From 7c1e566113d59699af1624186c64eca67f063fc6 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Mon, 20 Apr 2020 19:09:33 -0400 Subject: Upgraded Unity --- .../UnityEngine.TestRunner/Utils/Utils.cs | 40 ---------------------- 1 file changed, 40 deletions(-) delete mode 100644 Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/Utils/Utils.cs (limited to 'Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/Utils/Utils.cs') 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; - } - - /// - /// 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; - } - } -} -- cgit v1.2.3