GlobalGameJame/Library/PackageCache/com.unity.test-framework@1.1.9/UnityEngine.TestRunner/Utils/Utils.cs

41 lines
1.8 KiB
C#

using System;
namespace UnityEngine.TestTools.Utils
{
public static class Utils
{
public static bool AreFloatsEqual(float expected, float actual, float epsilon)
{
// special case for infinity
if (expected == Mathf.Infinity || actual == Mathf.Infinity || expected == Mathf.NegativeInfinity || actual == Mathf.NegativeInfinity)
return expected == actual;
// we cover both relative and absolute tolerance with this check
// which is better than just relative in case of small (in abs value) args
// please note that "usually" approximation is used [i.e. abs(x)+abs(y)+1]
// but we speak about test code so we dont care that much about performance
// but we do care about checks being more precise
return Math.Abs(actual - expected) <= epsilon * Mathf.Max(Mathf.Max(Mathf.Abs(actual), Mathf.Abs(expected)), 1.0f);
}
public static bool AreFloatsEqualAbsoluteError(float expected, float actual, float allowedAbsoluteError)
{
return Math.Abs(actual - expected) <= allowedAbsoluteError;
}
/// <summary>
/// Analogous to GameObject.CreatePrimitive, but creates a primitive mesh renderer with fast shader instead of a default builtin shader.
/// Optimized for testing performance.
/// </summary>
/// <returns>A GameObject with primitive mesh renderer and collider.</returns>
public static GameObject CreatePrimitive(PrimitiveType type)
{
var prim = GameObject.CreatePrimitive(type);
var renderer = prim.GetComponent<Renderer>();
if (renderer)
renderer.sharedMaterial = new Material(Shader.Find("VertexLit"));
return prim;
}
}
}