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