CultLib/packages/cultmath/tests/CultMath.Tests/CellularAndSminGradTests.cs
Meta Vens f6fb589ac3 Fix batch 1 (cellular/smin_grad): exact search, decorrelated id, finite F2=0
Cut 2a-i fix batch 1, findings F1, F3, F4, F5, F6, F7 (Soul falsification of
the first landing):

- cellular now searches a provably exact 5x5x5 neighbourhood (radius 2), not
  3x3x3: 3x3x3 missed the true F2 for 9 of 400,000 sampled points. The
  comment in math.cs proves 5x5x5 always contains the true F1 and F2 (both
  are always < sqrt(3), every excluded cell is always > 2). A cheap
  position-only lower-bound prune skips the pcg3d/jitter/distance work for
  cells that provably cannot beat the running F2, without changing any
  output bit (F6).
- F2 = 0 now gets the same degenerate-gradient guard F1 = 0 already had,
  fixing a NaN that was reachable past |p| of about 2^23 (F3).
- id now comes from pcg4d over the winning cell alone, never from the pcg3d
  hash that produced that cell's jitter, so id and jitter are no longer
  deterministic functions of each other (F4).
- cellular_unit maps the top 24 bits instead of a plain divide-by-2^32, so
  the mapping is always inside [0, 1); the old formula rounded
  0xFFFFFF80..0xFFFFFFFF up to exactly 1.0f (F7).
- Central-difference tolerances tightened from 0.02 to 3e-4 (measured float
  noise at the committed eps is about 6e-5), and cellular's own gradient
  test now differentiates cellular's RETURNED .w values instead of a
  duplicate FindF1F2 search, so a mutant that corrupts only the returned
  gradient can't hide behind an independently-computed value (F1, F5).
- The struct-mirror comparison in HlslSourceCompatibilityTests now checks
  field name and declared type in declaration order, not just position, so
  a reordered-and-relabelled mirror struct (H2) or a renamed/retyped one
  (H3) both fail the walk instead of surviving on values alone (F2).
- FindF1F2 widened to a true independent 7x7x7 brute-force oracle; new tests
  pin production's exact agreement with it, the pruned search's bit-for-bit
  equivalence to an unpruned 5x5x5 reference, no NaN at 2^24, and id's
  correlation with jitter under 0.05.
- Comment/doc fix: smin_grad is Quilez's quadratic-polynomial smin, not
  cubic.

Both shaders/CultMath.hlsl and unity/.../Shaders/CultMath.hlsl stay
byte-identical.

Manually verified mutants M9 (grad1 x 1.01), M16 (grad2 x 1.01), and M18 (id
from hash.y) all die against these tests; H2/H3 struct mutants die via the
new comparator tests. Local dotnet test: 191/191 passing. FXC cs_5_0 compile
of a scratch kernel using both cultmath_smin_grad and cultmath_cellular
succeeds.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 20:40:28 +02:00

508 lines
23 KiB
C#

using System;
using CultMath;
using Xunit;
namespace CultMath.Tests;
public sealed class CellularAndSminGradTests
{
// Shared central-difference tolerance for smin_grad and cellular (F5). Soul measured float noise
// at the committed eps values (0.001f here, 0.0005f in cellular) at about 6e-5; this leaves
// roughly 5x headroom for legitimate finite-difference truncation while still killing a
// 1%-scale gradient mutant (about 1e-2 error against these fields).
