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#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
using XNAMath = Microsoft.Xna.Framework.MathHelper;
using ANXMath = ANX.Framework.MathHelper;
namespace ANX.Framework.TestCenter.Strukturen
{
[TestFixture]
class MathHelperTest
{
#region Data
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static object[] onefloat =
{
float.NegativeInfinity,
float.MinValue
-3.2f,
-1.6f,
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0,
1.6f,
3.2f,
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float.MaxValue ,
float.PositiveInfinity,
DataFactory.RandomFloat,
DataFactory.RandomFloat,
DataFactory.RandomFloat,
};
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static object[] twofloats =
{
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat }
};
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static object[] threefloats =
{
new object[] { 0 ,0, 0 },
new object[] { 0, 0, 1 },
new object[] { 0, 1, 0 },
new object[] { 1, 0, 0 },
new object[] { 0, 1, 1 },
new object[] { 1, 0, 1 },
new object[] { 1, 1, 0 },
new object[] { 3, 2, 1 },
new object[] { 1, 2, 3 },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat }
};
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static object[] fivefloats =
{
new object[] { 0 ,0, 0,0,0 },
new object[] { 0, 0, 1,0,0 },
new object[] { 0, 1, 0,0,0 },
new object[] { 1, 0, 0,0,0 },
new object[] { 0, 1, 1,0,0 },
new object[] { 1, 0, 1,0,1 },
new object[] { 1, 1, 0,0,1 },
new object[] { 3, 2, 1,0,1 },
new object[] { 1, 2, 3,0,1 },
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat},
new object[] { DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat}
};
static object[] hermiteFloats =
{
new object[] { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f },
new object[] { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f },
new object[] { 0.0f, 1.0f, 0.0f, 0.0f, 0.0f },
new object[] { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
new object[] { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f },
new object[] { 1.0f, 1.0f, 0.0f, 0.0f, 0.0f },
new object[] { 1.0f, 0.0f, 1.0f, 0.0f, 0.0f },
new object[] { 1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
new object[] { 1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
new object[] { 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
new object[] { 0.3f, 0.0f, 0.0f, 0.0f, 0.0f },
new object[] { 0.0f, 0.2f, 0.0f, 0.0f, 0.0f },
new object[] { 0.0f, 0.0f, 0.1f, 0.0f, 0.0f },
new object[] { 0.0f, 0.0f, 0.0f, 0.4f, 0.0f },
new object[] { 0.5f, 0.6f, 0.0f, 0.0f, 0.0f },
new object[] { 1.6f, 0.0f, 0.7f, 0.0f, 0.0f },
new object[] { 0.9f, 0.0f, 0.0f, 0.8f, 0.0f },
new object[] { 1.5f, 0.1f, 0.3f, 0.0f, 0.0f },
new object[] { 1.4f, 1.3f, 0.2f, 1.2f, 0.0f },
new object[] { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f },
new object[] { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
new object[] { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f },
