basic tests for a wider variety of files
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91
tests/player/HeadSystemUnitTest.cs
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91
tests/player/HeadSystemUnitTest.cs
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using Godot;
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using GdUnit4;
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using static GdUnit4.Assertions;
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using Movementtests.systems;
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namespace Movementtests.tests;
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[TestSuite, RequireGodotRuntime]
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public class HeadSystemUnitTest
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{
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private HeadSystem _head;
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[BeforeTest]
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public void SetupTest()
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{
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_head = new HeadSystem();
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_head._camera = new Camera3D();
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_head.AddChild(_head._camera);
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_head._cameraAnchor = new Marker3D();
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_head.AddChild(_head._cameraAnchor);
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_head._fpRig = new Node3D();
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_head.AddChild(_head._fpRig);
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_head._fpDisplacedRig = new Node3D();
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_head.AddChild(_head._fpDisplacedRig);
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}
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[AfterTest]
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public void CleanupTest()
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{
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_head?.Free();
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}
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[TestCase]
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public void TestResetHeadBobbing()
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{
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_head._bobbingAccumulator = 10.0f;
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_head.ResetHeadBobbing();
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AssertFloat(_head._bobbingAccumulator).IsEqual(0.0f);
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}
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[TestCase]
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public void TestComputeHowMuchInputForward()
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{
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Vector3 forwardInput = new Vector3(0, 0, -1);
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AssertFloat(_head.ComputeHowMuchInputForward(forwardInput)).IsEqual(1.0f);
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Vector3 backwardInput = new Vector3(0, 0, 1);
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AssertFloat(_head.ComputeHowMuchInputForward(backwardInput)).IsEqual(-1.0f);
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}
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[TestCase]
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public void TestComputeHowMuchInputSideways()
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{
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Vector3 rightInput = new Vector3(1, 0, 0);
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AssertFloat(_head.ComputeHowMuchInputSideways(rightInput)).IsEqual(1.0f);
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Vector3 leftInput = new Vector3(-1, 0, 0);
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AssertFloat(_head.ComputeHowMuchInputSideways(leftInput)).IsEqual(-1.0f);
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}
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[TestCase]
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public void TestGetForwardHorizontalVector()
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{
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Vector3 forward = _head.GetForwardHorizontalVector();
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AssertVector(forward).IsEqualApprox(Vector3.Back, new Vector3(0.001f, 0.001f, 0.001f));
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}
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[TestCase]
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public void TestLookAroundRotation()
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{
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var inputs = new HeadSystem.CameraParameters(
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Delta: 0.016,
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LookDir: new Vector2(1, 0),
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PlayerInput: Vector3.Zero,
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PlayerVelocity: Vector3.Zero,
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WallContactPoint: Vector3.Zero,
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SensitivitMultiplier: 1.0f,
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WithCameraJitter: false,
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WithCameraBobbing: false,
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BobbingMultiplier: 1.0f,
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FovMultiplier: 1.0f
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);
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float initialY = _head.Rotation.Y;
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_head.LookAround(inputs);
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AssertFloat(_head.Rotation.Y).IsEqual(initialY + 1.0f);
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}
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}
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