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