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-rw-r--r--tests/scene/test_camera_3d.h370
-rw-r--r--tests/test_main.cpp1
2 files changed, 371 insertions, 0 deletions
diff --git a/tests/scene/test_camera_3d.h b/tests/scene/test_camera_3d.h
new file mode 100644
index 0000000000..169486d108
--- /dev/null
+++ b/tests/scene/test_camera_3d.h
@@ -0,0 +1,370 @@
+/**************************************************************************/
+/* test_camera_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef TEST_CAMERA_3D_H
+#define TEST_CAMERA_3D_H
+
+#include "scene/3d/camera_3d.h"
+#include "scene/main/viewport.h"
+#include "scene/main/window.h"
+
+#include "tests/test_macros.h"
+
+// Constants.
+#define SQRT3 (1.7320508f)
+
+TEST_CASE("[SceneTree][Camera3D] Getters and setters") {
+ Camera3D *test_camera = memnew(Camera3D);
+
+ SUBCASE("Cull mask") {
+ constexpr int cull_mask = (1 << 5) | (1 << 7) | (1 << 9);
+ constexpr int set_enable_layer = 3;
+ constexpr int set_disable_layer = 5;
+ test_camera->set_cull_mask(cull_mask);
+ CHECK(test_camera->get_cull_mask() == cull_mask);
+ test_camera->set_cull_mask_value(set_enable_layer, true);
+ CHECK(test_camera->get_cull_mask_value(set_enable_layer));
+ test_camera->set_cull_mask_value(set_disable_layer, false);
+ CHECK_FALSE(test_camera->get_cull_mask_value(set_disable_layer));
+ }
+
+ SUBCASE("Attributes") {
+ Ref<CameraAttributes> attributes = memnew(CameraAttributes);
+ test_camera->set_attributes(attributes);
+ CHECK(test_camera->get_attributes() == attributes);
+ Ref<CameraAttributesPhysical> physical_attributes = memnew(CameraAttributesPhysical);
+ test_camera->set_attributes(physical_attributes);
+ CHECK(test_camera->get_attributes() == physical_attributes);
+ }
+
+ SUBCASE("Camera frustum properties") {
+ constexpr float near = 0.2f;
+ constexpr float far = 995.0f;
+ constexpr float fov = 120.0f;
+ constexpr float size = 7.0f;
+ constexpr float h_offset = 1.1f;
+ constexpr float v_offset = -1.6f;
+ const Vector2 frustum_offset(5, 7);
+ test_camera->set_near(near);
+ CHECK(test_camera->get_near() == near);
+ test_camera->set_far(far);
+ CHECK(test_camera->get_far() == far);
+ test_camera->set_fov(fov);
+ CHECK(test_camera->get_fov() == fov);
+ test_camera->set_size(size);
+ CHECK(test_camera->get_size() == size);
+ test_camera->set_h_offset(h_offset);
+ CHECK(test_camera->get_h_offset() == h_offset);
+ test_camera->set_v_offset(v_offset);
+ CHECK(test_camera->get_v_offset() == v_offset);
+ test_camera->set_frustum_offset(frustum_offset);
+ CHECK(test_camera->get_frustum_offset() == frustum_offset);
+ test_camera->set_keep_aspect_mode(Camera3D::KeepAspect::KEEP_HEIGHT);
+ CHECK(test_camera->get_keep_aspect_mode() == Camera3D::KeepAspect::KEEP_HEIGHT);
+ test_camera->set_keep_aspect_mode(Camera3D::KeepAspect::KEEP_WIDTH);
+ CHECK(test_camera->get_keep_aspect_mode() == Camera3D::KeepAspect::KEEP_WIDTH);
+ }
+
+ SUBCASE("Projection mode") {
+ test_camera->set_projection(Camera3D::ProjectionType::PROJECTION_ORTHOGONAL);
+ CHECK(test_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_ORTHOGONAL);
+ test_camera->set_projection(Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
+ CHECK(test_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
+ }
+
+ SUBCASE("Helper setters") {
+ constexpr float fov = 90.0f, size = 6.0f;
+ constexpr float near1 = 0.1f, near2 = 0.5f;
+ constexpr float far1 = 1001.0f, far2 = 1005.0f;
+ test_camera->set_perspective(fov, near1, far1);
+ CHECK(test_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
