Add tests for surface-nets F1/F3/F4/F6/F7 mutation findings

- Fixed An_extremely_small_edge_delta_falls_back_to_the_edge_midpoint (renamed
  A_tiny_but_normal_edge_delta_...): it pinned the wrong value (1/6) for the
  fallback that F3's production commit deleted; now asserts the exact
  interpolated value, hand-derived in double precision independently of
  Interpolate. Added a genuinely subnormal-delta sibling test.

- Added two more vertex-placement fixtures (crossing counts 4 and 6) to kill
  the sum/count -> sum/3 mutant, each with a hand-derived expected mean.
  Counts of 1 and 2 from the finding are not used: a single cell's 12 edges
  form the cube graph Q3 (3-regular, 8 vertices), whose edge-cut size for any
  corner sign pattern is never 1 or 2 for any nonzero cut (minimum nonzero
  cut is 3, already covered by the existing symmetric/unequal fixtures) -
  see the fork note in this cut's report.

- Added three corner-order pinning tests (one per axis), each asserting the
  exact welded vertex at each of Quads[0..3] for a chosen edge against a
  hand-computed position, including the axis-1 v1/v3 swap that F4's fixed
  OrientationSign now performs. These kill the axis-0-mirrored, c0/c2-swapped
  and equivalent per-axis corner-order mutants.

- Added four degenerate-quad orientation tests (sample exactly at iso,
  large-origin/tiny-cellSize sphere, octahedron at iso, tiny-tolerance
  sphere) asserting every shared undirected edge is traversed in opposite
  directions (net zero), via a new AssertEdgeDirectionsBalance helper that
  also covers the 4-use case. Restricted the existing
  Every_quad_winds_outward_from_inside_to_outside test's geometric check to
  non-degenerate (non-zero cross product) quads, per spec.

- Added Grid_edge_inequality_is_the_negation_of_equality (F6: != is compiler-
  mandated alongside ==, and needed its own direct test) and
  A_non_finite_sample_is_rejected (F7: NaN and +-Infinity samples).

All 38 SurfaceNetsTests pass; the 7 pre-existing GeometryDocumentTests
failures from CultLib commit e420410 are untouched.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-25 19:30:14 +02:00
commit 6a4b0ed21f

View file

@ -88,6 +88,12 @@ namespace GameCult.Geometry.Tests
var v3 = Position(mesh.Positions, mesh.Quads[baseIndex + 3]);
var cross = Cross(Subtract(v2, v0), Subtract(v3, v1));
// Restricted to non-degenerate (non-zero-area) quads: the spec's geometric
// winding rule is only meaningful there. Degenerate/collapsed quads are covered
// separately by AssertEdgeDirectionsBalance, since a zero cross product carries
// no orientation information to check here.
if (cross.X == 0f && cross.Y == 0f && cross.Z == 0f) continue;
Dot(cross, outward).Should().BePositive($"quad for edge {edge} should wind outward");
}
}
@ -136,6 +142,59 @@ namespace GameCult.Geometry.Tests
mesh.Positions[2].Should().BeApproximately(0.2f / 3f, 1e-6f);
}
// A single cell's 12 edges form a cube graph (3-regular, 8 vertices): the number of edges
// with differently-signed endpoints (a graph cut) is provably never 1 or 2 for any corner
// sign pattern - the minimum nonzero cut is 3 (one corner opposite the other seven), which
// the two fixtures above already exercise. 4 and 6 below are the next cuts a single cell
// can actually produce; both distinguish sum/count from the sum/3 mutant just as well.
[Test]
public void A_cells_vertex_with_four_crossings_is_their_mean_not_a_third()
{
// One face (x=0) inside, the opposite face (x=1) outside: only the 4 x-axis edges
// cross, each at the same amount since every inside/outside value is uniform.
var samples = new float[2, 2, 2];
for (var y = 0; y < 2; y++)
for (var z = 0; z < 2; z++)
{
samples[0, y, z] = -1f;
samples[1, y, z] = 3f;
}
var mesh = CultGeometrySurfaceNets.Extract(samples);
// amount = (0 - -1) / (3 - -1) = 0.25 for all four x-edges, at (y, z) in {0,1}x{0,1}.
