(20.f),
|
||||
omath::source_engine::YawAngle::from_degrees(60.f),
|
||||
omath::source_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::source_engine::Camera({100.f, 200.f, -50.f}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
|
||||
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(result.pitch.as_degrees(), 20.f, k_eps);
|
||||
EXPECT_NEAR(result.yaw.as_degrees(), 60.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, CalcViewAnglesFromViewMatrix_RollAlwaysZero)
|
||||
{
|
||||
// Roll cannot be encoded in the forward vector, so it is always 0 in the result.
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
|
||||
const omath::source_engine::ViewAngles angles{
|
||||
omath::source_engine::PitchAngle::from_degrees(10.f),
|
||||
omath::source_engine::YawAngle::from_degrees(30.f),
|
||||
omath::source_engine::RollAngle::from_degrees(15.f)
|
||||
};
|
||||
const auto cam = omath::source_engine::Camera({0, 0, 0}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
|
||||
const auto result = omath::source_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_FLOAT_EQ(result.roll.as_degrees(), 0.f);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, CalcOriginFromViewMatrix_AtOrigin)
|
||||
{
|
||||
constexpr float k_eps = 1e-4f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
|
||||
const auto cam = omath::source_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
|
||||
const auto origin = omath::source_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(origin.x, 0.f, k_eps);
|
||||
EXPECT_NEAR(origin.y, 0.f, k_eps);
|
||||
EXPECT_NEAR(origin.z, 0.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, CalcOriginFromViewMatrix_ArbitraryPosition)
|
||||
{
|
||||
constexpr float k_eps = 1e-3f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
|
||||
const omath::source_engine::ViewAngles angles{
|
||||
omath::source_engine::PitchAngle::from_degrees(0.f),
|
||||
omath::source_engine::YawAngle::from_degrees(0.f),
|
||||
omath::source_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::source_engine::Camera({100.f, 200.f, -50.f}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
|
||||
const auto origin = omath::source_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(origin.x, 100.f, k_eps);
|
||||
EXPECT_NEAR(origin.y, 200.f, k_eps);
|
||||
EXPECT_NEAR(origin.z, -50.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, CalcOriginFromViewMatrix_WithRotation)
|
||||
{
|
||||
// Origin recovery must work even when the camera is rotated.
|
||||
constexpr float k_eps = 1e-3f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
|
||||
const omath::source_engine::ViewAngles angles{
|
||||
omath::source_engine::PitchAngle::from_degrees(30.f),
|
||||
omath::source_engine::YawAngle::from_degrees(45.f),
|
||||
omath::source_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::source_engine::Camera({300.f, -100.f, 75.f}, angles, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
|
||||
const auto origin = omath::source_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(origin.x, 300.f, k_eps);
|
||||
EXPECT_NEAR(origin.y, -100.f, k_eps);
|
||||
EXPECT_NEAR(origin.z, 75.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, CalcOriginFromViewMatrix_IndependentOfAngles)
|
||||
{
|
||||
// Same position, different orientations — should always recover the same origin.
