Пример #1
0
    def test_export_path(self):
        m = g.get_mesh('fuze.obj')
        g.check_fuze(m)
        with g.TemporaryDirectory() as d:
            file_path = g.os.path.join(d, 'fz.obj')
            m.export(file_path)

            r = g.trimesh.load(file_path)
            g.check_fuze(r)
Пример #2
0
    def test_fuze(self):

        # create a local web server to test remote assets
        with g.serve_meshes() as address:
            # see if web resolvers work
            tex = g.trimesh.exchange.load.load_remote(url=address +
                                                      '/fuze.obj',
                                                      process=False)
            g.check_fuze(tex)

            # see if web + zip resolvers work
            scene = g.trimesh.exchange.load.load_remote(url=address +
                                                        '/fuze.zip',
                                                        process=False)

            # zip files get loaded into a scene
            assert len(scene.geometry) == 1
            # scene should just be a fuze bottle
            g.check_fuze(next(iter(scene.geometry.values())))

        # obj with texture, assets should be loaded
        # through a FilePathResolver
        m = g.get_mesh('fuze.obj', process=False)
        g.check_fuze(tex)

        # obj with texture, assets should be loaded
        # through a ZipResolver into a scene
        scene = g.get_mesh('fuze.zip', process=False)

        # zip files get loaded into a scene
        assert len(scene.geometry) == 1
        m = next(iter(scene.geometry.values()))
        g.check_fuze(m)

        # the PLY should have textures defined
        m = g.get_mesh('fuze.ply', process=False)
        g.check_fuze(m)

        # ASCII PLY should have textures defined
        m = g.get_mesh('fuze_ascii.ply', process=False)
        g.check_fuze(m)

        # textured meshes should subdivide OK-ish
        s = m.subdivide()
        assert len(s.visual.uv) == len(s.vertices)

        # load without doing the vertex separation
        # will look like garbage but represents original
        # and skips "disconnect vertices with different UV"
        b = g.get_mesh('fuze.ply', process=False, fix_texture=False)
        assert len(b.vertices) == 502
        assert len(b.visual.uv) == 502