Files
omath/tests/general/unit_test_pred_engine_trait.cpp
Orange++ d935caf1a4 Feature/more constexpr (#125)
* added constexpr

* fix

* improved stuff

* added const

* improvement

* fix

* fix

* patch
2025-12-24 02:32:14 +03:00

67 lines
2.4 KiB
C++

// Tests for PredEngineTrait
#include <gtest/gtest.h>
#include <omath/engines/source_engine/traits/pred_engine_trait.hpp>
#include <omath/projectile_prediction/projectile.hpp>
#include <omath/projectile_prediction/target.hpp>
using namespace omath;
using namespace omath::source_engine;
TEST(PredEngineTrait, PredictProjectilePositionBasic)
{
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 = PredEngineTrait::predict_projectile_position(p, /*pitch*/ 0.f, /*yaw*/ 0.f, /*time*/ 1.f,
/*gravity*/ 9.81f);
// With zero pitch and yaw forward vector is along X; expect x ~10, z reduced by gravity*0.5
EXPECT_NEAR(pos.x, 10.f, 1e-3f);
EXPECT_NEAR(pos.z, -9.81f * 0.5f, 1e-3f);
}
TEST(PredEngineTrait, PredictTargetPositionAirborne)
{
projectile_prediction::Target t;
t.m_origin = {0.f, 0.f, 10.f};
t.m_velocity = {1.f, 0.f, 0.f};
t.m_is_airborne = true;
const auto pred = PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
EXPECT_NEAR(pred.x, 2.f, 1e-6f);
// z should have been reduced by gravity* t^2
EXPECT_NEAR(pred.z, 10.f - 9.81f * 4.f * 0.5f, 1e-6f);
}
TEST(PredEngineTrait, CalcVector2dDistance)
{
constexpr Vector3<float> d{3.f, 4.f, 0.f};
EXPECT_NEAR(PredEngineTrait::calc_vector_2d_distance(d), 5.f, 1e-6f);
}
TEST(PredEngineTrait, CalcViewpointFromAngles)
{
projectile_prediction::Projectile p;
p.m_origin = {0.f, 0.f, 0.f};
p.m_launch_speed = 10.f;
constexpr Vector3<float> predicted{10.f, 0.f, 0.f};
constexpr std::optional<float> pitch = 45.f;
const auto vp = PredEngineTrait::calc_viewpoint_from_angles(p, predicted, pitch);
// For 45 degrees, height = delta2d * tan(45deg) = 10 * 1 = 10
EXPECT_NEAR(vp.z, 10.f, 1e-6f);
}
TEST(PredEngineTrait, DirectAngles)
{
constexpr Vector3<float> origin{0.f, 0.f, 0.f};
constexpr Vector3<float> target{0.f, 1.f, 1.f};
// yaw should be 90 degrees (pointing along y)
EXPECT_NEAR(PredEngineTrait::calc_direct_yaw_angle(origin, target), 90.f, 1e-3f);
// pitch should be asin(z/distance)
const float dist = origin.distance_to(target);
EXPECT_NEAR(PredEngineTrait::calc_direct_pitch_angle(origin, target),
angles::radians_to_degrees(std::asin((target.z - origin.z) / dist)), 1e-3f);
}