|
||||
constexpr float k_eps = 1e-3f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
|
||||
constexpr omath::Vector3<float> expected_origin{50.f, 50.f, 50.f};
|
||||
|
||||
const omath::source_engine::ViewAngles angles_a{
|
||||
omath::source_engine::PitchAngle::from_degrees(0.f),
|
||||
omath::source_engine::YawAngle::from_degrees(0.f),
|
||||
omath::source_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const omath::source_engine::ViewAngles angles_b{
|
||||
omath::source_engine::PitchAngle::from_degrees(-60.f),
|
||||
omath::source_engine::YawAngle::from_degrees(135.f),
|
||||
omath::source_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
|
||||
const auto cam_a = omath::source_engine::Camera(expected_origin, angles_a, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
const auto cam_b = omath::source_engine::Camera(expected_origin, angles_b, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
|
||||
|
||||
const auto origin_a = omath::source_engine::Camera::calc_origin_from_view_matrix(cam_a.get_view_matrix());
|
||||
const auto origin_b = omath::source_engine::Camera::calc_origin_from_view_matrix(cam_b.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(origin_a.x, expected_origin.x, k_eps);
|
||||
EXPECT_NEAR(origin_a.y, expected_origin.y, k_eps);
|
||||
EXPECT_NEAR(origin_a.z, expected_origin.z, k_eps);
|
||||
|
||||
EXPECT_NEAR(origin_b.x, expected_origin.x, k_eps);
|
||||
EXPECT_NEAR(origin_b.y, expected_origin.y, k_eps);
|
||||
EXPECT_NEAR(origin_b.z, expected_origin.z, k_eps);
|
||||
}
|
||||
|
||||
// ---- Unity engine camera tests ----
|
||||
|
||||
TEST(UnitTestProjection, Unity_CalcViewAnglesFromViewMatrix_LookingForward)
|
||||
{
|
||||
constexpr float k_eps = 1e-4f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
|
||||
const omath::unity_engine::ViewAngles angles{
|
||||
omath::unity_engine::PitchAngle::from_degrees(0.f),
|
||||
omath::unity_engine::YawAngle::from_degrees(0.f),
|
||||
omath::unity_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::unity_engine::Camera({0, 0, 0}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
|
||||
|
||||
const auto result = omath::unity_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(result.pitch.as_degrees(), 0.f, k_eps);
|
||||
EXPECT_NEAR(result.yaw.as_degrees(), 0.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, Unity_CalcViewAnglesFromViewMatrix_PositivePitchAndYaw)
|
||||
{
|
||||
constexpr float k_eps = 1e-4f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
|
||||
const omath::unity_engine::ViewAngles angles{
|
||||
omath::unity_engine::PitchAngle::from_degrees(30.f),
|
||||
omath::unity_engine::YawAngle::from_degrees(45.f),
|
||||
omath::unity_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::unity_engine::Camera({0, 0, 0}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
|
||||
|
||||
const auto result = omath::unity_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(result.pitch.as_degrees(), 30.f, k_eps);
|
||||
EXPECT_NEAR(result.yaw.as_degrees(), 45.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, Unity_CalcViewAnglesFromViewMatrix_NegativePitchAndYaw)
|
||||
{
|
||||
constexpr float k_eps = 1e-4f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
|
||||
const omath::unity_engine::ViewAngles angles{
|
||||
omath::unity_engine::PitchAngle::from_degrees(-45.f),
|
||||
omath::unity_engine::YawAngle::from_degrees(-90.f),
|
||||
omath::unity_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::unity_engine::Camera({0, 0, 0}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
|
||||
|
||||
const auto result = omath::unity_engine::Camera::calc_view_angles_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(result.pitch.as_degrees(), -45.f, k_eps);
|
||||
EXPECT_NEAR(result.yaw.as_degrees(), -90.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, Unity_CalcOriginFromViewMatrix_AtOrigin)
|
||||
{
|
||||
constexpr float k_eps = 1e-4f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
|
||||
const auto cam = omath::unity_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f);
|
||||
|
||||
const auto origin = omath::unity_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(origin.x, 0.f, k_eps);
|
||||
EXPECT_NEAR(origin.y, 0.f, k_eps);
|
||||
