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MeltyPlayer / MeltyTool / 18056332227

27 Sep 2025 06:33AM UTC coverage: 39.893% (+0.003%) from 39.89%
18056332227

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MeltyPlayer
Set up simple logic for getting the union keyframes for a SeparateVector3Keyframes track. This allows us to write sparse keyframes with tangents out to GLTF, which is much more friendly to artists.

5833 of 16527 branches covered (35.29%)

Branch coverage included in aggregate %.

99 of 101 new or added lines in 2 files covered. (98.02%)

109 existing lines in 9 files now uncovered.

24587 of 59727 relevant lines covered (41.17%)

73703.24 hits per line

Source File
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0.0
/FinModelUtility/Fin/Fin/src/scene/impl/SceneObjectImpl.cs
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using System.Collections.Generic;
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using System.Numerics;
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using fin.model;
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using fin.model.impl;
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namespace fin.scene;
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public partial class SceneImpl {
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  private class SceneObjectImpl : ISceneObject {
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    private readonly List<ISceneModel> models_ = [];
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    private readonly List<ISceneNodeComponent> components_ = [];
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    public void Dispose() {
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      foreach (var component in this.components_) {
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        component.Dispose();
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      }
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    }
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    public Vector3 Position { get; private set; }
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    public IRotation Rotation { get; } = new RotationImpl();
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    public Vector3 Scale { get; private set; } = new Vector3(1, 1, 1);
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    public ISceneObject SetPosition(float x, float y, float z) {
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      this.Position = new Vector3(x, y, z);
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      return this;
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    }
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    public ISceneObject SetRotationRadians(float xRadians,
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                                           float yRadians,
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                                           float zRadians) {
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      this.Rotation.SetRadians(
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          xRadians,
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          yRadians,
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          zRadians
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      );
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      return this;
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    }
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    public ISceneObject SetRotationDegrees(float xDegrees,
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                                           float yDegrees,
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                                           float zDegrees) {
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      this.Rotation.SetDegrees(
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          xDegrees,
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          yDegrees,
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          zDegrees
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      );
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      return this;
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    }
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    public ISceneObject SetScale(float x, float y, float z) {
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      this.Scale = new Vector3(x, y, z);
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      return this;
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    }
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    public IReadOnlyList<ISceneModel> Models => this.models_;
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    public ISceneModel AddSceneModel(IReadOnlyModel model) {
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      var sceneModel = new SceneModelImpl(model);
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      this.models_.Add(sceneModel);
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      return sceneModel;
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    }
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    public IReadOnlyList<ISceneNodeComponent> Components => this.components_;
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    public ISceneObject AddComponent(ISceneNodeComponent component) {
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      this.components_.Add(component);
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      return this;
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    }
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  }
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}
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