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-rw-r--r--Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/Utils/Utils.cs40
1 files changed, 0 insertions, 40 deletions
diff --git a/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/Utils/Utils.cs b/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/Utils/Utils.cs
deleted file mode 100644
index 52a1482..0000000
--- a/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/Utils/Utils.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-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;
- }
- }
-}