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