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]>
78 lines
3.3 KiB
C#
78 lines
3.3 KiB
C#
using NightclubArcadia.Player.Math;
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using NUnit.Framework;
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using UnityEngine;
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namespace NightclubArcadia.Locomotion.Math.Tests
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{
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public class MotionInputMathTests
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{
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[Test]
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public void WorldToCameraRelativeInput_ZeroVelocity_ReturnsZero()
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{
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var result = MotionInputMath.WorldToCameraRelativeInput(Vector3.zero, 2f, 0f);
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Assert.AreEqual(Vector2.zero, result);
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}
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[Test]
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public void WorldToCameraRelativeInput_YawZero_PreservesForward()
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{
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var world = new Vector3(0f, 0f, 2f);
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var result = MotionInputMath.WorldToCameraRelativeInput(world, 2f, 0f);
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Assert.AreEqual(new Vector2(0f, 1f), result);
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}
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[Test]
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public void WorldToCameraRelativeInput_Yaw90_RotatesCorrectly()
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{
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// Camera yawed +90 degrees faces +X. World velocity is +Z, which from
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// that camera is to the LEFT, so the camera-relative x is -1, not +1.
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// The conversion applies Quaternion.Euler(0, -cameraYaw, 0), and Unity's
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// Y rotation is clockwise viewed from above, so forward maps to -right.
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// WorldToCameraRelativeInput_RoundTripsThroughAtan2 pins the same
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// convention: it only reconstructs the world direction because the yaw
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// is subtracted here and added back there.
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var world = new Vector3(0f, 0f, 2f);
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var result = MotionInputMath.WorldToCameraRelativeInput(world, 2f, 90f);
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Assert.That(result.x, Is.EqualTo(-1f).Within(0.001f));
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Assert.That(result.y, Is.EqualTo(0f).Within(0.001f));
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}
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[Test]
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public void WorldToCameraRelativeInput_ClampFractionToOne()
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{
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var world = new Vector3(0f, 0f, 10f);
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var result = MotionInputMath.WorldToCameraRelativeInput(world, 2f, 0f);
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Assert.That(result.magnitude, Is.EqualTo(1f).Within(0.001f));
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}
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[Test]
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public void WorldToCameraRelativeInput_RoundTripsThroughAtan2()
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{
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var world = new Vector3(1f, 0f, 2f).normalized;
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var cameraYaw = 15f;
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var input = MotionInputMath.WorldToCameraRelativeInput(world, 1f, cameraYaw);
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var targetRotation = Mathf.Atan2(input.x, input.y) * Mathf.Rad2Deg + cameraYaw;
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var reconstructed = Quaternion.Euler(0f, targetRotation, 0f) * Vector3.forward;
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var flatWorld = new Vector3(world.x, 0f, world.z).normalized;
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Assert.That(Vector3.Dot(reconstructed, flatWorld), Is.EqualTo(1f).Within(0.001f));
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}
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[Test]
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public void ScreenDeltaToWorldPan_UsesCameraBasis()
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{
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var right = Vector3.right;
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var forward = Vector3.forward;
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var delta = new Vector2(10f, 0f);
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var result = MotionInputMath.ScreenDeltaToWorldPan(delta, right, forward, 0.02f);
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// Compared per component with a tolerance rather than Assert.AreEqual:
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// Vector3.Equals is exact, and -10f * 0.02f lands one ulp away from the
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// -0.2f literal, so an exact comparison fails on a correct result.
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Assert.That(result.x, Is.EqualTo(-0.2f).Within(0.0001f));
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Assert.That(result.y, Is.EqualTo(0f).Within(0.0001f));
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Assert.That(result.z, Is.EqualTo(0f).Within(0.0001f));
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}
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}
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}
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