Added First Person Camera Option

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iChris4 committed 2026-09-04 23:11:22 +02:00
1 parent 7898a76a22
commit 02e5cb60a4
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@@ -155,5 +155,101 @@ TEST(StereoReplayTest, HudScreenParksRasterDepthAtMidrangeUnderHeadMotion) {
}
}
Mat3x4<float> identity3x4() {
Mat3x4<float> m{};
m.m0 = {1.0f, 0.0f, 0.0f, 0.0f};
m.m1 = {0.0f, 1.0f, 0.0f, 0.0f};
m.m2 = {0.0f, 0.0f, 1.0f, 0.0f};
return m;
}
Mat3x4<float> head_tracking_delta() {
const float angle = 0.21f;
const float c = std::cos(angle);
const float s = std::sin(angle);
Mat3x4<float> m{};
m.m0 = {c, 0.0f, s, 11.0f};
m.m1 = {0.0f, 1.0f, 0.0f, -3.0f};
m.m2 = {-s, 0.0f, c, 6.0f};
return m;
}
TEST(StereoReplayTest, IdentitySceneAnchorLeavesTheEyeDeltaUnchanged) {
const auto viewFromCenter = head_tracking_delta();
const auto viewFromScene = compose_affine(viewFromCenter, identity3x4());
EXPECT_EQ(viewFromScene, viewFromCenter);
}
TEST(StereoReplayTest, TranslatingSceneAnchorMovesTheWorldByTheAnchorOffset) {
// A first-person anchor with no levelling is translate(-a): the camera moves
// to a, so every world point must arrive a units closer to the eye origin.
const std::array<float, 3> a{40.0f, -12.0f, -260.0f};
auto anchor = identity3x4();
anchor.m0[3] = -a[0];
anchor.m1[3] = -a[1];
anchor.m2[3] = -a[2];
const auto viewFromCenter = head_tracking_delta();
const auto viewFromScene = compose_affine(viewFromCenter, anchor);
// An object matrix placing a vertex somewhere in the recorded view space.
Mat3x4<float> objectToCenter{};
objectToCenter.m0 = {1.0f, 0.0f, 0.0f, 130.0f};
objectToCenter.m1 = {0.0f, 1.0f, 0.0f, 55.0f};
objectToCenter.m2 = {0.0f, 0.0f, 1.0f, -900.0f};
const auto anchored = compose_affine(viewFromScene, objectToCenter);
const auto recorded = compose_affine(viewFromCenter, objectToCenter);
// Rotation is untouched, and the eye-space displacement is exactly the eye
// delta's rotation applied to -a.
for (size_t row = 0; row < 3; ++row) {
const auto& anchoredRow = *(&anchored.m0 + row);
const auto& recordedRow = *(&recorded.m0 + row);
const auto& viewRow = *(&viewFromCenter.m0 + row);
for (size_t column = 0; column < 3; ++column) {
EXPECT_FLOAT_EQ(anchoredRow[column], recordedRow[column]);
}
const float expected =
recordedRow[3] - (viewRow[0] * a[0] + viewRow[1] * a[1] + viewRow[2] * a[2]);
EXPECT_NEAR(anchoredRow[3], expected, 1e-3f);
}
}
TEST(StereoReplayTest, VirtualScreenStaysAheadOfTheAnchoredCamera) {
// The screen rectangle is authored in the anchored camera's space and so
// composes with viewFromCenter, while world geometry composes with
// viewFromScene. The two agree exactly when a world object placed `distance`
// ahead of the anchored camera lands on the screen's centre.
const std::array<float, 3> a{40.0f, -12.0f, -260.0f};
const float distance = 20.0f;
auto anchor = identity3x4();
anchor.m0[3] = -a[0];
anchor.m1[3] = -a[1];
anchor.m2[3] = -a[2];
const auto viewFromCenter = head_tracking_delta();
const auto viewFromScene = compose_affine(viewFromCenter, anchor);
// The screen's centre: (0, 0, -distance) in the anchored camera's space,
// carried into eye space by viewFromCenter alone.
const Vec4<float> screenCentre{0.0f, 0.0f, -distance, 1.0f};
const float centreX = dot4(viewFromCenter.m0, screenCentre);
const float centreY = dot4(viewFromCenter.m1, screenCentre);
const float centreZ = dot4(viewFromCenter.m2, screenCentre);
// A world object at the same place, expressed the way a GX draw carries it:
// in the *recorded* view space, hence offset by the anchor position.
Mat3x4<float> objectToCenter = identity3x4();
objectToCenter.m0[3] = a[0];
objectToCenter.m1[3] = a[1];
objectToCenter.m2[3] = a[2] - distance;
const auto placed = compose_affine(viewFromScene, objectToCenter);
EXPECT_NEAR(placed.m0[3], centreX, 1e-3f);
EXPECT_NEAR(placed.m1[3], centreY, 1e-3f);
EXPECT_NEAR(placed.m2[3], centreZ, 1e-3f);
}
} // namespace
} // namespace aurora::gfx::stereo_replay