#include "zeroerr/assert.h" #include "zeroerr/unittest.h" #include "camera/CameraController.h" #include "graphics/RenderSystem3D.h" #include using namespace eve::camera; using eve::graphics::Camera3D; namespace { bool near(float a, float b, float eps = 1e-3f) { return std::fabs(a - b) < eps; } } // namespace TEST_CASE("camera.modeRoundTrip") { CameraController cc; CHECK_EQ(cc.getMode(), std::string("follow")); cc.setMode("orbit"); CHECK_EQ(cc.getMode(), std::string("orbit")); cc.setMode("topdown"); CHECK_EQ(cc.getMode(), std::string("topdown")); cc.setMode("firstperson"); CHECK_EQ(cc.getMode(), std::string("firstperson")); cc.setMode("cinematic"); CHECK_EQ(cc.getMode(), std::string("cinematic")); } TEST_CASE("camera.paramsRoundTrip") { CameraController cc; cc.setTarget(1.f, 2.f, 3.f); CHECK_EQ(cc.getTargetX(), 1.f); CHECK_EQ(cc.getTargetY(), 2.f); CHECK_EQ(cc.getTargetZ(), 3.f); cc.setOffset(0.5f, 1.5f, 2.5f); cc.setLookAhead(0.1f, 0.2f, 0.3f); cc.setRadius(7.f); cc.setAzimuth(90.f); cc.setElevation(45.f); cc.setOrbitSpeed(30.f); cc.setYaw(10.f); cc.setPitch(-5.f); cc.setSmooth(9.f); cc.setMaxSpeed(12.f); // Negative damping / max-speed are clamped to 0, never crash. cc.setSmooth(-1.f); cc.setMaxSpeed(-1.f); CHECK_EQ(cc.getCamera(), nullptr); } TEST_CASE("camera.followSnapPlacesEye") { CameraController cc; Camera3D *cam = Camera3D::createCamera(); cc.setCamera(cam); CHECK_EQ(cc.getCamera(), cam); cc.setTarget(0.f, 0.f, 0.f); cc.setOffset(0.f, 2.f, 6.f); cc.snap(); CHECK(near(cam->data()->eyeX, 0.f)); CHECK(near(cam->data()->eyeY, 2.f)); CHECK(near(cam->data()->eyeZ, 6.f)); CHECK(near(cam->data()->targetX, 0.f)); CHECK(near(cam->data()->targetY, 0.f)); CHECK(near(cam->data()->targetZ, 0.f)); } TEST_CASE("camera.orbitAndTopdownSnap") { CameraController cc; Camera3D *cam = Camera3D::createCamera(); cc.setCamera(cam); cc.setTarget(4.f, 1.f, -2.f); cc.setRadius(10.f); cc.setAzimuth(0.f); cc.setElevation(0.f); cc.setMode("orbit"); cc.snap(); // az=0, el=0 -> dir = (0, 0, 1); eye = target + dir*radius. CHECK(near(cam->data()->eyeX, 4.f)); CHECK(near(cam->data()->eyeY, 1.f)); CHECK(near(cam->data()->eyeZ, 8.f)); CHECK(near(cam->data()->targetX, 4.f)); CHECK(near(cam->data()->targetY, 1.f)); CHECK(near(cam->data()->targetZ, -2.f)); cc.setMode("topdown"); cc.snap(); CHECK(near(cam->data()->eyeX, 4.f)); CHECK(near(cam->data()->eyeY, 11.f)); CHECK(near(cam->data()->eyeZ, -2.f)); } TEST_CASE("camera.firstPersonSnap") { CameraController cc; Camera3D *cam = Camera3D::createCamera(); cc.setCamera(cam); cc.setTarget(0.f, 0.f, 0.f); cc.setYaw(0.f); cc.setPitch(0.f); cc.setMode("firstperson"); cc.snap(); CHECK(near(cam->data()->eyeX, 0.f)); CHECK(near(cam->data()->eyeY, 0.f)); CHECK(near(cam->data()->eyeZ, 0.f)); CHECK(near(cam->data()->targetX, 