using System;
namespace UnityEngine.TestTools.Utils
{
///
/// This contains test utility functions for float value comparison and creating primitives.
///
public static class Utils
{
///
/// Relative epsilon comparison of two float values for equality.
/// The relative error is the absolute error divided by the magnitude of the exact value.
///
/// The expected float value used to compare.
/// The actual float value to test.
/// Epsilon is the relative error to be used in relative epsilon comparison.
/// Returns true if the actual value is equivalent to the expected value.
///
///
/// [TestFixture]
/// class UtilsTests
/// {
/// [Test]
/// public void CheckThat_FloatsAreEqual()
/// {
/// float expected = 10e-8f;
/// float actual = 0f;
/// float allowedRelativeError = 10e-6f;
///
/// Assert.That(Utils.AreFloatsEqual(expected, actual, allowedRelativeError), Is.True);
/// }
/// }
///
///
public static bool AreFloatsEqual(float expected, float actual, float epsilon)
{
// special case for infinity
if (expected == Mathf.Infinity || actual == Mathf.Infinity || expected == Mathf.NegativeInfinity || actual == Mathf.NegativeInfinity)
return expected == actual;
// we cover both relative and absolute tolerance with this check
// which is better than just relative in case of small (in abs value) args
// please note that "usually" approximation is used [i.e. abs(x)+abs(y)+1]
// but we speak about test code so we dont care that much about performance
// but we do care about checks being more precise
return Math.Abs(actual - expected) <= epsilon * Mathf.Max(Mathf.Max(Mathf.Abs(actual), Mathf.Abs(expected)), 1.0f);
}
///
/// Compares two floating point numbers for equality under the given absolute tolerance.
///
/// The expected float value used to compare.
/// The actual float value to test.
/// AllowedAbsoluteError is the permitted error tolerance.
/// Returns true if the actual value is equivalent to the expected value under the given tolerance.
///
///
///
/// [TestFixture]
/// class UtilsTests
/// {
/// [Test]
/// public void CheckThat_FloatsAreAbsoluteEqual()
/// {
/// float expected = 0f;
/// float actual = 10e-6f;
/// float error = 10e-5f;
///
/// Assert.That(Utils.AreFloatsEqualAbsoluteError(expected, actual, error), Is.True);
/// }
/// }
///
///
public static bool AreFloatsEqualAbsoluteError(float expected, float actual, float allowedAbsoluteError)
{
return Math.Abs(actual - expected) <= allowedAbsoluteError;
}
///
/// Analogous to GameObject.CreatePrimitive, but creates a primitive mesh renderer with fast shader instead of a default builtin shader.
/// Optimized for testing performance.
///
/// A GameObject with primitive mesh renderer and collider.
/// The type of primitive object to create.
public static GameObject CreatePrimitive(PrimitiveType type)
{
var prim = GameObject.CreatePrimitive(type);
var renderer = prim.GetComponent();
if (renderer)
renderer.sharedMaterial = new Material(Shader.Find("VertexLit"));
return prim;
}
}
}