TEST(CamerasTest, rotated) { Cameras cameras; size_t id = cameras.addCameraFovX( "dummy", vec3(0.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f), half_pi<float>()); ASSERT_EQ(1, cameras.numCameras()); auto r0 = cameras.shoot(id, vec2(0.0f, 0.0f), 0.01f, 0.01f, 1, 0.0f, 0.0f); EXPECT_VEC3_EQ(vec3(0.577f, -0.577f, -0.577f), r0.direction, 0.001f); }
void load_cameras(const aiScene* scene, Materials& materials, Cameras& cameras) { for (size_t i = 0; i < scene->mNumCameras; ++i) { auto camera = scene->mCameras[i]; cameras.addCameraFovX(toString(camera->mName), toVec3(camera->mPosition), normalize(toVec3(camera->mLookAt)), normalize(toVec3(camera->mUp)), camera->mHorizontalFOV * 2.0f, camera->mClipPlaneNear, camera->mClipPlaneFar); materials.names.push_back("camera"); materials.bsdfs.push_back(unique<BSDF>(new CameraBSDF())); } }
TEST(CamerasTest, basic_tests) { Cameras cameras; size_t id = cameras.addCameraFovX( "dummy", vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, -1.0f), vec3(0.0f, 1.0f, 0.0f), half_pi<float>()); ASSERT_EQ(1, cameras.numCameras()); EXPECT_EQ("dummy", cameras.name(id)); EXPECT_FLOAT_EQ(half_pi<float>(), cameras.fovx(id, 1.0f)); EXPECT_FLOAT_EQ(half_pi<float>(), cameras.fovx(id, 4.0f / 3.0f)); EXPECT_FLOAT_EQ(half_pi<float>(), cameras.fovy(id, 1.0f)); EXPECT_FLOAT_EQ(1.2870022f, cameras.fovy(id, 4.0f / 3.0f)); const float w = 800; const float h = 600; const float wInv = 1.0f / w; const float hInv = 1.0f / h; const float a = w / h; auto r0 = cameras.shoot(id, vec2(0.0f, 0.0f), wInv, hInv, a, 400.0f, 300.0f); auto r1 = cameras.shoot(id, vec2(0.0f, 0.0f), wInv, hInv, a, 0.0f, 0.0f); auto r2 = cameras.shoot(id, vec2(0.0f, 0.0f), wInv, hInv, a, 800.0f, 600.0f); auto r3 = cameras.shoot(id, vec2(0.0f, 0.0f), 0.01f, 0.01f, 1, 0.0f, 0.0f); EXPECT_VEC3_EQ(vec3(0.0f, 0.0f, 0.0f), r0.origin, 0.00001f); EXPECT_VEC3_EQ(vec3(0.0f, 0.0f, -1.0f), r0.direction, 0.00001f); EXPECT_VEC3_EQ(vec3(0.0f), r1.origin, 0.000001f); EXPECT_VEC3_EQ(vec3(-0.685994f, -0.514496f, -0.514496f), r1.direction, 0.000001f); EXPECT_VEC3_EQ(vec3(0.0f), r2.origin, 0.000001f); EXPECT_VEC3_EQ(vec3(0.685994f, 0.514496f, -0.514496f), r2.direction, 0.0001f); EXPECT_VEC3_EQ(vec3(0.0f), r3.origin, 0.00001f); EXPECT_VEC3_EQ(vec3(-0.577f, -0.577f, -0.577f), r3.direction, 0.001f); }