using NUnit.Framework; using Unity.Mathematics; namespace Burst.Compiler.IL.Tests { [TestFixture] internal partial class VectorsQuaternions { [TestCompiler] public static float Normalize() { var v4 = new quaternion(1.0f, 2.0f, 3.0f, 4.0f); var result = math.normalize(v4); return Vectors.ConvertToFloat(result.value); } [TestCompiler] public static float IdentityValue() { // Force ldsflda return Vectors.ConvertToFloat(PassByRef(quaternion.identity.value)); } private static float4 PassByRef(in float4 x) { return x; } } }