new object[] { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },
new object[] { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f },
new object[] { 1.0f, 1.0f, 0.0f, 0.0f, 1.0f },
new object[] { 1.0f, 0.0f, 1.0f, 0.0f, 1.0f },
new object[] { 1.0f, 0.0f, 0.0f, 1.0f, 1.0f },
new object[] { 1.0f, 1.0f, 1.0f, 0.0f, 1.0f },
new object[] { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
new object[] { 0.3f, 0.0f, 0.0f, 0.0f, 1.0f },
new object[] { 0.0f, 0.2f, 0.0f, 0.0f, 1.0f },
new object[] { 0.0f, 0.0f, 0.1f, 0.0f, 1.0f },
new object[] { 0.0f, 0.0f, 0.0f, 0.4f, 1.0f },
new object[] { 0.5f, 0.6f, 0.0f, 0.0f, 1.0f },
new object[] { 1.6f, 0.0f, 0.7f, 0.0f, 1.0f },
new object[] { 0.9f, 0.0f, 0.0f, 0.8f, 1.0f },
new object[] { 1.5f, 0.1f, 0.3f, 0.0f, 1.0f },
new object[] { 1.4f, 1.3f, 0.2f, 1.2f, 1.0f },
new object[] { 0.0f, 0.0f, 0.0f, 0.0f, 0.25f },
new object[] { 1.0f, 0.0f, 0.0f, 0.0f, 0.25f },
new object[] { 0.0f, 1.0f, 0.0f, 0.0f, 0.25f },
new object[] { 0.0f, 0.0f, 1.0f, 0.0f, 0.25f },
new object[] { 0.0f, 0.0f, 0.0f, 1.0f, 0.25f },
new object[] { 1.0f, 1.0f, 0.0f, 0.0f, 0.25f },
new object[] { 1.0f, 0.0f, 1.0f, 0.0f, 0.25f },
new object[] { 1.0f, 0.0f, 0.0f, 1.0f, 0.25f },
new object[] { 1.0f, 1.0f, 1.0f, 0.0f, 0.25f },
new object[] { 1.0f, 1.0f, 1.0f, 1.0f, 0.25f },
new object[] { 0.3f, 0.0f, 0.0f, 0.0f, 0.25f },
new object[] { 0.0f, 0.2f, 0.0f, 0.0f, 0.25f },
new object[] { 0.0f, 0.0f, 0.1f, 0.0f, 0.25f },
new object[] { 0.0f, 0.0f, 0.0f, 0.4f, 0.25f },
new object[] { 0.5f, 0.6f, 0.0f, 0.0f, 0.25f },
new object[] { 1.6f, 0.0f, 0.7f, 0.0f, 0.25f },
new object[] { 0.9f, 0.0f, 0.0f, 0.8f, 0.25f },
new object[] { 1.5f, 0.1f, 0.3f, 0.0f, 0.25f },
new object[] { 1.4f, 1.3f, 0.2f, 1.2f, 0.25f },
new object[] { 0.0f, 0.0f, 0.0f, 0.0f, 0.5f },
new object[] { 1.0f, 0.0f, 0.0f, 0.0f, 0.5f },
new object[] { 0.0f, 1.0f, 0.0f, 0.0f, 0.5f },
new object[] { 0.0f, 0.0f, 1.0f, 0.0f, 0.5f },
new object[] { 0.0f, 0.0f, 0.0f, 1.0f, 0.5f },
new object[] { 1.0f, 1.0f, 0.0f, 0.0f, 0.5f },
new object[] { 1.0f, 0.0f, 1.0f, 0.0f, 0.5f },
new object[] { 1.0f, 0.0f, 0.0f, 1.0f, 0.5f },
new object[] { 1.0f, 1.0f, 1.0f, 0.0f, 0.5f },
new object[] { 1.0f, 1.0f, 1.0f, 1.0f, 0.5f },
new object[] { 0.3f, 0.0f, 0.0f, 0.0f, 0.5f },
new object[] { 0.0f, 0.2f, 0.0f, 0.0f, 0.5f },
new object[] { 0.0f, 0.0f, 0.1f, 0.0f, 0.5f },
new object[] { 0.0f, 0.0f, 0.0f, 0.4f, 0.5f },
new object[] { 0.5f, 0.6f, 0.0f, 0.0f, 0.5f },
new object[] { 1.6f, 0.0f, 0.7f, 0.0f, 0.5f },
new object[] { 0.9f, 0.0f, 0.0f, 0.8f, 0.5f },
new object[] { 1.5f, 0.1f, 0.3f, 0.0f, 0.5f },
new object[] { 1.4f, 1.3f, 0.2f, 1.2f, 0.5f },
new object[] { 0.0f, 0.0f, 0.0f, 0.0f, 0.75f },
new object[] { 1.0f, 0.0f, 0.0f, 0.0f, 0.75f },
new object[] { 0.0f, 1.0f, 0.0f, 0.0f, 0.75f },
new object[] { 0.0f, 0.0f, 1.0f, 0.0f, 0.75f },
new object[] { 0.0f, 0.0f, 0.0f, 1.0f, 0.75f },
new object[] { 1.0f, 1.0f, 0.0f, 0.0f, 0.75f },
new object[] { 1.0f, 0.0f, 1.0f, 0.0f, 0.75f },
new object[] { 1.0f, 0.0f, 0.0f, 1.0f, 0.75f },
