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mirror of https://github.com/oliverbooth/X10D synced 2024-11-10 08:15:41 +00:00
X10D/X10D.Unity.Tests/Assets/Tests/Numerics/Vector4Tests.cs

178 lines
7.4 KiB
C#

using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using X10D.Core;
using X10D.Unity.Numerics;
using Random = System.Random;
namespace X10D.Unity.Tests.Numerics
{
public class Vector4Tests
{
[UnityTest]
public IEnumerator Deconstruct_ShouldReturnCorrectValues()
{
var vector = new Vector4(1, 2, 3, 4);
(float x, float y, float z, float w) = vector;
Assert.AreEqual(1, x);
Assert.AreEqual(2, y);
Assert.AreEqual(3, z);
Assert.AreEqual(4, w);
yield break;
}
[UnityTest]
public IEnumerator Round_ShouldRoundToNearestInteger_GivenNoParameters()
{
var vector = new Vector4(1.5f, 2.6f, -5.2f, 0.3f);
var rounded = vector.Round();
Assert.AreEqual(2, rounded.x);
Assert.AreEqual(3, rounded.y);
Assert.AreEqual(-5, rounded.z);
Assert.AreEqual(0, rounded.w);
yield break;
}
[UnityTest]
public IEnumerator Round_ShouldRoundToNearest10_GivenPrecision10()
{
var vector = new Vector4(1.5f, 25.2f, -12.5f, 101.2f);
var rounded = vector.Round(10);
Assert.AreEqual(0, rounded.x);
Assert.AreEqual(30, rounded.y);
Assert.AreEqual(-10, rounded.z);
Assert.AreEqual(100, rounded.w);
yield break;
}
[UnityTest]
public IEnumerator ToSystemVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
float w = random.NextSingle();
var vector = new Vector4(x, y, z, w);
var systemVector = vector.ToSystemVector();
Assert.AreEqual(vector.magnitude, systemVector.Length(), 1e-6f);
Assert.AreEqual(vector.x, systemVector.X, 1e-6f);
Assert.AreEqual(vector.y, systemVector.Y, 1e-6f);
Assert.AreEqual(vector.z, systemVector.Z, 1e-6f);
Assert.AreEqual(vector.w, systemVector.W, 1e-6f);
yield break;
}
[UnityTest]
public IEnumerator ToUnityVector_ShouldReturnVector_WithEqualComponents()
{
var random = new Random();
float x = random.NextSingle();
float y = random.NextSingle();
float z = random.NextSingle();
float w = random.NextSingle();
var vector = new System.Numerics.Vector4(x, y, z, w);
var unityVector = vector.ToUnityVector();
Assert.AreEqual(vector.Length(), unityVector.magnitude, 1e-6f);
Assert.AreEqual(vector.X, unityVector.x, 1e-6f);
Assert.AreEqual(vector.Y, unityVector.y, 1e-6f);
Assert.AreEqual(vector.Z, unityVector.z, 1e-6f);
Assert.AreEqual(vector.W, unityVector.w, 1e-6f);
yield break;
}
[UnityTest]
public IEnumerator WithW_ShouldReturnVectorWithNewW_GivenVector()
{
Assert.AreEqual(new Vector4(1, 1, 1, 0), Vector4.one.WithW(0));
Assert.AreEqual(Vector4.zero, Vector4.zero.WithW(0));
Assert.AreEqual(Vector4.zero, new Vector4(0, 0, 0, 1).WithW(0));
Assert.AreEqual(new Vector4(1, 0, 0, 0), new Vector4(1, 0, 0, 0).WithW(0));
Assert.AreEqual(new Vector4(0, 1, 0, 0), new Vector4(0, 1, 0, 0).WithW(0));
Assert.AreEqual(new Vector4(0, 0, 1, 0), new Vector4(0, 0, 1, 0).WithW(0));
Assert.AreEqual(Vector4.one, Vector4.one.WithW(1));
Assert.AreEqual(new Vector4(0, 0, 0, 1), Vector4.zero.WithW(1));
Assert.AreEqual(new Vector4(0, 0, 0, 1), new Vector4(0, 0, 0, 1).WithW(1));
