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 { /// /// Build a minimal GfxObj fixture with a single triangle using surface index 0. /// Three unique positions, one UV slot each. /// 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 } /// /// #426 (2026-08-23, Holtburg windmill axle 0x010010CE): a NoPos-flagged /// polygon ("this side has no texture coordinates", acclient.h:7386) is /// NOT "no positive face" — every solid-colour polygon carries NoPos. /// Before the fix, hasPos = !Stippling.NoPos dropped this quad /// entirely, producing zero vertices. GfxObjMesh.Build doesn't branch on /// Surface.Type at all (that classification — "is this untextured" — /// lives in RetailUntexturedSurfacePolicy and is consumed by /// MeshExtractor, which is what actually decides solid-vs-textured /// rendering), so a NoPos polygon over a "solid" surface and a NoPos /// polygon over a "textured" surface are IDENTICAL from this method's /// point of view — both are proven by this one case. /// [Fact] public void Build_NoPosQuad_StillEmitsPositiveSideVerticesAndIndices() { var gfx = new GfxObj { Surfaces = { 0x08000000u }, VertexArray = new VertexArray { Vertices = { // No UVs at all — matches a real solid-colour polygon's // vertices, which carry no UV entries because nothing // ever samples them. [0] = new SWVertex { Origin = new(0, 0, 0) }, [1] = new SWVertex { Origin = new(1, 0, 0) }, [2] = new SWVertex { Origin = new(1, 1, 0) }, [3] = new SWVertex { Origin = new(0, 1, 0) }, }, }, Polygons = { [0] = new Polygon { Stippling = StipplingType.NoPos, PosSurface = 0, NegSurface = -1, VertexIds = { 0, 1, 2, 3 }, // No PosUVIndices — NoPos means there ARE none on the wire. }, }, }; var sub = GfxObjMesh.Build(gfx).Single(); Assert.Equal(4, sub.Vertices.Length); Assert.Equal(6, sub.Indices.Length); // fan-triangulated quad, 2 triangles Assert.All(sub.Vertices, v => Assert.Equal(Vector2.Zero, v.TexCoord)); } }