+ CHECK(test_camera->get_near() == near1);
+ CHECK(test_camera->get_far() == far1);
+ CHECK(test_camera->get_fov() == fov);
+ test_camera->set_orthogonal(size, near2, far2);
+ CHECK(test_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_ORTHOGONAL);
+ CHECK(test_camera->get_near() == near2);
+ CHECK(test_camera->get_far() == far2);
+ CHECK(test_camera->get_size() == size);
+ }
+
+ SUBCASE("Doppler tracking") {
+ test_camera->set_doppler_tracking(Camera3D::DopplerTracking::DOPPLER_TRACKING_IDLE_STEP);
+ CHECK(test_camera->get_doppler_tracking() == Camera3D::DopplerTracking::DOPPLER_TRACKING_IDLE_STEP);
+ test_camera->set_doppler_tracking(Camera3D::DopplerTracking::DOPPLER_TRACKING_PHYSICS_STEP);
+ CHECK(test_camera->get_doppler_tracking() == Camera3D::DopplerTracking::DOPPLER_TRACKING_PHYSICS_STEP);
+ test_camera->set_doppler_tracking(Camera3D::DopplerTracking::DOPPLER_TRACKING_DISABLED);
+ CHECK(test_camera->get_doppler_tracking() == Camera3D::DopplerTracking::DOPPLER_TRACKING_DISABLED);
+ }
+
+ memdelete(test_camera);
+}
+
+TEST_CASE("[SceneTree][Camera3D] Position queries") {
+ // Cameras need a viewport to know how to compute their frustums, so we make a fake one here.
+ Camera3D *test_camera = memnew(Camera3D);
+ SubViewport *mock_viewport = memnew(SubViewport);
+ // 4:2.
+ mock_viewport->set_size(Vector2(400, 200));
+ SceneTree::get_singleton()->get_root()->add_child(mock_viewport);
+ mock_viewport->add_child(test_camera);
+ test_camera->set_keep_aspect_mode(Camera3D::KeepAspect::KEEP_WIDTH);
+ REQUIRE_MESSAGE(test_camera->is_current(), "Camera3D should be made current upon entering tree.");
+
+ SUBCASE("Orthogonal projection") {
+ test_camera->set_projection(Camera3D::ProjectionType::PROJECTION_ORTHOGONAL);
+ // The orthogonal case is simpler, so we test a more random position + rotation combination here.
+ // For the other cases we'll use zero translation and rotation instead.
+ test_camera->set_global_position(Vector3(1, 2, 3));
+ test_camera->look_at(Vector3(-4, 5, 1));
+ // Width = 5, Aspect Ratio = 400 / 200 = 2, so Height is 2.5.
+ test_camera->set_orthogonal(5.0f, 0.5f, 1000.0f);
+ const Basis basis = test_camera->get_global_basis();
+ // Subtract near so offset starts from the near plane.
+ const Vector3 offset1 = basis.xform(Vector3(-1.5f, 3.5f, 0.2f - test_camera->get_near()));
+ const Vector3 offset2 = basis.xform(Vector3(2.0f, -0.5f, -0.6f - test_camera->get_near()));
+ const Vector3 offset3 = basis.xform(Vector3(-3.0f, 1.0f, -0.6f - test_camera->get_near()));
+ const Vector3 offset4 = basis.xform(Vector3(-2.0f, 1.5f, -0.6f - test_camera->get_near()));
+ const Vector3 offset5 = basis.xform(Vector3(0, 0, 10000.0f - test_camera->get_near()));
+
+ SUBCASE("is_position_behind") {
+ CHECK(test_camera->is_position_behind(test_camera->get_global_position() + offset1));
+ CHECK_FALSE(test_camera->is_position_behind(test_camera->get_global_position() + offset2));
+
+ SUBCASE("h/v offset should have no effect on the result of is_position_behind") {
+ test_camera->set_h_offset(-11.0f);
+ test_camera->set_v_offset(22.1f);
+ CHECK(test_camera->is_position_behind(test_camera->get_global_position() + offset1));
+ test_camera->set_h_offset(4.7f);
+ test_camera->set_v_offset(-3.0f);
+ CHECK_FALSE(test_camera->is_position_behind(test_camera->get_global_position() + offset2));
+ }
+ // Reset h/v offsets.
+ test_camera->set_h_offset(0);
+ test_camera->set_v_offset(0);
+ }
+
+ SUBCASE("is_position_in_frustum") {
+ // If the point is behind the near plane, it is outside the camera frustum.
