Ejemplo n.º 1
0
        public void OneTimeSetUp()
        {
            ReadableMesh = Resources.GetBuiltinResource <UnityMesh>("New-Cylinder.fbx");
            Assume.That(ReadableMesh.isReadable, Is.True, $"{ReadableMesh} was not readable.");

            NonReadableMesh = UnityMesh.Instantiate(ReadableMesh);
            NonReadableMesh.UploadMeshData(true);
            Assume.That(NonReadableMesh.isReadable, Is.False, $"{NonReadableMesh} was readable.");

            MeshWithMultipleSubMeshes = new UnityMesh
            {
                name     = nameof(MeshWithMultipleSubMeshes),
                vertices = new[]
                {
                    new Vector3(0f, 1f, 0f),
                    new Vector3(1f, 1f, 0f),
                    new Vector3(1f, 0f, 0f),
                    new Vector3(0f, 0f, 0f)
                },
                normals = new[]
                {
                    Vector3.back,
                    Vector3.back,
                    Vector3.back,
                    Vector3.back
                },
                subMeshCount = 2
            };
            MeshWithMultipleSubMeshes.SetTriangles(new[] { 0, 1, 2 }, 0);
            MeshWithMultipleSubMeshes.SetTriangles(new[] { 2, 3, 0 }, 1);
            Assume.That(MeshWithMultipleSubMeshes.isReadable, Is.True, $"{MeshWithMultipleSubMeshes} was not readable.");
        }
Ejemplo n.º 2
0
 public void OneTimeSetUp()
 {
     ReadableMesh = Resources.GetBuiltinResource <UnityMesh>("New-Cylinder.fbx");
     Assume.That(ReadableMesh.isReadable, Is.True, $"{ReadableMesh} was not readable.");
     NonReadableMesh = UnityMesh.Instantiate(ReadableMesh);
     NonReadableMesh.UploadMeshData(true);
     Assume.That(NonReadableMesh.isReadable, Is.False, $"{NonReadableMesh} was readable.");
 }
        public void OneTimeSetUp()
        {
            // set up temporary GameObject injection world
            PreviousGameObjectInjectionWorld      = World.DefaultGameObjectInjectionWorld;
            World.DefaultGameObjectInjectionWorld = default;
            DefaultWorldInitialization.DefaultLazyEditModeInitialize();

            // create folder for temporary assets
            string folderName;

            do
            {
                folderName = Path.GetRandomFileName();
            }while (AssetDatabase.IsValidFolder(Path.Combine("Assets", folderName)));
            TemporaryAssetsPath = AssetDatabase.GUIDToAssetPath(AssetDatabase.CreateFolder("Assets", folderName));

            // create non-readable mesh asset
            NonReadableMesh = UnityMesh.Instantiate(Resources.GetBuiltinResource <UnityMesh>("New-Cylinder.fbx"));
            NonReadableMesh.UploadMeshData(true);
            Assume.That(NonReadableMesh.isReadable, Is.False, $"{NonReadableMesh} was readable.");
            AssetDatabase.CreateAsset(NonReadableMesh, $"{TemporaryAssetsPath}/NonReadableMesh.asset");
        }