new object[] { 1.0f, 1.0f, 1.0f, 0.0f, 0.75f },
new object[] { 1.0f, 1.0f, 1.0f, 1.0f, 0.75f },
new object[] { 0.3f, 0.0f, 0.0f, 0.0f, 0.75f },
new object[] { 0.0f, 0.2f, 0.0f, 0.0f, 0.75f },
new object[] { 0.0f, 0.0f, 0.1f, 0.0f, 0.75f },
new object[] { 0.0f, 0.0f, 0.0f, 0.4f, 0.75f },
new object[] { 0.5f, 0.6f, 0.0f, 0.0f, 0.75f },
new object[] { 1.6f, 0.0f, 0.7f, 0.0f, 0.75f },
new object[] { 0.9f, 0.0f, 0.0f, 0.8f, 0.75f },
new object[] { 1.5f, 0.1f, 0.3f, 0.0f, 0.75f },
new object[] { 1.4f, 1.3f, 0.2f, 1.2f, 0.75f },
new object[] { 0.0f, 0.0f, 0.0f, 0.0f, -1.0f },
new object[] { 1.0f, 0.0f, 0.0f, 0.0f, -1.0f },
new object[] { 0.0f, 1.0f, 0.0f, 0.0f, -1.0f },
new object[] { 0.0f, 0.0f, 1.0f, 0.0f, -1.0f },
new object[] { 0.0f, 0.0f, 0.0f, 1.0f, -1.0f },
new object[] { 1.0f, 1.0f, 0.0f, 0.0f, -1.0f },
new object[] { 1.0f, 0.0f, 1.0f, 0.0f, -1.0f },
new object[] { 1.0f, 0.0f, 0.0f, 1.0f, -1.0f },
new object[] { 1.0f, 1.0f, 1.0f, 0.0f, -1.0f },
new object[] { 1.0f, 1.0f, 1.0f, 1.0f, -1.0f },
new object[] { 0.3f, 0.0f, 0.0f, 0.0f, -1.0f },
new object[] { 0.0f, 0.2f, 0.0f, 0.0f, -1.0f },
new object[] { 0.0f, 0.0f, 0.1f, 0.0f, -1.0f },
new object[] { 0.0f, 0.0f, 0.0f, 0.4f, -1.0f },
new object[] { 0.5f, 0.6f, 0.0f, 0.0f, -1.0f },
new object[] { 1.6f, 0.0f, 0.7f, 0.0f, -1.0f },
new object[] { 0.9f, 0.0f, 0.0f, 0.8f, -1.0f },
new object[] { 1.5f, 0.1f, 0.3f, 0.0f, -1.0f },
new object[] { 1.4f, 1.3f, 0.2f, 1.2f, -1.0f },
new object[] { 0.0f, 0.0f, 0.0f, 0.0f, 1.1f },
new object[] { 1.0f, 0.0f, 0.0f, 0.0f, 1.2f },
new object[] { 0.0f, 1.0f, 0.0f, 0.0f, 1.3f },
new object[] { 0.0f, 0.0f, 1.0f, 0.0f, 1.4f },
new object[] { 0.0f, 0.0f, 0.0f, 1.0f, 1.5f },
new object[] { 1.0f, 1.0f, 0.0f, 0.0f, 1.6f },
new object[] { 1.0f, 0.0f, 1.0f, 0.0f, 1.7f },
new object[] { 1.0f, 0.0f, 0.0f, 1.0f, 1.8f },
new object[] { 1.0f, 1.0f, 1.0f, 0.0f, 1.9f },
new object[] { 1.0f, 1.0f, 1.0f, 1.0f, 1.1f },
new object[] { 0.3f, 0.0f, 0.0f, 0.0f, 1.2f },
new object[] { 0.0f, 0.2f, 0.0f, 0.0f, 1.3f },
new object[] { 0.0f, 0.0f, 0.1f, 0.0f, 1.4f },
new object[] { 0.0f, 0.0f, 0.0f, 0.4f, 1.5f },
new object[] { 0.5f, 0.6f, 0.0f, 0.0f, 1.6f },
new object[] { 1.6f, 0.0f, 0.7f, 0.0f, 1.7f },
new object[] { 0.9f, 0.0f, 0.0f, 0.8f, 1.8f },
new object[] { 1.5f, 0.1f, 0.3f, 0.0f, 1.9f },
new object[] { 1.4f, 1.3f, 0.2f, 1.2f, 1.1f },
};
#endregion // Data
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[TestCaseSource("fivefloats")]
public void Barycentric(float value1, float tangent1, float value2, float tangent2, float amount)
{
float xna = XNAMath.Barycentric(value1, tangent1, value2, tangent2, amount);
float anx = ANXMath.Barycentric(value1, tangent1, value2, tangent2, amount);
AssertHelper.ConvertEquals(xna, anx, "Barycentric");
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}
[TestCaseSource("fivefloats")]
public void CatmullRom(float value1, float tangent1, float value2, float tangent2, float amount)
{
float xna = XNAMath.CatmullRom(value1, tangent1, value2, tangent2, amount);
