Files
Going-Commando/crates/gc-engine/src/level.rs
T
ReaperOfVeriod 0b660cb0ce The extracted alpha rule disagreed with the renderer; the renderer was right
Pulling the 0x80 convention out of the renderer and into gc_formats::gs -- the
side benefit I claimed last commit rather than took -- immediately produced a
contradiction, which is the argument for having done it.

crates/gc-engine/src/level.rs already read it inline:

    let a = if c.a < 0x80 { c.a as f32 / 128.0 } else { 1.0 };

My first alpha_to_8 scaled by 127 instead of 128, which made 0x7F fully opaque
where the renderer had it at 253/255. One of them was wrong and it was not the new
one: the disc convention is a 0..0x80 range with 0x80 as the top, so 0x7F is
127/128, not 127/127.

Corrected to match, and the doc now records why -- including that the renderer was
already right, so this is a correction to code I wrote two commits ago rather than
to anyone else's.

One genuine ambiguity remains and it is stated rather than papered over: 0x40 is
exactly the midpoint, and the renderer works in floats where it is exactly 0.5.
Widening to an integer has to round, and this rounds half away from zero giving
128. There is no way to check that against the disc -- it needs a frame, which is
the tfrag morph item's unblock condition -- so it is documented as a choice.

The engine's call site keeps its inline form and now says why: it wants a float,
and the rule has one live site. Converting it would have meant changing working
code for no benefit, which is the opposite of what extracting the rule was for.

Worth noting what actually happened here. Extracting a rule to remove a magic
constant found that two expressions of it disagreed. Neither was obviously wrong
from its own code -- mine looked cleaner, and was not. That is a better argument
for centralising a rule than any amount of saying so.
2026-10-14 04:15:11 +02:00

701 lines
24 KiB
Rust

//! Turning a level's parsed tfrags into something the renderer can draw.
//!
//! Nothing here parses bytes; `gc-formats` has done that. This is the join
//! between the format layer and the renderer: it applies LOD selection and
//! morphing for a given camera, then groups triangles by the texture they
//! sample so each texture is one draw rather than one per triangle.
//!
//! # Coordinates
//!
//! The PS2 world is **Z-up** and 1024 raw units to the world unit. Bevy is
//! Y-up and metres, so `(x, y, z) -> (x, z, -y)`. The sign flip on the third
//! axis is what keeps the level from coming out mirrored: it turns the PS2's
//! right-handed frame into Bevy's left-handed one rather than negating a
//! determinant.
//!
//! # Depth
//!
//! The game measures view-space depth, this uses distance from the camera.
//! They agree for a camera looking down -Z with no roll, which is all a
//! fly-camera needs; anything else should move the projection into
//! `gc-formats::tfrag::draw_mode`'s caller rather than being fudged here.
use std::collections::BTreeMap;
use gc_formats::level_core::{texture_table, LevelCoreHeader};
use gc_formats::texture::{base_image, Texture};
use gc_formats::tfrag::{
parse_tfrag, tfrag_lod_link, tfrag_triangles, TfragAdGifs, TfragDrawMode, TfragGeometry,
TfragHeader, TfragsBlock,
};
use gc_formats::tfrag_light::{LightBank, NormalTable};
/// Raw position units per world unit.
pub const UNITS_PER_UNIT: f32 = 1024.0;
/// A level's geometry, decoded and ready to draw.
pub struct LevelGeometry {
/// Draw batches keyed by level texture index.
pub batches: BTreeMap<usize, TriangleBatch>,
/// One decoded image per texture actually referenced.
pub textures: BTreeMap<usize, Texture>,
pub patches: Vec<PatchBounds>,
pub lod_distances: [f32; 3],
pub lod_thresholds_raw: [i32; 3],
/// Patches that drew nothing, and why they were skipped.
pub stats: LevelStats,
}
#[derive(Debug, Default, Clone, Copy)]
pub struct LevelStats {
pub patches: usize,
pub drawn: usize,
pub skipped_unparsed: usize,
pub triangles: usize,
pub vertices: usize,
/// Vertices shaded by `LightTfrags`. Below `vertices` means the level fell
/// back to the tfrag's stored colours, which is a different picture and
/// should be visible in the log rather than discovered by eye.
pub lit_vertices: usize,
}
pub struct PatchBounds {
pub centre: [f32; 3],
pub radius: f32,
pub base_only: bool,
pub mode: TfragDrawMode,
pub depth: f32,
}
/// One draw batch: every triangle sampling a single texture.
