The Holtburg windmill axle (GfxObj 0x010010CE, 8 polygons, all
Stippling.NoPos + SurfaceType.Base1Solid) extracted to a 0-vertex mesh.
NoPos ("NO_POS_UVS", acclient.h:7380-7388) means "this side has no
texture coordinates" — true of every solid-colour polygon, since
nothing samples them — not "there is no positive face". Extraction read
it as the latter and dropped the polygon entirely, client-wide, for
every untextured polygon on every object.
Retail's D3DPolyRender::DrawMesh (@0x0059d4a0, named-retail decomp
~line 426048) draws an untextured subset on an ordinary object exactly
like a textured one; the only retail cases that skip an untextured
subset are a building shell (RenderDeviceD3D::DrawBuilding @0x0059f2a0
sets ObjBuildingOrBuildingPart=1) or an EnvCell interior
(RenderDeviceD3D::DrawEnvCell @0x0059f170, arg4=1). The #119
investigation's "retail's skipNoTexture never draws them either"
conclusion was itself wrong as a general rule.
- MeshExtractor.PrepareGfxObjMeshData / GfxObjMesh.Build: emit the
positive side whenever PosSurface is a valid index, regardless of
NoPos; the existing UV-index-0 fallback already produces zero
texcoords for a NoPos polygon with no UVs on the wire.
- RetailUntexturedSurfacePolicy.IsUntextured(SurfaceType): the one
place that answers "is this surface textured"
((type & (Base1Image|Base1ClipMap)) == 0), replacing the old
`isSolid = NoPos || Base1Solid` (which also mis-classified a NEG-side
batch by the POS-side's NoPos flag).
- RetailUntexturedSubsetPolicy.Draws(isBuildingShell, isUntextured):
the shared draw-time gate wired into WbDrawDispatcher.ClassifyBatches,
.PackedOracle.ClassifyPackedBatches, and
.DirectionalShadows.AddDirectionalShadowBatches — one predicate so the
three walks cannot drift (Campaign VM VM6 lesson).
- CellMesh.cs / MeshExtractor.PrepareCellStructMeshData deliberately
KEEP their NoPos-gated skip for cell-wall geometry — retail's
DrawEnvCell really does skip untextured subsets there; register row
AP-234 documents the NoPos-vs-Surface.Type approximation.
- PakFormat.CurrentBakeToolVersion 4->5 (LauncherInstallRecordStore in
lockstep): a pak baked by an older tool is missing every untextured
face. No bake was run as part of this commit.
Also fixed: WorldBuilder's own upstream ObjectMeshManager.cs has the
identical NoPos bug (ObjectMeshManager.cs:959,984) — our port had
faithfully carried it over, and our own conformance test
(Build_NoPosFlag_OnlyEmitsNegSide) asserted the bug as correct WB
conformance. Renamed/reworded to Build_NoPosFlag_EmitsBothPosAndNegSide
with a citation for why retail decomp overrides WB here.
Issue119UpNullGfxObjDumpTests re-run against the installed DAT:
#119's own two objects (0x010002B4 9/9 polys, 0x010008A8 1/1 poly) now
gate DRAWS on every polygon instead of extracting to nothing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
302 lines
10 KiB
C#
302 lines
10 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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/// <summary>
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/// #426 (2026-08-23, Holtburg windmill axle 0x010010CE): a NoPos-flagged
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/// polygon ("this side has no texture coordinates", acclient.h:7386) is
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/// NOT "no positive face" — every solid-colour polygon carries NoPos.
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/// Before the fix, <c>hasPos = !Stippling.NoPos</c> dropped this quad
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/// entirely, producing zero vertices. GfxObjMesh.Build doesn't branch on
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/// Surface.Type at all (that classification — "is this untextured" —
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/// lives in RetailUntexturedSurfacePolicy and is consumed by
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/// MeshExtractor, which is what actually decides solid-vs-textured
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/// rendering), so a NoPos polygon over a "solid" surface and a NoPos
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/// polygon over a "textured" surface are IDENTICAL from this method's
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/// point of view — both are proven by this one case.
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/// </summary>
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[Fact]
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public void Build_NoPosQuad_StillEmitsPositiveSideVerticesAndIndices()
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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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// No UVs at all — matches a real solid-colour polygon's
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// vertices, which carry no UV entries because nothing
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// ever samples them.
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[0] = new SWVertex { Origin = new(0, 0, 0) },
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[1] = new SWVertex { Origin = new(1, 0, 0) },
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[2] = new SWVertex { Origin = new(1, 1, 0) },
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[3] = new SWVertex { Origin = new(0, 1, 0) },
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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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Stippling = StipplingType.NoPos,
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PosSurface = 0,
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NegSurface = -1,
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VertexIds = { 0, 1, 2, 3 },
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// No PosUVIndices — NoPos means there ARE none on the wire.
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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); // fan-triangulated quad, 2 triangles
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Assert.All(sub.Vertices, v => Assert.Equal(Vector2.Zero, v.TexCoord));
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}
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}
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