feat(core): add GfxObjMesh.Build multi-surface mesh extractor

This commit is contained in:
Erik 2026-04-10 17:52:09 +02:00
parent 01745d30ab
commit f915a13263
4 changed files with 350 additions and 0 deletions

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using System.Numerics;
using AcDream.Core.Terrain;
using DatReaderWriter.DBObjs;
namespace AcDream.Core.Meshing;
public static class GfxObjMesh
{
/// <summary>
/// Walk a GfxObj's polygons and produce one <see cref="GfxObjSubMesh"/>
/// per referenced Surface. Polygons are triangulated as fans.
/// </summary>
public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj)
{
// Group output vertices and indices per surface index.
var perSurface = new Dictionary<int, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
foreach (var kvp in gfxObj.Polygons)
{
var poly = kvp.Value;
if (poly.VertexIds.Count < 3)
continue; // degenerate
int surfaceIdx = poly.PosSurface;
if (surfaceIdx < 0 || surfaceIdx >= gfxObj.Surfaces.Count)
continue; // out of range surface
if (!perSurface.TryGetValue(surfaceIdx, out var bucket))
{
bucket = (new List<Vertex>(), new List<uint>(), new Dictionary<(int, int), uint>());
perSurface[surfaceIdx] = bucket;
}
// Collect output vertex indices for this polygon.
var polyOut = new List<uint>(poly.VertexIds.Count);
bool skipPoly = false;
for (int i = 0; i < poly.VertexIds.Count; i++)
{
int posIdx = poly.VertexIds[i];
int uvIdx = i < poly.PosUVIndices.Count ? poly.PosUVIndices[i] : 0;
if (!gfxObj.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
{
skipPoly = true;
break;
}
var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
: Vector2.Zero;
var key = (posIdx, uvIdx);
if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
{
outIdx = (uint)bucket.Vertices.Count;
bucket.Vertices.Add(new Vertex(sw.Origin, sw.Normal, texcoord));
bucket.Dedupe[key] = outIdx;
}
polyOut.Add(outIdx);
}
if (skipPoly || polyOut.Count < 3)
continue;
// Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
for (int i = 1; i < polyOut.Count - 1; i++)
{
bucket.Indices.Add(polyOut[0]);
bucket.Indices.Add(polyOut[i]);
bucket.Indices.Add(polyOut[i + 1]);
}
}
// Emit one sub-mesh per surface.
var result = new List<GfxObjSubMesh>(perSurface.Count);
foreach (var kvp in perSurface)
{
var surfaceId = (uint)gfxObj.Surfaces[kvp.Key];
result.Add(new GfxObjSubMesh(
SurfaceId: surfaceId,
Vertices: kvp.Value.Vertices.ToArray(),
Indices: kvp.Value.Indices.ToArray()));
}
return result;
}
}

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using AcDream.Core.Terrain;
namespace AcDream.Core.Meshing;
/// <summary>
/// One sub-mesh of a GfxObj: a vertex+index buffer that uses a single Surface.
/// A GfxObj with multiple surfaces produces multiple sub-meshes.
/// </summary>
public sealed record GfxObjSubMesh(
uint SurfaceId,
Vertex[] Vertices,
uint[] Indices);