pub struct TriangleBatch {
pub positions: Vec<[f32; 3]>,
pub uvs: Vec<[f32; 2]>,
pub colors: Vec<[f32; 4]>,
/// Surface normals, from the patch's own light records.
pub normals: Vec<[f32; 3]>,
/// Three vertex indices per triangle.
pub indices: Vec<u32>,
/// The ad-gif in force per triangle, parallel to `indices`.
pub ad_gifs: Vec<TfragAdGifs>,
}
/// Everything a level's tfrags need from the unpacked disc.
pub struct LevelSource<'a> {
pub core_data: &'a [u8],
pub core_index: &'a [u8],
pub gs_ram: &'a [u8],
/// The level overlay, for the normal table. Optional: without it the level
/// still builds, just without normals.
pub overlay: Option<&'a [u8]>,
/// The level's `gameplay` extent, for the light bank. Optional.
pub gameplay: Option<&'a [u8]>,
}
/// Where a level's terrain sits: the centre of its patch bounding spheres and
/// a radius that contains them.
///
/// The camera has to start here rather than at the origin. Level geometry is
/// absolutely positioned, not centred, and level 0's terrain spans x 96..434
/// and y -36..472 in world units -- far enough that a camera at the origin
/// puts every patch beyond the LOD switch distance and the whole level draws
/// at its coarsest.
pub fn level_bounds(src: &LevelSource<'_>) -> anyhow::Result<([f32; 3], f32)> {
let region = |off: usize| -> usize {
i32::from_le_bytes(src.core_index[off..off + 4].try_into().unwrap()).max(0) as usize
};
let start = region(0x08);
let end = [0x0c_usize, 0x10, 0x14]
.iter()
.map(|&o| region(o))
.filter(|&v| v > 0)
.min()
.unwrap_or(src.core_data.len());
let block = &src.core_data[start..end];
let header = TfragsBlock::parse(block)?;
let mut lo = [f32::INFINITY; 3];
let mut hi = [f32::NEG_INFINITY; 3];
let mut n = 0usize;
for i in 0..header.tfrag_count as usize {
let Ok(th) = header.header(block, i) else {
continue;
};
let c = to_world([th.bsphere[0], th.bsphere[1], th.bsphere[2]]);
let r = th.bsphere[3] / UNITS_PER_UNIT;
for k in 0..3 {
lo[k] = lo[k].min(c[k] - r);
hi[k] = hi[k].max(c[k] + r);
}
n += 1;
}
if n == 0 {
anyhow::bail!("level has no patches");
}
let centre = [
(lo[0] + hi[0]) / 2.0,
(lo[1] + hi[1]) / 2.0,
(lo[2] + hi[2]) / 2.0,
];
let radius = (0..3)
.map(|k| ((hi[k] - lo[k]) / 2.0).powi(2))
.sum::<f32>()
.sqrt();
Ok((centre, radius))
}
/// PS2 world units to Bevy metres, Z-up to Y-up.
pub fn to_world(p: [f32; 3]) -> [f32; 3] {
[
p[0] / UNITS_PER_UNIT,
p[2] / UNITS_PER_UNIT,
-p[1] / UNITS_PER_UNIT,
]
}
/// World position of a vertex-info entry in raw PS2 units, before the axis
/// swap.
///
/// Morphing has to happen in this space: mixing a converted parent with an
/// unconverted child silently scales the blend by 1024.
pub fn raw_position(g: &TfragGeometry, vinfo: usize) -> [f32; 3] {
let local = g.positions[g.position_index(vinfo)];
[
(g.origin[0] + local[0]) as f32,
(g.origin[1] + local[1]) as f32,
(g.origin[2] + local[2]) as f32,
]
}
/// World position of a vertex-info entry, in Bevy metres.
pub fn world(g: &TfragGeometry, vinfo: usize) -> [f32; 3] {
to_world(raw_position(g, vinfo))
}
/// Texture coordinate of a vertex-info entry, as 0..1. The on-disc field is
/// signed 1/4096 fixed point.
pub fn uv(g: &TfragGeometry, vinfo: usize) -> [f32; 2] {
let v = g.vertex_info.get(vinfo).copied().unwrap_or_default();
[v.s as f32 / 4096.0, v.t as f32 / 4096.0]
}
/// A vertex as the GPU wants it, after LOD morphing and collapse.
pub struct ResolvedVertex {
pub position: [f32; 3],
pub uv: [f32; 2],
/// The patch's stored per-vertex colour.
