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; } /// /// Analogous to GameObject.CreatePrimitive, but creates a primitive mesh renderer with fast shader instead of a default builtin shader. /// Optimized for testing performance. /// /// A GameObject with primitive mesh renderer and collider. public static GameObject CreatePrimitive(PrimitiveType type) { var prim = GameObject.CreatePrimitive(type); var renderer = prim.GetComponent(); if (renderer) renderer.sharedMaterial = new Material(Shader.Find("VertexLit")); return prim; } } }