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// This file is part of the 64k demo project.
// It tests the 3D system components (Camera, Object, Scene).
#include "3d/camera.h"
#include "3d/object.h"
#include "3d/scene.h"
#include <cassert>
#include <cmath>
#include <iostream>
bool near(float a, float b, float e = 0.001f) {
return std::abs(a - b) < e;
}
void test_camera() {
std::cout << "Testing Camera..." << std::endl;
Camera cam;
cam.position = vec3(0, 0, 10);
cam.target = vec3(0, 0, 0);
mat4 view = cam.get_view_matrix();
// Camera at (0,0,10) looking at (0,0,0). World (0,0,0) -> View (0,0,-10)
assert(near(view.m[14], -10.0f));
mat4 proj = cam.get_projection_matrix();
// Check aspect ratio influence (m[0] = 1/(tan(fov/2)*asp))
// fov ~0.785 (45deg), tan(22.5) ~0.414. asp=1.777.
// m[0] should be around 1.35
assert(proj.m[0] > 1.0f);
}
void test_object_transform() {
std::cout << "Testing Object Transform..." << std::endl;
Object3D obj;
obj.position = vec3(10, 0, 0);
// Model matrix should translate by (10,0,0)
mat4 m = obj.get_model_matrix();
assert(near(m.m[12], 10.0f)); // Col 3, Row 0 is x translation in Col-Major?
// Wait, my mat4 struct:
// r.m[12] = t.x; // Index 12 is translation X
assert(near(m.m[12], 10.0f));
// Rotate 90 deg Y
obj.rotation = quat::from_axis(vec3(0, 1, 0), 1.570796f);
m = obj.get_model_matrix();
// Transform point (1,0,0) -> Rot(0,0,-1) -> Trans(10,0,-1)
vec4 p(1, 0, 0, 1);
vec4 res = m * p;
assert(near(res.x, 10.0f)); // Rotated vector is (0,0,-1). + (10,0,0) translation -> (10,0,-1)
assert(near(res.z, -1.0f));
}
void test_scene() {
std::cout << "Testing Scene..." << std::endl;
Scene scene;
scene.add_object(Object3D());
assert(scene.objects.size() == 1);
scene.clear();
assert(scene.objects.empty());
}
int main() {
test_camera();
test_object_transform();
test_scene();
std::cout << "--- 3D SYSTEM TESTS PASSED ---" << std::endl;
return 0;
}
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