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190 lines
7.4 KiB
CoffeeScript
190 lines
7.4 KiB
CoffeeScript
describe 'Camera (Surface point of view)', ->
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Camera = require 'lib/surface/Camera'
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expectPositionsEqual = (p1, p2) ->
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expect(p1.x).toBeCloseTo p2.x
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expect(p1.y).toBeCloseTo p2.y
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expect(p1.z).toBeCloseTo p2.z if p2.z?
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checkConversionsFromWorldPos = (wop, cam) ->
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# wop = world pos
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# sup = surface pos
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# cap = canvas pos
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# scp = screen pos
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sup = cam.worldToSurface wop
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expect(sup.x).toBeCloseTo wop.x * Camera.PPM
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expect(sup.y).toBeCloseTo -(wop.y + wop.z * cam.z2y) * cam.y2x * Camera.PPM
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cap = cam.worldToCanvas wop
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expect(cap.x).toBeCloseTo (sup.x - cam.surfaceViewport.x) * cam.zoom
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expect(cap.y).toBeCloseTo (sup.y - cam.surfaceViewport.y) * cam.zoom
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scp = cam.worldToScreen wop
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# If we ever want to use screen conversion, then make it and add this test
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#expect(scp.x).toBeCloseTo cap.x * @someCanvasToScreenXScaleFactor
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#expect(scp.y).toBeCloseTo cap.y * @someCanvasToScreenYScaleFactor
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wop2 = cam.surfaceToWorld sup
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expect(wop2.x).toBeCloseTo wop.x
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expect(wop2.y).toBeCloseTo wop.y + wop.z * cam.z2y
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# Make sure to call all twelve conversions in here. Can be redundant.
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expectPositionsEqual sup, cam.worldToSurface wop2 # 0
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expectPositionsEqual cap, cam.surfaceToCanvas sup # 1
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expectPositionsEqual scp, cam.canvasToScreen cap # 2
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expectPositionsEqual cap, cam.screenToCanvas scp # 3
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expectPositionsEqual sup, cam.canvasToSurface cap # 4
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expectPositionsEqual wop2, cam.surfaceToWorld sup # 5
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expectPositionsEqual wop2, cam.canvasToWorld cap # 6
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expectPositionsEqual cap, cam.worldToCanvas wop # 7
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expectPositionsEqual scp, cam.worldToScreen wop # 8
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expectPositionsEqual scp, cam.surfaceToScreen sup # 9
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expectPositionsEqual sup, cam.screenToSurface scp # 10
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expectPositionsEqual wop2, cam.screenToWorld scp # 11
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checkCameraPos = (cam, wop) ->
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botFOV = cam.x2y * cam.vFOV / (cam.y2x + cam.x2y)
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botDist = (cam.worldViewport.height) * Math.sin(cam.angle) / Math.sin(botFOV)
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camDist = (cam.worldViewport.height / 2) * Math.sin(Math.PI - cam.angle - botFOV) / Math.sin(botFOV)
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targetPos =
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x: cam.worldViewport.cx
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y: cam.worldViewport.cy - camDist * cam.y2x * cam.z2y
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z: camDist * cam.z2x * cam.y2z
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#console.log 'botFOV', botFOV * 180 / Math.PI, 'botDist', botDist, 'camDist', camDist, 'target pos', targetPos, 'actual pos', cam.cameraWorldPos()
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expectPositionsEqual cam.cameraWorldPos(), targetPos
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if wop
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dx = targetPos.x - wop.x
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dy = targetPos.y - wop.y
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dz = targetPos.z - wop.z
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d = cam.distanceTo wop
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expect(d).toBeCloseTo Math.sqrt(dx * dx + dy * dy + dz * dz)
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# This is fairly vulnerable to numerical instability, so we limit the number of digits to consider.
