Files
VoxelEngine/VoxelEngine.Tests/ChunkMesherTests.cs

60 lines
1.8 KiB
C#

using VoxelEngine.World;
using Xunit;
namespace VoxelEngine.Tests;
public class ChunkMesherTests
{
private const int FloatsPerVertex = 6; // pos.xyz, uv, shade
private const int VerticesPerFace = 6; // quad = 2 triangles
private const int FloatsPerFace = FloatsPerVertex * VerticesPerFace; // 36
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 SingleBlock_EmitsExactInterleavedFloatCount()
{
var chunk = new Chunk();
chunk[0, 0, 0] = 1; // corner block: all 6 neighbors are air/out-of-bounds -> 6 faces
var mesh = new ChunkMesher().Build(chunk, new BlockRegistry());
// Pins the layout: 6 faces * 6 vertices/face * 6 floats/vertex.
Assert.Equal(6 * VerticesPerFace * FloatsPerVertex, mesh.Length);
Assert.Equal(0, mesh.Length % FloatsPerVertex);
}
}