EXPECT_NEAR(origin.z, 0.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, Unity_CalcOriginFromViewMatrix_ArbitraryPosition)
|
||||
{
|
||||
constexpr float k_eps = 1e-3f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
|
||||
const omath::unity_engine::ViewAngles angles{
|
||||
omath::unity_engine::PitchAngle::from_degrees(0.f),
|
||||
omath::unity_engine::YawAngle::from_degrees(0.f),
|
||||
omath::unity_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::unity_engine::Camera({100.f, 200.f, -50.f}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
|
||||
|
||||
const auto origin = omath::unity_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(origin.x, 100.f, k_eps);
|
||||
EXPECT_NEAR(origin.y, 200.f, k_eps);
|
||||
EXPECT_NEAR(origin.z, -50.f, k_eps);
|
||||
}
|
||||
|
||||
TEST(UnitTestProjection, Unity_CalcOriginFromViewMatrix_WithRotation)
|
||||
{
|
||||
constexpr float k_eps = 1e-3f;
|
||||
constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f);
|
||||
const omath::unity_engine::ViewAngles angles{
|
||||
omath::unity_engine::PitchAngle::from_degrees(30.f),
|
||||
omath::unity_engine::YawAngle::from_degrees(45.f),
|
||||
omath::unity_engine::RollAngle::from_degrees(0.f)
|
||||
};
|
||||
const auto cam = omath::unity_engine::Camera({300.f, -100.f, 75.f}, angles, {1280.f, 720.f}, fov, 0.03f, 1000.f);
|
||||
|
||||
const auto origin = omath::unity_engine::Camera::calc_origin_from_view_matrix(cam.get_view_matrix());
|
||||
|
||||
EXPECT_NEAR(origin.x, 300.f, k_eps);
|
||||
EXPECT_NEAR(origin.y, -100.f, k_eps);
|
||||
EXPECT_NEAR(origin.z, 75.f, k_eps);
|
||||
}
|
||||
// ---- Camera basis vectors at zero angles ----
|
||||
|
||||
TEST(UnitTestProjection, SourceEngine_ZeroAngles_BasisVectors)
|
||||
{
|
||||
constexpr float k_eps = 1e-5f;
|
||||
const auto cam = omath::source_engine::Camera({}, {}, {1920.f, 1080.f},
|
||||
omath::projection::FieldOfView::from_degrees(90.f), 0.01f, 1000.f);
|
||||
const auto fwd = cam.get_forward();
|
||||
const auto right = cam.get_right();
|
||||
const auto up = cam.get_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_forward();
|
||||
const auto right = cam.get_right();
|
||||
const auto up = cam.get_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_forward();
|
||||
const auto right = cam.get_right();
|
||||
const auto up = cam.get_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_forward();
|
||||
const auto right = cam.get_right();
|
||||
const auto up = cam.get_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_forward();
|
||||
const auto right = cam.get_right();
|
||||
const auto up = cam.get_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_forward();
|
||||
const auto right = cam.get_right();
|
||||
const auto up = cam.get_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_forward();
|
||||
const auto right = cam.get_right();
|
||||
const auto up = cam.get_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);
|
||||
}
|
||||
|
||||
640
tests/general/unit_test_walk_bot.cpp
Normal file
640
tests/general/unit_test_walk_bot.cpp
Normal file
@@ -0,0 +1,640 @@
|
||||
// Unit tests for omath::pathfinding::WalkBot
|
||||
// Covers all status transitions, callback behaviour, and a full walk simulation.
|
||||
#include <gtest/gtest.h>
|
||||
#include "omath/pathfinding/walk_bot.hpp"
|
||||
#include "omath/pathfinding/navigation_mesh.hpp"
|
||||
|
||||
using namespace omath;
|
||||
using namespace omath::pathfinding;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Helpers
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// Build a simple bidirectional linear chain:
|
||||
// (0,0,0) <-> (1,0,0) <-> (2,0,0) <-> ... <-> (n-1,0,0)
|
||||
static std::shared_ptr<NavigationMesh> make_linear_mesh(int n)
|
||||
{
|
||||
auto mesh = std::make_shared<NavigationMesh>();
|
||||
for (int i = 0; i < n; ++i)
|
||||
{
|
||||
const Vector3<float> v{static_cast<float>(i), 0.f, 0.f};
|
||||
std::vector<Vector3<float>> neighbors;
|
||||
if (i > 0)
|
||||
neighbors.push_back(Vector3<float>{static_cast<float>(i - 1), 0.f, 0.f});
|
||||
if (i + 1 < n)
|
||||
neighbors.push_back(Vector3<float>{static_cast<float>(i + 1), 0.f, 0.f});
|
||||
mesh->m_vertex_map[v] = neighbors;
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Collect every status update fired during one update() call.
