import { test } from "node:test"; import assert from "node:assert/strict"; import { mkdtemp, rm } from "node:fs/promises"; import os from "node:os"; import path from "node:path"; import { Document, NodeIO } from "@gltf-transform/core"; import { writeBoundedCollisionGlbs } from "./bounded-collision-glb.mjs"; test("collision chunking preserves transformed triangles, reflected winding and hard caps", async () => { const directory = await mkdtemp(path.join(os.tmpdir(), "rom-bounded-collision-")); try { const io = new NodeIO(), document = new Document(), buffer = document.createBuffer(); const position = document.createAccessor("position", buffer).setType("VEC3").setArray(new Float32Array([0,0,0, 1,0,0, 0,0,1])); const indices = document.createAccessor("indices", buffer).setType("SCALAR").setArray(new Uint16Array([0,1,2, 0,1,2, 0,1,2])); const scene = document.createScene(); document.getRoot().setDefaultScene(scene); scene.addChild(document.createNode().setTranslation([10,2,3]).setScale([-1,1,1]).setMesh(document.createMesh().addPrimitive(document.createPrimitive().setAttribute("POSITION", position).setIndices(indices)))); const input = path.join(directory, "source.glb"); await io.write(input, document); const records = await writeBoundedCollisionGlbs(input, directory, "fixture", { maximumTriangles: 2 }); assert.deepEqual(records.map(row => row.triangles), [2,1]); const arrays = []; for (const row of records) arrays.push(...(await io.read(path.join(directory, row.file))).getRoot().listAccessors()[0].getArray()); assert.deepEqual(arrays, Array(3).fill([10,2,3, 10,2,4, 9,2,3]).flat()); } finally { assert.ok(path.resolve(directory).startsWith(path.resolve(os.tmpdir()) + path.sep) && path.basename(directory).startsWith("rom-bounded-collision-")); await rm(directory, { recursive: true, force: true }); } });