public void ProcessVertex_ShouldApplyNewValuesOfMaxAndMinVertex()
        {
            Mesh             mesh   = new Mesh();
            ObjParsingWorker worker = new ObjParsingWorker();

            float  x    = 1.000000f;
            float  y    = 1.000000f;
            float  z    = 1.000000f;
            string line = $"v {x} {y} {z}";

            worker.ProcessVertex(line, mesh);

            x    = -1.000000f;
            y    = -1.000000f;
            z    = -1.000000f;
            line = $"v {x} {y} {z}";
            worker.ProcessVertex(line, mesh);

            Assert.That(mesh.MinVertex.X, Is.EqualTo(x));
            Assert.That(mesh.MinVertex.Y, Is.EqualTo(y));
            Assert.That(mesh.MinVertex.Z, Is.EqualTo(z));

            x    = 2.000000f;
            y    = 2.000000f;
            z    = 2.000000f;
            line = $"v {x} {y} {z}";
            worker.ProcessVertex(line, mesh);

            Assert.That(mesh.MaxVertex.X, Is.EqualTo(x));
            Assert.That(mesh.MaxVertex.Y, Is.EqualTo(y));
            Assert.That(mesh.MaxVertex.Z, Is.EqualTo(z));
        }
        public void ProcessFace_ThrowsWhenSubmeshCollecionIsEmpty()
        {
            Mesh             mesh   = new Mesh();
            ObjParsingWorker worker = new ObjParsingWorker();

            Assert.That(() => worker.ProcessFace(string.Empty, mesh), Throws.InvalidOperationException);
        }
        public void ProcessVertex_ShouldAddVector3ToTheLastSubmeshAndAssingMinVertex()
        {
            Mesh             mesh   = new Mesh();
            ObjParsingWorker worker = new ObjParsingWorker();
            int baseSubmeshCount    = mesh.SubMeshes.Count;

            float  x    = 1.000000f;
            float  y    = 1.000000f;
            float  z    = 1.000000f;
            string line = $"v {x} {y} {z}";

            worker.ProcessVertex(line, mesh);

            Assert.That(mesh.SubMeshes.Count, Is.EqualTo(baseSubmeshCount + 1));
            Assert.That(mesh.SubMeshes.Last().Vertices.Count, Is.EqualTo(1));

            Vector3 lastVerticle = mesh.SubMeshes.Last().Vertices.First();

            Assert.That(lastVerticle.X, Is.EqualTo(x));
            Assert.That(lastVerticle.Y, Is.EqualTo(y));
            Assert.That(lastVerticle.Z, Is.EqualTo(z));

            Assert.That(mesh.MinVertex.X, Is.EqualTo(x));
            Assert.That(mesh.MinVertex.Y, Is.EqualTo(y));
            Assert.That(mesh.MinVertex.Z, Is.EqualTo(z));

            Assert.That(mesh.MaxVertex.X, Is.EqualTo(x));
            Assert.That(mesh.MaxVertex.Y, Is.EqualTo(y));
            Assert.That(mesh.MaxVertex.Z, Is.EqualTo(z));
        }
        public void ProcessVertex_ShouldAddSubmeshIfCollectionIsEmpty()
        {
            Mesh             mesh   = new Mesh();
            ObjParsingWorker worker = new ObjParsingWorker();
            int baseSubmeshCount    = mesh.SubMeshes.Count;

            worker.ProcessVertex(string.Empty, mesh);

            Assert.That(mesh.SubMeshes.Count, Is.EqualTo(baseSubmeshCount + 1));
        }
        public void ProcessObject_ShouldAddNewSubmesh()
        {
            Mesh             mesh             = new Mesh();
            int              baseSubmeshCount = mesh.SubMeshes.Count;
            ObjParsingWorker worker           = new ObjParsingWorker();

            worker.ProcessObject(string.Empty, mesh);

            Assert.That(mesh.SubMeshes.Count, Is.EqualTo(baseSubmeshCount + 1));
        }
        public void ProcessNormal_ShouldReturnWhereThereIsInvalidNumberOfTokens(string line)
        {
            Mesh mesh = new Mesh();

            mesh.SubMeshes.Add(new SubMesh());
            ObjParsingWorker worker = new ObjParsingWorker();

            worker.ProcessNormal(line, mesh);

            Assert.That(mesh.SubMeshes.Last().Textures, Is.Empty);
        }
        public void ProcessFace_ShouldAddFaceItemWithoutVertex()
        {
            Mesh mesh = new Mesh();

            mesh.SubMeshes.Add(new SubMesh());
            ObjParsingWorker worker = new ObjParsingWorker();

            string line = "f ";

            worker.ProcessFace(line, mesh);

            Assert.That(mesh.SubMeshes.Last().Faces.First().Items.Count, Is.EqualTo(1));
            FaceItem faceItem = mesh.SubMeshes.Last().Faces.First().Items.First();

            Assert.That(faceItem.Vertex, Is.EqualTo(default(uint)));
        }
        public void ProcessFace_ShouldAddFaceWithOneFaceItemWithVertex()
        {
            Mesh mesh = new Mesh();

            mesh.SubMeshes.Add(new SubMesh());
            ObjParsingWorker worker = new ObjParsingWorker();

            uint   value = 3;
            string line  = $"f {value}";

            worker.ProcessFace(line, mesh);

            Assert.That(mesh.SubMeshes.Last().Faces.First().Items.Count, Is.EqualTo(1));
            FaceItem faceItem = mesh.SubMeshes.Last().Faces.First().Items.First();

            Assert.That(faceItem.Vertex, Is.EqualTo(value));
        }
        public void ProcessFace_ShouldAddFaceWithOneFaceItemWithVertexAndTexture()
        {
            Mesh mesh = new Mesh();

            mesh.SubMeshes.Add(new SubMesh());
            ObjParsingWorker worker = new ObjParsingWorker();

            uint   x    = 3;
            uint   y    = 4;
            string line = $"f {x}/{y}";

            worker.ProcessFace(line, mesh);

            Assert.That(mesh.SubMeshes.Last().Faces.First().Items.Count, Is.EqualTo(1));
            FaceItem faceItem = mesh.SubMeshes.Last().Faces.First().Items.First();

            Assert.That(faceItem.Vertex, Is.EqualTo(x));
            Assert.That(faceItem.Texture, Is.EqualTo(y));
        }
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        public void ProcessTextCoord_ShouldAddTextureToTheLastSubmesh()
        {
            Mesh mesh = new Mesh();

            mesh.SubMeshes.Add(new SubMesh());
            mesh.SubMeshes.Add(new SubMesh());

            float            x      = 1.000000f;
            float            y      = 1.000000f;
            string           line   = $"t {x} {y}";
            ObjParsingWorker worker = new ObjParsingWorker();

            worker.ProcessTextCoord(line, mesh);

            Vector3 lastTexture = mesh.SubMeshes.Last().Textures.First();

            Assert.That(lastTexture.X, Is.EqualTo(x));
            Assert.That(lastTexture.Y, Is.EqualTo(y));
        }