// mean = ((0.25,0,0)+(0.25,1,0)+(0.25,0,1)+(0.25,1,1)) / 4 = (0.25, 0.5, 0.5).
mesh.VertexCount.Should().Be(1);
mesh.Positions[0].Should().BeApproximately(0.25f, 1e-6f);
mesh.Positions[1].Should().BeApproximately(0.5f, 1e-6f);
mesh.Positions[2].Should().BeApproximately(0.5f, 1e-6f);
}
[Test]
public void A_cells_vertex_with_six_crossings_is_their_mean_not_a_third()
{
// Two face-diagonal (non-adjacent) corners inside, the other six outside: a cut of 6
// (3 edges from each inside corner; the two inside corners share no edge).
var samples = new float[2, 2, 2];
for (var x = 0; x < 2; x++)
for (var y = 0; y < 2; y++)
for (var z = 0; z < 2; z++) samples[x, y, z] = 3f;
samples[0, 0, 0] = -1f;
samples[1, 1, 0] = -1f;
var mesh = CultGeometrySurfaceNets.Extract(samples);
// amount = (0 - -1) / (3 - -1) = 0.25 for all six crossings (uniform inside/outside
// values). From (0,0,0): (0.25,0,0), (0,0.25,0), (0,0,0.25).
// From (1,1,0): (0.75,1,0), (1,0.75,0), (1,1,0.25).
// mean = (3.0, 3.0, 0.5) / 6 = (0.5, 0.5, 1/12).
mesh.VertexCount.Should().Be(1);
mesh.Positions[0].Should().BeApproximately(0.5f, 1e-6f);
mesh.Positions[1].Should().BeApproximately(0.5f, 1e-6f);
mesh.Positions[2].Should().BeApproximately(1f / 12f, 1e-6f);
}
[Test]
public void Vertex_placement_applies_origin_and_cell_size()
{
@ -258,11 +317,13 @@ namespace GameCult.Geometry.Tests
}
[Test]
public void An_extremely_small_edge_delta_falls_back_to_the_edge_midpoint()
public void A_tiny_but_normal_edge_delta_interpolates_exactly_instead_of_falling_back_to_the_midpoint()
{
// Every crossing edge from the inside corner has a delta of ~3e-21, under the 1e-20
// threshold that falls back to the 0.5 midpoint; computed directly, (0 - -1e-30) / 3e-21
// would land near the inside endpoint instead (amt ~ 3.3e-10), not the midpoint.
// Every crossing edge from the inside corner has firstValue -1e-30f and secondValue
// 3e-21f: a delta of ~3e-21, comfortably inside float's normal range (well above the
// ~1.18e-38 normal floor) but far under the old 1e-20 guard that used to fall back to
// the 0.5 midpoint. The exact amount, computed independently in double precision
// below (not by calling Interpolate), is ~3.33e-10 - nowhere near 0.5.
var samples = new float[2, 2, 2];
for (var x = 0; x < 2; x++)
for (var y = 0; y < 2; y++)
@ -272,10 +333,192 @@ namespace GameCult.Geometry.Tests
var mesh = CultGeometrySurfaceNets.Extract(samples);
var expected = HandDerivedSingleCornerVertex(-1e-30f, 3e-21f);
mesh.VertexCount.Should().Be(1);
mesh.Positions[0].Should().BeApproximately(1f / 6f, 1e-4f);
mesh.Positions[1].Should().BeApproximately(1f / 6f, 1e-4f);
mesh.Positions[2].Should().BeApproximately(1f / 6f, 1e-4f);
mesh.Positions[0].Should().BeApproximately(expected, 1e-12f);
mesh.Positions[1].Should().BeApproximately(expected, 1e-12f);
mesh.Positions[2].Should().BeApproximately(expected, 1e-12f);
}
[Test]
public void A_subnormal_edge_delta_interpolates_exactly_instead_of_falling_back_to_the_midpoint()
{
// Both endpoints of every crossing edge from the inside corner are themselves
// subnormal floats (|value| well under the ~1.1755e-38 normal floor), so the delta
// between them is subnormal too. .NET keeps subnormal precision, so this must
// interpolate exactly rather than fall back to 0.5, same as the tiny-but-normal case.
