forked from 1b-agent/opencadstudio-upstream
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>
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@@ -26,3 +26,50 @@ impl MeshModel {
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pub const WHITE: [f32; 4] = [1.00, 1.00, 1.00, 1.0];
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pub const SELECTED: [f32; 4] = [0.15, 0.55, 1.00, 1.0];
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}
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/// Bundle of mesh tessellations at different sampling densities, picked
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/// per frame by the render pipeline based on the projected pixel size of
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/// `world_aabb`. Phase 3.4 LOD ladder:
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///
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/// | LOD | Source | Use when projected diagonal |
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/// |-----|------------|------------------------------|
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/// | 0 | HIGH | > 200 px |
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/// | 1 | MID (½) | 50–200 px |
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/// | 2 | LOW (¼) | < 50 px |
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///
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/// `lods` holds up to one MeshModel per LOD level (high → low). Empty
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/// slots fall back to the nearest available LOD at render time.
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#[derive(Clone, Debug)]
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pub struct MeshLodSet {
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pub lods: Vec<MeshModel>,
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/// World XY AABB `[min_x, min_y, max_x, max_y]` of the mesh — used
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/// by the per-frame LOD selector to compute the projected pixel
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/// diagonal.
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pub world_aabb: [f32; 4],
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}
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impl MeshLodSet {
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/// Wrap a single MeshModel as a one-LOD set. Used by interactive
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/// commands that only produce one tessellation (e.g. truck-based
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/// BOX/CYLINDER creation). The LOD selector will pick slot 0 for
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/// every zoom level.
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pub fn from_single(mesh: MeshModel) -> Self {
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let mut min_x = f32::INFINITY;
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let mut min_y = f32::INFINITY;
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let mut max_x = f32::NEG_INFINITY;
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let mut max_y = f32::NEG_INFINITY;
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for &[x, y, _] in &mesh.verts {
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if !x.is_finite() || !y.is_finite() {
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continue;
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}
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if x < min_x { min_x = x; }
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if y < min_y { min_y = y; }
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if x > max_x { max_x = x; }
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if y > max_y { max_y = y; }
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}
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Self {
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lods: vec![mesh],
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world_aabb: [min_x, min_y, max_x, max_y],
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}
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}
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}
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