|
||||
static auto make_status_recorder(std::vector<WalkBotStatus>& out)
|
||||
{
|
||||
return [&out](WalkBotStatus s) { out.push_back(s); };
|
||||
}
|
||||
|
||||
// Collect every "next node" hint fired during one update() call.
|
||||
static auto make_node_recorder(std::vector<Vector3<float>>& out)
|
||||
{
|
||||
return [&out](const Vector3<float>& v) { out.push_back(v); };
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Construction
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, DefaultConstructedBotIsInert)
|
||||
{
|
||||
// A default-constructed bot with no mesh, no target, and no callbacks must
|
||||
// not crash.
|
||||
WalkBot bot;
|
||||
EXPECT_NO_THROW(bot.update({0.f, 0.f, 0.f}));
|
||||
}
|
||||
|
||||
TEST(WalkBotTests, ConstructWithMeshAndDistance)
|
||||
{
|
||||
auto mesh = make_linear_mesh(3);
|
||||
EXPECT_NO_THROW(WalkBot bot(mesh, 0.5f));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Status: FINISHED
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, FiresFinishedWhenBotIsAtTarget)
|
||||
{
|
||||
auto mesh = make_linear_mesh(3);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({2.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
|
||||
// bot_position == target_position -> distance == 0, well within threshold
|
||||
bot.update({2.f, 0.f, 0.f});
|
||||
|
||||
ASSERT_FALSE(statuses.empty());
|
||||
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
|
||||
}
|
||||
|
||||
TEST(WalkBotTests, FiresFinishedWhenBotIsWithinMinDistance)
|
||||
{
|
||||
auto mesh = make_linear_mesh(3);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({0.4f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
|
||||
// distance between (0,0,0) and (0.4,0,0) is 0.4 < 0.5 threshold
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
ASSERT_FALSE(statuses.empty());
|
||||
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
|
||||
}
|
||||
|
||||
TEST(WalkBotTests, NoFinishedWhenOutsideMinDistance)
|
||||
{
|
||||
auto mesh = make_linear_mesh(5);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({4.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
|
||||
// Attach path callback so we get further status updates
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
// FINISHED must NOT appear in the status list
|
||||
for (auto s : statuses)
|
||||
EXPECT_NE(s, WalkBotStatus::FINISHED);
|
||||
}
|
||||
|
||||
TEST(WalkBotTests, FinishedFiredEvenWithoutPathCallback)
|
||||
{
|
||||
// FINISHED is emitted before the on_path guard, so it fires regardless.
|
||||
auto mesh = make_linear_mesh(2);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({1.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
// Intentionally do NOT register on_path callback.
|
||||
|
||||
bot.update({1.f, 0.f, 0.f});
|
||||
|
||||
ASSERT_EQ(statuses.size(), 1u);
|
||||
EXPECT_EQ(statuses[0], WalkBotStatus::FINISHED);
|
||||
}
|
||||
|
||||
TEST(WalkBotTests, FinishedDoesNotFallThroughToPathing)
|
||||
{
|
||||
// update() must return after FINISHED — PATHING must not fire on the same tick.
|
||||
auto mesh = make_linear_mesh(3);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({1.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
bot.update({1.f, 0.f, 0.f}); // bot is at target
|
||||
|
||||
ASSERT_EQ(statuses.size(), 1u);
|
||||
EXPECT_EQ(statuses[0], WalkBotStatus::FINISHED);
|
||||
EXPECT_TRUE(nodes.empty());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// No target set
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, NoUpdateWithoutTarget)
|
||||
{
|
||||
auto mesh = make_linear_mesh(3);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
// Intentionally do NOT call set_target()
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
EXPECT_TRUE(statuses.empty());
|
||||
EXPECT_TRUE(nodes.empty());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Status: IDLE — no path callback registered
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, NoPathCallbackMeansNoPathingStatus)
|
||||
{
|
||||
auto mesh = make_linear_mesh(4);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({3.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
// No on_path registered -> update returns early after FINISHED check
|
||||
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
EXPECT_TRUE(statuses.empty());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Status: IDLE — null/expired navigation mesh
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, FiresIdleWhenNavMeshIsNull)
|
||||
{
|
||||
WalkBot bot; // no mesh assigned
|
||||
bot.set_target({5.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
ASSERT_FALSE(statuses.empty());
|
||||
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
|
||||
EXPECT_TRUE(nodes.empty());
|
||||
}
|
||||
|
||||
TEST(WalkBotTests, FiresIdleWhenNavMeshExpires)
|
||||
{
|
||||
auto mesh = make_linear_mesh(4);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({3.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
// Let the shared_ptr expire — WalkBot holds only a weak_ptr.
