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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src/AcDream.Core/Terrain/LandblockMesh.cs
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src/AcDream.Core/Terrain/LandblockMesh.cs
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using System.Numerics;
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using DatReaderWriter.DBObjs;
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namespace AcDream.Core.Terrain;
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public sealed record LandblockMeshData(Vertex[] Vertices, uint[] Indices);
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public static class LandblockMesh
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{
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// AC landblock geometry constants
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private const int VerticesPerSide = 9; // 9x9 heightmap grid
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private const int CellsPerSide = VerticesPerSide - 1; // 8x8 cells
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private const float CellSize = 24.0f; // world units per cell edge
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private const float HeightScale = 2.0f; // byte height -> world z
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public static LandblockMeshData Build(LandBlock block)
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{
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var vertices = new Vertex[VerticesPerSide * VerticesPerSide];
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for (int y = 0; y < VerticesPerSide; y++)
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{
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for (int x = 0; x < VerticesPerSide; x++)
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{
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int i = y * VerticesPerSide + x;
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float height = block.Height[i] * HeightScale;
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vertices[i] = new Vertex(
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Position: new Vector3(x * CellSize, y * CellSize, height),
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Normal: Vector3.UnitZ,
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TexCoord: new Vector2(x / (float)CellsPerSide, y / (float)CellsPerSide));
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}
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}
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var indices = new uint[CellsPerSide * CellsPerSide * 6];
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int idx = 0;
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for (int y = 0; y < CellsPerSide; y++)
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{
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for (int x = 0; x < CellsPerSide; x++)
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{
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uint a = (uint)(y * VerticesPerSide + x);
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uint b = (uint)(y * VerticesPerSide + x + 1);
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uint c = (uint)((y + 1) * VerticesPerSide + x);
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uint d = (uint)((y + 1) * VerticesPerSide + x + 1);
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// two triangles per cell, CCW
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indices[idx++] = a; indices[idx++] = b; indices[idx++] = d;
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indices[idx++] = a; indices[idx++] = d; indices[idx++] = c;
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}
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}
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return new LandblockMeshData(vertices, indices);
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}
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}
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5
src/AcDream.Core/Terrain/Vertex.cs
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src/AcDream.Core/Terrain/Vertex.cs
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using System.Numerics;
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namespace AcDream.Core.Terrain;
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public readonly record struct Vertex(Vector3 Position, Vector3 Normal, Vector2 TexCoord);
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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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