// Tests for engine trait headers to improve header coverage #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace omath; // Small helper to compare matrices roughly (templated to avoid concrete typedef) template static void expect_matrix_near(const MatT& a, const MatT& b, float eps = 1e-5f) { for (std::size_t r = 0; r < 4; ++r) for (std::size_t c = 0; c < 4; ++c) EXPECT_NEAR(a.at(r, c), b.at(r, c), eps); } // Generic tests for PredEngineTrait behaviour across engines TEST(TraitTests, Frostbite_Pred_And_Mesh_And_Camera) { namespace E = omath::frostbite_engine; 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 = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f); EXPECT_NEAR(pos.x, 0.f, 1e-4f); EXPECT_NEAR(pos.z, 10.f, 1e-4f); EXPECT_NEAR(pos.y, -9.81f * 0.5f, 1e-4f); projectile_prediction::Target t; t.m_origin = {0.f, 5.f, 0.f}; t.m_velocity = {2.f, 0.f, 0.f}; t.m_is_airborne = true; const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); EXPECT_NEAR(pred.x, 4.f, 1e-6f); EXPECT_NEAR(pred.y, 5.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f); // Also test non-airborne path (no gravity applied) t.m_is_airborne = false; const auto pred_ground = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); EXPECT_NEAR(pred_ground.x, 4.f, 1e-6f); EXPECT_NEAR(pred_ground.y, 5.f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 0.f, 4.f}), 5.f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 2.5f, 1e-6f); std::optional pitch = 45.f; auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch); EXPECT_NEAR(vp.y, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f); // Direct angles Vector3 origin{0.f, 0.f, 0.f}; Vector3 view_to{0.f, 1.f, 1.f}; const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to); const auto dir = (view_to - origin).normalized(); EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.y)), 1e-3f); const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to); EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(dir.x, dir.z)), 1e-3f); // MeshTrait simply forwards to rotation_matrix; ensure it compiles and returns something E::ViewAngles va; const auto m1 = E::MeshTrait::rotation_matrix(va); const auto m2 = E::rotation_matrix(va); expect_matrix_near(m1, m2); // CameraTrait look at should be callable const auto angles = E::CameraTrait::calc_look_at_angle({0, 0, 0}, {0, 1, 1}); (void)angles; const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f); const auto expected = E::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f); expect_matrix_near(proj, expected); } TEST(TraitTests, IW_Pred_And_Mesh_And_Camera) { namespace E = omath::iw_engine; 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 = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f); EXPECT_NEAR(pos.x, 10.f, 1e-4f); EXPECT_NEAR(pos.z, -9.81f * 0.5f, 1e-4f); projectile_prediction::Target t; t.m_origin = {0.f, 0.f, 5.f}; t.m_velocity = {0.f, 0.f, 2.f}; t.m_is_airborne = true; const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); // predicted = origin + velocity * t -> z = 5 + 2*2 = 9; then gravity applied EXPECT_NEAR(pred.z, 9.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 4.f, 0.f}), 5.f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 3.f, 1e-6f); std::optional pitch = 45.f; auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch); EXPECT_NEAR(vp.z, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f); Vector3 origin{0.f, 0.f, 0.f}; Vector3 view_to{1.f, 1.f, 1.f}; const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to); const auto dist = origin.distance_to(view_to); EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin((view_to.z - origin.z) / dist)), 1e-3f); const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to); const auto delta = view_to - origin; EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(delta.y, delta.x)), 1e-3f); E::ViewAngles va; expect_matrix_near(E::MeshTrait::rotation_matrix(va), E::rotation_matrix(va)); const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(45.f), {1920.f, 1080.f}, 0.1f, 1000.f); const auto expected = E::calc_perspective_projection_matrix(45.f, 1920.f / 1080.f, 0.1f, 1000.f); expect_matrix_near(proj, expected); // non-airborne t.m_is_airborne = false; const auto pred_ground_iw = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); EXPECT_NEAR(pred_ground_iw.z, 9.f, 1e-6f); } TEST(TraitTests, OpenGL_Pred_And_Mesh_And_Camera) { namespace E = omath::opengl_engine; 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 = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f); EXPECT_NEAR(pos.z, -10.f, 1e-4f); EXPECT_NEAR(pos.y, -9.81f * 0.5f, 1e-4f); projectile_prediction::Target t; t.m_origin = {0.f, 5.f, 0.f}; t.m_velocity = {2.f, 0.f, 0.f}; t.m_is_airborne = true; const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); EXPECT_NEAR(pred.x, 4.f, 1e-6f); EXPECT_NEAR(pred.y, 5.