mirror of
https://github.com/oliverbooth/X10D
synced 2024-11-14 04:35:41 +00:00
128 lines
4.5 KiB
C#
128 lines
4.5 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 Vector2Tests
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{
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[Test]
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public void Deconstruct_ShouldReturnCorrectValues()
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{
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var vector = new Vector2(1, 2);
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(float x, float y) = vector;
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Assert.That(x, Is.EqualTo(1));
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Assert.That(y, Is.EqualTo(2));
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}
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[Test]
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public void Round_ShouldRoundToNearestInteger_GivenNoParameters()
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{
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var vector = new Vector2(1.5f, 2.6f);
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var rounded = vector.Round();
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Assert.That(rounded.x, Is.EqualTo(2));
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Assert.That(rounded.y, Is.EqualTo(3));
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}
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[Test]
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public void Round_ShouldRoundToNearest10_GivenPrecision10()
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{
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var vector = new Vector2(1.5f, 25.2f);
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var rounded = vector.Round(10);
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Assert.That(rounded.x, Is.EqualTo(0));
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Assert.That(rounded.y, Is.EqualTo(30));
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}
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[Test]
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public void ToSystemPointF_ShouldReturnPoint_WithEquivalentMembers()
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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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var vector = new Vector2(x, y);
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var point = vector.ToSystemPointF();
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Assert.That(point.X, Is.EqualTo(vector.x).Within(1e-6f));
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Assert.That(point.Y, Is.EqualTo(vector.y).Within(1e-6f));
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}
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[Test]
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public void ToSystemSizeF_ShouldReturnSize_WithEquivalentMembers()
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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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var vector = new Vector2(x, y);
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var point = vector.ToSystemSizeF();
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Assert.That(point.Width, Is.EqualTo(vector.x).Within(1e-6f));
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Assert.That(point.Height, Is.EqualTo(vector.y).Within(1e-6f));
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}
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[Test]
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public void ToSystemVector_ShouldReturnVector_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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var vector = new Vector2(x, y);
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var systemVector = vector.ToSystemVector();
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Assert.That(systemVector.Length(), Is.EqualTo(vector.magnitude).Within(1e-6f));
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Assert.That(systemVector.X, Is.EqualTo(vector.x).Within(1e-6f));
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Assert.That(systemVector.Y, Is.EqualTo(vector.y).Within(1e-6f));
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}
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[Test]
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public void ToUnityVector_ShouldReturnVector_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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var vector = new System.Numerics.Vector2(x, y);
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var unityVector = vector.ToUnityVector();
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Assert.That(unityVector.magnitude, Is.EqualTo(vector.Length()).Within(1e-6f));
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Assert.That(unityVector.x, Is.EqualTo(vector.X).Within(1e-6f));
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Assert.That(unityVector.y, Is.EqualTo(vector.Y).Within(1e-6f));
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}
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[Test]
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public void WithX_ShouldReturnVectorWithNewX_GivenVector()
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{
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Assert.That(Vector2.one.WithX(0), Is.EqualTo(Vector2.up));
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Assert.That(Vector2.zero.WithX(0), Is.EqualTo(Vector2.zero));
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Assert.That(Vector2.right.WithX(0), Is.EqualTo(Vector2.zero));
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Assert.That(Vector2.up.WithX(0), Is.EqualTo(Vector2.up));
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Assert.That(Vector2.one.WithX(1), Is.EqualTo(Vector2.one));
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Assert.That(Vector2.zero.WithX(1), Is.EqualTo(Vector2.right));
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Assert.That(Vector2.right.WithX(1), Is.EqualTo(Vector2.right));
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Assert.That(Vector2.up.WithX(1), Is.EqualTo(Vector2.one));
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}
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[Test]
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public void WithY_ShouldReturnVectorWithNewY_GivenVector()
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{
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Assert.That(Vector2.one.WithY(0), Is.EqualTo(Vector2.right));
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Assert.That(Vector2.zero.WithY(0), Is.EqualTo(Vector2.zero));
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Assert.That(Vector2.right.WithY(0), Is.EqualTo(Vector2.right));
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Assert.That(Vector2.up.WithY(0), Is.EqualTo(Vector2.zero));
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Assert.That(Vector2.one.WithY(1), Is.EqualTo(Vector2.one));
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Assert.That(Vector2.zero.WithY(1), Is.EqualTo(Vector2.up));
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Assert.That(Vector2.right.WithY(1), Is.EqualTo(Vector2.one));
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Assert.That(Vector2.up.WithY(1), Is.EqualTo(Vector2.up));
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}
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}
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}
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