// // Created by Orange on 11/27/2024. // #include #include #include #include #include #include TEST(unit_test_unreal_engine, ForwardVector) { const auto forward = omath::unreal_engine::forward_vector({}); EXPECT_EQ(forward, omath::unreal_engine::k_abs_forward); } TEST(unit_test_unreal_engine, ForwardVectorRotationYaw) { omath::unreal_engine::ViewAngles angles; angles.yaw = omath::unreal_engine::YawAngle::from_degrees(90.f); const auto forward = omath::unreal_engine::forward_vector(angles); EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_right.x, 0.00001f); EXPECT_NEAR(forward.y, omath::unreal_engine::k_abs_right.y, 0.00001f); EXPECT_NEAR(forward.z, omath::unreal_engine::k_abs_right.z, 0.00001f); } TEST(unit_test_unreal_engine, ForwardVectorRotationPitch) { omath::unreal_engine::ViewAngles angles; angles.pitch = omath::unreal_engine::PitchAngle::from_degrees(-90.f); const auto forward = omath::unreal_engine::forward_vector(angles); EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_up.x, 0.00001f); EXPECT_NEAR(forward.y, omath::unreal_engine::k_abs_up.y, 0.00001f); EXPECT_NEAR(forward.z, omath::unreal_engine::k_abs_up.z, 0.00001f); } TEST(unit_test_unreal_engine, ForwardVectorRotationRoll) { omath::unreal_engine::ViewAngles angles; angles.roll = omath::unreal_engine::RollAngle::from_degrees(-90.f); const auto forward = omath::unreal_engine::up_vector(angles); EXPECT_NEAR(forward.x, omath::unreal_engine::k_abs_right.x, 0.00001f); EXPECT_NEAR(forward.y, omath::unreal_engine::k_abs_right.y, 0.00001f); EXPECT_NEAR(forward.z, omath::unreal_engine::k_abs_right.z, 0.00001f); } TEST(unit_test_unreal_engine, RightVector) { const auto right = omath::unreal_engine::right_vector({}); EXPECT_EQ(right, omath::unreal_engine::k_abs_right); } TEST(unit_test_unreal_engine, UpVector) { const auto up = omath::unreal_engine::up_vector({}); EXPECT_EQ(up, omath::unreal_engine::k_abs_up); } TEST(unit_test_unreal_engine, ProjectTargetMovedFromCamera) { constexpr auto fov = omath::projection::FieldOfView::from_degrees(60.f); const auto cam = omath::unreal_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.world_to_screen({distance, 0, 0}); 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(unit_test_unreal_engine, CameraSetAndGetFov) { constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f); auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f); EXPECT_EQ(cam.get_field_of_view().as_degrees(), 90.f); cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(50.f)); EXPECT_EQ(cam.get_field_of_view().as_degrees(), 50.f); } TEST(unit_test_unreal_engine, CameraSetAndGetOrigin) { auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, {}, 0.01f, 1000.f); EXPECT_EQ(cam.get_origin(), omath::Vector3{}); cam.set_field_of_view(omath::projection::FieldOfView::from_degrees(50.f)); EXPECT_EQ(cam.get_field_of_view().as_degrees(), 50.f); } TEST(unit_test_unreal_engine, loook_at_random_all_axis) { std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source std::uniform_real_distribution dist(-1000.f, 1000.f); constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f); auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f); for (int i = 0; i < 100; i++) { const auto position_to_look = omath::Vector3{dist(gen), dist(gen), dist(gen)}; if (cam.get_origin().distance_to(position_to_look) < 10) continue; cam.look_at(position_to_look); auto projected_pos = cam.world_to_view_port(position_to_look); EXPECT_TRUE(projected_pos.has_value()); if (!projected_pos) continue; EXPECT_NEAR(projected_pos->x, 0.f, 0.01f); EXPECT_NEAR(projected_pos->y, 0.f, 0.01f); } } TEST(unit_test_unreal_engine, loook_at_random_x_axis) { std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source std::uniform_real_distribution dist(-500.f, 500.f); constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f); auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f); for (int i = 0; i < 1000; i++) { const auto position_to_look = omath::Vector3{dist(gen), 0.f, 0.f}; if (cam.get_origin().distance_to(position_to_look) < 10) continue; cam.look_at(position_to_look); auto projected_pos = cam.world_to_view_port(position_to_look); EXPECT_TRUE(projected_pos.has_value()); if (!projected_pos) continue; EXPECT_NEAR(projected_pos->x, 0.f, 0.00001f); EXPECT_NEAR(projected_pos->y, 0.f, 0.00001f); } } TEST(unit_test_unreal_engine, loook_at_random_y_axis) { std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source std::uniform_real_distribution dist(-500.f, 500.f); constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f); auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f); for (int i = 0; i < 1000; i++) { const auto position_to_look = omath::Vector3{0.f, dist(gen), 0.f}; if (cam.get_origin().distance_to(position_to_look) < 10) continue; cam.look_at(position_to_look); auto projected_pos = cam.world_to_view_port(position_to_look); EXPECT_TRUE(projected_pos.has_value()); if (!projected_pos) continue; EXPECT_NEAR(projected_pos->x, 0.f, 0.00001f); EXPECT_NEAR(projected_pos->y, 0.f, 0.00001f); } } TEST(unit_test_unreal_engine, loook_at_random_z_axis) { std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source std::uniform_real_distribution dist(-500.f, 500.f); constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f); auto cam = omath::unreal_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f); for (int i = 0; i < 1000; i++) { const auto position_to_look = omath::Vector3{0.f, 0.f, dist(gen)}; if (cam.get_origin().distance_to(position_to_look) < 10) continue; cam.look_at(position_to_look); auto projected_pos = cam.world_to_view_port(position_to_look); EXPECT_TRUE(projected_pos.has_value()); if (!projected_pos) continue; EXPECT_NEAR(projected_pos->x, 0.f, 0.00001f); EXPECT_NEAR(projected_pos->y, 0.f, 0.00001f); } }