Assert.AreEqual(new Vector4(1, 0, 0, 1), new Vector4(1, 0, 0, 0).WithW(1));
Assert.AreEqual(new Vector4(0, 1, 0, 1), new Vector4(0, 1, 0, 0).WithW(1));
Assert.AreEqual(new Vector4(0, 0, 1, 1), new Vector4(0, 0, 1, 0).WithW(1));
yield break;
}
[UnityTest]
public IEnumerator WithX_ShouldReturnVectorWithNewX_GivenVector()
{
Assert.AreEqual(new Vector4(0, 1, 1, 1), Vector4.one.WithX(0));
Assert.AreEqual(Vector4.zero, Vector4.zero.WithX(0));
Assert.AreEqual(new Vector4(0, 0, 0, 1), new Vector4(0, 0, 0, 1).WithX(0));
Assert.AreEqual(Vector4.zero, new Vector4(1, 0, 0, 0).WithX(0));
Assert.AreEqual(new Vector4(0, 1, 0, 0), new Vector4(0, 1, 0, 0).WithX(0));
Assert.AreEqual(new Vector4(0, 0, 1, 0), new Vector4(0, 0, 1, 0).WithX(0));
Assert.AreEqual(Vector4.one, Vector4.one.WithX(1));
Assert.AreEqual(new Vector4(1, 0, 0, 0), Vector4.zero.WithX(1));
Assert.AreEqual(new Vector4(1, 0, 0, 1), new Vector4(0, 0, 0, 1).WithX(1));
Assert.AreEqual(new Vector4(1, 0, 0, 0), new Vector4(1, 0, 0, 0).WithX(1));
Assert.AreEqual(new Vector4(1, 1, 0, 0), new Vector4(0, 1, 0, 0).WithX(1));
Assert.AreEqual(new Vector4(1, 0, 1, 0), new Vector4(0, 0, 1, 0).WithX(1));
yield break;
}
[UnityTest]
public IEnumerator WithY_ShouldReturnVectorWithNewY_GivenVector()
{
Assert.AreEqual(new Vector4(1, 0, 1, 1), Vector4.one.WithY(0));
Assert.AreEqual(Vector4.zero, Vector4.zero.WithY(0));
Assert.AreEqual(new Vector4(0, 0, 0, 1), new Vector4(0, 0, 0, 1).WithY(0));
Assert.AreEqual(new Vector4(1, 0, 0, 0), new Vector4(1, 0, 0, 0).WithY(0));
Assert.AreEqual(Vector4.zero, new Vector4(0, 1, 0, 0).WithY(0));
Assert.AreEqual(new Vector4(0, 0, 1, 0), new Vector4(0, 0, 1, 0).WithY(0));
Assert.AreEqual(Vector4.one, Vector4.one.WithY(1));
Assert.AreEqual(new Vector4(0, 1, 0, 0), Vector4.zero.WithY(1));
Assert.AreEqual(new Vector4(0, 1, 0, 1), new Vector4(0, 0, 0, 1).WithY(1));
Assert.AreEqual(new Vector4(1, 1, 0, 0), new Vector4(1, 0, 0, 0).WithY(1));
Assert.AreEqual(new Vector4(0, 1, 0, 0), new Vector4(0, 1, 0, 0).WithY(1));
Assert.AreEqual(new Vector4(0, 1, 1, 0), new Vector4(0, 0, 1, 0).WithY(1));
yield break;
}
[UnityTest]
public IEnumerator WithZ_ShouldReturnVectorWithNewZ_GivenVector()
{
Assert.AreEqual(new Vector4(1, 1, 0, 1), Vector4.one.WithZ(0));
Assert.AreEqual(Vector4.zero, Vector4.zero.WithZ(0));
Assert.AreEqual(new Vector4(0, 0, 0, 1), new Vector4(0, 0, 0, 1).WithZ(0));
Assert.AreEqual(new Vector4(1, 0, 0, 0), new Vector4(1, 0, 0, 0).WithZ(0));
Assert.AreEqual(new Vector4(0, 1, 0, 0), new Vector4(0, 1, 0, 0).WithZ(0));
Assert.AreEqual(Vector4.zero, new Vector4(0, 0, 1, 0).WithZ(0));
Assert.AreEqual(Vector4.one, Vector4.one.WithZ(1));
Assert.AreEqual(new Vector4(0, 0, 1, 0), Vector4.zero.WithZ(1));
Assert.AreEqual(new Vector4(0, 0, 1, 1), new Vector4(0, 0, 0, 1).WithZ(1));
Assert.AreEqual(new Vector4(1, 0, 1, 0), new Vector4(1, 0, 0, 0).WithZ(1));
Assert.AreEqual(new Vector4(0, 1, 1, 0), new Vector4(0, 1, 0, 0).WithZ(1));
Assert.AreEqual(new Vector4(0, 0, 1, 0), new Vector4(0, 0, 1, 0).WithZ(1));
yield break;
}
}
}