|
||||
mesh.reset();
|
||||
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
ASSERT_FALSE(statuses.empty());
|
||||
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
|
||||
EXPECT_TRUE(nodes.empty());
|
||||
}
|
||||
|
||||
TEST(WalkBotTests, SetNavMeshRestoresPathing)
|
||||
{
|
||||
WalkBot bot; // starts with no mesh
|
||||
bot.set_target({3.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
// First call — no mesh -> IDLE
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
ASSERT_EQ(statuses.back(), WalkBotStatus::IDLE);
|
||||
|
||||
// Assign a mesh and call again. Keep the shared_ptr alive so the
|
||||
// weak_ptr inside WalkBot does not expire before update() is called.
|
||||
statuses.clear();
|
||||
nodes.clear();
|
||||
auto new_mesh = make_linear_mesh(4);
|
||||
bot.set_nav_mesh(new_mesh);
|
||||
bot.set_min_node_distance(0.5f);
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
ASSERT_FALSE(statuses.empty());
|
||||
EXPECT_EQ(statuses.back(), WalkBotStatus::PATHING);
|
||||
EXPECT_FALSE(nodes.empty());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Status: IDLE — A* finds no path
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, FiresIdleWhenNoPathExists)
|
||||
{
|
||||
// Disconnected graph: two isolated vertices
|
||||
auto mesh = std::make_shared<NavigationMesh>();
|
||||
mesh->m_vertex_map[{0.f, 0.f, 0.f}] = {};
|
||||
mesh->m_vertex_map[{10.f, 0.f, 0.f}] = {};
|
||||
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({10.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
ASSERT_FALSE(statuses.empty());
|
||||
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
|
||||
EXPECT_TRUE(nodes.empty());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Status: PATHING — normal routing
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, FiresPathingAndProvidesNextNode)
|
||||
{
|
||||
auto mesh = make_linear_mesh(4);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({3.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
ASSERT_FALSE(statuses.empty());
|
||||
EXPECT_EQ(statuses.back(), WalkBotStatus::PATHING);
|
||||
ASSERT_FALSE(nodes.empty());
|
||||
}
|
||||
|
||||
TEST(WalkBotTests, NextNodeIsOnThePath)
|
||||
{
|
||||
auto mesh = make_linear_mesh(5);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({4.f, 0.f, 0.f});
|
||||
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
// The suggested node must be a mesh vertex (x in [0..4], y=0, z=0)
|
||||
ASSERT_FALSE(nodes.empty());
|
||||
const auto& hint = nodes.front();
|
||||
EXPECT_GE(hint.x, 0.f);
|
||||
EXPECT_LE(hint.x, 4.f);
|
||||
EXPECT_FLOAT_EQ(hint.y, 0.f);
|
||||
EXPECT_FLOAT_EQ(hint.z, 0.f);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// set_min_node_distance
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, MinNodeDistanceAffectsFinishedThreshold)
|
||||
{
|
||||
auto mesh = make_linear_mesh(3);
|
||||
WalkBot bot(mesh, 0.1f); // very tight threshold
|
||||
bot.set_target({1.f, 0.f, 0.f});
|
||||
|
||||
std::vector<WalkBotStatus> statuses;
|
||||
bot.on_status(make_status_recorder(statuses));
|
||||
|
||||
// distance 0.4 — outside 0.1 threshold
|
||||
bot.update({0.6f, 0.f, 0.f});
|
||||
EXPECT_TRUE(statuses.empty() ||
|
||||
std::find(statuses.begin(), statuses.end(), WalkBotStatus::FINISHED) == statuses.end());
|
||||
|
||||
statuses.clear();
|
||||
bot.set_min_node_distance(0.5f); // widen threshold
|
||||
bot.update({0.6f, 0.f, 0.f}); // now 0.4 < 0.5 -> FINISHED
|
||||
|
||||
ASSERT_FALSE(statuses.empty());
|
||||
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// reset()
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, ResetClearsLastVisited)
|
||||
{
|
||||
auto mesh = make_linear_mesh(3);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({2.f, 0.f, 0.f});
|
||||
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
// Tick 1: mark node 0 visited -> hint is node 1
|
||||
bot.update({0.05f, 0.f, 0.f});
|
||||
ASSERT_FALSE(nodes.empty());
|
||||
EXPECT_FLOAT_EQ(nodes.back().x, 1.f);
|
||||
|
||||
// Without reset, a second tick from the same position also gives node 1.