///
/// Indexed by *position*, not by vertex-info: several vertex-info entries
/// can share a position, and the colour array is sized `vert_count`, which
/// is a position count. This is the game's base colour before lighting
/// multiplies into it, so on its own it is the unlit albedo.
pub color: [f32; 4],
}
/// The surface normal of a vertex's position, in Bevy space.
///
/// Taken from the patch's per-vertex light record, which stores an azimuth and
/// elevation index into the overlay's sine table rather than an angle. Morphing
/// does not rotate the normal -- the game lerps positions and leaves lighting
/// to its own pass -- so this is the vertex's own normal regardless of blend.
pub fn vertex_normal(g: &TfragGeometry, vinfo: usize, table: Option<&NormalTable>) -> [f32; 3] {
let Some(table) = table else {
return [0.0, 1.0, 0.0];
};
let i = g.position_index(vinfo);
let Some(light) = g.lights.get(i) else {
return [0.0, 1.0, 0.0];
};
let n = table.normal(light.azimuth_index(), light.elevation_index());
// Same Z-up to Y-up swap as positions, or the lighting comes out sideways.
[n[0], n[2], -n[1]]
}
/// A vertex's colour after the lighting pass, and whether it was lit at all.
///
/// Lighting runs over *positions*, not vertex-info entries: a common entry and
/// a LOD entry can share a position, and the light record is indexed by
/// position, so every entry resolves through the same lookup.
///
/// Takes no distance. The directional pass does not depend on it; the point
/// lights, which are not implemented yet, will.
///
/// Falls back to the tfrag's stored colour when there is no usable light bank.
/// That is a real difference from the game, so the caller reports how many
/// vertices were actually lit rather than quietly showing stored colours as
/// though they were lit.
fn lit_color(
g: &TfragGeometry,
vinfo: usize,
stored: [f32; 4],
lighting: Option<(&NormalTable, &LightBank)>,
) -> ([f32; 4], bool) {
let Some((table, bank)) = lighting.filter(|(_, b)| !b.sets.is_empty()) else {
return (stored, false);
};
let i = g.position_index(vinfo);
let Some(light) = g.lights.get(i) else {
return ([1.0, 1.0, 1.0, 1.0], true);
};
let n = crate::tfrag_light::vertex_normal_bits(
table,
light.azimuth_index(),
light.elevation_index(),
);
match crate::tfrag_light::light_vertex(bank, n, light) {
Some(c) => (
[
c[0] as f32 / 255.0,
c[1] as f32 / 255.0,
c[2] as f32 / 255.0,
1.0,
],
true,
),
// The light set this vertex names does not exist. Count it as unlit
// rather than inventing a colour.
None => (stored, false),
}
}
/// The stored colour of a vertex's position, or opaque white if absent.
pub fn vertex_color(g: &TfragGeometry, vinfo: usize) -> [f32; 4] {
let i = g.position_index(vinfo);
match g.rgba.get(i) {
// The disc's 0x80-is-1.0 alpha convention, same as the texture CLUT.
// `gc_formats::gs::alpha_to_8` states this rule now; kept inline here
// because this path wants a float, and the rule has only one live site.
Some(c) => {
let a = if c.a < 0x80 { c.a as f32 / 128.0 } else { 1.0 };
[
c.r as f32 / 255.0,
c.g as f32 / 255.0,
c.b as f32 / 255.0,
a,
]
}
None => [1.0, 1.0, 1.0, 1.0],
}
}
/// Resolve one vertex-info entry at a given view depth.
///
/// Two things happen here and they are not the same. **Morphing** blends the
/// vertex toward the midpoint of its two parents across its tier's distance
/// band. **Collapse** replaces the vertex outright -- position *and* UV -- with
/// its first parent once it is past the band's far edge, which is what stops
/// distant terrain from shimmering. Morphing is a blend; collapse is a cut.
pub fn resolve_vertex(
g: &TfragGeometry,
vinfo: usize,
depth: f32,
lod_distances: [f32; 3],
collapse: bool,
) -> ResolvedVertex {
let Some(link) = tfrag_lod_link(g, vinfo) else {
return ResolvedVertex {
position: world(g, vinfo),
uv: uv(g, vinfo),
color: vertex_color(g, vinfo),
};
};
let limit = link.tier.collapse_distance(lod_distances);
if collapse && depth >= limit {
return ResolvedVertex {
position: world(g, link.parent1_vinfo),
uv: uv(g, link.parent1_vinfo),
// Collapse replaces the vertex outright, colour included.
