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@google/model-viewer

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Easily display interactive 3D models on the web and in AR!

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/* @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, Material, Scene, Vector3} from 'three'; import {GLTF, 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: Scene): Array<Material> => { const materials: Array<Material> = []; scene.traverse((node: any) => { 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: any; let gltf: 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: number, vertex: Vector3): number => { 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); }); }); });