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X10D/X10D.Unity.Tests/Assets/Tests/Numerics/QuaternionTests.cs

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using NUnit.Framework;
using UnityEngine;
using X10D.Core;
using X10D.Unity.Numerics;
using Random = System.Random;
namespace X10D.Unity.Tests.Numerics
{
public class QuaternionTests
{
[Test]
public void ToSystemQuaternion_ShouldReturnQuaternion_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
float w = random.NextSingle();
var quaternion = new Quaternion(x, y, z, w);
var systemQuaternion = quaternion.ToSystemQuaternion();
Assert.That(systemQuaternion.X, Is.EqualTo(quaternion.x).Within(1e-6f));
Assert.That(systemQuaternion.Y, Is.EqualTo(quaternion.y).Within(1e-6f));
Assert.That(systemQuaternion.Z, Is.EqualTo(quaternion.z).Within(1e-6f));
Assert.That(systemQuaternion.W, Is.EqualTo(quaternion.w).Within(1e-6f));
}
[Test]
public void ToUnityQuaternion_ShouldReturnQuaternion_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
float w = random.NextSingle();
var quaternion = new System.Numerics.Quaternion(x, y, z, w);
var unityQuaternion = quaternion.ToUnityQuaternion();
Assert.That(unityQuaternion.x, Is.EqualTo(quaternion.X).Within(1e-6f));
Assert.That(unityQuaternion.y, Is.EqualTo(quaternion.Y).Within(1e-6f));
Assert.That(unityQuaternion.z, Is.EqualTo(quaternion.Z).Within(1e-6f));
Assert.That(unityQuaternion.w, Is.EqualTo(quaternion.W).Within(1e-6f));
}
}
}