65 lines
2.3 KiB
C#

using NUnit.Framework;
using UnityEngine;
using UniGLTF.MeshUtility;
using System.Linq;
namespace VRM
{
public class MeshTests
{
public static void MeshEquals(Mesh l, Mesh r)
{
#if UNITY_2017_3_OR_NEWER
Assert.AreEqual(l.indexFormat, r.indexFormat);
#endif
Assert.True(l.vertices.SequenceEqual(r.vertices));
Assert.True(l.normals.SequenceEqual(r.normals));
Assert.True(l.tangents.SequenceEqual(r.tangents));
Assert.True(l.uv.SequenceEqual(r.uv));
Assert.True(l.uv2.SequenceEqual(r.uv2));
Assert.True(l.uv3.SequenceEqual(r.uv3));
Assert.True(l.uv4.SequenceEqual(r.uv4));
Assert.True(l.colors.SequenceEqual(r.colors));
Assert.True(l.boneWeights.SequenceEqual(r.boneWeights));
Assert.True(l.bindposes.SequenceEqual(r.bindposes));
Assert.AreEqual(l.subMeshCount, r.subMeshCount);
for (int i = 0; i < l.subMeshCount; ++i)
{
Assert.True(l.GetIndices(i).SequenceEqual(r.GetIndices(i)));
}
Assert.AreEqual(l.blendShapeCount, r.blendShapeCount);
for (int i = 0; i < l.blendShapeCount; ++i)
{
Assert.AreEqual(l.GetBlendShapeName(i), r.GetBlendShapeName(i));
Assert.AreEqual(l.GetBlendShapeFrameCount(i), r.GetBlendShapeFrameCount(i));
Assert.AreEqual(l.GetBlendShapeFrameWeight(i, 0), r.GetBlendShapeFrameWeight(i, 0));
var lv = l.vertices;
var ln = l.vertices;
var lt = l.vertices;
var rv = r.vertices;
var rn = r.vertices;
var rt = r.vertices;
l.GetBlendShapeFrameVertices(i, 0, lv, ln, lt);
r.GetBlendShapeFrameVertices(i, 0, rv, rn, rt);
Assert.True(lv.SequenceEqual(rv));
Assert.True(ln.SequenceEqual(rn));
Assert.True(lt.SequenceEqual(rt));
}
}
[Test]
public void MeshCopyTest()
{
var src = new Mesh();
src.AddBlendShapeFrame("blendShape", 100.0f, null, null, null);
var dst = src.Copy(true);
MeshEquals(src, dst);
}
}
}