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())
        );
    }
}