perf(scene): multi-resolution mesh LOD (Phase 3.4)

ACIS SAT entities (Solid3D / Region / Body) were tessellated at one
fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless
of how far they were from the camera. Distant solids paid the full
triangle bill for fragments that mostly resolved to sub-pixel size.

Generate three pre-built LODs per entity at load time:

  * LOD 0 (HIGH)  — 48/32/16 segments. Use above 200 px projected diag.
  * LOD 1 (MID)   — 24/16/8.  Use 50–200 px.
  * LOD 2 (LOW)   — 12/8/4.   Use below 50 px.

Tessellation cost is paid 3× on load (cheap — typical files have few
solids). Render picks per-frame via `compute_mesh_lod` from each mesh's
`world_aabb` projected diagonal. When a level is missing (e.g. a solid
entity that only emits LOD 0), the selector walks down to the nearest
available slot.

API ripples:
  * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`,
    `tess_sphere_face`, `tess_torus_face`.
  * `tessellate_solid3d / _region / _body` now return `MeshLodSet`.
  * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single`
    constructor so interactive truck-based commands (BOX/CYLINDER/etc.)
    that only generate one tessellation stay one-line.
  * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and
    a `mesh_lod_levels` per-frame index vector.
  * STL/STEP export pulls slot 0 explicitly so the on-disk geometry
    isn't downgraded by the view-dependent ladder.

Background-thread lazy generation (per the roadmap) is deferred — the
synchronous eager build is fine for typical CAD files. Switch to a
queue + background tessellator when files with hundreds of solids
become a load-time bottleneck.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-05-15 23:30:13 +03:00
commit 8c08ae104a
8 changed files with 321 additions and 59 deletions