+ // So offset1 is not in frustum.
+ CHECK_FALSE(test_camera->is_position_in_frustum(test_camera->get_global_position() + offset1));
+ // If |right| > 5 / 2 or |up| > 2.5 / 2, the point is outside the camera frustum.
+ // So offset2 is in frustum and offset3 and offset4 are not.
+ CHECK(test_camera->is_position_in_frustum(test_camera->get_global_position() + offset2));
+ CHECK_FALSE(test_camera->is_position_in_frustum(test_camera->get_global_position() + offset3));
+ CHECK_FALSE(test_camera->is_position_in_frustum(test_camera->get_global_position() + offset4));
+ // offset5 is beyond the far plane, so it is not in frustum.
+ CHECK_FALSE(test_camera->is_position_in_frustum(test_camera->get_global_position() + offset5));
+ }
+ }
+
+ SUBCASE("Perspective projection") {
+ test_camera->set_projection(Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
+ // Camera at origin, looking at +Z.
+ test_camera->set_global_position(Vector3(0, 0, 0));
+ test_camera->set_global_rotation(Vector3(0, 0, 0));
+ // Keep width, so horizontal fov = 120.
+ // Since the near plane distance is 1,
+ // with trig we know the near plane's width is 2 * sqrt(3), so its height is sqrt(3).
+ test_camera->set_perspective(120.0f, 1.0f, 1000.0f);
+
+ SUBCASE("is_position_behind") {
+ CHECK_FALSE(test_camera->is_position_behind(Vector3(0, 0, -1.5f)));
+ CHECK(test_camera->is_position_behind(Vector3(2, 0, -0.2f)));
+ }
+
+ SUBCASE("is_position_in_frustum") {
+ CHECK(test_camera->is_position_in_frustum(Vector3(-1.3f, 0, -1.1f)));
+ CHECK_FALSE(test_camera->is_position_in_frustum(Vector3(2, 0, -1.1f)));
+ CHECK(test_camera->is_position_in_frustum(Vector3(1, 0.5f, -1.1f)));
+ CHECK_FALSE(test_camera->is_position_in_frustum(Vector3(1, 1, -1.1f)));
+ CHECK(test_camera->is_position_in_frustum(Vector3(0, 0, -1.5f)));
+ CHECK_FALSE(test_camera->is_position_in_frustum(Vector3(0, 0, -0.5f)));
+ }
+ }
+
+ memdelete(test_camera);
+ memdelete(mock_viewport);
+}
+
+TEST_CASE("[SceneTree][Camera3D] Project/Unproject position") {
+ // Cameras need a viewport to know how to compute their frustums, so we make a fake one here.
+ Camera3D *test_camera = memnew(Camera3D);
+ SubViewport *mock_viewport = memnew(SubViewport);
+ // 4:2.
+ mock_viewport->set_size(Vector2(400, 200));
+ SceneTree::get_singleton()->get_root()->add_child(mock_viewport);
+ mock_viewport->add_child(test_camera);
+ test_camera->set_global_position(Vector3(0, 0, 0));
+ test_camera->set_global_rotation(Vector3(0, 0, 0));
+ test_camera->set_keep_aspect_mode(Camera3D::KeepAspect::KEEP_HEIGHT);
+
+ SUBCASE("project_position") {
+ SUBCASE("Orthogonal projection") {
+ test_camera->set_orthogonal(5.0f, 0.5f, 1000.0f);
+ // Center.
+ CHECK(test_camera->project_position(Vector2(200, 100), 0.5f).is_equal_approx(Vector3(0, 0, -0.5f)));
+ // Top left.
+ CHECK(test_camera->project_position(Vector2(0, 0), 1.5f).is_equal_approx(Vector3(-5.0f, 2.5f, -1.5f)));
+ // Bottom right.
+ CHECK(test_camera->project_position(Vector2(400, 200), 5.0f).is_equal_approx(Vector3(5.0f, -2.5f, -5.0f)));
+ }
+
+ SUBCASE("Perspective projection") {
+ test_camera->set_perspective(120.0f, 0.5f, 1000.0f);
+ // Center.
+ CHECK(test_camera->project_position(Vector2(200, 100), 0.5f).is_equal_approx(Vector3(0, 0, -0.5f)));
+ CHECK(test_camera->project_position(Vector2(200, 100), 100.0f).is_equal_approx(Vector3(0, 0, -100.0f)));
+ // 3/4th way to Top left.
