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32 lines
1.3 KiB
32 lines
1.3 KiB
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4 years ago
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#include <gtest/gtest.h>
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#include "engine/displacement.hpp"
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namespace devilution {
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TEST(MathTest, WorldScreenTransformation)
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{
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Displacement offset = { 5, 2 };
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// Diablo renders tiles with the world origin translated to the top left of the screen, while the normal convention
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// has the screen origin at the bottom left. This means that we end up with negative offsets in screen space for
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// tiles in world space where x > y
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EXPECT_EQ(offset.worldToScreen(), Displacement(-96, -112));
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// Transformation should be reversable (as long as it's not truncating)
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EXPECT_EQ(offset.worldToScreen().screenToWorld(), offset);
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// Tiles with y >= x will still have a negative y coordinate in screen space
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offset = { 2, 5 };
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EXPECT_EQ(offset.worldToScreen(), Displacement(96, -112));
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// Most screen to world transformations will have a further displacement applied, this is a simple case of
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// selecting a tile on the edge of the world with the default origin
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Displacement cursorPosition = { 342, -150 };
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EXPECT_EQ(cursorPosition.screenToWorld(), Displacement(0, 10));
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// Screen > World transforms lose information, so cannot be reversed exactly using ints
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EXPECT_EQ(cursorPosition.screenToWorld().worldToScreen(), Displacement(320, -160));
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}
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} // namespace devilution
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