0.f)); CHECK(near(cam->data()->targetY, 0.f)); CHECK(near(cam->data()->targetZ, 100.f)); } TEST_CASE("camera.updateSmoothsTowardDesired") { CameraController cc; Camera3D *cam = Camera3D::createCamera(); cc.setCamera(cam); cc.setTarget(0.f, 0.f, 0.f); cc.setOffset(0.f, 2.f, 6.f); cc.setSmooth(10.f); cc.update(1.f / 60.f); // first update snaps cur to desired CHECK(near(cam->data()->eyeY, 2.f, 1e-2f)); CHECK(near(cam->data()->eyeZ, 6.f, 1e-2f)); // Moving the target drags the camera along (after enough frames). cc.setTarget(10.f, 10.f, 10.f); for (int i = 0; i < 600; ++i) cc.update(1.f / 60.f); CHECK(near(cam->data()->eyeX, 10.f, 0.1f)); CHECK(near(cam->data()->eyeY, 12.f, 0.1f)); CHECK(near(cam->data()->eyeZ, 16.f, 0.1f)); } TEST_CASE("camera.maxSpeedLimitsStep") { CameraController cc; Camera3D *cam = Camera3D::createCamera(); cc.setCamera(cam); cc.setTarget(100.f, 0.f, 0.f); cc.setOffset(0.f, 0.f, 0.f); cc.setSmooth(100.f); cc.setMaxSpeed(1.f); cc.update(1.f / 60.f); // first frame snaps to (100,0,0) CHECK(near(cam->data()->eyeX, 100.f, 1e-2f)); // Retarget far away: one frame may move at most maxSpeed*dt. cc.setTarget(0.f, 0.f, 0.f); cc.update(1.f / 60.f); CHECK(cam->data()->eyeX > 99.f); CHECK(cam->data()->eyeX < 100.f); } TEST_CASE("camera.cinematicViewsAndSwitch") { CameraController cc; Camera3D *cam = Camera3D::createCamera(); cc.setCamera(cam); cc.setMode("cinematic"); cc.addView("a", 0.f, 1.f, 2.f, 3.f, 4.f, 5.f); cc.addView("b", 6.f, 7.f, 8.f, 9.f, 10.f, 11.f); CHECK(!cc.switchTo("nope", 1.f)); CHECK(cc.switchTo("a", 0.f)); cc.update(0.f); CHECK(near(cam->data()->eyeX, 0.f)); CHECK(near(cam->data()->eyeZ, 2.f)); CHECK(cc.switchTo("b", 2.f)); cc.update(1.f); // t=0.5, smoothstep(0.5)=0.5 -> halfway CHECK(near(cam->data()->eyeX, 3.f, 0.05f)); cc.update(1.f); // blend done -> view b CHECK(near(cam->data()->eyeX, 6.f, 0.05f)); CHECK(near(cam->data()->eyeZ, 8.f, 0.05f)); } TEST_CASE("camera.playSequenceCyclesViews") { CameraController cc; Camera3D *cam = Camera3D::createCamera(); cc.setCamera(cam); cc.setMode("cinematic"); cc.addView("a", 0.f, 0.f, 0.f, 0.f, 0.f, 0.f); cc.addView("b", 10.f, 0.f, 0.f, 0.f, 0.f, 0.f); cc.playSequence(0.5f); CHECK(cc.isPlaying()); cc.update(0.6f); // timer >= stepTime -> switch to b, blend starts CHECK(cc.isPlaying()); CHECK(cam->data()->eyeX > 0.01f); CHECK(cam->data()->eyeX < 10.f); cc.stopSequence(); CHECK(!cc.isPlaying()); // Playback stopped: the blend still finishes at view b and stays there. for (int i = 0; i < 120; ++i) cc.update(1.f / 60.f); CHECK(near(cam->data()->eyeX, 10.f, 0.05f)); } TEST_CASE("camera.noCameraNoOp") { CameraController cc; cc.setMode("orbit"); cc.snap(); cc.update(0.1f); cc.playSequence(1.f); cc.update(1.f); cc.stopSequence(); CHECK(!cc.isPlaying()); }