feat(tests): Add comprehensive tests for terrain LoD chunk boundary consistency and edge preservation
This commit is contained in:
@@ -1,14 +1,147 @@
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import { describe, expect, it } from "vitest";
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import { createTerrain } from "../../src/document/terrains";
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import {
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createTerrain,
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getTerrainHeightAtSample,
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type Terrain
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} from "../../src/document/terrains";
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import {
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buildTerrainDerivedMeshData,
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buildTerrainLodChunkMeshData,
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buildTerrainLodMeshData,
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type TerrainLodLevelMeshData,
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resolveTerrainLodLevelIndex,
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resolveTerrainLodLevelIndexWithHysteresis
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} from "../../src/geometry/terrain-mesh";
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function createJaggedTerrainHeights(sampleCountX: number, sampleCountZ: number) {
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return Array.from({ length: sampleCountX * sampleCountZ }, (_, index) => {
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const sampleX = index % sampleCountX;
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const sampleZ = Math.floor(index / sampleCountX);
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return (
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((sampleX * 17 + sampleZ * 31) % 13) -
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6 +
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(sampleX % 2 === 0 ? 0.35 : -0.2) +
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(sampleZ % 3 === 0 ? 0.5 : -0.15)
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);
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});
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}
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function collectTopEdgeKeys(options: {
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terrain: Terrain;
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level: TerrainLodLevelMeshData;
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axis: "x" | "z";
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sampleCoordinate: number;
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}): string[] {
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const keys = new Set<string>();
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const coordinateOffset = options.axis === "x" ? 0 : 2;
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const varyingOffset = options.axis === "x" ? 2 : 0;
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const epsilon = 1e-5;
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for (
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let positionOffset = 0;
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positionOffset < options.level.positions.length;
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positionOffset += 3
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) {
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const sampleCoordinate =
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options.level.positions[positionOffset + coordinateOffset]! /
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options.terrain.cellSize;
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if (Math.abs(sampleCoordinate - options.sampleCoordinate) > epsilon) {
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continue;
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}
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const varyingSample =
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options.level.positions[positionOffset + varyingOffset]! /
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options.terrain.cellSize;
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const roundedVaryingSample = Math.round(varyingSample);
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if (Math.abs(varyingSample - roundedVaryingSample) > epsilon) {
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continue;
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}
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const sampleX =
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options.axis === "x"
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? options.sampleCoordinate
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: roundedVaryingSample;
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const sampleZ =
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options.axis === "x"
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? roundedVaryingSample
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: options.sampleCoordinate;
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const expectedHeight = getTerrainHeightAtSample(
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options.terrain,
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sampleX,
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sampleZ
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);
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const height = options.level.positions[positionOffset + 1]!;
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if (Math.abs(height - expectedHeight) > epsilon) {
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continue;
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}
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keys.add(`${roundedVaryingSample}:${height.toFixed(6)}`);
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}
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return [...keys].sort((left, right) => Number(left.split(":")[0]) - Number(right.split(":")[0]));
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}
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function collectLoweredEdgeVertexCount(options: {
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terrain: Terrain;
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level: TerrainLodLevelMeshData;
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axis: "x" | "z";
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sampleCoordinate: number;
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}): number {
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const coordinateOffset = options.axis === "x" ? 0 : 2;
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const varyingOffset = options.axis === "x" ? 2 : 0;
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const epsilon = 1e-5;
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let count = 0;
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for (
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let positionOffset = 0;
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positionOffset < options.level.positions.length;
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positionOffset += 3
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) {
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const sampleCoordinate =
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options.level.positions[positionOffset + coordinateOffset]! /
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options.terrain.cellSize;
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if (Math.abs(sampleCoordinate - options.sampleCoordinate) > epsilon) {
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continue;
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}
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const varyingSample =
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options.level.positions[positionOffset + varyingOffset]! /
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options.terrain.cellSize;
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const roundedVaryingSample = Math.round(varyingSample);
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if (Math.abs(varyingSample - roundedVaryingSample) > epsilon) {
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continue;
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}
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const sampleX =
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options.axis === "x"
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? options.sampleCoordinate
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: roundedVaryingSample;
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const sampleZ =
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options.axis === "x"
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? roundedVaryingSample
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: options.sampleCoordinate;
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const expectedHeight = getTerrainHeightAtSample(