private const float GradientTolerance = 3.0e-4f;
// ---- smin_grad ----
[Fact]
public void SminValueNeverExceedsTheOrdinaryMinimum()
{
var random = new System.Random(0xACE1);
for (var i = 0; i < 256; i++)
{
var a = new float4(RandomUnit(random), RandomScalar(random));
var b = new float4(RandomUnit(random), RandomScalar(random));
var k = 0.05f + random.NextSingle() * 5.0f;
var result = math.smin_grad(a, b, k);
Assert.True(result.w <= math.min(a.w, b.w) + 1.0e-4f, $"a.w={a.w} b.w={b.w} k={k} smin={result.w}");
}
}
[Fact]
public void SminMatchesTheHardMinimumAndItsGradientOutsideTheBand()
{
var random = new System.Random(0xACE2);
for (var i = 0; i < 64; i++)
{
var gradA = RandomUnit(random);
var gradB = RandomUnit(random);
var k = 0.1f + random.NextSingle() * 2.0f;
// Push b comfortably above a, past the smoothing band, so a is the ordinary minimum.
var aw = random.NextSingle() * 10.0f - 5.0f;
var bw = aw + k * (1.5f + random.NextSingle());
var a = new float4(gradA, aw);
var b = new float4(gradB, bw);
var lower = math.smin_grad(a, b, k);
Assert.Equal(aw, lower.w, precision: 4);
Assert.Equal(gradA.x, lower.x, precision: 4);
Assert.Equal(gradA.y, lower.y, precision: 4);
Assert.Equal(gradA.z, lower.z, precision: 4);
// Argument order must not matter: b below a is symmetric.
var higher = math.smin_grad(b, a, k);
Assert.Equal(aw, higher.w, precision: 4);
Assert.Equal(gradA.x, higher.x, precision: 4);
Assert.Equal(gradA.y, higher.y, precision: 4);
Assert.Equal(gradA.z, higher.z, precision: 4);
}
}
[Fact]
public void SminGradientMatchesCentralDifferencesOfItsOwnValue()
{
var random = new System.Random(0xACE3);
var tested = 0;
while (tested < 200)
{
var cf = RandomUnit(random);
var cg = RandomUnit(random);
var offF = random.NextSingle() * 4.0f - 2.0f;
var offG = random.NextSingle() * 4.0f - 2.0f;
var k = 0.2f + random.NextSingle() * 2.0f;
var p = new float3(random.NextSingle() * 4.0f - 2.0f, random.NextSingle() * 4.0f - 2.0f, random.NextSingle() * 4.0f - 2.0f);
float F(float3 q) => math.dot(q, cf) + offF;
float G(float3 q) => math.dot(q, cg) + offG;
float Smin(float3 q) => math.smin_grad(new float4(cf, F(q)), new float4(cg, G(q)), k).w;
// Stay clear of the |a.w - b.w| = k seam: central differences straddling a kink would
// disagree with either side's analytic gradient (the same reason cellular excludes a
// band around its own F1 = F2 set).
var diff = F(p) - G(p);
if (Math.Abs(Math.Abs(diff) - k) < 0.05f * k)
continue;
tested++;
var analytic = math.smin_grad(new float4(cf, F(p)), new float4(cg, G(p)), k);
const float eps = 0.001f;
var numeric = new float3(
(Smin(p + new float3(eps, 0.0f, 0.0f)) - Smin(p - new float3(eps, 0.0f, 0.0f))) / (2.0f * eps),
(Smin(p + new float3(0.0f, eps, 0.0f)) - Smin(p - new float3(0.0f, eps, 0.0f))) / (2.0f * eps),
(Smin(p + new float3(0.0f, 0.0f, eps)) - Smin(p - new float3(0.0f, 0.0f, eps))) / (2.0f * eps));
// Measured float noise at this eps is about 6e-5 (Soul, cut 2a-i); 3e-4 leaves roughly
// 5x headroom while still killing a 1%-scale gradient mutant (about 1e-2 error here).
