#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 static object[] onefloat = { float.NegativeInfinity, float.MinValue -3.2f, -1.6f, 0, 1.6f, 3.2f, float.MaxValue , float.PositiveInfinity, DataFactory.RandomFloat, DataFactory.RandomFloat, DataFactory.RandomFloat, }; 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 } }; 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 } }; 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 [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"); } [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"); } [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"); } [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"); } [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"); } [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"); } [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"); } [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"); } [TestCaseSource("onefloat")] public void ToDegrees(float one) { float xna = XNAMath.ToDegrees(one); float anx = ANXMath.ToDegrees(one); AssertHelper.ConvertEquals(xna, anx, "ToRadians"); } [TestCaseSource("onefloat")] public void ToRadians(float one) { float xna = XNAMath.ToRadians(one); float anx = ANXMath.ToRadians(one); AssertHelper.ConvertEquals(xna, anx, "ToRadians"); } [TestCaseSource("onefloat")] public void WrapAngle(float one) { float xna = XNAMath.WrapAngle(one); float anx = ANXMath.WrapAngle(one); AssertHelper.ConvertEquals(xna, anx, "WrapAngle"); } [TestCaseSource("hermiteFloats")] 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"); } } }