feat: add face-culled chunk mesher behind IChunkMesher

This commit is contained in:
2026-05-28 12:00:26 +02:00
parent 90be1035d4
commit ecae0d4ce4
3 changed files with 155 additions and 0 deletions

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using VoxelEngine.World;
using Xunit;
namespace VoxelEngine.Tests;
public class ChunkMesherTests
{
private const int FloatsPerFace = 36; // 6 verts * 6 floats
private static int FaceCount(float[] mesh) => mesh.Length / FloatsPerFace;
[Fact]
public void EmptyChunk_ProducesNoFaces()
{
var mesh = new ChunkMesher().Build(new Chunk(), new BlockRegistry());
Assert.Empty(mesh);
}
[Fact]
public void SingleBlockSurroundedByAir_Produces6Faces()
{
var chunk = new Chunk();
chunk[8, 8, 8] = 1; // stone
var mesh = new ChunkMesher().Build(chunk, new BlockRegistry());
Assert.Equal(6, FaceCount(mesh));
}
[Fact]
public void FullySolidChunk_ProducesOnlyOuterShell()
{
var chunk = new Chunk();
for (int x = 0; x < Chunk.Size; x++)
for (int y = 0; y < Chunk.Size; y++)
for (int z = 0; z < Chunk.Size; z++)
chunk[x, y, z] = 1; // stone
var mesh = new ChunkMesher().Build(chunk, new BlockRegistry());
// 6 sides * 16 * 16 visible faces
Assert.Equal(6 * Chunk.Size * Chunk.Size, FaceCount(mesh));
}
[Fact]
public void EveryVertexHasSixFloats()
{
var chunk = new Chunk();
chunk[0, 0, 0] = 1;
var mesh = new ChunkMesher().Build(chunk, new BlockRegistry());
Assert.Equal(0, mesh.Length % 6);
}
}