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webeditor3d/tests/geometry/terrain-mesh.test.ts

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2026-04-18 20:01:28 +02:00
import { describe, expect, it } from "vitest";
import { createTerrain } from "../../src/document/terrains";
import {
buildTerrainDerivedMeshData,
buildTerrainLodChunkMeshData,
buildTerrainLodMeshData,
resolveTerrainLodLevelIndex,
resolveTerrainLodLevelIndexWithHysteresis
} from "../../src/geometry/terrain-mesh";
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describe("terrain mesh generation", () => {
it("chooses the forward diagonal when the opposite-corner height delta is smaller", () => {
const terrain = createTerrain({
sampleCountX: 2,
sampleCountZ: 2,
heights: [0, 3, 1, 0]
});
const derivedMesh = buildTerrainDerivedMeshData(terrain);
expect(derivedMesh.cellTriangulation).toEqual([
{
cellX: 0,
cellZ: 0,
diagonal: "forward"
}
]);
expect(Array.from(derivedMesh.indices)).toEqual([0, 2, 3, 0, 3, 1]);
});
it("chooses the backward diagonal when that split better matches the local slope", () => {
const terrain = createTerrain({
sampleCountX: 2,
sampleCountZ: 2,
heights: [0, 0, 0, 3]
});
const derivedMesh = buildTerrainDerivedMeshData(terrain);
expect(derivedMesh.cellTriangulation).toEqual([
{
cellX: 0,
cellZ: 0,
diagonal: "backward"
}
]);
expect(Array.from(derivedMesh.indices)).toEqual([0, 2, 1, 1, 2, 3]);
});
it("derives UVs from world XZ positions instead of triangle-local stretch", () => {
const terrain = createTerrain({
sampleCountX: 2,
sampleCountZ: 2,
cellSize: 2,
position: {
x: 10,
y: 4,
z: -6
},
heights: [0, 1, 2, 3]
});
const derivedMesh = buildTerrainDerivedMeshData(terrain);
expect(Array.from(derivedMesh.uvs)).toEqual([10, -6, 12, -6, 10, -4, 12, -4]);
});
it("derives full per-vertex layer weights from the compact terrain paint data", () => {
const terrain = createTerrain({
sampleCountX: 2,
sampleCountZ: 2,
paintWeights: [
0.2,
0.3,
0.1,
0,
0.5,
0,
0.1,
0.1,
0.1,
0.25,
0.25,
0.25
]
});
const derivedMesh = buildTerrainDerivedMeshData(terrain);
expect(Array.from(derivedMesh.layerWeights)).toEqual([
expect.closeTo(0.4, 5),
expect.closeTo(0.2, 5),
expect.closeTo(0.3, 5),
expect.closeTo(0.1, 5),
expect.closeTo(0.5, 5),
expect.closeTo(0, 5),
expect.closeTo(0.5, 5),
expect.closeTo(0, 5),
expect.closeTo(0.7, 5),
expect.closeTo(0.1, 5),
expect.closeTo(0.1, 5),
expect.closeTo(0.1, 5),
expect.closeTo(0.25, 5),
expect.closeTo(0.25, 5),
expect.closeTo(0.25, 5),
expect.closeTo(0.25, 5)
]);
});
it("chunks terrain LoD data across non-multiple-of-64 terrain edges", () => {
const terrain = createTerrain({
sampleCountX: 130,
sampleCountZ: 70
});
const lodMesh = buildTerrainLodMeshData(terrain);
expect(lodMesh.chunks).toHaveLength(6);
expect(lodMesh.chunks[0]).toMatchObject({
chunkX: 0,
chunkZ: 0,
startSampleX: 0,
startSampleZ: 0,
endSampleX: 64,
endSampleZ: 64
});
expect(lodMesh.chunks.at(-1)).toMatchObject({
chunkX: 2,
chunkZ: 1,
startSampleX: 128,
startSampleZ: 64,
endSampleX: 129,
endSampleZ: 69
});
});
it("can rebuild one terrain LoD chunk from its starting sample", () => {
const terrain = createTerrain({
sampleCountX: 130,
sampleCountZ: 70
});
const chunk = buildTerrainLodChunkMeshData(terrain, 64, 0);
expect(chunk).toMatchObject({
chunkX: 1,
chunkZ: 0,
startSampleX: 64,
startSampleZ: 0,
endSampleX: 128,
endSampleZ: 64
});
expect(chunk?.levels.length).toBeGreaterThan(1);
});
it("generates smaller terrain LoD levels as stride increases", () => {
const terrain = createTerrain({
sampleCountX: 65,
sampleCountZ: 65
});
const [chunk] = buildTerrainLodMeshData(terrain).chunks;
expect(chunk).toBeDefined();