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decimalPlaces = 3 - Math.floor(Math.log(d / camDist) / Math.log(10))
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expect(cam.distanceRatioTo wop).toBeCloseTo d / camDist, decimalPlaces
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testWops = [
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{x: 3, y: 4, z: 7}
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{x: -4, y: 12, z: 2}
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{x: 0, y: 0, z: 0}
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]
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testCanvasSizes = [
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{width: 100, height: 100}
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{width: 200, height: 50}
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]
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testLayer = {scaleX: 1, scaleY: 1, regX: 0, regY: 0}
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testZooms = [0.5, 1, 2]
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testZoomTargets = [
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null,
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{x: 50, y: 50}
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{x: 0, y: 150}
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]
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testAngles = [0, Math.PI / 4, null, Math.PI / 2]
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testFOVs = [Math.PI / 6, Math.PI / 3, Math.PI / 2, Math.PI]
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it 'handles lots of different cases correctly', ->
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for wop in testWops
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for size in testCanvasSizes
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for zoom in testZooms
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for target in testZoomTargets
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for angle in testAngles
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for fov in testFOVs
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cam = new Camera {attr: (attr) -> if 'attr' is 'width' then size.width else size.height}, angle, fov
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checkCameraPos cam, wop
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cam.zoomTo target, zoom, 0
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checkConversionsFromWorldPos wop, cam
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checkCameraPos cam, wop
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it 'works at 90 degrees', ->
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cam = new Camera {attr: (attr) -> 100}, Math.PI / 2
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expect(cam.x2y).toBeCloseTo 1
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expect(cam.x2z).toBeGreaterThan 9001
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expect(cam.z2y).toBeCloseTo 0
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it 'works at 0 degrees', ->
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cam = new Camera {attr: (attr) -> 100}, 0
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expect(cam.x2y).toBeGreaterThan 9001
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expect(cam.x2z).toBeCloseTo 1
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expect(cam.z2y).toBeGreaterThan 9001
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it 'works at 45 degrees', ->
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cam = new Camera {attr: (attr) -> 100}, Math.PI / 4
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expect(cam.x2y).toBeCloseTo Math.sqrt(2)
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expect(cam.x2z).toBeCloseTo Math.sqrt(2)
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expect(cam.z2y).toBeCloseTo 1
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it 'works at default angle of asin(0.75) ~= 48.9 degrees', ->
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cam = new Camera {attr: (attr) -> 100}, null
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angle = Math.asin(3 / 4)
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expect(cam.angle).toBeCloseTo angle
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expect(cam.x2y).toBeCloseTo 4 / 3
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expect(cam.x2z).toBeCloseTo 1 / Math.cos angle
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expect(cam.z2y).toBeCloseTo (4 / 3) * Math.cos angle
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xit 'works at 2x zoom, 90 degrees', ->
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cam = new Camera {attr: (attr) -> 100}, Math.PI / 2
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cam.zoomTo null, 2, 0
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checkCameraPos cam
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wop = x: 5, y: 2.5, z: 7
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cap = cam.worldToCanvas wop
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expectPositionsEqual cap, {x: 50, y: 100}
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cam.zoomTo {x: 50, y: 75}, 2, 0
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checkCameraPos cam
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cap = cam.worldToCanvas wop
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expectPositionsEqual cap, {x: 50, y: 50}
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cam.zoomTo {x: 50, y: 75}, 4, 0
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checkCameraPos cam
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cap = cam.worldToCanvas wop
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expectPositionsEqual cap, {x: 50, y: 50}
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# Now let's try zooming on the edge of the screen; we should be bounded to the surface viewport
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cam.zoomTo {x: 100, y: 100}, 2, 0
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checkCameraPos cam
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cap = cam.worldToCanvas wop
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expectPositionsEqual cap, {x: 0, y: 50}
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xit 'works at 2x zoom, 30 degrees', ->
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cam = new Camera {attr: (attr) -> 100}, Math.PI / 6
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cam.zoomTo null, 2, 0
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expect(cam.x2y).toBeCloseTo 1
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expect(cam.x2z).toBeGreaterThan 9001
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checkCameraPos cam
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wop = x: 5, y: 4, z: 6 * cam.y2z # like x: 5, y: 10 out of world width: 10, height: 20
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sup = cam.worldToSurface wop
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expect(cam.surfaceToWorld(sup).y).toBeCloseTo 10
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expectPositionsEqual sup, {x: 50, y: 50}
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cap = cam.surfaceToCanvas sup
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expectPositionsEqual cap, {x: 50, y: 50}
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# Zoom to bottom edge of screen
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cam.zoomTo {x: 50, y: 100}, 2, 0
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checkCameraPos cam
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cap = cam.worldToCanvas wop
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expectPositionsEqual cap, {x: 50, y: 0}
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cam.zoomTo {x: 50, y: 100}, 4, 0
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checkCameraPos cam
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cap = cam.worldToCanvas wop
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expectPositionsEqual cap, {x: 50, y: -100}
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it 'works at 2x zoom, 60 degree hFOV', ->
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cam = new Camera {attr: (attr) -> 100}, null, Math.PI / 3
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cam.zoomTo null, 2, 0
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checkCameraPos cam
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it 'works at 2x zoom, 60 degree hFOV, 40 degree vFOV', ->
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cam = new Camera {attr: (attr) -> if attr is 'height' then 63.041494 else 100}, null, Math.PI / 3
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cam.zoomTo null, 2, 0
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checkCameraPos cam
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xit 'works at 2x zoom on a surface wider than it is tall, 30 degrees, default viewing upper left corner', ->
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cam = new Camera {attr: (attr) -> 100}, Math.PI / 6 # 200 * Camera.MPP, 2 * 50 * Camera.MPP
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cam.zoomTo null, 2, 0
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checkCameraPos cam
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expect(cam.zoom).toBeCloseTo 2
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wop = x: 5, y: 4, z: 6 * cam.y2z # like x: 5, y: 10 out of world width: 20, height: 10
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cap = cam.worldToCanvas wop
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expectPositionsEqual cap, {x: 100, y: 0}
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# Zoom to far right edge of screen and try to zoom out
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cam.zoomTo {x: 9001, y: 25}, 0.1, 0
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checkCameraPos cam
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cap = cam.worldToCanvas wop
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expectPositionsEqual cap, {x: -200, y: 0}
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