AssertWithinTolerance(numeric.x, analytic.x, GradientTolerance);
AssertWithinTolerance(numeric.y, analytic.y, GradientTolerance);
AssertWithinTolerance(numeric.z, analytic.z, GradientTolerance);
}
}
[Fact]
public void SminGradientIsNotAConstantBlendOrTheSwappedFactor()
{
// Falsifies two named mutants directly: blending the gradient with a constant 0.5 instead of
// h, or with (1 - h) instead of h. Here a is comfortably the minimum (h saturates to 1 in the
// correct formula), so the correct gradient is exactly a's, unmixed. A constant-0.5 blend or a
// swapped (1 - h) blend both pull in b's gradient, which differs from a's here.
var a = new float4(1.0f, 0.0f, 0.0f, -3.0f);
var b = new float4(0.0f, 1.0f, 0.0f, 5.0f);
var result = math.smin_grad(a, b, 0.25f);
Assert.Equal(1.0f, result.x, precision: 5);
Assert.Equal(0.0f, result.y, precision: 5);
Assert.Equal(0.0f, result.z, precision: 5);
Assert.Equal(-3.0f, result.w, precision: 5);
}
// ---- cellular ----
[Fact]
public void F1NeverExceedsF2()
{
var random = new System.Random(0xCE11);
for (var i = 0; i < 256; i++)
{
var p = new float3(random.NextSingle() * 20.0f - 10.0f, random.NextSingle() * 20.0f - 10.0f, random.NextSingle() * 20.0f - 10.0f);
var result = math.cellular(p);
Assert.True(result.edge.w >= -1.0e-4f, $"F2 - F1 = {result.edge.w} at {p.x},{p.y},{p.z}");
// Both returned .w values, checked against the independent 7x7x7 brute-force oracle (F1,
// F6), not a value the test derived some other way.
var (f1, f2) = FindF1F2(p);
Assert.Equal(f1, result.nearest.w, precision: 3);
Assert.Equal(f2 - f1, result.edge.w, precision: 3);
}
}
[Fact]
public void NearestFeatureWinsEvenWhenItIsInTheLastVisitedNeighbourCell()
{
// math.cellular's own search order visits neighbour offsets with dz outermost and dx
// innermost over a 5x5x5 block (F6), and it also prunes cells whose position-only lower
// bound already exceeds the running F2. Offsets with any |component| = 2 are provably never
// the true nearest (their minimum possible distance, sqrt(3), sits right at the maximum
// possible distance of the query's own cell, per the exactness proof in math.cs, so it takes
// a measure-zero coincidence for one to win — confirmed empirically at 0 wins in 3,000,000
// samples), which only leaves the 3x3x3 corners as ever-reachable "last" cases. (dx, dy, dz)
// = (1, 1, 1) is the last of those the fixed iteration order visits, and if pruning or search
// order were broken, this is the offset most likely to be skipped. Rather than hand-picking a
// hash value, search random points for one whose true nearest feature (by independent brute
// force over the same 5x5x5 block) happens to live in exactly that cell, at a comfortable
// margin from the F1 = F2 seam, then check math.cellular agrees.