var samples = new float[2, 2, 2];
for (var x = 0; x < 2; x++)
for (var y = 0; y < 2; y++)
for (var z = 0; z < 2; z++) samples[x, y, z] = 3e-40f;
samples[0, 0, 0] = -1e-40f;
var mesh = CultGeometrySurfaceNets.Extract(samples);
var expected = HandDerivedSingleCornerVertex(-1e-40f, 3e-40f);
mesh.VertexCount.Should().Be(1);
mesh.Positions[0].Should().BeApproximately(expected, 1e-6f);
mesh.Positions[1].Should().BeApproximately(expected, 1e-6f);
mesh.Positions[2].Should().BeApproximately(expected, 1e-6f);
}
// The four cells around a crossing edge are documented as a perimeter loop in a specific
// cyclic order per axis (see TryGetQuadCells). Each of the three tests below pins that
// exact order end to end (which welded vertex position lands in Quads[0..3]) for one axis,
// using an open-plane fixture whose four relevant cells have distinct, hand-computable
// vertex positions, so swapping or mirroring any of the four is directly observable.
[Test]
public void An_axis_0_quads_corners_follow_the_documented_perimeter_order()
{
var samples = new float[4, 4, 4];
for (var x = 0; x < 4; x++)
for (var y = 0; y < 4; y++)
for (var z = 0; z < 4; z++) samples[x, y, z] = x - 1.5f;
var mesh = CultGeometrySurfaceNets.Extract(samples);
var edge = new CultGeometryGridEdge(1, 1, 1, 0);
// Cells (x, y-1, z-1), (x, y, z-1), (x, y, z), (x, y-1, z) each have their vertex at
// the cell's own (y, z) center, since the field only varies with x: (1.5, cy+0.5,
// cz+0.5). The edge's low end (x=1) is inside and axis 0 is not mirrored, so the
// documented c0..c3 order is not swapped.
var expected = new[]
{
new CultVec3(1.5f, 0.5f, 0.5f), // c0 = (1, 0, 0)
new CultVec3(1.5f, 1.5f, 0.5f), // c1 = (1, 1, 0)
new CultVec3(1.5f, 1.5f, 1.5f), // c2 = (1, 1, 1)
new CultVec3(1.5f, 0.5f, 1.5f), // c3 = (1, 0, 1)
};
AssertQuadCorners(mesh, edge, expected);
}
[Test]
public void An_axis_1_quads_corners_follow_the_documented_perimeter_order()
{
var samples = new float[4, 4, 4];
for (var x = 0; x < 4; x++)
for (var y = 0; y < 4; y++)
for (var z = 0; z < 4; z++) samples[x, y, z] = y - 1.5f;
var mesh = CultGeometrySurfaceNets.Extract(samples);
var edge = new CultGeometryGridEdge(1, 1, 1, 1);
// Cells (x-1, y, z-1), (x, y, z-1), (x, y, z), (x-1, y, z) each have their vertex at
// (cx+0.5, 1.5, cz+0.5). The edge's low end (y=1) is inside, but axis 1 is the
// mirrored one (OrientationSign[1] < 0), so the documented order is swapped: v1 and
// v3 trade places relative to the raw c0..c3 listing.
var expected = new[]
{
new CultVec3(0.5f, 1.5f, 0.5f), // c0 = (0, 1, 0)
new CultVec3(0.5f, 1.5f, 1.5f), // c3 = (0, 1, 1), swapped into v1
new CultVec3(1.5f, 1.5f, 1.5f), // c2 = (1, 1, 1)
new CultVec3(1.5f, 1.5f, 0.5f), // c1 = (1, 1, 0), swapped into v3
};
AssertQuadCorners(mesh, edge, expected);
}
[Test]
public void An_axis_2_quads_corners_follow_the_documented_perimeter_order()
{
var samples = new float[4, 4, 4];
for (var x = 0; x < 4; x++)
for (var y = 0; y < 4; y++)
for (var z = 0; z < 4; z++) samples[x, y, z] = z - 1.5f;
var mesh = CultGeometrySurfaceNets.Extract(samples);
var edge = new CultGeometryGridEdge(1, 1, 1, 2);
// Cells (x-1, y-1, z), (x, y-1, z), (x, y, z), (x-1, y, z) each have their vertex at
// (cx+0.5, cy+0.5, 1.5). The edge's low end (z=1) is inside and axis 2 is not
// mirrored, so the documented c0..c3 order is not swapped.