View file

@ -20,18 +20,54 @@ use acadrust::entities::acis::{
};
use acadrust::entities::{Body, Region, Solid3D};
use crate::scene::mesh_model::MeshModel;
use crate::scene::mesh_model::{MeshLodSet, MeshModel};
// Number of arc segments per full circle for curved surface sampling.
const CIRC_SEGS: usize = 48;
// Grid resolution for sphere / torus latitude / longitude subdivision.
const GRID_U: usize = 32;
const GRID_V: usize = 16;
/// Per-LOD sampling density. Higher values = finer mesh = more triangles.
#[derive(Copy, Clone, Debug)]
pub struct LodConfig {
/// Arc segments per full circle for curved-surface sampling.
pub circ_segs: usize,
/// Longitudinal grid count for sphere / torus surfaces.
pub grid_u: usize,
/// Latitudinal grid count for sphere / torus surfaces.
pub grid_v: usize,
}
impl LodConfig {
/// LOD 0 — full resolution. The pre-Phase-3.4 baseline.
pub const HIGH: LodConfig = LodConfig {
circ_segs: 48,
grid_u: 32,
grid_v: 16,
};
/// LOD 1 — half-resolution. Use between ~50–200 px projected diagonal.
pub const MID: LodConfig = LodConfig {
circ_segs: 24,
grid_u: 16,
grid_v: 8,
};
/// LOD 2 — quarter-resolution. Use below ~50 px.
pub const LOW: LodConfig = LodConfig {
circ_segs: 12,
grid_u: 8,
grid_v: 4,
};
/// Returns the three LOD configs in `[high, mid, low]` order — matches
/// the `MeshLodSet::lods` slot ordering.
pub const fn all() -> [LodConfig; 3] {
[Self::HIGH, Self::MID, Self::LOW]
}
}
// ── Public entry point ────────────────────────────────────────────────────────
/// Tessellate a SAT document into mesh buffers — shared by all ACIS entities.
fn tessellate_sat(sat: &SatDocument, name: String, color: [f32; 4]) -> Option<MeshModel> {
fn tessellate_sat(
sat: &SatDocument,
name: String,
color: [f32; 4],
lod: LodConfig,
) -> Option<MeshModel> {
let mut verts: Vec<[f32; 3]> = Vec::new();
let mut normals: Vec<[f32; 3]> = Vec::new();
let mut indices: Vec<u32> = Vec::new();
@ -49,17 +85,17 @@ fn tessellate_sat(sat: &SatDocument, name: String, color: [f32; 4]) -> Option<Me
}
"cone-surface" => {
if let Some(cone) = SatConeSurface::from_record(surf_rec) {
tess_cone_face(sat, &face, &cone, &mut verts, &mut normals, &mut indices);
tess_cone_face(sat, &face, &cone, lod, &mut verts, &mut normals, &mut indices);
}
}
"sphere-surface" => {
if let Some(sphere) = SatSphereSurface::from_record(surf_rec) {
tess_sphere_face(&sphere, &mut verts, &mut normals, &mut indices);
tess_sphere_face(&sphere, lod, &mut verts, &mut normals, &mut indices);
}
}
"torus-surface" => {
if let Some(torus) = SatTorusSurface::from_record(surf_rec) {
tess_torus_face(&torus, &mut verts, &mut normals, &mut indices);
tess_torus_face(&torus, lod, &mut verts, &mut normals, &mut indices);
}
}
_ => {}
@ -78,6 +114,46 @@ fn tessellate_sat(sat: &SatDocument, name: String, color: [f32; 4]) -> Option<Me
})
}
/// Tessellate a SAT document at all three LODs and bundle them into a
/// `MeshLodSet` ready for the render pipeline to pick a level per frame.
fn tessellate_sat_lods(
sat: &SatDocument,
name: String,
color: [f32; 4],
) -> Option<MeshLodSet> {
let configs = LodConfig::all();
let mut lods: Vec<MeshModel> = Vec::with_capacity(3);
for lod in configs {
if let Some(m) = tessellate_sat(sat, name.clone(), color, lod) {
lods.push(m);
}
}
if lods.is_empty() {
return None;
}
let world_aabb = mesh_aabb(&lods[0]);
Some(MeshLodSet { lods, world_aabb })
}
/// World-XY AABB of the mesh — used by the render-pipeline LOD selector
/// to pick a level based on projected pixel diagonal.
fn mesh_aabb(mesh: &MeshModel) -> [f32; 4] {
let mut min_x = f32::INFINITY;
let mut min_y = f32::INFINITY;
let mut max_x = f32::NEG_INFINITY;
let mut max_y = f32::NEG_INFINITY;
for &[x, y, _] in &mesh.verts {
if !x.is_finite() || !y.is_finite() {
continue;
}
if x < min_x { min_x = x; }
if y < min_y { min_y = y; }
if x > max_x { max_x = x; }
if y > max_y { max_y = y; }
}
[min_x, min_y, max_x, max_y]
}
fn parse_acis(
sat_fn: impl FnOnce() -> Option<SatDocument>,
is_binary: bool,
@ -92,40 +168,40 @@ fn parse_acis(
None
}
/// Tessellate a `Region` entity (2D planar ACIS body) into a `MeshModel`.
pub fn tessellate_region(region: &Region, color: [f32; 4]) -> Option<MeshModel> {
/// Tessellate a `Region` entity (2D planar ACIS body) at all three LOD levels.
pub fn tessellate_region(region: &Region, color: [f32; 4]) -> Option<MeshLodSet> {
let sat = parse_acis(
|| region.parse_sat(),
region.acis_data.is_binary,
&region.acis_data.sab_data,
)?;
let name = region.common.handle.value().to_string();
tessellate_sat(&sat, name, color)
tessellate_sat_lods(&sat, name, color)
}
/// Tessellate a `Body` entity (3D ACIS body) into a `MeshModel`.
pub fn tessellate_body(body: &Body, color: [f32; 4]) -> Option<MeshModel> {
/// Tessellate a `Body` entity (3D ACIS body) at all three LOD levels.
pub fn tessellate_body(body: &Body, color: [f32; 4]) -> Option<MeshLodSet> {
let sat = parse_acis(
|| body.parse_sat(),
body.acis_data.is_binary,
&body.acis_data.sab_data,
)?;
let name = body.common.handle.value().to_string();
tessellate_sat(&sat, name, color)
tessellate_sat_lods(&sat, name, color)
}
/// Tessellate a `Solid3D` entity into a GPU-ready `MeshModel`.
/// Tessellate a `Solid3D` entity at all three LOD levels.
///
/// Returns `None` when the entity has no parseable SAT data or produces no
/// triangles (e.g. the solid uses only unsupported surface types).
pub fn tessellate_solid3d(solid: &Solid3D, color: [f32; 4]) -> Option<MeshModel> {
pub fn tessellate_solid3d(solid: &Solid3D, color: [f32; 4]) -> Option<MeshLodSet> {
let sat = parse_acis(
|| solid.parse_sat(),
solid.acis_data.is_binary,
&solid.acis_data.sab_data,
)?;
let name = solid.common.handle.value().to_string();
tessellate_sat(&sat, name, color)
tessellate_sat_lods(&sat, name, color)
}
// ── Topology helpers ──────────────────────────────────────────────────────────
@ -262,6 +338,7 @@ fn tess_cone_face(
sat: &SatDocument,
face: &SatFace,
cone: &SatConeSurface,
lod: LodConfig,
verts: &mut Vec<[f32; 3]>,
normals: &mut Vec<[f32; 3]>,
indices: &mut Vec<u32>,
@ -285,8 +362,8 @@ fn tess_cone_face(
let (h_min, h_max, theta_min, theta_max, full_circle) =
angular_range(cx, cy, cz, axis, u_dir, v_dir, &poly);
let segs_u = CIRC_SEGS;
let segs_v = segs_u / 4; // height subdivisions
let segs_u = lod.circ_segs;
let segs_v = (segs_u / 4).max(1); // height subdivisions
let theta_span = if full_circle {
TAU
@ -416,6 +493,7 @@ fn angular_range(
fn tess_sphere_face(
sphere: &SatSphereSurface,
lod: LodConfig,
verts: &mut Vec<[f32; 3]>,
normals: &mut Vec<[f32; 3]>,
indices: &mut Vec<u32>,
@ -428,8 +506,8 @@ fn tess_sphere_face(
let u_dir = norm3([ux, uy, uz]);
let v_dir = cross3(pole, u_dir);
let nu = GRID_U;
let nv = GRID_V;
let nu = lod.grid_u.max(3);
let nv = lod.grid_v.max(2);
for j in 0..nv {
let phi0 = std::f64::consts::PI * (j as f64 / nv as f64); // 0..π
@ -481,6 +559,7 @@ fn sphere_dir(pole: [f64; 3], u_dir: [f64; 3], v_dir: [f64; 3], theta: f64, phi:
fn tess_torus_face(
torus: &SatTorusSurface,
lod: LodConfig,
verts: &mut Vec<[f32; 3]>,
normals: &mut Vec<[f32; 3]>,
indices: &mut Vec<u32>,
@ -494,8 +573,8 @@ fn tess_torus_face(
let major_r = torus.major_radius();
let minor_r = torus.minor_radius();
let nu = GRID_U; // around the tube
let nv = GRID_V; // around the torus
let nu = lod.grid_u.max(3); // around the tube
let nv = lod.grid_v.max(3); // around the torus
for j in 0..nv {
let phi0 = TAU * (j as f64 / nv as f64);