// // Created by Orange on 11/27/2024. // // // Created by Orange on 11/23/2024. // #include #include #include #include TEST(UnitTestUnityEngine, ForwardVector) { const auto forward = omath::unity_engine::ForwardVector({}); EXPECT_EQ(forward, omath::unity_engine::kAbsForward); } TEST(UnitTestUnityEngine, RightVector) { const auto right = omath::unity_engine::RightVector({}); EXPECT_EQ(right, omath::unity_engine::kAbsRight); } TEST(UnitTestUnityEngine, UpVector) { const auto up = omath::unity_engine::UpVector({}); EXPECT_EQ(up, omath::unity_engine::kAbsUp); } /*TEST(UnitTestUnityEngine, ProjectTargetMovedFromCamera) { constexpr auto fov = omath::projection::FieldOfView::FromDegrees(60.f); const auto cam = omath::unity_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.01f, 1000.f); for (float distance = 0.02f; distance < 100.f; distance += 0.01f) { const auto projected = cam.WorldToScreen({0, 0, distance}); EXPECT_TRUE(projected.has_value()); if (!projected.has_value()) continue; EXPECT_NEAR(projected->x, 640, 0.00001f); EXPECT_NEAR(projected->y, 360, 0.00001f); } }*/ TEST(UnitTestUnityEngine, Project) { constexpr auto fov = omath::projection::FieldOfView::FromDegrees(60.f); const auto cam = omath::unity_engine::Camera({0, 0, 0}, {}, {1280.f, 720.f}, fov, 0.03f, 1000.f); const auto proj = cam.WorldToScreen({0.f, 2.f, 10.f}); } TEST(UnitTestUnityEngine, CameraSetAndGetFov) { constexpr auto fov = omath::projection::FieldOfView::FromDegrees(90.f); auto cam = omath::unity_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f); EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 90.f); cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f)); EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f); } TEST(UnitTestUnityEngine, CameraSetAndGetOrigin) { auto cam = omath::unity_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f); EXPECT_EQ(cam.GetOrigin(), omath::Vector3{}); cam.SetFieldOfView(omath::projection::FieldOfView::FromDegrees(50.f)); EXPECT_EQ(cam.GetFieldOfView().AsDegrees(), 50.f); }