fix(game): render terrain without placed object meshes
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Valentin Popov committed 2026-11-01 10:15:17 +04:00
1 parent 1c3b977556
commit 9533c1a927
2 files changed
+34 -4

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+29 -4
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@@ -131,7 +131,6 @@ fn run(args: &[String]) -> Result<String, String> {
.ok_or_else(|| "mission terrain is unavailable after loading".to_string())?; .ok_or_else(|| "mission terrain is unavailable after loading".to_string())?;
let roots = loaded_mission_object_drafts(&engine) let roots = loaded_mission_object_drafts(&engine)
.map(|drafts| &drafts[..args.preview_roots.get().min(drafts.len())]) .map(|drafts| &drafts[..args.preview_roots.get().min(drafts.len())])
.filter(|roots| !roots.is_empty())
.ok_or_else(|| { .ok_or_else(|| {
"selected mission object drafts are unavailable after loading".to_string() "selected mission object drafts are unavailable after loading".to_string()
})?; })?;
@@ -8564,9 +8563,6 @@ fn static_preview_mesh_and_materials(
dynamic_component_geometry_by_object.push(dynamic_component_geometry); dynamic_component_geometry_by_object.push(dynamic_component_geometry);
control_animation_instances_by_object.push(control_animation_instances); control_animation_instances_by_object.push(control_animation_instances);
} }
if mesh_components == 0 {
return Err("selected static preview roots have no mesh-backed visual".to_string());
}
let free_camera = if legacy_camera.is_none() { let free_camera = if legacy_camera.is_none() {
Some(FreeFlightCamera::from_mesh_and_terrain(&mesh, terrain)?) Some(FreeFlightCamera::from_mesh_and_terrain(&mesh, terrain)?)
} else { } else {
@@ -13165,6 +13161,35 @@ mod tests {
assert_eq!(environment_missions, expected_missions); assert_eq!(environment_missions, expected_missions);
} }
#[test]
#[ignore = "requires installed GOG resources; set FPARKAN_GAME_ROOT"]
fn gog_static_preview_accepts_terrain_without_placed_objects() {
let root = std::env::var_os("FPARKAN_GAME_ROOT")
.map(PathBuf::from)
.unwrap_or_else(|| PathBuf::from(r"C:\GOG Games\Parkan - Iron Strategy"));
let path = "DATA/MAPS/41/Land.msh";
let bytes = std::fs::read(root.join(path)).expect("original map mesh");
let document = fparkan_assets::decode_nres_payload(Arc::from(bytes)).unwrap();
let land = fparkan_terrain_format::decode_land_msh(&document).unwrap();
let terrain = TerrainWorld::from_land_msh(&land).unwrap();
let preview = static_preview_mesh_and_materials(
&MissionAssets::default(),
&terrain,
&[],
None,
None,
None,
&root,
path,
)
.expect("terrain is a complete scene without object meshes");
assert_eq!(preview.mesh_components, 0);
assert_eq!(preview.terrain_components, 1);
assert!(!preview.mesh.vertices.is_empty());
assert!(!preview.mesh.indices.is_empty());
assert!(!preview.materials.is_empty());
}
#[test] #[test]
#[ignore = "requires installed GOG resources; set FPARKAN_GAME_ROOT"] #[ignore = "requires installed GOG resources; set FPARKAN_GAME_ROOT"]
fn gog_terrain_detail_uses_multitexture_animation_block() { fn gog_terrain_detail_uses_multitexture_animation_block() {
+5
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@@ -6,6 +6,11 @@
## Порядок кадра ## Порядок кадра
Сам рельеф образует полноценную графическую сцену: список размещённых объектов
может быть пустым. Наличие MSH-компонентов объектов не является условием
отрисовки карты. Проверочные TMA без объектов позволяют отдельно загружать
карты ресурсов, для которых в установленной игре нет штатной миссии.
```text ```text
системные сообщения и ввод системные сообщения и ввод
-> расчёт симуляции -> расчёт симуляции