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