color: vertex_color(g, link.parent1_vinfo),
};
}
if !link.morphs {
return ResolvedVertex {
position: world(g, vinfo),
uv: uv(g, vinfo),
color: vertex_color(g, vinfo),
};
}
let u = link.tier.weight(depth, lod_distances);
if u <= 0.0 {
return ResolvedVertex {
position: world(g, vinfo),
uv: uv(g, vinfo),
color: vertex_color(g, vinfo),
};
}
let p1 = raw_position(g, link.parent1_vinfo);
let p2 = g.positions[link.parent2_position];
let mid = [
(p1[0] + p2[0] as f32) / 2.0,
(p1[1] + p2[1] as f32) / 2.0,
(p1[2] + p2[2] as f32) / 2.0,
];
let here = raw_position(g, vinfo);
let blended = [
here[0] + (mid[0] - here[0]) * u,
here[1] + (mid[1] - here[1]) * u,
here[2] + (mid[2] - here[2]) * u,
];
// UVs and colours are not morphed: the blend is positional only, and the
// game keeps the high-detail texture coordinate and colour.
ResolvedVertex {
position: to_world(blended),
uv: uv(g, vinfo),
color: vertex_color(g, vinfo),
}
}
/// Whether a draw mode collapses vertices past their tier's limit rather than
/// only morphing them.
pub fn mode_collapses(mode: TfragDrawMode) -> bool {
matches!(
mode,
TfragDrawMode::Lod1Collapse | TfragDrawMode::Lod0Collapse | TfragDrawMode::Lod2
)
}
/// Decode every patch in a level's tfrags block, as seen from `camera`.
pub fn build_level(src: &LevelSource<'_>, camera: [f32; 3]) -> anyhow::Result<LevelGeometry> {
let normals = src.overlay.and_then(|o| NormalTable::from_overlay(o).ok());
let bank = src.gameplay.and_then(|g| LightBank::parse(g).ok());
let lighting = normals.as_ref().zip(bank.as_ref());
let ch = LevelCoreHeader::parse(src.core_index)?;
let table = texture_table(src.core_index, ch.tfrag_textures)?;
let region = |off: usize| -> usize {
i32::from_le_bytes(src.core_index[off..off + 4].try_into().unwrap()).max(0) as usize
};
let start = region(0x08);
let end = [0x0c_usize, 0x10, 0x14]
.iter()
.map(|&o| region(o))
.filter(|&v| v > 0)
.min()
.unwrap_or(src.core_data.len());
if start >= end {
anyhow::bail!("tfrags region is empty");
}
let block = &src.core_data[start..end];
let header = TfragsBlock::parse(block)?;
let header_off = header.table_offset as usize;
let thresholds = header.lod_thresholds_raw();
let lod_distances = header.lod_distances();
let textures_base = ch.textures_base.max(0) as usize;
let texture_block = src.core_data.get(textures_base..).ok_or_else(|| {
anyhow::anyhow!("textures base {textures_base} is past the end of core data")
})?;
let mut stats = LevelStats {
patches: header.tfrag_count as usize,
..Default::default()
};
let mut patches = Vec::with_capacity(header.tfrag_count as usize);
let mut batches: BTreeMap<usize, TriangleBatch> = BTreeMap::new();
for i in 0..header.tfrag_count as usize {
let th: TfragHeader = match header.header(block, i) {
Ok(h) => h,
Err(_) => {
stats.skipped_unparsed += 1;
continue;
}
};
let data_base = header_off.wrapping_add(th.data as usize);
if data_base >= block.len() {
stats.skipped_unparsed += 1;
continue;
}
let g = parse_tfrag(&block[data_base..], &th)?;
let centre = to_world([th.bsphere[0], th.bsphere[1], th.bsphere[2]]);
let radius = th.bsphere[3] / UNITS_PER_UNIT;
let depth = distance(camera, centre).max(0.0);
let mode = g.draw_mode(depth * UNITS_PER_UNIT, thresholds);
let collapse = mode_collapses(mode);
let lod = mode.lod();
let tris = tfrag_triangles(&g, lod)?;
let limit = g.lod_vinfo_count(lod);
let mut drawn_here = 0usize;
for t in tris {
let vi = [t.a as usize, t.b as usize, t.c as usize];
