Exemple #1
0
        public void ToUInt16ArrayTest()
        {
            var arr            = new int[] { 1, 2, 3, 4 };
            var expectedResult = new ushort[] { 1, 2, 3, 4 };
            var actualResult   = StructuresConverter.ToUInt16Array(arr);

            Debug.Log($"expectedResult : {string.Join(", ", expectedResult)}\n" +
                      $"actualResult : {string.Join(", ", actualResult)}\n");
            Assert.IsTrue(expectedResult.SequenceEqual(actualResult));
        }
Exemple #2
0
        public void ToFloatArray3Test()
        {
            var arr            = new Vector3[] { new Vector3(1, 2, 3), new Vector3(4, 5, 6) };
            var expectedResult = new float[] { 1, 2, 3, 4, 5, 6 };

            var actualResult = StructuresConverter.ToFloatArray(arr);

            Debug.Log($"expectedResult : {string.Join(", ", expectedResult)}\n" +
                      $"actualResult : {string.Join(", ", actualResult)}\n");
            Assert.IsTrue(expectedResult.SequenceEqual(actualResult));
        }
        private static Dictionary <UnityEngine.Mesh, Geometry> PrepareGeometriesMap(UnityScene scene, bool includeInactive)
        {
            var meshFilters    = UnityExporterHelper.GetComponentsInScene <MeshFilter>(scene, includeInactive);
            var distinctMeshes = meshFilters.Select(x => x.sharedMesh).Distinct();

            var res = new Dictionary <UnityEngine.Mesh, Geometry>();

            foreach (var mesh in distinctMeshes)
            {
                var geometry = StructuresConverter.ToBufferGeometry(mesh);
                res.Add(mesh, geometry);
            }

            return(res);
        }