var random = new System.Random(0xCE14);
var lastOffset = new float3(1.0f, 1.0f, 1.0f);
for (var attempt = 0; attempt < 5000; attempt++)
{
var p = new float3(random.NextSingle() * 8.0f - 4.0f, random.NextSingle() * 8.0f - 4.0f, random.NextSingle() * 8.0f - 4.0f);
var (offset, f1, f2) = FindNearestOffset(p);
if (!offset.Equals(lastOffset) || f1 < 0.05f || f2 - f1 < 0.05f)
continue;
var cell = new float3(MathF.Floor(p.x), MathF.Floor(p.y), MathF.Floor(p.z));
var feature = FeaturePoint(cell + lastOffset);
var expectedGradient = (p - feature) / f1;
var result = math.cellular(p);
Assert.Equal(f1, result.nearest.w, precision: 4);
Assert.Equal(expectedGradient.x, result.nearest.x, precision: 4);
Assert.Equal(expectedGradient.y, result.nearest.y, precision: 4);
Assert.Equal(expectedGradient.z, result.nearest.z, precision: 4);
return;
}
Assert.Fail("did not find a random point whose nearest feature lives in the last-visited neighbour cell");
}
[Fact]
public void NearestGradientIsFiniteZeroAtAFeaturePointInsteadOfNaN()
{
var feature = FeaturePoint(new float3(4.0f, -2.0f, 9.0f));
var result = math.cellular(feature);
Assert.Equal(0.0f, result.nearest.w, precision: 4);
Assert.True(float.IsFinite(result.nearest.x) && float.IsFinite(result.nearest.y) && float.IsFinite(result.nearest.z));
Assert.Equal(0.0f, result.nearest.x, precision: 5);
Assert.Equal(0.0f, result.nearest.y, precision: 5);
Assert.Equal(0.0f, result.nearest.z, precision: 5);
}
[Fact]
public void GradientMatchesCentralDifferencesAwayFromTheF1EqualsF2Seam()
{
var random = new System.Random(0xCE12);
var tested = 0;
var attempts = 0;
while (tested < 120 && attempts < 20000)
{
attempts++;
var p = new float3(random.NextSingle() * 6.0f - 3.0f, random.NextSingle() * 6.0f - 3.0f, random.NextSingle() * 6.0f - 3.0f);
var (f1, f2) = FindF1F2(p);
// Exclude a band around the F1 = F2 set: the identity of the nearest and second-nearest
// feature swap there, a genuine kink in F1 and F2 alike, not something central differences
// can approximate. Also skip the exact feature point itself (F1 = 0), covered separately.
if (f2 - f1 < 0.05f || f1 < 0.01f)
continue;
tested++;
var result = math.cellular(p);
const float eps = 0.0005f;
// Differentiate cellular's own returned .w values (F1): calling cellular again at p +/-
// eps and reading result.nearest.w / result.edge.w, not a duplicate FindF1F2 search. A
// mutant that corrupts only the returned gradient, leaving the returned value alone,
// would survive a check built on an independent value oracle; it cannot survive this one.
float NearestValueAt(float3 q) => math.cellular(q).nearest.w;
float EdgeValueAt(float3 q) => math.cellular(q).edge.w;
AssertGradientMatchesCentralDifference(NearestValueAt, p, eps, result.nearest);
AssertGradientMatchesCentralDifference(EdgeValueAt, p, eps, result.edge);
}
Assert.True(tested >= 100, $"only {tested} of {attempts} random points landed away from the F1=F2 band");
}
[Fact]
public void IdIsConstantAcrossAFeaturesWholeRegionAndVariesBetweenCells()
{
var random = new System.Random(0xCE13);
var baseCell = new float3(2.0f, 2.0f, 2.0f);
var feature = FeaturePoint(baseCell);
var idAtFeature = math.cellular(feature).id;
for (var i = 0; i < 32; i++)
{
// Small offsets that stay inside the same Voronoi region (well short of any neighbour).
var jitter = new float3(random.NextSingle() * 0.2f - 0.1f, random.NextSingle() * 0.2f - 0.1f, random.NextSingle() * 0.2f - 0.1f);
var nearby = feature + jitter;
if (!FindNearestCell(nearby).Equals(baseCell))
continue;
Assert.Equal(idAtFeature, math.cellular(nearby).id, precision: 6);
}
var otherCellId = math.cellular(FeaturePoint(baseCell + new float3(5.0f, 0.0f, 0.0f))).id;
Assert.NotEqual(idAtFeature, otherCellId);
}
[Fact]
public void IdIsNotCorrelatedWithAnyJitterComponent()
{
// F4: id must come from hash bits the jitter never uses. A mutant that takes id from
// hash.x (or hash.y) makes id literally equal to that jitter component, which this catches
// as a correlation near 1.0, far past the 0.05 threshold. n = 20000 keeps sampling noise
// (measured under 0.01 at this n) well clear of that threshold.
