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 SevenandClaude Opus 4.7 committed 2026-05-15 23:30:13 +03:00
1 parent e7675be0bc
commit 8c08ae104a
8 files changed
+321 -59

No files matched your search

+47
View File
@@ -26,3 +26,50 @@ impl MeshModel {
pub const WHITE: [f32; 4] = [1.00, 1.00, 1.00, 1.0];
pub const SELECTED: [f32; 4] = [0.15, 0.55, 1.00, 1.0];
}
/// Bundle of mesh tessellations at different sampling densities, picked
/// per frame by the render pipeline based on the projected pixel size of
/// `world_aabb`. Phase 3.4 LOD ladder:
///
/// | LOD | Source | Use when projected diagonal |
/// |-----|------------|------------------------------|
/// | 0 | HIGH | > 200 px |
/// | 1 | MID (½) | 50–200 px |
/// | 2 | LOW (¼) | < 50 px |
///
/// `lods` holds up to one MeshModel per LOD level (high → low). Empty
/// slots fall back to the nearest available LOD at render time.
#[derive(Clone, Debug)]
pub struct MeshLodSet {
pub lods: Vec<MeshModel>,
/// World XY AABB `[min_x, min_y, max_x, max_y]` of the mesh — used
/// by the per-frame LOD selector to compute the projected pixel
/// diagonal.
pub world_aabb: [f32; 4],
}
impl MeshLodSet {
/// Wrap a single MeshModel as a one-LOD set. Used by interactive
/// commands that only produce one tessellation (e.g. truck-based
/// BOX/CYLINDER creation). The LOD selector will pick slot 0 for
/// every zoom level.
pub fn from_single(mesh: MeshModel) -> Self {
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; }
}
Self {
lods: vec![mesh],
world_aabb: [min_x, min_y, max_x, max_y],
}
}
}