+ CHECK(test_camera->project_position(Vector2(100, 50), 0.5f).is_equal_approx(Vector3(-SQRT3 * 0.5f, SQRT3 * 0.25f, -0.5f)));
+ CHECK(test_camera->project_position(Vector2(100, 50), 1.0f).is_equal_approx(Vector3(-SQRT3, SQRT3 * 0.5f, -1.0f)));
+ // 3/4th way to Bottom right.
+ CHECK(test_camera->project_position(Vector2(300, 150), 0.5f).is_equal_approx(Vector3(SQRT3 * 0.5f, -SQRT3 * 0.25f, -0.5f)));
+ CHECK(test_camera->project_position(Vector2(300, 150), 1.0f).is_equal_approx(Vector3(SQRT3, -SQRT3 * 0.5f, -1.0f)));
+ }
+ }
+
+ // Uses cases that are the inverse of the above sub-case.
+ SUBCASE("unproject_position") {
+ SUBCASE("Orthogonal projection") {
+ test_camera->set_orthogonal(5.0f, 0.5f, 1000.0f);
+ // Center
+ CHECK(test_camera->unproject_position(Vector3(0, 0, -0.5f)).is_equal_approx(Vector2(200, 100)));
+ // Top left
+ CHECK(test_camera->unproject_position(Vector3(-5.0f, 2.5f, -1.5f)).is_equal_approx(Vector2(0, 0)));
+ // Bottom right
+ CHECK(test_camera->unproject_position(Vector3(5.0f, -2.5f, -5.0f)).is_equal_approx(Vector2(400, 200)));
+ }
+
+ SUBCASE("Perspective projection") {
+ test_camera->set_perspective(120.0f, 0.5f, 1000.0f);
+ // Center.
+ CHECK(test_camera->unproject_position(Vector3(0, 0, -0.5f)).is_equal_approx(Vector2(200, 100)));
+ CHECK(test_camera->unproject_position(Vector3(0, 0, -100.0f)).is_equal_approx(Vector2(200, 100)));
+ // 3/4th way to Top left.
+ WARN(test_camera->unproject_position(Vector3(-SQRT3 * 0.5f, SQRT3 * 0.25f, -0.5f)).is_equal_approx(Vector2(100, 50)));
+ WARN(test_camera->unproject_position(Vector3(-SQRT3, SQRT3 * 0.5f, -1.0f)).is_equal_approx(Vector2(100, 50)));
+ // 3/4th way to Bottom right.
+ CHECK(test_camera->unproject_position(Vector3(SQRT3 * 0.5f, -SQRT3 * 0.25f, -0.5f)).is_equal_approx(Vector2(300, 150)));
+ CHECK(test_camera->unproject_position(Vector3(SQRT3, -SQRT3 * 0.5f, -1.0f)).is_equal_approx(Vector2(300, 150)));
+ }
+ }
+
+ memdelete(test_camera);
+ memdelete(mock_viewport);
+}
+
+TEST_CASE("[SceneTree][Camera3D] Project ray") {
+ // Cameras need a viewport to know how to compute their frustums, so we make a fake one here.
+ Camera3D *test_camera = memnew(Camera3D);
+ SubViewport *mock_viewport = memnew(SubViewport);
+ // 4:2.
+ mock_viewport->set_size(Vector2(400, 200));
+ SceneTree::get_singleton()->get_root()->add_child(mock_viewport);
+ mock_viewport->add_child(test_camera);
+ test_camera->set_global_position(Vector3(0, 0, 0));
+ test_camera->set_global_rotation(Vector3(0, 0, 0));
+ test_camera->set_keep_aspect_mode(Camera3D::KeepAspect::KEEP_HEIGHT);
+
+ SUBCASE("project_ray_origin") {
+ SUBCASE("Orthogonal projection") {
+ test_camera->set_orthogonal(5.0f, 0.5f, 1000.0f);
+ // Center.
+ CHECK(test_camera->project_ray_origin(Vector2(200, 100)).is_equal_approx(Vector3(0, 0, -0.5f)));
+ // Top left.
+ CHECK(test_camera->project_ray_origin(Vector2(0, 0)).is_equal_approx(Vector3(-5.0f, 2.5f, -0.5f)));
+ // Bottom right.
