fix: added wait for execution done
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@ -239,30 +239,6 @@ export class SceneFixture {
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await expect(buttonToTest).toBeVisible()
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await buttonToTest.click()
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}
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drawCanvas = async () => {
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await this.page.evaluate(() => {
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var canvas = document.querySelector('[data-engine="three.js r172"]')
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// insert at global document level and pointer events through it...
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// make overlay
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var parentElement = canvas?.parentElement
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var overlayCanvas = canvas?.cloneNode()
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this.overlay = overlayCanvas
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if (overlayCanvas) {
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overlayCanvas.style.top = '0px'
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overlayCanvas.style.position = 'absolute'
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overlayCanvas.style.pointerEvents = 'none'
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overlayCanvas.style.zIndex = '99999999'
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document.body.prepend(overlayCanvas)
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let ctx = overlayCanvas.getContext('2d')
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ctx.lineWidth = 3
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ctx.strokeStyle = '#FF0000'
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ctx.beginPath()
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ctx.arc(500, 250, 10, 0, 2 * Math.PI, false)
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ctx.stroke()
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}
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})
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}
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}
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export async function expectPixelColor(
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@ -140,8 +140,6 @@ test.describe('verify sketch on chamfer works', () => {
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await scene.moveCameraTo(cameraPos, cameraTarget)
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await scene.drawCanvas()
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await new Promise(() => {})
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await test.step('check chamfer selection changes cursor positon', async () => {
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await expect(async () => {
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// sometimes initial click doesn't register
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@ -206,6 +204,7 @@ test.describe('verify sketch on chamfer works', () => {
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}, file)
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await page.setBodyDimensions({ width: 1000, height: 500 })
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await homePage.goToModelingScene()
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await scene.waitForExecutionDone()
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const sketchOnAChamfer = _sketchOnAChamfer(page, editor, toolbar, scene)
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