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XCEngine/tests/editor/test_scene_viewport_camera_controller.cpp

79 lines
2.6 KiB
C++

#include <gtest/gtest.h>
#include "Viewport/SceneViewportCameraController.h"
#include <XCEngine/Components/GameObject.h>
#include <cmath>
namespace {
bool NearlyEqual(float lhs, float rhs, float epsilon = 1e-4f) {
return std::abs(lhs - rhs) <= epsilon;
}
bool NearlyEqual(const XCEngine::Math::Vector3& lhs, const XCEngine::Math::Vector3& rhs, float epsilon = 1e-4f) {
return NearlyEqual(lhs.x, rhs.x, epsilon) &&
NearlyEqual(lhs.y, rhs.y, epsilon) &&
NearlyEqual(lhs.z, rhs.z, epsilon);
}
} // namespace
using XCEngine::Components::GameObject;
using XCEngine::Editor::SceneViewportCameraController;
using XCEngine::Editor::SceneViewportCameraInputState;
using XCEngine::Math::Vector3;
TEST(SceneViewportCameraController_Test, ApplyToMatchesComputedPositionAndForward) {
SceneViewportCameraController controller;
controller.Reset();
controller.Focus(Vector3(2.0f, 1.0f, -3.0f));
GameObject cameraObject("EditorCamera");
controller.ApplyTo(*cameraObject.GetTransform());
EXPECT_TRUE(NearlyEqual(cameraObject.GetTransform()->GetPosition(), controller.GetPosition()));
EXPECT_TRUE(NearlyEqual(
cameraObject.GetTransform()->GetForward().Normalized(),
controller.GetForward(),
1e-3f));
EXPECT_GT(Vector3::Dot(cameraObject.GetTransform()->GetUp().Normalized(), Vector3::Up()), 0.0f);
}
TEST(SceneViewportCameraController_Test, ApplyInputUpdatesOrbitPanAndZoomState) {
SceneViewportCameraController controller;
controller.Reset();
const float initialDistance = controller.GetDistance();
const float initialYaw = controller.GetYawDegrees();
const float initialPitch = controller.GetPitchDegrees();
const Vector3 initialFocus = controller.GetFocalPoint();
SceneViewportCameraInputState input = {};
input.viewportHeight = 720.0f;
input.zoomDelta = 1.0f;
input.orbitDeltaX = 20.0f;
input.orbitDeltaY = -15.0f;
input.panDeltaX = 16.0f;
input.panDeltaY = -10.0f;
controller.ApplyInput(input);
EXPECT_LT(controller.GetDistance(), initialDistance);
EXPECT_NE(controller.GetYawDegrees(), initialYaw);
EXPECT_NE(controller.GetPitchDegrees(), initialPitch);
EXPECT_FALSE(NearlyEqual(controller.GetFocalPoint(), initialFocus));
}
TEST(SceneViewportCameraController_Test, FocusMovesPivotWithoutChangingDistance) {
SceneViewportCameraController controller;
controller.Reset();
const float initialDistance = controller.GetDistance();
const Vector3 target(5.0f, -2.0f, 7.5f);
controller.Focus(target);
EXPECT_TRUE(NearlyEqual(controller.GetFocalPoint(), target));
EXPECT_FLOAT_EQ(controller.GetDistance(), initialDistance);
}