if vi.iter().any(|&v| v >= limit) {
continue;
}
let Some(ad) = g.ad_gifs.get(t.ad_gif as usize) else {
continue;
};
let batch = batches
.entry(ad.texture_index())
.or_insert_with(|| TriangleBatch {
positions: Vec::new(),
uvs: Vec::new(),
colors: Vec::new(),
normals: Vec::new(),
indices: Vec::new(),
ad_gifs: Vec::new(),
});
let base = batch.positions.len() as u32;
for v in vi {
let r = resolve_vertex(&g, v, depth, lod_distances, collapse);
batch.positions.push(r.position);
batch.uvs.push(r.uv);
let (colour, was_lit) = lit_color(&g, v, r.color, lighting);
if was_lit {
stats.lit_vertices += 1;
}
batch.colors.push(colour);
batch.normals.push(vertex_normal(&g, v, normals.as_ref()));
}
batch.indices.extend_from_slice(&[base, base + 1, base + 2]);
batch.ad_gifs.push(*ad);
drawn_here += 1;
}
stats.triangles += drawn_here;
if drawn_here > 0 {
stats.drawn += 1;
}
patches.push(PatchBounds {
centre,
radius,
base_only: th.base_only != 0,
mode,
depth,
});
}
let mut textures = BTreeMap::new();
for &tex in batches.keys() {
if let Some(e) = table.get(tex) {
if let Ok(img) = base_image(texture_block, src.gs_ram, e) {
if let Ok(t) = img.decode() {
textures.insert(tex, t);
}
}
}
}
for b in batches.values() {
stats.vertices += b.positions.len();
}
// The vertex bounds are the check that matters: positions are i16 offsets
// from a per-patch origin, so a wrong origin collapses the level to a
// +-32 unit blob around the world origin while every parser test still
// passes. Print the real extent to confirm the level is where the patch
// bounding spheres say it is.
if std::env::var_os("GC_ENGINE_DEBUG_BOUNDS").is_some() {
let mut lo = [f32::INFINITY; 3];
let mut hi = [f32::NEG_INFINITY; 3];
for b in batches.values() {
for p in &b.positions {
for k in 0..3 {
lo[k] = lo[k].min(p[k]);
hi[k] = hi[k].max(p[k]);
}
}
}
eprintln!("vertex bounds lo {lo:?} hi {hi:?}");
}
Ok(LevelGeometry {
batches,
textures,
patches,
lod_distances,
lod_thresholds_raw: thresholds,
stats,
})
}
impl LevelGeometry {
pub fn triangle_count(&self) -> usize {
self.batches.values().map(|b| b.indices.len() / 3).sum()
}
}
fn distance(a: [f32; 3], b: [f32; 3]) -> f32 {
let d = [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt()
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn the_axis_swap_keeps_up_up() {
// PS2 +Z is up, so it must land on Bevy +Y.
let w = to_world([0.0, 0.0, 2048.0]);
assert_eq!(w, [0.0, 2.0, 0.0]);
// PS2 +X is right, so it stays right.
assert_eq!(to_world([1024.0, 0.0, 0.0])[0], 1.0);
// PS2 +Y is forward, which is Bevy -Z.
assert_eq!(to_world([0.0, 1024.0, 0.0])[2], -1.0);
}
#[test]
fn only_collapse_modes_collapse() {
assert!(mode_collapses(TfragDrawMode::Lod2));
assert!(mode_collapses(TfragDrawMode::Lod0Collapse));
assert!(mode_collapses(TfragDrawMode::Lod1Collapse));
assert!(!mode_collapses(TfragDrawMode::Lod0));
assert!(!mode_collapses(TfragDrawMode::Lod0Morph));
assert!(!mode_collapses(TfragDrawMode::Lod1Morph));
}
#[test]
fn a_common_vertex_does_not_move() {
let mut g = TfragGeometry {
origin: [0, 0, 0, 0],
positions: vec![[1024, 0, 0], [0, 2048, 0]],
vertex_info: vec![
gc_formats::tfrag::TfragVertexInfo {
s: 0,
t: 0,
parent: 0,
vertex: 0,
},
gc_formats::tfrag::TfragVertexInfo {
s: 4096,
t: 2048,
parent: 0,
vertex: 2,
},
],
..TfragGeometry::default()
};
let v = resolve_vertex(&g, 0, 999.0, [192.0, 128.0, 64.0], true);
assert_eq!(v.position, [1.0, 0.0, 0.0]);
assert_eq!(v.uv, [0.0, 0.0]);
// UVs are 1/4096 fixed point.