|
||||
nodes.clear();
|
||||
bot.reset();
|
||||
|
||||
// After reset, m_last_visited is cleared. The nearest node is 0 again,
|
||||
// it is within threshold so it gets marked visited and we advance to 1.
|
||||
// The hint should still be node 1 (same outcome, but state was cleanly reset).
|
||||
bot.update({0.05f, 0.f, 0.f});
|
||||
ASSERT_FALSE(nodes.empty());
|
||||
// Confirm the bot still routes correctly after reset.
|
||||
EXPECT_GE(nodes.back().x, 0.f);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Node advancement — visited node causes skip to next
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, AdvancesWhenNearestNodeAlreadyVisited)
|
||||
{
|
||||
// Chain: (0,0,0) -> (1,0,0) -> (2,0,0)
|
||||
auto mesh = make_linear_mesh(3);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({2.f, 0.f, 0.f});
|
||||
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
// Tick 1: bot is very close to node 0 -> node 0 marked visited -> hint is node 1.
|
||||
bot.update({0.05f, 0.f, 0.f});
|
||||
ASSERT_FALSE(nodes.empty());
|
||||
EXPECT_FLOAT_EQ(nodes.back().x, 1.f);
|
||||
|
||||
nodes.clear();
|
||||
|
||||
// Tick 2: bot has moved to near node 1 -> node 1 marked visited -> hint advances to node 2.
|
||||
bot.update({1.05f, 0.f, 0.f});
|
||||
ASSERT_FALSE(nodes.empty());
|
||||
EXPECT_GT(nodes.back().x, 1.f);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Displacement recovery — bot knocked back to unvisited node
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, RecoverAfterDisplacementToUnvisitedNode)
|
||||
{
|
||||
// Chain: 0 -> 1 -> 2 -> 3 -> 4
|
||||
auto mesh = make_linear_mesh(5);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({4.f, 0.f, 0.f});
|
||||
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
// Walk forward through nodes 0-3 to build visited state.
|
||||
for (int i = 0; i <= 3; ++i)
|
||||
{
|
||||
nodes.clear();
|
||||
bot.update(Vector3<float>{static_cast<float>(i) + 0.1f, 0.f, 0.f});
|
||||
}
|
||||
|
||||
// Displace the bot back to near node 1. The bot should route toward node 1
|
||||
// first rather than skipping ahead to node 4.