expect(chunk!.levels.map((level) => level.stride)).toEqual([
1,
2,
4,
8,
16
]);
const vertexCounts = chunk!.levels.map(
(level) => level.positions.length / 3
);
for (let index = 1; index < vertexCounts.length; index += 1) {
expect(vertexCounts[index]).toBeLessThan(vertexCounts[index - 1]!);
}
});
it("keeps terrain LoD chunk bounds covering source heights", () => {
const heights = new Array(17 * 17).fill(0);
heights[8 * 17 + 8] = 12;
heights[16 * 17 + 16] = -4;
const terrain = createTerrain({
sampleCountX: 17,
sampleCountZ: 17,
heights
});
const [chunk] = buildTerrainLodMeshData(terrain).chunks;
expect(chunk!.localBounds.min.y).toBeLessThanOrEqual(-4);
expect(chunk!.localBounds.max.y).toBeGreaterThanOrEqual(12);
});
it("keeps terrain LoD layer weights normalized for render blending", () => {
const terrain = createTerrain({
sampleCountX: 5,
sampleCountZ: 5,
paintWeights: Array.from({ length: 5 * 5 * 3 }, (_, index) =>
index % 3 === 0 ? 0.2 : index % 3 === 1 ? 0.3 : 0.1
)
});
const [chunk] = buildTerrainLodMeshData(terrain).chunks;
const [level] = chunk!.levels;
for (
let offset = 0;
offset < level!.layerWeights.length;
offset += 4
) {
const sum =
level!.layerWeights[offset]! +
level!.layerWeights[offset + 1]! +
level!.layerWeights[offset + 2]! +
level!.layerWeights[offset + 3]!;
expect(sum).toBeCloseTo(1, 5);
}
});
it("adds terrain LoD skirt vertices to hide hard-switch edge cracks", () => {
const terrain = createTerrain({
sampleCountX: 9,
sampleCountZ: 9
});
const [chunk] = buildTerrainLodMeshData(terrain).chunks;
const [level] = chunk!.levels;
expect(level!.skirtVertexCount).toBeGreaterThan(0);
expect(level!.positions.length / 3).toBeGreaterThan(9 * 9);
});
it("selects coarser terrain LoD levels as perspective distance increases", () => {
const levelCount = 5;
const chunkDiagonal = 100;
const chunkWorldCenter = { x: 0, y: 0, z: 0 };
expect(
resolveTerrainLodLevelIndex({
levelCount,
chunkDiagonal,
chunkWorldCenter,
cameraPosition: { x: 0, y: 0, z: 50 },
perspective: true
})
).toBe(0);
expect(
resolveTerrainLodLevelIndex({
levelCount,
chunkDiagonal,
chunkWorldCenter,
cameraPosition: { x: 0, y: 0, z: 120 },
perspective: true
})
).toBe(1);
expect(
resolveTerrainLodLevelIndex({
levelCount,
chunkDiagonal,
chunkWorldCenter,
cameraPosition: { x: 0, y: 0, z: 250 },
perspective: true
})
).toBe(2);
expect(
resolveTerrainLodLevelIndex({
levelCount,
chunkDiagonal,
chunkWorldCenter,
cameraPosition: { x: 0, y: 0, z: 500 },
perspective: true
})
).toBe(3);
expect(
resolveTerrainLodLevelIndex({
levelCount,
chunkDiagonal,
chunkWorldCenter,
cameraPosition: { x: 0, y: 0, z: 2000 },
perspective: true
})
).toBe(4);
});
it("keeps terrain LoD stable near distance thresholds", () => {
const levelCount = 5;
const chunkDiagonal = 100;
const chunkWorldCenter = { x: 0, y: 0, z: 0 };
expect(
resolveTerrainLodLevelIndexWithHysteresis({
levelCount,
activeLevelIndex: 0,
chunkDiagonal,
chunkWorldCenter,
cameraPosition: { x: 0, y: 0, z: 80 },
perspective: true
})
).toBe(0);
expect(
resolveTerrainLodLevelIndexWithHysteresis({
levelCount,
activeLevelIndex: 0,
chunkDiagonal,
chunkWorldCenter,
cameraPosition: { x: 0, y: 0, z: 90 },
perspective: true
})
).toBe(1);
expect(
resolveTerrainLodLevelIndexWithHysteresis({
levelCount,
activeLevelIndex: 1,
chunkDiagonal,
chunkWorldCenter,
cameraPosition: { x: 0, y: 0, z: 132 },
perspective: true
})
).toBe(1);
expect(
resolveTerrainLodLevelIndexWithHysteresis({
levelCount,
activeLevelIndex: 1,
chunkDiagonal,
chunkWorldCenter,
cameraPosition: { x: 0, y: 0, z: 60 },
perspective: true
})
).toBe(0);
});
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});