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