Beispiel #1
0
    public void CollapseVertices_SelectedSharedVertices_ActionEnabled()
    {
        // check that selecting two shared vertices will enable collapse vertices
        Assert.That(m_PBMesh, Is.Not.Null);

        var sharedVertices = m_PBMesh.sharedVerticesInternal;

        Assert.That(sharedVertices, Is.Not.Null);
        Assert.That(sharedVertices.Length, Is.GreaterThanOrEqualTo(2));

        var selectedVertices = sharedVertices[0].Union(sharedVertices[1]);

        Assert.That(selectedVertices.Count(), Is.GreaterThan(1));

        // Set the selected vertices to two different shared vertices (collapsable)
        m_PBMesh.SetSelectedVertices(selectedVertices);
        Assert.That(m_PBMesh.selectedIndexesInternal.Length, Is.EqualTo(selectedVertices.Count()));

        MeshSelection.SetSelection(m_PBMesh.gameObject);
        MeshSelection.OnObjectSelectionChanged();

        UnityEditor.ProBuilder.Actions.CollapseVertices collapseVertices = new UnityEditor.ProBuilder.Actions.CollapseVertices();

        Assert.That(collapseVertices.enabled, Is.True);
    }
    public void CollapseVertices_SelectedSharedVertices_ActionEnabled()
    {
        Assume.That(m_PBMesh, Is.Not.Null);

        MeshSelection.SetSelection(m_PBMesh.gameObject);
        int[] vertexSelection = new[] { 0, 1, 2, 3 };
        m_PBMesh.SetSelectedVertices(vertexSelection);

        Assume.That(m_PBMesh.selectedIndexesInternal, Is.EquivalentTo(vertexSelection));
        Assume.That(MeshSelection.selectedVertexCount, Is.EqualTo(vertexSelection.Length));

        var collapseAction = new UnityEditor.ProBuilder.Actions.CollapseVertices();

        Assert.That(collapseAction.enabled, Is.True);
    }
Beispiel #3
0
    public void CollapseVertices_SelectSharedVertex_ActionDisabled()
    {
        Assert.That(m_PBMesh, Is.Not.Null);

        var sharedVertices = m_PBMesh.sharedVerticesInternal;

        Assert.That(sharedVertices, Is.Not.Null);
        Assert.That(sharedVertices.Length, Is.GreaterThanOrEqualTo(1));

        var sharedVertex = sharedVertices[0];

        Assert.That(sharedVertex.Count, Is.GreaterThan(1));

        // Set the selected vertices to all vertices belonging to a single shared vertex
        m_PBMesh.SetSelectedVertices(sharedVertex);
        Assert.That(m_PBMesh.selectedIndexesInternal.Length, Is.EqualTo(sharedVertex.Count));

        MeshSelection.SetSelection(m_PBMesh.gameObject);
        MeshSelection.OnObjectSelectionChanged();

        UnityEditor.ProBuilder.Actions.CollapseVertices collapseVertices = new UnityEditor.ProBuilder.Actions.CollapseVertices();

        Assert.That(collapseVertices.enabled, Is.False);
    }