const int n = 20000;
var random = new System.Random(0xCE15);
var ids = new double[n];
var jitterX = new double[n];
var jitterY = new double[n];
var jitterZ = new double[n];
for (var i = 0; i < n; i++)
{
var cell = new float3(random.Next(-2000, 2000), random.Next(-2000, 2000), random.Next(-2000, 2000));
var hash = math.pcg3d(cell);
var jitter = new float3(Unit(hash.x), Unit(hash.y), Unit(hash.z));
ids[i] = math.cellular(cell + jitter).id;
jitterX[i] = jitter.x;
jitterY[i] = jitter.y;
jitterZ[i] = jitter.z;
}
Assert.True(Math.Abs(Correlation(ids, jitterX)) < 0.05, "id correlates with jitter.x");
Assert.True(Math.Abs(Correlation(ids, jitterY)) < 0.05, "id correlates with jitter.y");
Assert.True(Math.Abs(Correlation(ids, jitterZ)) < 0.05, "id correlates with jitter.z");
}
[Fact]
public void NoNaNAtIntegerPointsNear2To24()
{
// F3: past |p| of about 2^23, distinct cells' jittered features can round to the same
// float32 value, making F2 = 0 reachable. Soul measured 4096 of 4096 integer points at 2^24
// producing NaN before the guard; this pins the fix over the same sample.
const float scale = 16777216.0f; // 2^24
for (var ix = 0; ix < 16; ix++)
for (var iy = 0; iy < 16; iy++)
for (var iz = 0; iz < 16; iz++)
{
var p = new float3(scale + ix, scale + iy, scale + iz);
var result = math.cellular(p);
Assert.True(
float.IsFinite(result.nearest.x) && float.IsFinite(result.nearest.y) &&
float.IsFinite(result.nearest.z) && float.IsFinite(result.nearest.w),
$"nearest not finite at {p.x},{p.y},{p.z}: {result.nearest.x},{result.nearest.y},{result.nearest.z},{result.nearest.w}");
Assert.True(
float.IsFinite(result.edge.x) && float.IsFinite(result.edge.y) &&
float.IsFinite(result.edge.z) && float.IsFinite(result.edge.w),
$"edge not finite at {p.x},{p.y},{p.z}: {result.edge.x},{result.edge.y},{result.edge.z},{result.edge.w}");
Assert.True(float.IsFinite(result.id), $"id not finite at {p.x},{p.y},{p.z}");
}
}
[Fact]
public void CellularUnitMapsAllOnesBitsBelowOne()
{
// F7: cellular_unit(0xFFFFFFFF) must land in [0, 1), not round up to exactly 1.0f.
var mapped = math.cellular_unit(-1); // -1's bit pattern is 0xFFFFFFFF.
Assert.True(mapped >= 0.0f && mapped < 1.0f, $"cellular_unit(0xFFFFFFFF) = {mapped}");
}
[Fact]
public void ProductionSearchMatchesTheBruteForceOracleExactly()
{
// F6, part 2: the production 5x5x5 search must equal the independent 7x7x7 oracle exactly
// (to the oracle's own float32 precision), over a large seeded sweep in the domain Soul
// measured ([-50, 50]^3, where 3x3x3 missed 9 of 400,000 points).
var random = new System.Random(0xCE16);
for (var i = 0; i < 20000; i++)
{
var p = new float3(random.NextSingle() * 100.0f - 50.0f, random.NextSingle() * 100.0f - 50.0f, random.NextSingle() * 100.0f - 50.0f);
var result = math.cellular(p);
var (f1, f2) = FindF1F2(p);
Assert.Equal(f1, result.nearest.w, precision: 4);
Assert.Equal(f2 - f1, result.edge.w, precision: 4);
}
}
[Fact]
public void PrunedSearchIsBitIdenticalToTheUnprunedFiveCubedSearch()
{
// F6, part 2: the lower-bound prune inside math.cellular's loop must never change the
// result. Compares against an independent, unpruned 5x5x5 reference that visits every cell
// in the same fixed order, over a large seeded sweep.