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using System.Numerics;
using AcDream.Core.Meshing;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Lib;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Meshing;
public class GfxObjMeshTests
{
/// <summary>
/// Build a minimal GfxObj fixture with a single triangle using surface index 0.
/// Three unique positions, one UV slot each.
/// </summary>
private static GfxObj BuildSingleTriangle()
{
var gfx = new GfxObj
{
Surfaces = { 0x08000000u }, // synthetic surface id
VertexArray = new VertexArray
{
VertexType = VertexType.CSWVertexType,
Vertices =
{
[0] = new SWVertex
{
Origin = new Vector3(0, 0, 0),
Normal = new Vector3(0, 0, 1),
UVs = { new Vec2Duv { U = 0, V = 0 } },
},
[1] = new SWVertex
{
Origin = new Vector3(1, 0, 0),
Normal = new Vector3(0, 0, 1),
UVs = { new Vec2Duv { U = 1, V = 0 } },
},
[2] = new SWVertex
{
Origin = new Vector3(0, 1, 0),
Normal = new Vector3(0, 0, 1),
UVs = { new Vec2Duv { U = 0, V = 1 } },
},
},
},
Polygons =
{
[0] = new Polygon
{
PosSurface = 0,
NegSurface = -1,
VertexIds = { 0, 1, 2 },
PosUVIndices = { 0, 0, 0 },
},
},
};
return gfx;
}
[Fact]
public void Build_SingleTriangle_ProducesOneSubMeshOneTriangle()
{
var gfx = BuildSingleTriangle();
var subs = GfxObjMesh.Build(gfx);
var sub = Assert.Single(subs);
Assert.Equal(0x08000000u, sub.SurfaceId);
Assert.Equal(3, sub.Vertices.Length);
Assert.Equal(3, sub.Indices.Length); // one triangle, 3 indices
}
[Fact]
public void Build_SingleTriangle_CopiesPositionsNormalsAndUVs()
{
var gfx = BuildSingleTriangle();
var sub = GfxObjMesh.Build(gfx).Single();
// Indices point at unique vertices; collect them in order.
var vAtIdx0 = sub.Vertices[sub.Indices[0]];
var vAtIdx1 = sub.Vertices[sub.Indices[1]];
var vAtIdx2 = sub.Vertices[sub.Indices[2]];
Assert.Equal(new Vector3(0, 0, 0), vAtIdx0.Position);
Assert.Equal(new Vector3(1, 0, 0), vAtIdx1.Position);
Assert.Equal(new Vector3(0, 1, 0), vAtIdx2.Position);
Assert.Equal(new Vector3(0, 0, 1), vAtIdx0.Normal);
Assert.Equal(new Vector2(0, 0), vAtIdx0.TexCoord);
Assert.Equal(new Vector2(1, 0), vAtIdx1.TexCoord);
Assert.Equal(new Vector2(0, 1), vAtIdx2.TexCoord);
}
[Fact]
public void Build_Quad_IsTriangulatedAsFan()
{
// Single quad polygon with 4 vertices -> 2 triangles, 6 indices.
var gfx = new GfxObj
{
Surfaces = { 0x08000000u },
VertexArray = new VertexArray
{
Vertices =
{
[0] = new SWVertex { Origin = new(0, 0, 0), UVs = { new Vec2Duv() } },
[1] = new SWVertex { Origin = new(1, 0, 0), UVs = { new Vec2Duv() } },
[2] = new SWVertex { Origin = new(1, 1, 0), UVs = { new Vec2Duv() } },
[3] = new SWVertex { Origin = new(0, 1, 0), UVs = { new Vec2Duv() } },
},
},
Polygons =
{
[0] = new Polygon
{
PosSurface = 0,
VertexIds = { 0, 1, 2, 3 },
PosUVIndices = { 0, 0, 0, 0 },
},
},
};
var sub = GfxObjMesh.Build(gfx).Single();
Assert.Equal(4, sub.Vertices.Length);
Assert.Equal(6, sub.Indices.Length); // 2 triangles
}
[Fact]
public void Build_SamePositionDifferentUVs_DuplicatesOutputVertices()
{
// One vertex has two different UV slots. Each (posIdx, uvIdx) combo
// becomes a distinct output vertex.
var gfx = new GfxObj
{
Surfaces = { 0x08000000u },
VertexArray = new VertexArray
{
Vertices =
{
[0] = new SWVertex
{
Origin = new(0, 0, 0),
UVs =
{
new Vec2Duv { U = 0, V = 0 },
new Vec2Duv { U = 1, V = 1 },
},
},
[1] = new SWVertex { Origin = new(1, 0, 0), UVs = { new Vec2Duv() } },
[2] = new SWVertex { Origin = new(0, 1, 0), UVs = { new Vec2Duv() } },
},
},
Polygons =
{
[0] = new Polygon
{
PosSurface = 0,
VertexIds = { 0, 1, 2 },
PosUVIndices = { 0, 0, 0 },
},
[1] = new Polygon
{
PosSurface = 0,
VertexIds = { 0, 1, 2 },
PosUVIndices = { 1, 0, 0 }, // same positions, different UV on vert 0
},
},
};
var sub = GfxObjMesh.Build(gfx).Single();
// vert 0 has two different UV slots → 2 output vertices for pos 0
// vert 1 + 2 unique → 2 more output vertices
// total: 4 output vertices
Assert.Equal(4, sub.Vertices.Length);
Assert.Equal(6, sub.Indices.Length); // 2 triangles
}
[Fact]
public void Build_MultipleSurfaces_ProducesMultipleSubMeshes()
{
// 2 polygons, 2 surfaces → 2 sub-meshes.
var gfx = new GfxObj
{
Surfaces = { 0x08000001u, 0x08000002u },
VertexArray = new VertexArray
{
Vertices =
{
[0] = new SWVertex { Origin = new(0, 0, 0), UVs = { new Vec2Duv() } },
[1] = new SWVertex { Origin = new(1, 0, 0), UVs = { new Vec2Duv() } },
[2] = new SWVertex { Origin = new(0, 1, 0), UVs = { new Vec2Duv() } },
[3] = new SWVertex { Origin = new(1, 1, 0), UVs = { new Vec2Duv() } },
},
},
Polygons =
{
[0] = new Polygon
{
PosSurface = 0,
VertexIds = { 0, 1, 2 },
PosUVIndices = { 0, 0, 0 },
},
[1] = new Polygon
{
PosSurface = 1,
VertexIds = { 1, 3, 2 },
PosUVIndices = { 0, 0, 0 },
},
},
};
var subs = GfxObjMesh.Build(gfx);
Assert.Equal(2, subs.Count);
Assert.Contains(subs, s => s.SurfaceId == 0x08000001u);
Assert.Contains(subs, s => s.SurfaceId == 0x08000002u);
}
[Fact]
public void Build_DegeneratePolygonWithTwoVertices_Skipped()
{
var gfx = new GfxObj
{
Surfaces = { 0x08000000u },
VertexArray = new VertexArray
{
Vertices =
{
[0] = new SWVertex { Origin = new(0, 0, 0), UVs = { new Vec2Duv() } },
[1] = new SWVertex { Origin = new(1, 0, 0), UVs = { new Vec2Duv() } },
},
},
Polygons =
{
[0] = new Polygon
{
PosSurface = 0,
VertexIds = { 0, 1 },
PosUVIndices = { 0, 0 },
},
},
};
var subs = GfxObjMesh.Build(gfx);
Assert.Empty(subs); // no valid polygons → no sub-meshes
}
}