import { describe, expect, it, vi } from "vitest"; import { Bone, BufferGeometry, Float32BufferAttribute, Group, Matrix4, MeshBasicMaterial, Skeleton, SkinnedMesh, Vector3 } from "three"; import { clone } from "three/examples/jsm/utils/SkeletonUtils.js"; import { shareClonedSkeletons } from "./sharedSkeletons"; function skinnedMesh(bone: Bone, inverse = new Matrix4()): SkinnedMesh { const geometry = new BufferGeometry(); geometry.setAttribute("position", new Float32BufferAttribute([1, 0, 0], 3)); geometry.setAttribute("skinIndex", new Float32BufferAttribute([0, 0, 0, 0], 4)); geometry.setAttribute("skinWeight", new Float32BufferAttribute([1, 0, 0, 0], 4)); const mesh = new SkinnedMesh(geometry, new MeshBasicMaterial()); mesh.bind(new Skeleton([bone], [inverse]), new Matrix4()); return mesh; } function character(): Group { const root = new Group(); const bone = new Bone(); bone.name = "spine"; root.add(bone, skinnedMesh(bone), skinnedMesh(bone)); return root; } describe("shared skeleton palettes in character clones", () => { it("preserves posed vertices and each mesh's bind transform while sharing uploads", () => { const root = character(); const first = root.children[1] as SkinnedMesh; const second = root.children[2] as SkinnedMesh; second.bindMatrix.makeTranslation(0, 2, 0); root.children[0].rotation.z = 0.5; root.updateMatrixWorld(true); const poseBefore = [first, second].map((mesh) => mesh.applyBoneTransform(0, new Vector3(1, 0, 0))); const bindBefore = second.bindMatrix.clone(); expect(shareClonedSkeletons(root)).toBe(1); expect(first.skeleton).toBe(second.skeleton); expect(second.bindMatrix.equals(bindBefore)).toBe(true); [first, second].forEach((mesh, index) => { expect(mesh.applyBoneTransform(0, new Vector3(1, 0, 0)).distanceTo(poseBefore[index])).toBeLessThan(1e-9); }); }); it("keeps separate cloned characters and the loader source independently animated", () => { const source = character(); const first = clone(source); const second = clone(source); shareClonedSkeletons(first); shareClonedSkeletons(second); const firstMesh = first.children[1] as SkinnedMesh; const secondMesh = second.children[1] as SkinnedMesh; expect(firstMesh.skeleton).not.toBe(secondMesh.skeleton); expect(firstMesh.skeleton.bones[0]).not.toBe(secondMesh.skeleton.bones[0]); first.children[0].position.y = 3; first.updateMatrixWorld(true); second.updateMatrixWorld(true); expect(firstMesh.applyBoneTransform(0, new Vector3(1, 0, 0)).y).toBe(3); expect(secondMesh.applyBoneTransform(0, new Vector3(1, 0, 0)).y).toBe(0); expect(source.children[0].position.y).toBe(0); }); it("retains different inverse bind matrices and different bone objects", () => { const root = character(); const otherBone = new Bone(); otherBone.name = "spine"; root.add(skinnedMesh(root.children[0] as Bone, new Matrix4().makeTranslation(1, 0, 0))); root.add(otherBone, skinnedMesh(otherBone)); expect(shareClonedSkeletons(root)).toBe(1); const meshes = root.children.filter((node) => (node as SkinnedMesh).isSkinnedMesh) as SkinnedMesh[]; expect(new Set(meshes.map((mesh) => mesh.skeleton)).size).toBe(3); }); it("disposes redundant bone textures once and tolerates already shared skeletons", () => { const root = character(); const first = root.children[1] as SkinnedMesh; const second = root.children[2] as SkinnedMesh; second.skeleton.computeBoneTexture(); const dispose = vi.spyOn(second.skeleton.boneTexture!, "dispose"); expect(shareClonedSkeletons(root)).toBe(1); expect(dispose).toHaveBeenCalledTimes(1); expect(shareClonedSkeletons(root)).toBe(0); expect(first.skeleton).toBe(second.skeleton); expect(dispose).toHaveBeenCalledTimes(1); }); });