Add unit tests for collecting terrain brush raycast objects
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@@ -1,8 +1,10 @@
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import { describe, expect, it } from "vitest";
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import { Object3D } from "three";
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import { createDefaultProjectTimeSettings } from "../../src/document/project-time-settings";
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import { createDefaultWorldSettings } from "../../src/document/world-settings";
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import {
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collectTerrainBrushRaycastObjectsForTerrain,
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createViewportSimulationMembershipSignatures,
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resolveViewportWorldState
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} from "../../src/viewport-three/viewport-host";
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@@ -102,6 +104,41 @@ describe("createViewportSimulationMembershipSignatures", () => {
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});
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});
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describe("collectTerrainBrushRaycastObjectsForTerrain", () => {
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it("limits terrain brush raycasts to the active terrain pick meshes", () => {
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const targetPickMesh = new Object3D();
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const targetChunkPickMesh = new Object3D();
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const otherTerrainPickMesh = new Object3D();
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const raycastObjects = collectTerrainBrushRaycastObjectsForTerrain(
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new Map([
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[
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"terrain-target",
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{
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pickMeshes: [targetPickMesh, targetChunkPickMesh]
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}
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],
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[
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"terrain-other",
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{
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pickMeshes: [otherTerrainPickMesh]
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}
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]
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]),
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"terrain-target"
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);
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expect(raycastObjects).toEqual([targetPickMesh, targetChunkPickMesh]);
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expect(raycastObjects).not.toContain(otherTerrainPickMesh);
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});
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it("returns no terrain brush raycast objects when the terrain has no render mesh", () => {
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expect(
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collectTerrainBrushRaycastObjectsForTerrain(new Map(), "terrain-missing")
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).toEqual([]);
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});
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});
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describe("resolveViewportWorldState", () => {
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it("applies document project time when the runtime scene is unavailable", () => {
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const world = createDefaultWorldSettings();
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