var random = new System.Random(0xCE18);
for (var i = 0; i < 20000; i++)
{
var p = new float3(random.NextSingle() * 100.0f - 50.0f, random.NextSingle() * 100.0f - 50.0f, random.NextSingle() * 100.0f - 50.0f);
var pruned = math.cellular(p);
var unpruned = UnprunedCellular5x5x5(p);
Assert.Equal(unpruned.nearest.x, pruned.nearest.x);
Assert.Equal(unpruned.nearest.y, pruned.nearest.y);
Assert.Equal(unpruned.nearest.z, pruned.nearest.z);
Assert.Equal(unpruned.nearest.w, pruned.nearest.w);
Assert.Equal(unpruned.edge.x, pruned.edge.x);
Assert.Equal(unpruned.edge.y, pruned.edge.y);
Assert.Equal(unpruned.edge.z, pruned.edge.z);
Assert.Equal(unpruned.edge.w, pruned.edge.w);
Assert.Equal(unpruned.id, pruned.id);
}
}
// Independent of math.cellular's own pruning: visits every cell of the 5x5x5 block, in the same
// fixed order, unconditionally.
private static CultCellular UnprunedCellular5x5x5(float3 p)
{
var cell = new float3(MathF.Floor(p.x), MathF.Floor(p.y), MathF.Floor(p.z));
var f1 = 1.0e30f;
var f2 = 1.0e30f;
var c1 = float3.zero;
var c2 = float3.zero;
var cellId = float3.zero;
for (var dz = -2; dz <= 2; dz++)
for (var dy = -2; dy <= 2; dy++)
for (var dx = -2; dx <= 2; dx++)
{
var neighbor = cell + new float3(dx, dy, dz);
var feature = FeaturePoint(neighbor);
var d = math.distance(p, feature);
if (d < f1) { f2 = f1; c2 = c1; f1 = d; c1 = feature; cellId = neighbor; }
else if (d < f2) { f2 = d; c2 = feature; }
}
var grad1 = f1 > 0.0f ? (p - c1) / f1 : float3.zero;
var grad2 = f2 > 0.0f ? (p - c2) / f2 : float3.zero;
var idHash = math.pcg4d(new float4(cellId, 0.0f));
return new CultCellular(new float4(grad1, f1), new float4(grad2 - grad1, f2 - f1), Unit(idHash.w));
}
private static double Correlation(double[] a, double[] b)
{
var n = a.Length;
var meanA = 0.0;
var meanB = 0.0;
for (var i = 0; i < n; i++) { meanA += a[i]; meanB += b[i]; }
meanA /= n;
meanB /= n;
var cov = 0.0;
var varA = 0.0;
var varB = 0.0;
for (var i = 0; i < n; i++)
{
var da = a[i] - meanA;
var db = b[i] - meanB;
cov += da * db;
varA += da * da;
varB += db * db;
}
return cov / Math.Sqrt(varA * varB);
}
// ---- shared fixtures: an independent brute-force Worley search over the same public pcg3d
// hash cellular itself is documented to use (design.md, "Integer hashing"), so these tests do
// not anchor to cellular's own control flow or iteration order. FindF1F2 searches 7x7x7 (radius
// 3), strictly wider than production's own proven-sufficient 5x5x5 (F6), so it is a true
// independent oracle rather than a second copy of the algorithm under test. ----
private static float3 FeaturePoint(float3 cell)
{
var hash = math.pcg3d(cell);
var jitter = new float3(Unit(hash.x), Unit(hash.y), Unit(hash.z));
return cell + jitter;
}
// Mirrors math.cellular_unit's top-24-bit [0, 1) mapping (F7) exactly, so this fixture never
// drifts from production's own jitter/id mapping.
