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Adds a test to verify the consistency of world-to-screen and screen-to-world projections. This ensures that projecting a point from world to screen and back results in the same point, thereby validating the correctness of the camera projection transformations.
25 lines
989 B
C++
25 lines
989 B
C++
//
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// Created by Vlad on 27.08.2024.
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//
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#include <complex>
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#include <gtest/gtest.h>
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#include <omath/engines/source_engine/camera.hpp>
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#include <omath/projection/camera.hpp>
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#include <print>
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TEST(UnitTestProjection, Projection)
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{
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constexpr auto fov = omath::Angle<float, 0.f, 180.f, omath::AngleFlags::Clamped>::from_degrees(90.f);
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const auto cam = omath::source_engine::Camera({0, 0, 0}, omath::source_engine::ViewAngles{}, {1920.f, 1080.f}, fov,
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0.01f, 1000.f);
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const auto projected = cam.world_to_screen({1000, 0, 50.f});
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const auto result = cam.screen_to_world(projected.value());
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const auto result2 = cam.world_to_screen(result.value());
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EXPECT_EQ(static_cast<omath::Vector2<float>>(projected.value()),
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static_cast<omath::Vector2<float>>(result2.value()));
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EXPECT_NEAR(projected->x, 960.f, 0.001f);
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EXPECT_NEAR(projected->y, 504.f, 0.001f);
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EXPECT_NEAR(projected->z, 1.f, 0.001f);
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} |