feat(core): add LandblockMesh flat-terrain generator

Pure CPU mesh generator: takes a DatReaderWriter LandBlock DBObj and
produces 81 vertices + 128 triangles covering 192x192 world units.
Vertices are a readonly record struct (position, normal, texcoord)
so the upcoming GPU upload in Task 8 can sizeof() them directly.
Height byte -> world z uses a simple 2x scale; the real AC height
lookup table is a Phase 2+ concern.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-10 16:37:52 +02:00
parent f6a57cbc6c
commit baf0db303d
3 changed files with 131 additions and 0 deletions

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using System.Numerics;
using DatReaderWriter.DBObjs;
namespace AcDream.Core.Terrain;
public sealed record LandblockMeshData(Vertex[] Vertices, uint[] Indices);
public static class LandblockMesh
{
// AC landblock geometry constants
private const int VerticesPerSide = 9; // 9x9 heightmap grid
private const int CellsPerSide = VerticesPerSide - 1; // 8x8 cells
private const float CellSize = 24.0f; // world units per cell edge
private const float HeightScale = 2.0f; // byte height -> world z
public static LandblockMeshData Build(LandBlock block)
{
var vertices = new Vertex[VerticesPerSide * VerticesPerSide];
for (int y = 0; y < VerticesPerSide; y++)
{
for (int x = 0; x < VerticesPerSide; x++)
{
int i = y * VerticesPerSide + x;
float height = block.Height[i] * HeightScale;
vertices[i] = new Vertex(
Position: new Vector3(x * CellSize, y * CellSize, height),
Normal: Vector3.UnitZ,
TexCoord: new Vector2(x / (float)CellsPerSide, y / (float)CellsPerSide));
}
}
var indices = new uint[CellsPerSide * CellsPerSide * 6];
int idx = 0;
for (int y = 0; y < CellsPerSide; y++)
{
for (int x = 0; x < CellsPerSide; x++)
{
uint a = (uint)(y * VerticesPerSide + x);
uint b = (uint)(y * VerticesPerSide + x + 1);
uint c = (uint)((y + 1) * VerticesPerSide + x);
uint d = (uint)((y + 1) * VerticesPerSide + x + 1);
// two triangles per cell, CCW
indices[idx++] = a; indices[idx++] = b; indices[idx++] = d;
indices[idx++] = a; indices[idx++] = d; indices[idx++] = c;
}
}
return new LandblockMeshData(vertices, indices);
}
}

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using System.Numerics;
namespace AcDream.Core.Terrain;
public readonly record struct Vertex(Vector3 Position, Vector3 Normal, Vector2 TexCoord);

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using System.Numerics;
using AcDream.Core.Terrain;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Terrain;
public class LandblockMeshTests
{
private static LandBlock BuildFlatLandBlock(byte heightIndex = 0)
{
var block = new LandBlock
{
HasObjects = false,
Terrain = new TerrainInfo[81],
Height = new byte[81],
};
for (int i = 0; i < 81; i++)
{
block.Terrain[i] = (ushort)0;
block.Height[i] = heightIndex;
}
return block;
}
[Fact]
public void Build_FlatBlock_Produces81VerticesAnd128Triangles()
{
var block = BuildFlatLandBlock();
var mesh = LandblockMesh.Build(block);
Assert.Equal(81, mesh.Vertices.Length);
Assert.Equal(128 * 3, mesh.Indices.Length);
}
[Fact]
public void Build_Vertices_Cover192x192WorldUnits()
{
var block = BuildFlatLandBlock();
var mesh = LandblockMesh.Build(block);
var minX = mesh.Vertices.Min(v => v.Position.X);
var maxX = mesh.Vertices.Max(v => v.Position.X);
var minY = mesh.Vertices.Min(v => v.Position.Y);
var maxY = mesh.Vertices.Max(v => v.Position.Y);
Assert.Equal(0.0f, minX);
Assert.Equal(192.0f, maxX);
Assert.Equal(0.0f, minY);
Assert.Equal(192.0f, maxY);
}
[Fact]
public void Build_FlatBlock_AllVerticesSameZ()
{
var block = BuildFlatLandBlock(heightIndex: 10);
var mesh = LandblockMesh.Build(block);
var zs = mesh.Vertices.Select(v => v.Position.Z).Distinct().ToArray();
Assert.Single(zs);
}
[Fact]
public void Build_HeightValues_ScaleByTwo()
{
var block = BuildFlatLandBlock(heightIndex: 5);
var mesh = LandblockMesh.Build(block);
// AC's Land::LandHeightTable scales height byte index by 2.0f for the simple ramp case.
Assert.Equal(10.0f, mesh.Vertices[0].Position.Z);
}
}