float anx = ANXMath.CatmullRom(value1, tangent1, value2, tangent2, amount);
AssertHelper.ConvertEquals(xna, anx, "CatmullRom");
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}
[Test, TestCaseSource("threefloats")]
public void Clamp(float value1, float value2, float amount)
{
float xna = XNAMath.Clamp(value1, value2, amount);
float anx = ANXMath.Clamp(value1, value2, amount);
AssertHelper.ConvertEquals(xna, anx, "Clamp");
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}
[Test, TestCaseSource("threefloats")]
public void SmoothStep(float value1, float value2, float amount)
{
float xna = XNAMath.SmoothStep(value1, value2, amount);
float anx = ANXMath.SmoothStep(value1, value2, amount);
AssertHelper.ConvertEquals(xna, anx, "SmoothStep");
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}
[Test, TestCaseSource("threefloats")]
public void Lerp(float value1, float value2, float amount)
{
float xna = XNAMath.Lerp(value1, value2, amount);
float anx = ANXMath.Lerp(value1, value2, amount);
AssertHelper.ConvertEquals(xna, anx, "Lerp");
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}
[TestCaseSource("twofloats")]
public void Distance(float min, float max)
{
float xna = XNAMath.Distance(min, max);
float anx = ANXMath.Distance(min, max);
AssertHelper.ConvertEquals(xna, anx, "Distance");
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}
[TestCaseSource("twofloats")]
public void Max(float min, float max)
{
float xna = XNAMath.Max(min, max);
float anx = ANXMath.Max(min, max);
AssertHelper.ConvertEquals(xna, anx, "Max");
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}
[TestCaseSource("twofloats")]
public void Min(float min, float max)
{
float xna = XNAMath.Min(min, max);
float anx = ANXMath.Min(min, max);
AssertHelper.ConvertEquals(xna, anx, "Min");
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}
[TestCaseSource("onefloat")]
public void ToDegrees(float one)
{
float xna = XNAMath.ToDegrees(one);
float anx = ANXMath.ToDegrees(one);
AssertHelper.ConvertEquals(xna, anx, "ToRadians");
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}
[TestCaseSource("onefloat")]
public void ToRadians(float one)
{
float xna = XNAMath.ToRadians(one);
float anx = ANXMath.ToRadians(one);
AssertHelper.ConvertEquals(xna, anx, "ToRadians");
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}
[TestCaseSource("onefloat")]
public void WrapAngle(float one)
{
float xna = XNAMath.WrapAngle(one);
float anx = ANXMath.WrapAngle(one);
AssertHelper.ConvertEquals(xna, anx, "WrapAngle");
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}
[TestCaseSource("hermiteFloats")]
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public void Hermite(float value1, float tangent1, float value2, float tangent2, float amount)
{
float xna = XNAMath.Hermite(value1, tangent1, value2, tangent2, amount);
float anx = ANXMath.Hermite(value1, tangent1, value2, tangent2, amount);
AssertHelper.ConvertEquals(xna, anx, "Hermite");
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}
}
}