public void Normalize_NeutralTransformationMatrix() { List <Point> points = new List <Point> { new Point(new Vector3(-0.5f, -0.5f, -0.5f)), new Point(new Vector3(-0.5f, -0.5f, +0.5f)), new Point(new Vector3(-0.5f, +0.5f, -0.5f)), new Point(new Vector3(-0.5f, +0.5f, +0.5f)), new Point(new Vector3(+0.5f, -0.5f, -0.5f)), new Point(new Vector3(+0.5f, -0.5f, +0.5f)), new Point(new Vector3(+0.5f, +0.5f, -0.5f)), new Point(new Vector3(+0.5f, +0.5f, +0.5f)) }; List <Point> expected = new List <Point> { new Point(new Vector3(-0.5f, -0.5f, -0.5f)), new Point(new Vector3(-0.5f, -0.5f, +0.5f)), new Point(new Vector3(-0.5f, +0.5f, -0.5f)), new Point(new Vector3(-0.5f, +0.5f, +0.5f)), new Point(new Vector3(+0.5f, -0.5f, -0.5f)), new Point(new Vector3(+0.5f, -0.5f, +0.5f)), new Point(new Vector3(+0.5f, +0.5f, -0.5f)), new Point(new Vector3(+0.5f, +0.5f, +0.5f)) }; List <Point> actual = new List <Point>(); actual.AddRange(normalizer.Normalize(points)); for (int i = 0; i < expected.Count; i++) { Assert.AreEqual(expected[i], actual[i]); Assert.That(expected[i], new IsInUnitCubeInclusiveConstraint()); } }