@google/model-viewer
Version:
Easily display interactive 3D models on the web and in AR!
63 lines • 2.59 kB
JavaScript
/* @license
* Copyright 2019 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the 'License');
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an 'AS IS' BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import { Box3 } from 'three';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { loadWithLoader } from '../../three-components/CachingGLTFLoader.js';
import { cloneGltf, reduceVertices } from '../../three-components/ModelUtils.js';
import { assetPath } from '../helpers.js';
const expect = chai.expect;
const ASTRONAUT_GLB_PATH = assetPath('Astronaut.glb');
const collectMaterials = (scene) => {
const materials = [];
scene.traverse((node) => {
if (Array.isArray(node.material)) {
materials.push(...node.material);
}
else if (node.material != null) {
materials.push(node.material);
}
});
return materials;
};
suite('ModelUtils', () => {
suite('cloneGltf', () => {
let loader;
let gltf;
setup(async () => {
loader = new GLTFLoader();
gltf = await loadWithLoader(ASTRONAUT_GLB_PATH, loader);
});
test('makes unique copies of all materials', () => {
const clonedGltf = cloneGltf(gltf);
const sourceMaterials = collectMaterials(gltf.scene);
const clonedMaterials = collectMaterials(clonedGltf.scene);
expect(sourceMaterials.length).to.be.greaterThan(0);
expect(sourceMaterials.length).to.be.equal(clonedMaterials.length);
sourceMaterials.forEach((material, index) => {
expect(clonedMaterials[index]).to.not.be.eql(material);
});
});
test('reduceVertices matches boundingBox', () => {
const maxX = (value, vertex) => {
return Math.max(value, vertex.x);
};
const rightSide = reduceVertices(gltf.scene, maxX);
const boundingBox = new Box3();
boundingBox.setFromObject(gltf.scene);
expect(rightSide).to.be.equal(boundingBox.max.x);
});
});
});
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