Remove unused background overlay and update tests
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73
tests/unit/world-background-renderer.test.ts
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73
tests/unit/world-background-renderer.test.ts
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import { Texture } from "three";
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import { describe, expect, it } from "vitest";
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import { createDefaultWorldSettings } from "../../src/document/world-settings";
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import { resolveWorldEnvironmentState } from "../../src/rendering/world-background-renderer";
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describe("resolveWorldEnvironmentState", () => {
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it("keeps the authored day environment when no night overlay is active", () => {
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const world = createDefaultWorldSettings();
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const dayTexture = new Texture();
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world.background = {
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mode: "image",
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assetId: "asset-day-sky",
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environmentIntensity: 0.65
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};
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expect(
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resolveWorldEnvironmentState(world.background, dayTexture, null)
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).toEqual({
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texture: dayTexture,
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intensity: 0.65
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});
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});
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it("hands the environment off through zero intensity during a day-to-night crossfade", () => {
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const world = createDefaultWorldSettings();
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const dayTexture = new Texture();
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const nightTexture = new Texture();
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world.background = {
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mode: "image",
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assetId: "asset-day-sky",
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environmentIntensity: 0.4
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};
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expect(
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resolveWorldEnvironmentState(world.background, dayTexture, {
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texture: nightTexture,
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opacity: 0.25,
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environmentIntensity: 0.8
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})
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).toEqual({
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texture: dayTexture,
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intensity: 0.2
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});
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expect(
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resolveWorldEnvironmentState(world.background, dayTexture, {
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texture: nightTexture,
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opacity: 0.75,
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environmentIntensity: 0.8
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})
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).toEqual({
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texture: nightTexture,
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intensity: 0.4
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});
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});
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it("fades the night environment in when the authored day background has no image environment", () => {
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const world = createDefaultWorldSettings();
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const nightTexture = new Texture();
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expect(
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resolveWorldEnvironmentState(world.background, null, {
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texture: nightTexture,
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opacity: 0.5,
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environmentIntensity: 0.7
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})
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).toEqual({
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texture: nightTexture,
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intensity: 0.35
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});
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});
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});
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