+ CHECK(test_camera->project_ray_origin(Vector2(400, 200)).is_equal_approx(Vector3(5.0f, -2.5f, -0.5f)));
+ }
+
+ SUBCASE("Perspective projection") {
+ test_camera->set_perspective(120.0f, 0.5f, 1000.0f);
+ // Center.
+ CHECK(test_camera->project_ray_origin(Vector2(200, 100)).is_equal_approx(Vector3(0, 0, 0)));
+ // Top left.
+ CHECK(test_camera->project_ray_origin(Vector2(0, 0)).is_equal_approx(Vector3(0, 0, 0)));
+ // Bottom right.
+ CHECK(test_camera->project_ray_origin(Vector2(400, 200)).is_equal_approx(Vector3(0, 0, 0)));
+ }
+ }
+
+ SUBCASE("project_ray_normal") {
+ SUBCASE("Orthogonal projection") {
+ test_camera->set_orthogonal(5.0f, 0.5f, 1000.0f);
+ // Center.
+ CHECK(test_camera->project_ray_normal(Vector2(200, 100)).is_equal_approx(Vector3(0, 0, -1)));
+ // Top left.
+ CHECK(test_camera->project_ray_normal(Vector2(0, 0)).is_equal_approx(Vector3(0, 0, -1)));
+ // Bottom right.
+ CHECK(test_camera->project_ray_normal(Vector2(400, 200)).is_equal_approx(Vector3(0, 0, -1)));
+ }
+
+ SUBCASE("Perspective projection") {
+ test_camera->set_perspective(120.0f, 0.5f, 1000.0f);
+ // Center.
+ CHECK(test_camera->project_ray_normal(Vector2(200, 100)).is_equal_approx(Vector3(0, 0, -1)));
+ // Top left.
+ CHECK(test_camera->project_ray_normal(Vector2(0, 0)).is_equal_approx(Vector3(-SQRT3, SQRT3 / 2, -0.5f).normalized()));
+ // Bottom right.
+ CHECK(test_camera->project_ray_normal(Vector2(400, 200)).is_equal_approx(Vector3(SQRT3, -SQRT3 / 2, -0.5f).normalized()));
+ }
+ }
+
+ SUBCASE("project_local_ray_normal") {
+ test_camera->set_rotation_degrees(Vector3(60, 60, 60));
+
+ SUBCASE("Orthogonal projection") {
+ test_camera->set_orthogonal(5.0f, 0.5f, 1000.0f);
+ // Center.
+ CHECK(test_camera->project_local_ray_normal(Vector2(200, 100)).is_equal_approx(Vector3(0, 0, -1)));
+ // Top left.
+ CHECK(test_camera->project_local_ray_normal(Vector2(0, 0)).is_equal_approx(Vector3(0, 0, -1)));
+ // Bottom right.
+ CHECK(test_camera->project_local_ray_normal(Vector2(400, 200)).is_equal_approx(Vector3(0, 0, -1)));
+ }
+
+ SUBCASE("Perspective projection") {
+ test_camera->set_perspective(120.0f, 0.5f, 1000.0f);
+ // Center.
+ CHECK(test_camera->project_local_ray_normal(Vector2(200, 100)).is_equal_approx(Vector3(0, 0, -1)));
+ // Top left.
+ CHECK(test_camera->project_local_ray_normal(Vector2(0, 0)).is_equal_approx(Vector3(-SQRT3, SQRT3 / 2, -0.5f).normalized()));
+ // Bottom right.
+ CHECK(test_camera->project_local_ray_normal(Vector2(400, 200)).is_equal_approx(Vector3(SQRT3, -SQRT3 / 2, -0.5f).normalized()));
+ }
+ }
+
+ memdelete(test_camera);
+ memdelete(mock_viewport);
+}
+
+#undef SQRT3
+
+#endif // TEST_CAMERA_3D_H
diff --git a/tests/test_main.cpp b/tests/test_main.cpp
index 8c120f6d3a..5187ebd00f 100644
--- a/tests/test_main.cpp
+++ b/tests/test_main.cpp
@@ -94,6 +94,7 @@
#include "tests/scene/test_arraymesh.h"
#include "tests/scene/test_audio_stream_wav.h"
#include "tests/scene/test_bit_map.h"
+#include "tests/scene/test_camera_3d.h"
#include "tests/scene/test_code_edit.h"
#include "tests/scene/test_color_picker.h"
#include "tests/scene/test_control.h"