Rasagar/Library/PackageCache/com.unity.cinemachine/Tests/Editor/UnityVectorExtensionTests.cs
2024-08-26 23:07:20 +03:00

123 lines
6.3 KiB
C#

using System.Collections;
using System.Runtime.Serialization.Json;
using UnityEngine;
using NUnit.Framework;
using Cinemachine.Utility;
using UnityEditor;
using UnityEngine.TestTools.Utils;
//using Assert = UnityEngine.Assertions.Assert;
namespace Tests.Editor
{
public class UnityVectorExtensionTests
{
public enum IntersectionResult
{
Zero,
Infinity,
l1_p1,
l1_p2,
l2_p1,
l2_p2
}
private static object[] IntersectionTestCases =
{
// l1_p1, l1_p2, l2_p1, l2_p2, expectedIntersectionType, expectedIntersectionResult
new object[] {new Vector2(0, 1), new Vector2(0, -1), new Vector2(-1, 0), new Vector2(1, 0), 2, IntersectionResult.Zero},
new object[] {new Vector2(0, 1), new Vector2(0, 0), new Vector2(-1, 0), new Vector2(1, 0), 2, IntersectionResult.Zero},
new object[] {new Vector2(0, 2), new Vector2(0, 1), new Vector2(-1, 0), new Vector2(1, 0), 1, IntersectionResult.Zero},
new object[] {new Vector2(0, 2), new Vector2(0, 1), new Vector2(1, 2), new Vector2(1, 1), 0, IntersectionResult.Infinity},
new object[] {new Vector2(1, 2), new Vector2(1, 1), new Vector2(1, -2), new Vector2(1, -1), 3, IntersectionResult.Infinity},
new object[] {new Vector2(1, 2), new Vector2(1, -2), new Vector2(1, 3), new Vector2(1, 1), 4, IntersectionResult.Infinity},
new object[] {new Vector2(1, 2), new Vector2(1, -2), new Vector2(1, 2), new Vector2(1, -2), 4, IntersectionResult.Infinity},
new object[] {new Vector2(1, 2), new Vector2(1, -2), new Vector2(1, -2), new Vector2(1, 2), 4, IntersectionResult.Infinity},
new object[] {new Vector2(0, 1), new Vector2(0, 1), new Vector2(1, 0), new Vector2(1, 0), 4, IntersectionResult.Infinity},
new object[] {new Vector2(0, 0), new Vector2(2, 0), new Vector2(0, 1), new Vector2(1, 0), 2, IntersectionResult.l2_p2},
new object[] {new Vector2(0, 0), new Vector2(2, 0), new Vector2(1, 0), new Vector2(0, 1), 2, IntersectionResult.l2_p1},
// Parallel segments touching at one point
new object[] {new Vector2(0, 3), new Vector2(0, 5), new Vector2(0, 5), new Vector2(0, 9), 4, IntersectionResult.l2_p1},
new object[] {new Vector2(0, 5), new Vector2(0, 3), new Vector2(0, 5), new Vector2(0, 9), 4, IntersectionResult.l2_p1},
new object[] {new Vector2(0, 3), new Vector2(0, 5), new Vector2(0, 9), new Vector2(0, 5), 4, IntersectionResult.l2_p2},
new object[] {new Vector2(0, 5), new Vector2(0, 3), new Vector2(0, 9), new Vector2(0, 5), 4, IntersectionResult.l2_p2}
};
[Test, TestCaseSource(nameof(IntersectionTestCases))]
public void FindIntersectionTest(Vector2 l1_p1, Vector2 l1_p2, Vector2 l2_p1, Vector2 l2_p2,
int expectedIntersectionType, IntersectionResult expectedIntersectionResult)
{
int intersectionType = UnityVectorExtensions.FindIntersection(l1_p1, l1_p2, l2_p1, l2_p2,
out Vector2 intersection);
Assert.That(intersectionType, Is.EqualTo(expectedIntersectionType));
switch (expectedIntersectionResult)
{
case IntersectionResult.Zero:
Assert.That(intersection, Is.EqualTo(Vector2.zero).Using(Vector2EqualityComparer.Instance));
break;
case IntersectionResult.Infinity:
Assert.That(float.IsInfinity(intersection.x), Is.True);
Assert.That(float.IsInfinity(intersection.y), Is.True);
break;
case IntersectionResult.l1_p1:
Assert.That(intersection, Is.EqualTo(l1_p1).Using(Vector2EqualityComparer.Instance));
break;
case IntersectionResult.l1_p2:
Assert.That(intersection, Is.EqualTo(l1_p2).Using(Vector2EqualityComparer.Instance));
break;
case IntersectionResult.l2_p1:
Assert.That(intersection, Is.EqualTo(l2_p1).Using(Vector2EqualityComparer.Instance));
break;
case IntersectionResult.l2_p2:
Assert.That(intersection, Is.EqualTo(l2_p2).Using(Vector2EqualityComparer.Instance));
break;
}
}
private static object[] AngleTestCases =
{
new object[] {Vector2.left, 90f, true},
new object[] {Vector2.right, 90f, true},
new object[] {new Vector2(-0.0001f, 1f), 0.00572958f, false},
new object[] {new Vector2(0.0001f, 1f), 0.00572958f, false}
};
[Test, TestCaseSource(nameof(AngleTestCases))]
public void TestAngle(Vector2 v2, float expectedAngle, bool compareWithBuiltIn)
{
Vector3 v1 = Vector3.up;
float angle = UnityVectorExtensions.Angle(v1, v2);
Assert.That(angle, Is.EqualTo(expectedAngle).Within(UnityVectorExtensions.Epsilon));
if (compareWithBuiltIn)
{
float angle2 = Vector2.Angle(v1, v2);
Assert.That(angle2, Is.EqualTo(angle).Within(UnityVectorExtensions.Epsilon));
}
}
private static object[] SignedAngleTestCases =
{
new object[] {Vector2.left, 90f, true},
new object[] {Vector2.right, -90f, true},
new object[] {new Vector2(-0.0001f, 1f), 0.00572958f, false},
new object[] {new Vector2(0.0001f, 1f), -0.00572958f, false}
};
[Test, TestCaseSource(nameof(SignedAngleTestCases))]
public void TestSignedAngle(Vector2 v2, float expectedAngle, bool compareWithBuiltIn)
{
Vector3 v1 = Vector3.up;
float angle = UnityVectorExtensions.SignedAngle(v1, v2, Vector3.forward);
Assert.That(angle, Is.EqualTo(expectedAngle).Within(UnityVectorExtensions.Epsilon));
if (compareWithBuiltIn)
{
float angle2 = Vector2.SignedAngle(v1, v2);
Assert.That(angle2, Is.EqualTo(angle).Within(UnityVectorExtensions.Epsilon));
}
float angle3 = UnityVectorExtensions.SignedAngle(v1, v2, Vector3.back);
Assert.That(angle3, Is.EqualTo(-angle).Within(UnityVectorExtensions.Epsilon));
}
}
}