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X10D/X10D.Unity.Tests/Assets/Tests/Numerics/Vector2Tests.cs

128 lines
4.5 KiB
C#

using NUnit.Framework;
using UnityEngine;
using X10D.Core;
using X10D.Unity.Numerics;
using Random = System.Random;
namespace X10D.Unity.Tests.Numerics
{
public class Vector2Tests
{
[Test]
public void Deconstruct_ShouldReturnCorrectValues()
{
var vector = new Vector2(1, 2);
(float x, float y) = vector;
Assert.That(x, Is.EqualTo(1));
Assert.That(y, Is.EqualTo(2));
}
[Test]
public void Round_ShouldRoundToNearestInteger_GivenNoParameters()
{
var vector = new Vector2(1.5f, 2.6f);
var rounded = vector.Round();
Assert.That(rounded.x, Is.EqualTo(2));
Assert.That(rounded.y, Is.EqualTo(3));
}
[Test]
public void Round_ShouldRoundToNearest10_GivenPrecision10()
{
var vector = new Vector2(1.5f, 25.2f);
var rounded = vector.Round(10);
Assert.That(rounded.x, Is.EqualTo(0));
Assert.That(rounded.y, Is.EqualTo(30));
}
[Test]
public void ToSystemPointF_ShouldReturnPoint_WithEquivalentMembers()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
var vector = new Vector2(x, y);
var point = vector.ToSystemPointF();
Assert.That(point.X, Is.EqualTo(vector.x).Within(1e-6f));
Assert.That(point.Y, Is.EqualTo(vector.y).Within(1e-6f));
}
[Test]
public void ToSystemSizeF_ShouldReturnSize_WithEquivalentMembers()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
var vector = new Vector2(x, y);
var point = vector.ToSystemSizeF();
Assert.That(point.Width, Is.EqualTo(vector.x).Within(1e-6f));
Assert.That(point.Height, Is.EqualTo(vector.y).Within(1e-6f));
}
[Test]
public void ToSystemVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
var vector = new Vector2(x, y);
var systemVector = vector.ToSystemVector();
Assert.That(systemVector.Length(), Is.EqualTo(vector.magnitude).Within(1e-6f));
Assert.That(systemVector.X, Is.EqualTo(vector.x).Within(1e-6f));
Assert.That(systemVector.Y, Is.EqualTo(vector.y).Within(1e-6f));
}
[Test]
public void ToUnityVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
var vector = new System.Numerics.Vector2(x, y);
var unityVector = vector.ToUnityVector();
Assert.That(unityVector.magnitude, Is.EqualTo(vector.Length()).Within(1e-6f));
Assert.That(unityVector.x, Is.EqualTo(vector.X).Within(1e-6f));
Assert.That(unityVector.y, Is.EqualTo(vector.Y).Within(1e-6f));
}
[Test]
public void WithX_ShouldReturnVectorWithNewX_GivenVector()
{
Assert.That(Vector2.one.WithX(0), Is.EqualTo(Vector2.up));
Assert.That(Vector2.zero.WithX(0), Is.EqualTo(Vector2.zero));
Assert.That(Vector2.right.WithX(0), Is.EqualTo(Vector2.zero));
Assert.That(Vector2.up.WithX(0), Is.EqualTo(Vector2.up));
Assert.That(Vector2.one.WithX(1), Is.EqualTo(Vector2.one));
Assert.That(Vector2.zero.WithX(1), Is.EqualTo(Vector2.right));
Assert.That(Vector2.right.WithX(1), Is.EqualTo(Vector2.right));
Assert.That(Vector2.up.WithX(1), Is.EqualTo(Vector2.one));
}
[Test]
public void WithY_ShouldReturnVectorWithNewY_GivenVector()
{
Assert.That(Vector2.one.WithY(0), Is.EqualTo(Vector2.right));
Assert.That(Vector2.zero.WithY(0), Is.EqualTo(Vector2.zero));
Assert.That(Vector2.right.WithY(0), Is.EqualTo(Vector2.right));
Assert.That(Vector2.up.WithY(0), Is.EqualTo(Vector2.zero));
Assert.That(Vector2.one.WithY(1), Is.EqualTo(Vector2.one));
Assert.That(Vector2.zero.WithY(1), Is.EqualTo(Vector2.up));
Assert.That(Vector2.right.WithY(1), Is.EqualTo(Vector2.one));
Assert.That(Vector2.up.WithY(1), Is.EqualTo(Vector2.up));
}
}
}