public void SingleAxisAsEulerAnglesInVector3IsConvertedToCorrectQuaternionComponents (Vector3 eulerValues, Vector3 expectedResult) { //Arrange + Act: Create Quaternion with "pitch/yaw/roll" var cut = Quaternion.FromEulerAngles(eulerValues); //Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction var resultXYZ = cut.Xyz; Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult)); }
public void PreparedSingleRotationAxisQuaternionConvertsToCorrectAxisAngleRepresentation(Quaternion cut, Vector3 expectedResult) { //Arrange + Act: Create Quaternion with rotation about X/Y/Z axis Vector3 resultXYZ; float dontCare; cut.ToAxisAngle(out resultXYZ, out dontCare); //Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult)); }