var expected = new[]
{
new CultVec3(0.5f, 0.5f, 1.5f), // c0 = (0, 0, 1)
new CultVec3(1.5f, 0.5f, 1.5f), // c1 = (1, 0, 1)
new CultVec3(1.5f, 1.5f, 1.5f), // c2 = (1, 1, 1)
new CultVec3(0.5f, 1.5f, 1.5f), // c3 = (0, 1, 1)
};
AssertQuadCorners(mesh, edge, expected);
}
// The spec's orientation rule "(d1 x d2).(outside - inside) > 0" still holds on
// non-degenerate quads (Every_quad_winds_outward_from_inside_to_outside above pins that
// directly). These fixtures target the cases the old per-quad geometric fallback got
// wrong: quads that collapse to zero area, where orientation must still come from
// topology alone and every shared undirected edge must still be traversed in opposite
// directions by its two (or four) quads.
[Test]
public void A_sample_exactly_at_the_isovalue_collapses_every_quad_but_edges_still_balance()
{
// The inside sample equals isoValue exactly, so every crossing edge from it
// interpolates to amount 0: all six quads around it collapse onto the same point.
var samples = SingleInsideSample(3, 3, 3, 1, 1, 1, 0f);
var mesh = CultGeometrySurfaceNets.Extract(samples);
mesh.QuadCount.Should().Be(6);
AssertEdgeDirectionsBalance(mesh);
}
[Test]
public void A_sphere_at_a_huge_origin_with_a_tiny_cell_size_collapses_quads_but_edges_still_balance()
{
// A large origin combined with a tiny cell size used to erase the float32 precision
// the old geometric fallback needed: vertex positions could round to the same value
// even for non-degenerate quads, making the per-quad cross product an unreliable
// orientation source. Orientation no longer reads positions at all, so this must
// balance regardless.
var samples = Sphere(64);
var mesh = CultGeometrySurfaceNets.Extract(samples, origin: new CultVec3(1e4f, 1e4f, 1e4f), cellSize: 0.001f);
mesh.QuadCount.Should().BeGreaterThan(0);
AssertEdgeDirectionsBalance(mesh);
}
[Test]
public void An_octahedron_field_sampled_exactly_at_the_isovalue_collapses_quads_but_edges_still_balance()
{
// An L1-distance ("octahedron") field with the radius chosen to land exactly on
// several lattice points: those quads collapse just like the single-sample case. A
// one-sample uniform-outside margin (same as the checkerboard fixture elsewhere in
// this file) keeps every crossing edge's four surrounding cells in range, so an
// open-boundary artifact can't masquerade as an orientation imbalance.
var samples = new float[5, 5, 5];
for (var x = 0; x < 5; x++)
for (var y = 0; y < 5; y++)
for (var z = 0; z < 5; z++)
{
var interior = x is >= 1 and <= 3 && y is >= 1 and <= 3 && z is >= 1 and <= 3;
samples[x, y, z] = interior ? Math.Abs(x - 2) + Math.Abs(y - 2) + Math.Abs(z - 2) - 1f : 5f;
}
var mesh = CultGeometrySurfaceNets.Extract(samples);
mesh.QuadCount.Should().BeGreaterThan(0);
AssertEdgeDirectionsBalance(mesh);
}
[Test]
public void A_field_within_a_tiny_tolerance_of_the_isovalue_collapses_quads_but_edges_still_balance()
{
// A sphere field scaled down by 1e-9 so most non-boundary values sit within 1e-8 of
// the isovalue without changing which side of it they are on (scaling preserves sign).
