mirror of
https://github.com/oliverbooth/X10D
synced 2024-11-14 16:15:41 +00:00
48 lines
1.8 KiB
C#
48 lines
1.8 KiB
C#
using NUnit.Framework;
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using UnityEngine;
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using X10D.Core;
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using X10D.Unity.Numerics;
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using Random = System.Random;
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namespace X10D.Unity.Tests.Numerics
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{
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public class QuaternionTests
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{
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[Test]
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public void ToSystemQuaternion_ShouldReturnQuaternion_WithEqualComponents()
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{
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var random = new Random();
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float x = random.NextSingle();
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float y = random.NextSingle();
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float z = random.NextSingle();
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float w = random.NextSingle();
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var quaternion = new Quaternion(x, y, z, w);
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var systemQuaternion = quaternion.ToSystemQuaternion();
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Assert.That(systemQuaternion.X, Is.EqualTo(quaternion.x).Within(1e-6f));
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Assert.That(systemQuaternion.Y, Is.EqualTo(quaternion.y).Within(1e-6f));
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Assert.That(systemQuaternion.Z, Is.EqualTo(quaternion.z).Within(1e-6f));
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Assert.That(systemQuaternion.W, Is.EqualTo(quaternion.w).Within(1e-6f));
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}
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[Test]
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public void ToUnityQuaternion_ShouldReturnQuaternion_WithEqualComponents()
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{
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var random = new Random();
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float x = random.NextSingle();
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float y = random.NextSingle();
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float z = random.NextSingle();
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float w = random.NextSingle();
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var quaternion = new System.Numerics.Quaternion(x, y, z, w);
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var unityQuaternion = quaternion.ToUnityQuaternion();
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Assert.That(unityQuaternion.x, Is.EqualTo(quaternion.X).Within(1e-6f));
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Assert.That(unityQuaternion.y, Is.EqualTo(quaternion.Y).Within(1e-6f));
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Assert.That(unityQuaternion.z, Is.EqualTo(quaternion.Z).Within(1e-6f));
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Assert.That(unityQuaternion.w, Is.EqualTo(quaternion.W).Within(1e-6f));
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}
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}
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}
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