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start adding unit test for normals
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Assets/FbxExporters/Editor/UnitTests/ModelExporterTest.cs

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@@ -377,5 +377,36 @@ private void CompareCameraValues(Camera camera, Camera fbxCamera, float delta=0.
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Assert.AreEqual (camera.nearClipPlane, fbxCamera.nearClipPlane, delta);
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Assert.AreEqual (camera.farClipPlane, fbxCamera.farClipPlane, delta);
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}
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[Test]
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public void TestComponentAttributeExport()
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{
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// test exporting of normals, tangents, uvs, and vertex colors
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// Note: won't test binormals as they are not imported into Unity
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var quad = GameObject.CreatePrimitive (PrimitiveType.Quad);
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var quadMeshFilter = quad.GetComponent<MeshFilter> ();
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var quadMesh = quadMeshFilter.sharedMesh;
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// create a simple mesh (just a quad)
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// this is to make sure we don't accidentally modify the
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// Unity internal Quad primitive.
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var mesh = new Mesh();
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mesh.name = "Test";
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mesh.vertices = quadMesh.vertices;
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mesh.triangles = quadMesh.triangles;
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mesh.normals = quadMesh.normals;
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mesh.colors = quadMesh.colors;
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var gameObject = new GameObject ();
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var meshFilter = gameObject.AddComponent<MeshFilter> ();
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gameObject.AddComponent<MeshRenderer> ();
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meshFilter.sharedMesh = mesh;
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// don't need quad anymore
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Object.DestroyImmediate(quad);
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}
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}
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}

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