310 lines
13 KiB
C++
310 lines
13 KiB
C++
#include <gtest/gtest.h>
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#include "Viewport/SceneViewportCameraController.h"
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#include "Viewport/SceneViewportHudOverlay.h"
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#include "Viewport/SceneViewportMath.h"
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Core/Math/Vector4.h>
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#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
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#include <cmath>
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namespace {
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bool NearlyEqual(float lhs, float rhs, float epsilon = 1e-4f) {
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return std::abs(lhs - rhs) <= epsilon;
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}
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bool NearlyEqual(const XCEngine::Math::Vector3& lhs, const XCEngine::Math::Vector3& rhs, float epsilon = 1e-4f) {
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return NearlyEqual(lhs.x, rhs.x, epsilon) &&
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NearlyEqual(lhs.y, rhs.y, epsilon) &&
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NearlyEqual(lhs.z, rhs.z, epsilon);
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}
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bool NearlyEqual(
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const XCEngine::Math::Matrix4x4& lhs,
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const XCEngine::Math::Matrix4x4& rhs,
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float epsilon = 1e-4f) {
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for (int row = 0; row < 4; ++row) {
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for (int column = 0; column < 4; ++column) {
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if (!NearlyEqual(lhs.m[row][column], rhs.m[row][column], epsilon)) {
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return false;
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}
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}
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}
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return true;
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}
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bool IsPowerOfTenSpacing(float value) {
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if (value <= 0.0f) {
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return false;
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}
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const float exponent = std::floor(std::log10(value));
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const float base = std::pow(10.0f, exponent);
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const float normalized = value / base;
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return NearlyEqual(normalized, 1.0f, 1e-4f);
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}
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} // namespace
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XCEngine::Rendering::Passes::InfiniteGridPassData ToInfiniteGridPassData(
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const XCEngine::Editor::SceneViewportOverlayData& overlay) {
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XCEngine::Rendering::Passes::InfiniteGridPassData data = {};
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data.valid = overlay.valid;
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data.cameraPosition = overlay.cameraPosition;
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data.cameraForward = overlay.cameraForward;
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data.cameraRight = overlay.cameraRight;
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data.cameraUp = overlay.cameraUp;
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data.verticalFovDegrees = overlay.verticalFovDegrees;
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data.nearClipPlane = overlay.nearClipPlane;
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data.farClipPlane = overlay.farClipPlane;
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data.orbitDistance = overlay.orbitDistance;
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return data;
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}
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using XCEngine::Editor::BuildSceneViewportAxisDragPlaneNormal;
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using XCEngine::Editor::SceneViewportCameraController;
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using XCEngine::Editor::SceneViewportHudOverlayHitKind;
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using XCEngine::Editor::SceneViewportHudOverlayHitResult;
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using XCEngine::Editor::BuildSceneViewportProjectionMatrix;
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using XCEngine::Editor::BuildSceneViewportHudOverlayData;
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using XCEngine::Editor::BuildSceneViewportViewMatrix;
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using XCEngine::Editor::HitTestSceneViewportHudOverlay;
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using XCEngine::Editor::ProjectSceneViewportWorldPoint;
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using XCEngine::Editor::SceneViewportOverlayData;
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using XCEngine::Components::GameObject;
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using XCEngine::Math::Vector3;
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using XCEngine::Math::Vector4;
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using XCEngine::Rendering::Passes::BuildInfiniteGridParameters;
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using XCEngine::Rendering::Passes::InfiniteGridParameters;
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TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersUsesPowerOfTenSpacingSeries) {
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SceneViewportOverlayData overlay = {};
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overlay.valid = true;
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overlay.cameraPosition = Vector3(0.0f, 6.0f, -6.0f);
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overlay.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
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const InfiniteGridParameters parameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(overlay));
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EXPECT_TRUE(parameters.valid);
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EXPECT_TRUE(IsPowerOfTenSpacing(parameters.baseScale));
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EXPECT_GE(parameters.transitionBlend, 0.0f);
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EXPECT_LE(parameters.transitionBlend, 1.0f);
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EXPECT_GT(parameters.fadeDistance, parameters.baseScale);
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}
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TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersIsStableAcrossHorizontalCameraMovement) {
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SceneViewportOverlayData left = {};
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left.valid = true;
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left.cameraPosition = Vector3(-120.0f, 12.0f, 40.0f);
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left.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
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SceneViewportOverlayData right = left;
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right.cameraPosition = Vector3(380.0f, 12.0f, -260.0f);
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const InfiniteGridParameters leftParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(left));
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const InfiniteGridParameters rightParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(right));
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EXPECT_TRUE(leftParameters.valid);
