public void Zero_IsZero() { var expected = new float4(0, 0, 0, 0); Assert.Equal(expected, float4.Zero); }
public void Subtract_Operator(float4 left, float4 right, float4 expected) { var actual = left - right; Assert.Equal(expected, actual); }
public void Multiply_VectorScalar_Operator(float4 vec, float scale, float4 expected) { var actual = vec * scale; Assert.Equal(expected, actual); }
public void Barycentric_Edges(float4 a, float4 b, float4 c, float u, float v, float4 expected) { var actual = float4.BaryCentric(a, b, c, u, v); Assert.Equal(expected, actual); }
public void UnitW_IsUnit() { var expected = new float4(0, 0, 0, 1); Assert.Equal(expected, float4.UnitW); }
public void One_IsOne() { var expected = new float4(1, 1, 1, 1); Assert.Equal(expected, float4.One); }
public void NormalizeFast_Instance(float4 vec, float4 expected) { var actual = vec.NormalizeFast(); Assert.Equal(expected, actual); }
public void Max_IsOne(float4 left, float4 right, float4 expected) { var actual = float4.Max(left, right); Assert.Equal(expected, actual); }
public void Clamp_TestClamp(float4 vec, float4 min, float4 max, float4 expected) { var actual = float4.Clamp(vec, min, max); Assert.Equal(expected, actual); }
public void Divide_Vector_Scalar_Static(float4 vec, float scale, float4 expected) { var actual = float4.Divide(vec, scale); Assert.Equal(expected, actual); }
public void Min_IsZero(float4 left, float4 right, float4 expected) { var actual = float4.Min(left, right); Assert.Equal(expected, actual); }
public void Multiply_VectorScalar_Static(float4 vec, float scale, float4 expected) { var actual = float4.Multiply(vec, scale); Assert.Equal(expected, actual); }
public void Subtract_Static(float4 left, float4 right, float4 expected) { var actual = float4.Subtract(left, right); Assert.Equal(expected, actual); }
public void Add_Static(float4 left, float4 right, float4 expected) { var actual = float4.Add(left, right); Assert.Equal(expected, actual); }
public void Multiply_ScalarVector_Operator(float4 vec, float scale, float4 expected) { var actual = scale * vec; Assert.Equal(expected, actual); }
public void NormalizeFast_Static(float4 vec, float4 expected) { var actual = float4.NormalizeFast(vec); Assert.Equal(expected, actual); }
public void Divide_Operator(float4 vec, float scale, float4 expected) { var actual = vec / scale; Assert.Equal(expected, actual); }
public void Lerp_TestLerp(float4 left, float4 right, float blend, float4 expected) { var actual = float4.Lerp(left, right, blend); Assert.Equal(expected, actual); }
/// <summary> /// Constructs a new float3 from the given float4. /// </summary> /// <param name="v">The float4 to copy components from.</param> public float3(float4 v) { x = v.x; y = v.y; z = v.z; }
public void UnitX_IsUnit() { var expected = new float4(1, 0, 0, 0); Assert.Equal(expected, float4.UnitX); }