fix two wrong expectations in the locomotion math tests

Both were test bugs; MotionInputMath itself is correct.

WorldToCameraRelativeInput_Yaw90 expected +1 for the camera-relative x. A camera
yawed +90 degrees faces +X, so world +Z is to its left and the value is -1. The
conversion applies Quaternion.Euler(0, -cameraYaw, 0) and Unity's Y rotation is
clockwise viewed from above, so forward maps to -right. The round-trip test
already pinned this convention and passes precisely because of it.

ScreenDeltaToWorldPan compared Vector3 with Assert.AreEqual, which is exact.
-10f * 0.02f lands one ulp from the -0.2f literal, so a correct result failed a
comparison that printed as identical at two decimals. Now compared per component
with a tolerance.

EditMode suite is 39/39.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
2026-08-25 19:50:25 +02:00
co-authored by Claude Opus 5
parent 5da782d21b
commit 6bf22f2d6e
@@ -24,9 +24,16 @@ namespace NightclubArcadia.Locomotion.Math.Tests
[Test]
public void WorldToCameraRelativeInput_Yaw90_RotatesCorrectly()
{
// Camera yawed +90 degrees faces +X. World velocity is +Z, which from
// that camera is to the LEFT, so the camera-relative x is -1, not +1.
// The conversion applies Quaternion.Euler(0, -cameraYaw, 0), and Unity's
// Y rotation is clockwise viewed from above, so forward maps to -right.
// WorldToCameraRelativeInput_RoundTripsThroughAtan2 pins the same
// convention: it only reconstructs the world direction because the yaw
// is subtracted here and added back there.
var world = new Vector3(0f, 0f, 2f);
var result = MotionInputMath.WorldToCameraRelativeInput(world, 2f, 90f);
Assert.That(result.x, Is.EqualTo(1f).Within(0.001f));
Assert.That(result.x, Is.EqualTo(-1f).Within(0.001f));
Assert.That(result.y, Is.EqualTo(0f).Within(0.001f));
}
@@ -58,7 +65,13 @@ namespace NightclubArcadia.Locomotion.Math.Tests
var forward = Vector3.forward;
var delta = new Vector2(10f, 0f);
var result = MotionInputMath.ScreenDeltaToWorldPan(delta, right, forward, 0.02f);
Assert.AreEqual(new Vector3(-0.2f, 0f, 0f), result);
// Compared per component with a tolerance rather than Assert.AreEqual:
// Vector3.Equals is exact, and -10f * 0.02f lands one ulp away from the
// -0.2f literal, so an exact comparison fails on a correct result.
Assert.That(result.x, Is.EqualTo(-0.2f).Within(0.0001f));
Assert.That(result.y, Is.EqualTo(0f).Within(0.0001f));
Assert.That(result.z, Is.EqualTo(0f).Within(0.0001f));
}
}
}