|
||||
nodes.clear();
|
||||
bot.update({1.1f, 0.f, 0.f});
|
||||
|
||||
ASSERT_FALSE(nodes.empty());
|
||||
EXPECT_LE(nodes.back().x, 3.f);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Callback wiring
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotTests, ReplacingPathCallbackTakesEffect)
|
||||
{
|
||||
auto mesh = make_linear_mesh(4);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({3.f, 0.f, 0.f});
|
||||
|
||||
int first_cb_calls = 0;
|
||||
int second_cb_calls = 0;
|
||||
|
||||
bot.on_path([&](const Vector3<float>&) { ++first_cb_calls; });
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
bot.on_path([&](const Vector3<float>&) { ++second_cb_calls; });
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
EXPECT_EQ(first_cb_calls, 1);
|
||||
EXPECT_EQ(second_cb_calls, 1);
|
||||
}
|
||||
|
||||
TEST(WalkBotTests, ReplacingStatusCallbackTakesEffect)
|
||||
{
|
||||
auto mesh = make_linear_mesh(4);
|
||||
WalkBot bot(mesh, 0.5f);
|
||||
bot.set_target({3.f, 0.f, 0.f});
|
||||
|
||||
std::vector<Vector3<float>> nodes;
|
||||
bot.on_path(make_node_recorder(nodes));
|
||||
|
||||
int cb1 = 0, cb2 = 0;
|
||||
bot.on_status([&](WalkBotStatus) { ++cb1; });
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
bot.on_status([&](WalkBotStatus) { ++cb2; });
|
||||
bot.update({0.f, 0.f, 0.f});
|
||||
|
||||
EXPECT_EQ(cb1, 1);
|
||||
EXPECT_EQ(cb2, 1);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Full walk simulation — bot traverses a linear mesh step by step
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// Simulates one game-loop tick and immediately "teleports" the bot to the
|
||||
// suggested node so the next tick starts from there.
|
||||
struct WalkSimulator
|
||||
{
|
||||
WalkBot bot;
|
||||
Vector3<float> position;
|
||||
std::vector<Vector3<float>> visited_nodes;
|
||||
std::vector<WalkBotStatus> status_history;
|
||||
bool finished{false};
|
||||
|
||||
WalkSimulator(const std::shared_ptr<NavigationMesh>& mesh,
|
||||
const Vector3<float>& start,
|
||||
const Vector3<float>& goal,
|
||||
float threshold)
|
||||
: position(start)
|
||||
{
|
||||
bot = WalkBot(mesh, threshold);
|
||||
bot.set_target(goal);
|
||||
bot.on_path([this](const Vector3<float>& next) {
|
||||
visited_nodes.push_back(next);
|
||||
position = next; // teleport to the suggested node
|
||||
});
|
||||
bot.on_status([this](WalkBotStatus s) {
|
||||
status_history.push_back(s);
|
||||
if (s == WalkBotStatus::FINISHED)
|
||||
finished = true;
|
||||
});
|
||||
}
|
||||
|
||||
void run(int max_ticks = 100)
|
||||
{
|
||||
for (int tick = 0; tick < max_ticks && !finished; ++tick)
|
||||
bot.update(position);
|
||||
}
|
||||
};
|
||||
|
||||
TEST(WalkBotSimulation, BotReachesTargetOnLinearMesh)
|
||||
{
|
||||
auto mesh = make_linear_mesh(5);
|
||||
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {4.f, 0.f, 0.f}, 0.5f);
|
||||
sim.run(50);
|
||||
|
||||
EXPECT_TRUE(sim.finished);
|
||||
}
|
||||
|
||||
TEST(WalkBotSimulation, StatusTransitionSequenceIsCorrect)
|
||||
{
|
||||
// Expect: one or more PATHING updates, then exactly FINISHED at the end.
|
||||
auto mesh = make_linear_mesh(4);
|
||||
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {3.f, 0.f, 0.f}, 0.5f);
|
||||
sim.run(50);
|
||||
|
||||
ASSERT_TRUE(sim.finished);
|
||||
ASSERT_FALSE(sim.status_history.empty());
|
||||
|
||||
// All entries before the last must be PATHING
|
||||
for (std::size_t i = 0; i + 1 < sim.status_history.size(); ++i)
|
||||
EXPECT_EQ(sim.status_history[i], WalkBotStatus::PATHING);
|
||||
|
||||
EXPECT_EQ(sim.status_history.back(), WalkBotStatus::FINISHED);
|
||||
}
|
||||
|
||||
TEST(WalkBotSimulation, BotVisitsNodesInForwardOrder)
|
||||
{
|
||||
auto mesh = make_linear_mesh(5);
|
||||
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {4.f, 0.f, 0.f}, 0.5f);
|
||||
sim.run(50);
|
||||
|
||||
ASSERT_FALSE(sim.visited_nodes.empty());
|
||||
|
||||
// Verify that x-coordinates are non-decreasing (forward progress only).