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options.terrain,
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sampleX,
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sampleZ
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);
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const height = options.level.positions[positionOffset + 1]!;
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if (height < expectedHeight - epsilon) {
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count += 1;
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}
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}
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return count;
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}
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describe("terrain mesh generation", () => {
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it("chooses the forward diagonal when the opposite-corner height delta is smaller", () => {
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const terrain = createTerrain({
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@@ -253,6 +386,116 @@ describe("terrain mesh generation", () => {
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expect(level!.positions.length / 3).toBeGreaterThan(9 * 9);
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});
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it("keeps shared terrain LoD chunk borders at full source resolution for every level", () => {
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const terrain = createTerrain({
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sampleCountX: 129,
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sampleCountZ: 129,
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heights: createJaggedTerrainHeights(129, 129)
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});
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const lodMesh = buildTerrainLodMeshData(terrain);
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const westChunk = lodMesh.chunks.find(
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(chunk) => chunk.chunkX === 0 && chunk.chunkZ === 0
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);
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const eastChunk = lodMesh.chunks.find(
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(chunk) => chunk.chunkX === 1 && chunk.chunkZ === 0
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);
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const southChunk = lodMesh.chunks.find(
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(chunk) => chunk.chunkX === 0 && chunk.chunkZ === 0
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);
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const northChunk = lodMesh.chunks.find(
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(chunk) => chunk.chunkX === 0 && chunk.chunkZ === 1
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);
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expect(westChunk).toBeDefined();
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expect(eastChunk).toBeDefined();
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expect(southChunk).toBeDefined();
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expect(northChunk).toBeDefined();
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const expectedVerticalEdge = Array.from({ length: 65 }, (_, sampleZ) => {
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const height = getTerrainHeightAtSample(terrain, 64, sampleZ);
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return `${sampleZ}:${height.toFixed(6)}`;
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});
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const expectedHorizontalEdge = Array.from({ length: 65 }, (_, sampleX) => {
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const height = getTerrainHeightAtSample(terrain, sampleX, 64);
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return `${sampleX}:${height.toFixed(6)}`;
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});
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for (const level of westChunk!.levels) {
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expect(
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collectTopEdgeKeys({
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terrain,
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level,
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axis: "x",
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sampleCoordinate: 64
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})
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).toEqual(expectedVerticalEdge);
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}
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for (const level of eastChunk!.levels) {
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expect(
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collectTopEdgeKeys({
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terrain,
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level,
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axis: "x",
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sampleCoordinate: 64
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})
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).toEqual(expectedVerticalEdge);
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}
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for (const level of southChunk!.levels) {
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expect(
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collectTopEdgeKeys({
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terrain,
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level,
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axis: "z",
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sampleCoordinate: 64
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})
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).toEqual(expectedHorizontalEdge);
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}
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for (const level of northChunk!.levels) {
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expect(
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collectTopEdgeKeys({
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terrain,
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level,
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axis: "z",
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sampleCoordinate: 64
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})
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).toEqual(expectedHorizontalEdge);
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}
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});
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it("does not add vertical terrain LoD skirts on shared chunk borders", () => {
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const terrain = createTerrain({
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sampleCountX: 129,
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sampleCountZ: 65,
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heights: createJaggedTerrainHeights(129, 65)
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});
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const lodMesh = buildTerrainLodMeshData(terrain);
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const westChunk = lodMesh.chunks.find(
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(chunk) => chunk.chunkX === 0 && chunk.chunkZ === 0
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);
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const eastChunk = lodMesh.chunks.find(
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(chunk) => chunk.chunkX === 1 && chunk.chunkZ === 0
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);
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expect(westChunk).toBeDefined();
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expect(eastChunk).toBeDefined();
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for (const level of [...westChunk!.levels, ...eastChunk!.levels]) {
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expect(
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collectLoweredEdgeVertexCount({
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terrain,
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level,
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axis: "x",
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sampleCoordinate: 64
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})
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).toBe(0);
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}
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});
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it("selects coarser terrain LoD levels as perspective distance increases", () => {
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const levelCount = 5;
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const chunkDiagonal = 100;
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