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2025-05-18 13:04:45 +08:00

22 lines
1.2 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#define ASSERT_VEC_NEAR(v1, v2, threshold) \
ASSERT_EQ(v1.dimensions(), v2.dimensions()); \
for (tdm::dim_t ri = 0u; ri < v1.dimensions(); ++ri) \
{ \
ASSERT_NEAR(v1[ri], v2[ri], threshold); \
}
#define ASSERT_MAT_NEAR(m1, m2, threshold) \
ASSERT_EQ(m1.rows(), m2.rows()); \
ASSERT_EQ(m1.columns(), m2.columns()); \
for (tdm::dim_t ri = 0u; ri < m1.rows(); ++ri) \
{ \
for (tdm::dim_t ci = 0u; ci < m1.columns(); ++ci) \
{ \
ASSERT_NEAR(m1[ri][ci], m2[ri][ci], threshold); \
} \
}