|
||||
for (std::size_t i = 1; i < sim.visited_nodes.size(); ++i)
|
||||
EXPECT_GE(sim.visited_nodes[i].x, sim.visited_nodes[i - 1].x - 1e-3f);
|
||||
}
|
||||
|
||||
TEST(WalkBotSimulation, TwoNodePathReachesGoal)
|
||||
{
|
||||
auto mesh = make_linear_mesh(2); // (0,0,0) <-> (1,0,0)
|
||||
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, 0.5f);
|
||||
sim.run(10);
|
||||
|
||||
EXPECT_TRUE(sim.finished);
|
||||
}
|
||||
|
||||
TEST(WalkBotSimulation, LongChainEventuallyFinishes)
|
||||
{
|
||||
constexpr int kLength = 20;
|
||||
auto mesh = make_linear_mesh(kLength);
|
||||
WalkSimulator sim(mesh,
|
||||
{0.f, 0.f, 0.f},
|
||||
{static_cast<float>(kLength - 1), 0.f, 0.f},
|
||||
0.5f);
|
||||
sim.run(200);
|
||||
|
||||
EXPECT_TRUE(sim.finished);
|
||||
}
|
||||
|
||||
TEST(WalkBotSimulation, StartAlreadyAtTargetFinishesImmediately)
|
||||
{
|
||||
auto mesh = make_linear_mesh(3);
|
||||
WalkSimulator sim(mesh, {1.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, 0.5f);
|
||||
sim.run(5);
|
||||
|
||||
EXPECT_TRUE(sim.finished);
|
||||
EXPECT_EQ(sim.status_history.front(), WalkBotStatus::FINISHED);
|
||||
EXPECT_EQ(sim.status_history.size(), 1u);
|
||||
}
|
||||
|
||||
TEST(WalkBotSimulation, NoIdleEmittedDuringSuccessfulWalk)
|
||||
{
|
||||
auto mesh = make_linear_mesh(4);
|
||||
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {3.f, 0.f, 0.f}, 0.5f);
|
||||
sim.run(50);
|
||||
|
||||
for (auto s : sim.status_history)
|
||||
EXPECT_NE(s, WalkBotStatus::IDLE);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Walk simulation on a branching mesh
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST(WalkBotSimulation, BotNavigatesBranchingMesh)
|
||||
{
|
||||
// Diamond topology:
|
||||
// (1,1,0)
|
||||
// / \
|
||||
// (0,0,0) (2,0,0)
|
||||
// \ /
|
||||
// (1,-1,0)
|
||||
auto mesh = std::make_shared<NavigationMesh>();
|
||||
const Vector3<float> start{0.f, 0.f, 0.f};
|
||||
const Vector3<float> top{1.f, 1.f, 0.f};
|
||||
const Vector3<float> bot_node{1.f, -1.f, 0.f};
|
||||
const Vector3<float> goal{2.f, 0.f, 0.f};
|
||||
|
||||
mesh->m_vertex_map[start] = {top, bot_node};
|
||||
mesh->m_vertex_map[top] = {start, goal};
|
||||
mesh->m_vertex_map[bot_node] = {start, goal};
|
||||
mesh->m_vertex_map[goal] = {top, bot_node};
|
||||
|
||||
WalkSimulator sim(mesh, start, goal, 0.5f);
|
||||
sim.run(20);
|
||||
|
||||
EXPECT_TRUE(sim.finished);
|
||||
}
|
||||
Reference in New Issue
Block a user