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));
}
}