mod state;
mod object {
use crate::game::physics::{PhysicsObject, VIEW_ANGLE};
#[test]
fn internal_z_maps_to_external_y() {
let y = 12.0;
let z = 32.0;
let obj = PhysicsObject {
position: glam::Vec3::new(1.0, y, z),
};
assert_eq!(
obj.position(),
glam::Vec2::new(1.0, y - z * VIEW_ANGLE.tan())
);
}
}