using OpenTK.Mathematics; using VoxelEngine.Rendering; using Xunit; namespace VoxelEngine.Tests; public class FrustumTests { // Camera at the origin, default yaw -90° → looks down -Z. private static Frustum MakeFrustum() { var cam = new Camera(new Vector3(0, 0, 0), 16f / 9f); return Frustum.FromViewProjection(cam.GetViewMatrix() * cam.GetProjectionMatrix()); } [Fact] public void AABBInFront_IsVisible() { var f = MakeFrustum(); Assert.True(f.Intersects(new Vector3(-2, -2, -22), new Vector3(2, 2, -18))); } [Fact] public void AABBBehindCamera_IsCulled() { var f = MakeFrustum(); Assert.False(f.Intersects(new Vector3(-2, -2, 18), new Vector3(2, 2, 22))); } [Fact] public void AABBStraddlingCamera_Intersects() { var f = MakeFrustum(); Assert.True(f.Intersects(new Vector3(-2, -2, -5), new Vector3(2, 2, 5))); } [Fact] public void AABBFarToTheSide_IsCulled() { var f = MakeFrustum(); // Far along +X at a depth in front of the camera — outside horizontal FOV. Assert.False(f.Intersects(new Vector3(1000, -2, -5), new Vector3(1004, 2, -1))); } }