using NUnit.Framework; using Unity.Mathematics; namespace Burst.Compiler.IL.Tests { [TestFixture] internal partial class Matrices { [TestCompiler(typeof(ReturnBox))] public static unsafe void TestIdentityFloat4x4(float4x4* mat) { *mat = float4x4.identity; } [TestCompiler(typeof(ReturnBox))] public static unsafe void TestIdentityFloat3x3(float3x3* mat) { *mat = float3x3.identity; } [TestCompiler(typeof(ReturnBox))] public static unsafe void TestIdentityFloat2x2(float2x2* mat) { *mat = float2x2.identity; } [TestCompiler(typeof(ReturnBox))] public static unsafe void TestLookAt(float4x4* mat) { *mat = float4x4.LookAt(new float3(0, 0, 1), new float3(0, 1, 0), new float3(1, 0, 0)); } private static readonly float4x4 StaticMat = new float4x4(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16); [TestCompiler(typeof(ReturnBox))] public static unsafe void TestStaticLoad(float4x4* mat) { *mat = StaticMat; } } }