PO/Library/PackageCache/com.unity.test-framework@1..../UnityEngine.TestRunner/Utils/Utils.cs

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2022-01-12 10:06:03 +03:00
using System;
namespace UnityEngine.TestTools.Utils
{
/// <summary>
/// This contains test utility functions for float value comparison and creating primitives.
/// </summary>
public static class Utils
{
/// <summary>
/// Relative epsilon comparison of two float values for equality.
/// The relative error is the absolute error divided by the magnitude of the exact value.
/// </summary>
/// <param name="expected">The expected float value used to compare.</param>
/// <param name="actual">The actual float value to test.</param>
/// <param name="epsilon"> Epsilon is the relative error to be used in relative epsilon comparison.</param>
/// <returns>Returns true if the actual value is equivalent to the expected value.</returns>
/// <example>
/// <code>
/// [TestFixture]
/// class UtilsTests
/// {
/// [Test]
/// public void CheckThat_FloatsAreEqual()
/// {
/// float expected = 10e-8f;
/// float actual = 0f;
/// float allowedRelativeError = 10e-6f;
///
/// Assert.That(Utils.AreFloatsEqual(expected, actual, allowedRelativeError), Is.True);
/// }
/// }
/// </code>
/// </example>
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);
}
/// <summary>
/// Compares two floating point numbers for equality under the given absolute tolerance.
/// </summary>
/// <param name="expected">The expected float value used to compare.</param>
/// <param name="actual">The actual float value to test.</param>
/// <param name="allowedAbsoluteError">AllowedAbsoluteError is the permitted error tolerance.</param>
/// <returns> Returns true if the actual value is equivalent to the expected value under the given tolerance.
/// </returns>
/// <example>
/// <code>
/// [TestFixture]
/// class UtilsTests
/// {
/// [Test]
/// public void ChechThat_FloatsAreAbsoluteEqual()
/// {
/// float expected = 0f;
/// float actual = 10e-6f;
/// float error = 10e-5f;
///
/// Assert.That(Utils.AreFloatsEqualAbsoluteError(expected, actual, error), Is.True);
/// }
/// }
/// </code>
/// </example>
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>
/// <param name="type">The type of primitive object to create.</param>
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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;
}
}
}