public void SetUp()
        {
            _textureDataStore = new DataStore();

            _faceParser                = new FaceParser(_textureDataStore);
            _groupParser               = new GroupParser(_textureDataStore);
            _normalParser              = new NormalParser(_textureDataStore);
            _textureParser             = new TextureParser(_textureDataStore);
            _vertexParser              = new VertexParser(_textureDataStore);
            _materialStreamProviderSpy = new MaterialStreamProviderSpy();
            _materialStreamProviderSpy.StreamToReturn = CreateMemoryStreamFromString(MaterialLibraryString);

            _materialLibraryLoader       = new MaterialLibraryLoader(_textureDataStore);
            _materialLibraryLoaderFacade = new MaterialLibraryLoaderFacade(_materialLibraryLoader, _materialStreamProviderSpy);
            _materialLibraryParser       = new MaterialLibraryParser(_materialLibraryLoaderFacade);
            _useMaterialParser           = new UseMaterialParser(_textureDataStore);

            _loader = new Loader.Loaders.ObjLoader(_textureDataStore, _faceParser, _groupParser, _normalParser, _textureParser, _vertexParser, _materialLibraryParser, _useMaterialParser);
        }
Exemple #2
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        public void Loads_object_correctly_when_material_is_not_found()
        {
            _materialStreamProviderSpy.StreamToReturn = null;
            var materialLibraryLoaderFacade = new MaterialLibraryLoaderFacade(_materialLibraryLoader, _materialStreamProviderSpy);
            var materialLibraryParser       = new MaterialLibraryParser(materialLibraryLoaderFacade);

            _loader = new Loader.Loaders.ObjLoader(_textureDataStore, _faceParser, _groupParser, _normalParser, _textureParser, _vertexParser, _lineParser, materialLibraryParser, _useMaterialParser);

            Load();

            _loadResult.Vertices.Should().HaveCount(8);
            _loadResult.Textures.Should().HaveCount(14);
            _loadResult.Normals.Should().HaveCount(8);
            _loadResult.Materials.Should().HaveCount(0);

            _loadResult.Groups.Should().HaveCount(1);

            var group = _loadResult.Groups.First();

            group.Faces.Should().HaveCount(12);
            group.Material.Should().BeNull();
        }
        public void SetUp()
        {
            _textureDataStore = new DataStore();

            _faceParser = new FaceParser(_textureDataStore);
            _groupParser = new GroupParser(_textureDataStore);
            _normalParser = new NormalParser(_textureDataStore);
            _textureParser = new TextureParser(_textureDataStore);
            _vertexParser = new VertexParser(_textureDataStore);
            _materialStreamProviderSpy = new MaterialStreamProviderSpy();
            _materialStreamProviderSpy.StreamToReturn = CreateMemoryStreamFromString(MaterialLibraryString);

            _materialLibraryLoader = new MaterialLibraryLoader(_textureDataStore);
            _materialLibraryLoaderFacade = new MaterialLibraryLoaderFacade(_materialLibraryLoader, _materialStreamProviderSpy);
            _materialLibraryParser = new MaterialLibraryParser(_materialLibraryLoaderFacade);
            _useMaterialParser = new UseMaterialParser(_textureDataStore);

            _loader = new Loader.Loaders.ObjLoader(_textureDataStore, _faceParser, _groupParser, _normalParser, _textureParser, _vertexParser, _materialLibraryParser, _useMaterialParser);
        }
        public void Loads_object_correctly_when_material_is_not_found()
        {
            _materialStreamProviderSpy.StreamToReturn = null;
            var materialLibraryLoaderFacade = new MaterialLibraryLoaderFacade(_materialLibraryLoader, _materialStreamProviderSpy);
            var materialLibraryParser = new MaterialLibraryParser(materialLibraryLoaderFacade);

            _loader = new Loader.Loaders.ObjLoader(_textureDataStore, _faceParser, _groupParser, _normalParser, _textureParser, _vertexParser, materialLibraryParser, _useMaterialParser);

            Load();

            _loadResult.Vertices.Should().HaveCount(8);
            _loadResult.Textures.Should().HaveCount(14);
            _loadResult.Normals.Should().HaveCount(8);
            _loadResult.Materials.Should().HaveCount(0);

            _loadResult.Groups.Should().HaveCount(1);

            var group = _loadResult.Groups.First();
            group.Faces.Should().HaveCount(12);
            group.Material.Should().BeNull();
        }