assert_eq!(uv(&g, 1), [1.0, 0.5]);
g.origin = [0, 0, 0, 0];
}
#[test]
fn morphing_blends_toward_the_parent_midpoint() {
// One common vertex at the origin, one LOD-0 vertex far away whose two
// parents are both the common one, so the midpoint is the common one.
let mut g = TfragGeometry {
positions: vec![[0, 0, 0], [4096, 0, 0]],
vertex_info: vec![
gc_formats::tfrag::TfragVertexInfo {
s: 0,
t: 0,
parent: 0,
vertex: 0,
},
gc_formats::tfrag::TfragVertexInfo {
s: 0,
t: 0,
parent: 0,
vertex: 2,
},
],
vinfo_tier: [1, 0, 1],
vu_positions_lod_0_count: 1,
parent_indices_lod0: vec![0],
..TfragGeometry::default()
};
g.origin = [0, 0, 0, 0];
// Fully morphed: the vertex sits on the midpoint of its two parents.
let full = resolve_vertex(&g, 1, 200.0, [192.0, 128.0, 64.0], false);
assert!(
(full.position[0] - 0.0).abs() < 1e-4,
"got {:?}",
full.position
);
// Not morphed: it stays where it is.
let none = resolve_vertex(&g, 1, 0.0, [192.0, 128.0, 64.0], false);
assert!(
(none.position[0] - 4.0).abs() < 1e-4,
"got {:?}",
none.position
);
// Collapsed: replaced outright by the first parent.
let cut = resolve_vertex(&g, 1, 200.0, [192.0, 128.0, 64.0], true);
assert!(
(cut.position[0] - 0.0).abs() < 1e-4,
"got {:?}",
cut.position
);
}
}
#[cfg(test)]
mod normal_tests {
use super::*;
use gc_formats::tfrag::TfragLight;
use gc_formats::tfrag_light::NormalTable;
fn table() -> NormalTable {
// 256 entries of (cos, sin) at i * pi / 128, as the overlay holds them.
let mut cos_sin = Vec::with_capacity(256);
for i in 0..256usize {
let a = i as f64 * std::f64::consts::PI / 128.0;
cos_sin.push([(a.cos() as f32).to_bits(), (a.sin() as f32).to_bits()]);
}
NormalTable { cos_sin }
}
fn geometry_with_light(azimuth: i16, elevation: i16) -> TfragGeometry {
TfragGeometry {
positions: vec![[0, 0, 0]],
vertex_info: vec![gc_formats::tfrag::TfragVertexInfo {
s: 0,
t: 0,
parent: 0,
vertex: 0,
}],
lights: vec![TfragLight {
unknown_0: 0,
intensity: 0,
azimuth: azimuth as i8,
elevation: elevation as i8,
color: 0,
select: 0,
}],
..TfragGeometry::default()
}
}
#[test]
fn the_light_record_indexes_the_table() {
// Azimuth 0, elevation 0 is -X in the table, which becomes -X in Bevy.
let g = geometry_with_light(0, 0);
let n = vertex_normal(&g, 0, Some(&table()));
assert!((n[0] + 1.0).abs() < 1e-5, "{n:?}");
assert!(n[1].abs() < 1e-5 && n[2].abs() < 1e-5, "{n:?}");
}
#[test]
fn normals_get_the_same_axis_swap_as_positions() {
// Elevation 64 is pi/2, so the table gives a normal along Z, negated.
let g = geometry_with_light(0, 64);
let n = vertex_normal(&g, 0, Some(&table()));
// PS2 (0, 0, -1) must land on Bevy -Y.
assert!(n[0].abs() < 1e-5 && n[2].abs() < 1e-5, "{n:?}");
assert!((n[1] + 1.0).abs() < 1e-5, "{n:?}");
}
#[test]
fn an_unsigned_index_is_used_even_when_the_field_reads_negative() {
// 200 as an i8 is -56, but it indexes table entry 200, not 56.
let g = geometry_with_light(-56, 0);
let from_field = vertex_normal(&g, 0, Some(&table()));
let mut g2 = g.clone();
g2.lights[0].azimuth = -56;
assert_eq!(from_field, vertex_normal(&g2, 0, Some(&table())));
}
#[test]
fn missing_normals_fall_back_rather_than_panicking() {
let g = geometry_with_light(0, 0);
assert_eq!(vertex_normal(&g, 0, None), [0.0, 1.0, 0.0]);
let empty = TfragGeometry::default();
assert_eq!(vertex_normal(&empty, 7, Some(&table())), [0.0, 1.0, 0.0]);
}
}