@google/model-viewer
Version:
Easily display interactive 3D models on the web and in AR!
69 lines (58 loc) • 2.84 kB
text/typescript
/* @license
* Copyright 2020 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 {MeshStandardMaterial} from 'three/src/materials/MeshStandardMaterial.js';
import {Mesh} from 'three/src/objects/Mesh.js';
import {Model} from '../../../features/scene-graph/model.js';
import {$correlatedObjects} from '../../../features/scene-graph/three-dom-element.js';
import {CorrelatedSceneGraph} from '../../../three-components/gltf-instance/correlated-scene-graph.js';
import {assetPath, loadThreeGLTF} from '../../helpers.js';
const expect = chai.expect;
const ASTRONAUT_GLB_PATH = assetPath('models/Astronaut.glb');
suite('scene-graph/model', () => {
suite('Model', () => {
test.skip('exposes a list of materials in the scene', async () => {
// TODO: This test is skipped because [$correlatedObjects] can contain
// unused materials, because it can contain a base material and the
// derived material (from assignFinalMaterial(), if for instance
// vertexTangents are used) even if only the derived material is assigned
// to a mesh. These extras make the test fail. We may want to remove these
// unused materials from [$correlatedObjects] at which point this test
// will pass, but it's not hurting anything.
const threeGLTF = await loadThreeGLTF(ASTRONAUT_GLB_PATH);
const materials: Set<MeshStandardMaterial> = new Set();
threeGLTF.scene.traverse((object) => {
if ((object as Mesh).isMesh) {
const material = (object as Mesh).material;
if (Array.isArray(material)) {
material.forEach(
(material) => materials.add(material as MeshStandardMaterial));
} else {
materials.add(material as MeshStandardMaterial);
}
}
});
const model = new Model(CorrelatedSceneGraph.from(threeGLTF));
const collectedMaterials = new Set<MeshStandardMaterial>();
model.materials.forEach((material) => {
for (const threeMaterial of material[$correlatedObjects] as
Set<MeshStandardMaterial>) {
collectedMaterials.add(threeMaterial);
expect(materials.has(threeMaterial)).to.be.true;
}
});
expect(collectedMaterials.size).to.be.equal(materials.size);
});
});
});