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fix blend shape export test to find unit test path
instead of hardcoding it
1 parent 994e790 commit 06d6343

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2 files changed

+6
-18
lines changed

2 files changed

+6
-18
lines changed

Assets/FbxExporters/Editor/UnitTests/FbxAnimationTest.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -93,8 +93,8 @@ public static IEnumerable SkinnedMeshTestCases {
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public static IEnumerable BlendShapeTestCases {
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get {
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yield return "FbxExporters/Editor/UnitTests/Models/blendshape.fbx";
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yield return "FbxExporters/Editor/UnitTests/Models/blendshape_with_skinning.fbx";
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yield return "Models/blendshape.fbx";
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yield return "Models/blendshape_with_skinning.fbx";
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}
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}
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}

Assets/FbxExporters/Editor/UnitTests/ModelExporterTest.cs

Lines changed: 4 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -693,23 +693,11 @@ public int Compare(Vector3 a, Vector3 b)
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[Test, TestCaseSource(typeof(AnimationTestDataClass), "BlendShapeTestCases")]
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public void TestBlendShapeExport(string fbxPath)
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{
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// add fbx to scene
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GameObject originalFbxObj = AssetDatabase.LoadMainAssetAtPath("Assets/" + fbxPath) as GameObject;
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Assert.IsNotNull(originalFbxObj);
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GameObject originalGO = GameObject.Instantiate(originalFbxObj);
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Assert.IsTrue(originalGO);
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// export fbx
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// get GameObject
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string filename = GetRandomFbxFilePath();
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ModelExporter.ExportObject(filename, originalGO);
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GameObject fbxObj = AssetDatabase.LoadMainAssetAtPath(filename) as GameObject;
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Assert.IsTrue(fbxObj);
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fbxPath = FindPathInUnitTests (fbxPath);
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Assert.That (fbxPath, Is.Not.Null);
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709-
var originalSMR = originalGO.GetComponentInChildren<SkinnedMeshRenderer>();
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var exportedSMR = fbxObj.GetComponentInChildren<SkinnedMeshRenderer>();
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Assert.IsNotNull(originalSMR);
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Assert.IsNotNull(exportedSMR);
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SkinnedMeshRenderer originalSMR, exportedSMR;
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ExportSkinnedMesh (fbxPath, out originalSMR, out exportedSMR);
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var originalMesh = originalSMR.sharedMesh;
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var exportedMesh = exportedSMR.sharedMesh;

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