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