Add comprehensive unit tests for foliage render batching, including LOD resolution, chunk culling, and grouping logic
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@@ -3,7 +3,10 @@ import { describe, expect, it } from "vitest";
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import {
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createFoliageInstanceMatrix,
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createFoliageRenderBatches
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createFoliageRenderBatches,
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getFoliagePrototypeRenderLods,
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resolveFoliageRenderLod,
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shouldCullFoliageChunkByDistance
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} from "../../src/foliage/foliage-render-batches";
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import { BUNDLED_FOLIAGE_PROTOTYPES } from "../../src/foliage/bundled-foliage-manifest";
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import {
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@@ -73,7 +76,7 @@ function createProjectAssetPrototype(): FoliagePrototype {
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}
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describe("foliage render batch helpers", () => {
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it("groups scatter instances by terrain, layer, prototype, and bundled LOD0", () => {
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it("groups scatter instances by terrain chunk, layer, prototype, and active bundled LOD", () => {
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const prototype = BUNDLED_FOLIAGE_PROTOTYPES[0]!;
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const otherPrototype = BUNDLED_FOLIAGE_PROTOTYPES[1]!;
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const batches = createFoliageRenderBatches(
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@@ -100,6 +103,137 @@ describe("foliage render batch helpers", () => {
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expect(batches.every((batch) => /_LOD0\.glb$/u.test(batch.bundledPath))).toBe(
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true
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);
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expect(batches.every((batch) => batch.chunkId === "chunk-a")).toBe(true);
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});
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it("selects foliage LODs from camera distance", () => {
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const prototype = BUNDLED_FOLIAGE_PROTOTYPES[0]!;
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const batches = createFoliageRenderBatches(
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createScatter([
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createInstance({
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prototypeId: prototype.id,
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position: { x: 0, y: 0, z: 0 }
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}),
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createInstance({
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prototypeId: prototype.id,
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position: { x: 24, y: 0, z: 0 }
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}),
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createInstance({
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prototypeId: prototype.id,
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position: { x: 54, y: 0, z: 0 }
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}),
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createInstance({
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prototypeId: prototype.id,
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position: { x: 100, y: 0, z: 0 }
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})
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]),
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{
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[prototype.id]: prototype
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},
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{
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view: {
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cameraPosition: { x: 0, y: 0, z: 0 }
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}
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}
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);
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expect(batches.map((batch) => batch.lodLevel).sort()).toEqual([
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0, 1, 2, 3
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]);
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});
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it("uses lodBias to vary LOD switching near a threshold", () => {
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const prototype = BUNDLED_FOLIAGE_PROTOTYPES[0]!;
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const lods = getFoliagePrototypeRenderLods(prototype);
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const earlyLod = resolveFoliageRenderLod({
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lods,
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cameraDistance: 18.5,
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lodBias: 0.5,
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maxDistanceMultiplier: 1
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});
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const delayedLod = resolveFoliageRenderLod({
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lods,
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cameraDistance: 18.5,
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lodBias: -0.5,
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maxDistanceMultiplier: 1
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});
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expect(earlyLod?.level).toBe(1);
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expect(delayedLod?.level).toBe(0);
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});
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it("culls chunks beyond the effective foliage distance", () => {
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expect(
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shouldCullFoliageChunkByDistance({
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chunk: {
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bounds: {
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min: { x: 0, y: 0, z: 0 },
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max: { x: 16, y: 0, z: 16 }
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}
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},
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cameraPosition: { x: 200, y: 0, z: 200 },
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maxDistance: 32
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})
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).toBe(true);
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expect(
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shouldCullFoliageChunkByDistance({
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chunk: {
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bounds: {
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min: { x: 0, y: 0, z: 0 },
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max: { x: 16, y: 0, z: 16 }
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}
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},
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cameraPosition: { x: 12, y: 0, z: 12 },
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maxDistance: 32
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})
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).toBe(false);
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});
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it("groups batches by chunk and LOD", () => {
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const prototype = BUNDLED_FOLIAGE_PROTOTYPES[0]!;
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const scatter: FoliageScatterResult = {
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chunks: [
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createScatter([
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createInstance({
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prototypeId: prototype.id,
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position: { x: 2, y: 0, z: 2 }
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})
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]).chunks[0]!,
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{
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...createScatter([
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createInstance({
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prototypeId: prototype.id,
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position: { x: 40, y: 0, z: 40 }
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})
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]).chunks[0]!,
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id: "chunk-b",
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bounds: {
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min: { x: 32, y: 0, z: 32 },
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max: { x: 48, y: 0, z: 48 }
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}
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}
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],
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instanceCount: 2
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};
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const batches = createFoliageRenderBatches(
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scatter,
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{
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[prototype.id]: prototype
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},
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{
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view: {
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cameraPosition: { x: 0, y: 0, z: 0 }
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}
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}
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);
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expect(batches).toHaveLength(2);
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expect(new Set(batches.map((batch) => batch.chunkId))).toEqual(
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new Set(["chunk-a", "chunk-b"])
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);
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expect(new Set(batches.map((batch) => batch.lodLevel))).toEqual(
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new Set([0, 2])
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);
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});
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it("ignores prototypes that do not have a bundled LOD0 render source", () => {
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