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EXPECT_TRUE(rightParameters.valid);
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EXPECT_FLOAT_EQ(leftParameters.baseScale, rightParameters.baseScale);
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EXPECT_FLOAT_EQ(leftParameters.transitionBlend, rightParameters.transitionBlend);
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EXPECT_FLOAT_EQ(leftParameters.fadeDistance, rightParameters.fadeDistance);
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}
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TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersExpandsScaleAsCameraHeightGrows) {
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SceneViewportOverlayData nearOverlay = {};
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nearOverlay.valid = true;
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nearOverlay.cameraPosition = Vector3(0.0f, 3.0f, -4.0f);
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nearOverlay.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
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SceneViewportOverlayData farOverlay = nearOverlay;
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farOverlay.cameraPosition = Vector3(0.0f, 120.0f, -150.0f);
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const InfiniteGridParameters nearParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(nearOverlay));
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const InfiniteGridParameters farParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(farOverlay));
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EXPECT_TRUE(nearParameters.valid);
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EXPECT_TRUE(farParameters.valid);
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EXPECT_GE(farParameters.baseScale, nearParameters.baseScale);
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EXPECT_GE(farParameters.fadeDistance, nearParameters.fadeDistance);
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}
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TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersPromotesMajorLinesByDecimalGrouping) {
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SceneViewportOverlayData overlay = {};
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overlay.valid = true;
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overlay.cameraPosition = Vector3(0.0f, 14.0f, -18.0f);
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overlay.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
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const InfiniteGridParameters parameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(overlay));
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EXPECT_TRUE(parameters.valid);
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EXPECT_TRUE(IsPowerOfTenSpacing(parameters.baseScale));
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EXPECT_TRUE(IsPowerOfTenSpacing(parameters.baseScale * 10.0f));
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}
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TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersFadesTowardNextScaleBeforeThreshold) {
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SceneViewportOverlayData earlyOverlay = {};
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earlyOverlay.valid = true;
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earlyOverlay.cameraPosition = Vector3(0.0f, 4.0f, -6.0f);
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SceneViewportOverlayData lateOverlay = earlyOverlay;
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lateOverlay.cameraPosition = Vector3(0.0f, 18.0f, -6.0f);
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const InfiniteGridParameters earlyParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(earlyOverlay));
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const InfiniteGridParameters lateParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(lateOverlay));
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EXPECT_FLOAT_EQ(earlyParameters.baseScale, 1.0f);
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EXPECT_FLOAT_EQ(lateParameters.baseScale, 1.0f);
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EXPECT_LT(earlyParameters.transitionBlend, 0.05f);
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EXPECT_GT(lateParameters.transitionBlend, 0.90f);
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}
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TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersSwitchesScaleAtHalfThePreviousDistanceThreshold) {
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SceneViewportOverlayData nearOverlay = {};
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nearOverlay.valid = true;
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nearOverlay.cameraPosition = Vector3(0.0f, 19.9f, -6.0f);
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SceneViewportOverlayData farOverlay = nearOverlay;
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farOverlay.cameraPosition = Vector3(0.0f, 20.0f, -6.0f);
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const InfiniteGridParameters nearParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(nearOverlay));
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const InfiniteGridParameters farParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(farOverlay));
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EXPECT_FLOAT_EQ(nearParameters.baseScale, 1.0f);
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EXPECT_FLOAT_EQ(farParameters.baseScale, 10.0f);
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EXPECT_GT(nearParameters.transitionBlend, 0.95f);
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EXPECT_LT(farParameters.transitionBlend, 0.05f);
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}
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TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersIgnoresStaleOrbitDistanceForSameView) {
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SceneViewportOverlayData nearOrbit = {};
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nearOrbit.valid = true;
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nearOrbit.cameraPosition = Vector3(0.0f, 12.0f, -24.0f);
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nearOrbit.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
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nearOrbit.orbitDistance = 2.0f;
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SceneViewportOverlayData farOrbit = nearOrbit;
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farOrbit.orbitDistance = 200.0f;
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const InfiniteGridParameters nearOrbitParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(nearOrbit));
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const InfiniteGridParameters farOrbitParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(farOrbit));
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EXPECT_TRUE(nearOrbitParameters.valid);
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EXPECT_TRUE(farOrbitParameters.valid);
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EXPECT_FLOAT_EQ(nearOrbitParameters.baseScale, farOrbitParameters.baseScale);
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EXPECT_FLOAT_EQ(nearOrbitParameters.transitionBlend, farOrbitParameters.transitionBlend);
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EXPECT_FLOAT_EQ(nearOrbitParameters.fadeDistance, farOrbitParameters.fadeDistance);
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}
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TEST(SceneViewportOverlayRenderer_Test, ViewMatrixKeepsForwardWorldPointsInFrontOfCamera) {
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SceneViewportOverlayData overlay = {};
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overlay.valid = true;
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overlay.cameraPosition = Vector3(0.0f, 0.0f, 0.0f);
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overlay.cameraForward = Vector3::Forward();
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overlay.cameraRight = Vector3::Right();