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 0.f, 4.f}), 5.f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 2.5f, 1e-6f); std::optional pitch = 45.f; auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch); EXPECT_NEAR(vp.y, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f); Vector3 origin{0.f, 0.f, 0.f}; Vector3 view_to{0.f, 1.f, 1.f}; const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to); const auto dir = (view_to - origin).normalized(); EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.y)), 1e-3f); const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to); EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(-std::atan2(dir.x, -dir.z)), 1e-3f); E::ViewAngles va; expect_matrix_near(E::MeshTrait::rotation_matrix(va), E::rotation_matrix(va)); const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f); const auto expected = E::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f); expect_matrix_near(proj, expected); // non-airborne t.m_is_airborne = false; const auto pred_ground_gl = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); EXPECT_NEAR(pred_ground_gl.x, 4.f, 1e-6f); } TEST(TraitTests, Unity_Pred_And_Mesh_And_Camera) { namespace E = omath::unity_engine; 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 = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f); EXPECT_NEAR(pos.z, 10.f, 1e-4f); EXPECT_NEAR(pos.y, -9.81f * 0.5f, 1e-4f); projectile_prediction::Target t; t.m_origin = {0.f, 5.f, 0.f}; t.m_velocity = {2.f, 0.f, 0.f}; t.m_is_airborne = true; const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); EXPECT_NEAR(pred.x, 4.f, 1e-6f); EXPECT_NEAR(pred.y, 5.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 0.f, 4.f}), 5.f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 2.5f, 1e-6f); std::optional pitch = 45.f; auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch); EXPECT_NEAR(vp.y, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f); Vector3 origin{0.f, 0.f, 0.f}; Vector3 view_to{0.f, 1.f, 1.f}; const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to); const auto dir = (view_to - origin).normalized(); EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.y)), 1e-3f); const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to); EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(dir.x, dir.z)), 1e-3f); E::ViewAngles va; expect_matrix_near(E::MeshTrait::rotation_matrix(va), E::rotation_matrix(va)); const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f); const auto expected = E::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f); expect_matrix_near(proj, expected); // non-airborne t.m_is_airborne = false; const auto pred_ground_unity = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); EXPECT_NEAR(pred_ground_unity.x, 4.f, 1e-6f); } TEST(TraitTests, Unreal_Pred_And_Mesh_And_Camera) { namespace E = omath::unreal_engine; 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 = E::PredEngineTrait::predict_projectile_position(p, 0.f, 0.f, 1.f, 9.81f); EXPECT_NEAR(pos.x, 10.f, 1e-4f); EXPECT_NEAR(pos.y, -9.81f * 0.5f, 1e-4f); projectile_prediction::Target t; t.m_origin = {0.f, 5.f, 0.f}; t.m_velocity = {2.f, 0.f, 0.f}; t.m_is_airborne = true; const auto pred = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); EXPECT_NEAR(pred.x, 4.f, 1e-6f); EXPECT_NEAR(pred.y, 5.f - 9.81f * (2.f * 2.f) * 0.5f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::calc_vector_2d_distance({3.f, 0.f, 4.f}), 5.f, 1e-6f); EXPECT_NEAR(E::PredEngineTrait::get_vector_height_coordinate({1.f, 2.5f, 3.f}), 2.5f, 1e-6f); std::optional pitch = 45.f; auto vp = E::PredEngineTrait::calc_viewpoint_from_angles(p, {10.f, 0.f, 0.f}, pitch); EXPECT_NEAR(vp.z, 0.f + 10.f * std::tan(angles::degrees_to_radians(45.f)), 1e-6f); Vector3 origin{0.f, 0.f, 0.f}; Vector3 view_to{1.f, 1.f, 1.f}; const auto pitch_calc = E::PredEngineTrait::calc_direct_pitch_angle(origin, view_to); const auto dir = (view_to - origin).normalized(); EXPECT_NEAR(pitch_calc, angles::radians_to_degrees(std::asin(dir.z)), 1e-3f); const auto yaw_calc = E::PredEngineTrait::calc_direct_yaw_angle(origin, view_to); EXPECT_NEAR(yaw_calc, angles::radians_to_degrees(std::atan2(dir.y, dir.x)), 1e-3f); E::ViewAngles va; expect_matrix_near(E::MeshTrait::rotation_matrix(va), E::rotation_matrix(va)); const auto proj = E::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f); const auto expected = E::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f); expect_matrix_near(proj, expected); // non-airborne t.m_is_airborne = false; const auto pred_ground_unreal = E::PredEngineTrait::predict_target_position(t, 2.f, 9.81f); EXPECT_NEAR(pred_ground_unreal.x, 4.f, 1e-6f); }