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); } }