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overlay.cameraUp = Vector3::Up();
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overlay.verticalFovDegrees = 60.0f;
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overlay.nearClipPlane = 0.03f;
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overlay.farClipPlane = 2000.0f;
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const auto view = BuildSceneViewportViewMatrix(overlay);
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const Vector3 pointInView = view.MultiplyPoint(Vector3(0.0f, 0.0f, 5.0f));
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EXPECT_TRUE(NearlyEqual(pointInView, Vector3(0.0f, 0.0f, 5.0f), 1e-4f));
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const auto projection = BuildSceneViewportProjectionMatrix(overlay, 1280.0f, 720.0f);
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const Vector4 clipPoint = projection * Vector4(Vector3(0.0f, 0.0f, 5.0f), 1.0f);
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EXPECT_GT(clipPoint.w, 0.0f);
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}
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TEST(SceneViewportOverlayRenderer_Test, ViewMatrixMatchesSceneCameraTransformConvention) {
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SceneViewportCameraController controller;
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controller.Reset();
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controller.Focus(Vector3(2.0f, 1.5f, -3.0f));
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GameObject cameraObject("EditorCamera");
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controller.ApplyTo(*cameraObject.GetTransform());
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SceneViewportOverlayData overlay = {};
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overlay.valid = true;
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overlay.cameraPosition = cameraObject.GetTransform()->GetPosition();
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overlay.cameraForward = cameraObject.GetTransform()->GetForward();
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overlay.cameraRight = cameraObject.GetTransform()->GetRight();
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overlay.cameraUp = cameraObject.GetTransform()->GetUp();
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overlay.verticalFovDegrees = 60.0f;
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overlay.nearClipPlane = 0.03f;
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overlay.farClipPlane = 2000.0f;
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EXPECT_TRUE(NearlyEqual(
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BuildSceneViewportViewMatrix(overlay),
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cameraObject.GetTransform()->GetWorldToLocalMatrix(),
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1e-3f));
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}
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TEST(SceneViewportOverlayRenderer_Test, ProjectSceneViewportWorldPointMapsOriginToViewportCenter) {
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SceneViewportOverlayData overlay = {};
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overlay.valid = true;
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overlay.cameraPosition = Vector3(0.0f, 0.0f, -5.0f);
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overlay.cameraForward = Vector3::Forward();
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overlay.cameraRight = Vector3::Right();
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overlay.cameraUp = Vector3::Up();
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overlay.verticalFovDegrees = 60.0f;
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overlay.nearClipPlane = 0.03f;
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overlay.farClipPlane = 2000.0f;
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const auto projected = ProjectSceneViewportWorldPoint(overlay, 800.0f, 600.0f, Vector3::Zero());
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EXPECT_TRUE(projected.visible);
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EXPECT_NEAR(projected.screenPosition.x, 400.0f, 1e-3f);
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EXPECT_NEAR(projected.screenPosition.y, 300.0f, 1e-3f);
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}
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TEST(SceneViewportOverlayRenderer_Test, BuildSceneViewportAxisDragPlaneNormalFallsBackWhenForwardAlignsWithAxis) {
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SceneViewportOverlayData overlay = {};
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overlay.valid = true;
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overlay.cameraForward = Vector3::Right();
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overlay.cameraRight = Vector3::Back();
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overlay.cameraUp = Vector3::Up();
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Vector3 planeNormal = Vector3::Zero();
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ASSERT_TRUE(BuildSceneViewportAxisDragPlaneNormal(overlay, Vector3::Right(), planeNormal));
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EXPECT_NEAR(Vector3::Dot(planeNormal, Vector3::Right()), 0.0f, 1e-4f);
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EXPECT_GT(planeNormal.SqrMagnitude(), 0.5f);
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}
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TEST(SceneViewportOverlayRenderer_Test, BuildSceneViewportHudOverlayDataTracksVisibilityIntent) {
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SceneViewportOverlayData overlay = {};
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overlay.valid = true;
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const auto visibleHud = BuildSceneViewportHudOverlayData(overlay);
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const auto hiddenHud = BuildSceneViewportHudOverlayData(overlay, false);
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EXPECT_TRUE(visibleHud.HasVisibleElements());
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EXPECT_FALSE(hiddenHud.HasVisibleElements());
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}
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TEST(SceneViewportOverlayRenderer_Test, HitTestSceneViewportHudOverlaySkipsInvalidOrHiddenOverlay) {
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const SceneViewportHudOverlayHitResult invalidHit =
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HitTestSceneViewportHudOverlay({}, ImVec2(0.0f, 0.0f), ImVec2(200.0f, 200.0f), ImVec2(100.0f, 100.0f));
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EXPECT_EQ(invalidHit.kind, SceneViewportHudOverlayHitKind::None);
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SceneViewportOverlayData overlay = {};
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overlay.valid = true;
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overlay.cameraPosition = Vector3(0.0f, 0.0f, -5.0f);
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overlay.cameraForward = Vector3::Forward();
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overlay.cameraRight = Vector3::Right();
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overlay.cameraUp = Vector3::Up();
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overlay.verticalFovDegrees = 60.0f;
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overlay.nearClipPlane = 0.03f;
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overlay.farClipPlane = 2000.0f;
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const SceneViewportHudOverlayHitResult hiddenHit =
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HitTestSceneViewportHudOverlay(
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BuildSceneViewportHudOverlayData(overlay, false),
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ImVec2(0.0f, 0.0f),
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ImVec2(200.0f, 200.0f),
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ImVec2(100.0f, 100.0f));
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EXPECT_EQ(hiddenHit.kind, SceneViewportHudOverlayHitKind::None);
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}
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