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healer-man/src/avatar/sharedSkeletons.test.ts
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2026-09-09 22:18:15 -04:00

84 lines
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TypeScript

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);
});
});