var samples = Sphere(10);
for (var x = 0; x < 10; x++)
for (var y = 0; y < 10; y++)
for (var z = 0; z < 10; z++) samples[x, y, z] *= 1e-9f;
var mesh = CultGeometrySurfaceNets.Extract(samples);
mesh.QuadCount.Should().BeGreaterThan(0);
AssertEdgeDirectionsBalance(mesh);
}
[Test]
@ -308,6 +551,17 @@ namespace GameCult.Geometry.Tests
(edge == new CultGeometryGridEdge(1, 2, 3, 1)).Should().BeFalse();
}
[Test]
public void Grid_edge_inequality_is_the_negation_of_equality()
{
// != has no caller of its own; it exists only because C# requires it whenever == is
// defined (CS0216). This is its only direct test.
var edge = new CultGeometryGridEdge(1, 2, 3, 0);
(edge != new CultGeometryGridEdge(1, 2, 3, 0)).Should().BeFalse();
(edge != new CultGeometryGridEdge(9, 2, 3, 0)).Should().BeTrue();
}
[Test]
public void Grid_edge_to_string_names_its_coordinates_and_axis()
{
@ -345,6 +599,19 @@ namespace GameCult.Geometry.Tests
act.Should().Throw<ArgumentOutOfRangeException>();
}
[TestCase(float.NegativeInfinity)]
[TestCase(float.PositiveInfinity)]
[TestCase(float.NaN)]
public void A_non_finite_sample_is_rejected(float nonFiniteValue)
{
var samples = new float[2, 2, 2];
samples[0, 0, 0] = nonFiniteValue;
Action act = () => CultGeometrySurfaceNets.Extract(samples);
act.Should().Throw<ArgumentException>();
}
private static float[,,] SingleInsideSample(int sizeX, int sizeY, int sizeZ, int ix, int iy, int iz, float insideValue)
{
var samples = new float[sizeX, sizeY, sizeZ];
@ -424,5 +691,64 @@ namespace GameCult.Geometry.Tests
var offset = (int)index * 3;
return new CultVec3(positions[offset], positions[offset + 1], positions[offset + 2]);
}
// Hand-derived (double precision, independent of Interpolate) expected position for a
// single-inside-corner-at-origin fixture where every one of the three crossing edges has
// the same firstValue/secondValue pair.
private static float HandDerivedSingleCornerVertex(float insideValue, float outsideValue)
{
double first = insideValue;
double second = outsideValue;
var amount = (0d - first) / (second - first);
return (float)(amount / 3d);
}
private static void AssertQuadCorners(CultGeometryQuadMesh mesh, CultGeometryGridEdge edge, CultVec3[] expected)
{
var quadIndex = Array.IndexOf(mesh.QuadEdges, edge);
quadIndex.Should().BeGreaterThanOrEqualTo(0, $"a quad for edge {edge} should exist");
var baseIndex = quadIndex * 4;
for (var i = 0; i < 4; i++)
{
Position(mesh.Positions, mesh.Quads[baseIndex + i]).Should().Be(expected[i],
$"corner {i} of the quad for edge {edge} should be {expected[i]}");
}
}
// Every shared undirected edge of a welded quad mesh must be traversed in opposite
// directions by the quads that share it (net zero over a<b vs b<a traversals), whether it
// is shared by two quads (the ordinary manifold case) or four (an ambiguous/ degenerate
// crossing). Coincident-vertex (zero-length) quad edges from a fully collapsed quad are
// not real shared edges and are excluded.
private static void AssertEdgeDirectionsBalance(CultGeometryQuadMesh mesh)
{
var net = new Dictionary<(uint, uint), int>();
for (var quad = 0; quad < mesh.QuadCount; quad++)
{
var baseIndex = quad * 4;
var indices = new[]
{
mesh.Quads[baseIndex],
mesh.Quads[baseIndex + 1],
mesh.Quads[baseIndex + 2],
mesh.Quads[baseIndex + 3],
};
for (var edge = 0; edge < 4; edge++)
{
var a = indices[edge];
var b = indices[(edge + 1) % 4];
if (a == b) continue;
var key = a < b ? (a, b) : (b, a);
var sign = a < b ? 1 : -1;
net[key] = net.GetValueOrDefault(key) + sign;
}
}
net.Values.Should().OnlyContain(value => value == 0,
"every shared undirected edge should be traversed in opposite directions by its quads");
}
}
}