private static float Unit(int bits) => ((uint)bits >> 8) * (1.0f / 16777216.0f);
private static (float f1, float f2) FindF1F2(float3 p)
{
var cell = new float3(MathF.Floor(p.x), MathF.Floor(p.y), MathF.Floor(p.z));
var f1 = float.PositiveInfinity;
var f2 = float.PositiveInfinity;
for (var dz = -3; dz <= 3; dz++)
for (var dy = -3; dy <= 3; dy++)
for (var dx = -3; dx <= 3; dx++)
{
var d = math.distance(p, FeaturePoint(cell + new float3(dx, dy, dz)));
if (d < f1) { f2 = f1; f1 = d; }
else if (d < f2) { f2 = d; }
}
return (f1, f2);
}
private static (float3 offset, float f1, float f2) FindNearestOffset(float3 p)
{
var cell = new float3(MathF.Floor(p.x), MathF.Floor(p.y), MathF.Floor(p.z));
var f1 = float.PositiveInfinity;
var f2 = float.PositiveInfinity;
var bestOffset = float3.zero;
for (var dz = -2; dz <= 2; dz++)
for (var dy = -2; dy <= 2; dy++)
for (var dx = -2; dx <= 2; dx++)
{
var offset = new float3(dx, dy, dz);
var d = math.distance(p, FeaturePoint(cell + offset));
if (d < f1) { f2 = f1; f1 = d; bestOffset = offset; }
else if (d < f2) { f2 = d; }
}
return (bestOffset, f1, f2);
}
private static float3 FindNearestCell(float3 p)
{
var cell = new float3(MathF.Floor(p.x), MathF.Floor(p.y), MathF.Floor(p.z));
var best = float.PositiveInfinity;
var bestCell = cell;
for (var dz = -1; dz <= 1; dz++)
for (var dy = -1; dy <= 1; dy++)
for (var dx = -1; dx <= 1; dx++)
{
var neighbour = cell + new float3(dx, dy, dz);
var d = math.distance(p, FeaturePoint(neighbour));
if (d < best) { best = d; bestCell = neighbour; }
}
return bestCell;
}
private static void AssertGradientMatchesCentralDifference(Func<float3, float> scalarField, float3 p, float eps, float4 valueAndGradient)
{
var numeric = new float3(
(scalarField(p + new float3(eps, 0.0f, 0.0f)) - scalarField(p - new float3(eps, 0.0f, 0.0f))) / (2.0f * eps),
(scalarField(p + new float3(0.0f, eps, 0.0f)) - scalarField(p - new float3(0.0f, eps, 0.0f))) / (2.0f * eps),
(scalarField(p + new float3(0.0f, 0.0f, eps)) - scalarField(p - new float3(0.0f, 0.0f, eps))) / (2.0f * eps));
AssertWithinTolerance(numeric.x, valueAndGradient.x, GradientTolerance);
AssertWithinTolerance(numeric.y, valueAndGradient.y, GradientTolerance);
AssertWithinTolerance(numeric.z, valueAndGradient.z, GradientTolerance);
}
// A fixed decimal-place Assert.Equal snaps two numbers that agree to within a few times 1e-5 to
// different rounded digits whenever their true difference straddles a rounding boundary (seen:
// 0.824987829 vs 0.825006127, agreeing to 2e-5, rounding to 0.82 and 0.83). An absolute-tolerance
// check states the actual claim (central differences agree with the analytic gradient within the
// finite-difference step's own truncation error) without that artifact.
private static void AssertWithinTolerance(float expected, float actual, float tolerance) =>
Assert.True(MathF.Abs(expected - actual) <= tolerance, $"expected {expected}, actual {actual}, tolerance {tolerance}");
private static float3 RandomUnit(System.Random random) =>
new(random.NextSingle() * 2.0f - 1.0f, random.NextSingle() * 2.0f - 1.0f, random.NextSingle() * 2.0f - 1.0f);
private static float RandomScalar(System.Random random) => random.NextSingle() * 20.0f - 10.0f;
}