Files
omath/tests/engines/unit_test_unreal_engine.cpp
2025-09-20 15:44:33 +03:00

213 lines
6.8 KiB
C++

//
// Created by Orange on 11/27/2024.
//
#include <gtest/gtest.h>
#include <omath/engines/unreal_engine/camera.hpp>
#include <omath/engines/unreal_engine/constants.hpp>
#include <omath/engines/unreal_engine/formulas.hpp>
#include <print>
#include <random>
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<float>{});
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<float> 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 < 100; i++)
{
const auto position_to_look = omath::Vector3<float>{dist(gen), dist(gen), dist(gen)};
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_x_axis)
{
std::mt19937 gen(std::random_device{}()); // Seed with a non-deterministic source
std::uniform_real_distribution<float> 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<float>{dist(gen), 0.f, 0.f};
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<float> 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<float>{0.f, dist(gen), 0.f};
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<float> 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<float>{0.f, 0.f, dist(gen)};
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, 0.025f);
}
}