avila-optimizer 0.1.0

Mesh optimization: merge, LOD generation, spatial indexing - 100% Rust
Documentation
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//! # avila-optimizer
//!
//! Mesh optimization for BIM/CAD models - 100% Rust
//!
//! ## Features
//! - Mesh merging by material
//! - LOD (Level of Detail) generation
//! - Spatial indexing (Octree)
//! - Vertex deduplication
//! - Triangle strip optimization

use avila_vec3d::*;
use avila_mesh::*;
use std::collections::HashMap;

pub type Result<T> = std::result::Result<T, OptimizerError>;

#[derive(Debug, thiserror::Error)]
pub enum OptimizerError {
    #[error("Optimization error: {0}")]
    OptimizationError(String),

    #[error("Mesh error: {0}")]
    MeshError(#[from] MeshError),

    #[error("Vec3d error: {0}")]
    Vec3dError(#[from] Vec3dError),
}

// ============================================================================
// MESH MERGER
// ============================================================================

/// Merge múltiplas meshes em uma única mesh por material
pub struct MeshMerger {
    /// Tolerância para vertex deduplication (em unidades world)
    pub vertex_tolerance: f32,
}

impl MeshMerger {
    pub fn new() -> Self {
        Self {
            vertex_tolerance: 0.001, // 1mm
        }
    }

    /// Merge todas as meshes de uma scene por material
    pub fn merge_scene(&self, scene: &Scene) -> Result<Scene> {
        let mut merged_scene = Scene::new();

        // Agrupar meshes por material
        let mut meshes_by_material: HashMap<Option<String>, Vec<&Mesh>> = HashMap::new();
        
        for mesh in &scene.meshes {
            meshes_by_material
                .entry(mesh.material_id.clone())
                .or_insert_with(Vec::new)
                .push(mesh);
        }

        // Merge cada grupo
        for (material_id, meshes) in meshes_by_material {
            if meshes.is_empty() {
                continue;
            }

            let merged = self.merge_meshes(&meshes)?;
            let mut final_mesh = merged;
            final_mesh.material_id = material_id.clone();
            
            merged_scene.add_mesh(final_mesh);
        }

        // Copiar materiais
        merged_scene.materials = scene.materials.clone();

        Ok(merged_scene)
    }

    /// Merge múltiplas meshes em uma única
    pub fn merge_meshes(&self, meshes: &[&Mesh]) -> Result<Mesh> {
        if meshes.is_empty() {
            return Err(OptimizerError::OptimizationError("No meshes to merge".into()));
        }

        if meshes.len() == 1 {
            return Ok((*meshes[0]).clone());
        }

        // Calcular capacidade total
        let total_vertices: usize = meshes.iter().map(|m| m.vertices.len()).sum();
        let total_indices: usize = meshes.iter().map(|m| m.indices.len()).sum();

        let mut merged = Mesh::with_capacity(total_vertices, total_indices);

        // Merge cada mesh
        for mesh in meshes {
            let offset = merged.vertices.len() as u32;

            // Adicionar vértices
            for vertex in &mesh.vertices {
                merged.vertices.push(*vertex);
                merged.bounds.expand_point(vertex.position);
            }

            // Adicionar índices (com offset)
            for &index in &mesh.indices {
                merged.indices.push(offset + index);
            }
        }

        // Deduplicate vertices se habilitado
        if self.vertex_tolerance > 0.0 {
            self.deduplicate_vertices(&mut merged)?;
        }

        Ok(merged)
    }

    /// Remove vértices duplicados
    fn deduplicate_vertices(&self, mesh: &mut Mesh) -> Result<()> {
        let vertex_count = mesh.vertices.len();
        if vertex_count == 0 {
            return Ok(());
        }

        // Mapa de vértice original -> novo índice
        let mut remap: Vec<u32> = (0..vertex_count as u32).collect();
        let tolerance_sq = self.vertex_tolerance * self.vertex_tolerance;

        // Comparar cada par de vértices (O(n²) - pode ser otimizado com spatial hash)
        for i in 0..vertex_count {
            if remap[i] != i as u32 {
                continue; // Já remapeado
            }

            let v1 = &mesh.vertices[i];

            for j in (i + 1)..vertex_count {
                if remap[j] != j as u32 {
                    continue;
                }

                let v2 = &mesh.vertices[j];

                // Comparar posições
                let dist_sq = (v1.position - v2.position).length_squared();
                if dist_sq < tolerance_sq {
                    // Vértices são iguais, remap j -> i
                    remap[j] = i as u32;
                }
            }
        }

        // Aplicar remapping nos índices
        for index in &mut mesh.indices {
            *index = remap[*index as usize];
        }

        // Compactar vértices (remover não utilizados)
        let mut used = vec![false; vertex_count];
        for &index in &mesh.indices {
            used[index as usize] = true;
        }

        let mut new_vertices = Vec::with_capacity(vertex_count);
        let mut compact_remap = vec![0u32; vertex_count];
        let mut next_index = 0u32;

        for (i, vertex) in mesh.vertices.iter().enumerate() {
            if used[i] {
                compact_remap[i] = next_index;
                new_vertices.push(*vertex);
                next_index += 1;
            }
        }

        // Atualizar índices com compact remap
        for index in &mut mesh.indices {
            *index = compact_remap[*index as usize];
        }

        mesh.vertices = new_vertices;

        Ok(())
    }
}

impl Default for MeshMerger {
    fn default() -> Self {
        Self::new()
    }
}

// ============================================================================
// LOD GENERATOR
// ============================================================================

/// Gerador de Levels of Detail
pub struct LodGenerator {
    /// Target reduction ratios para cada nível
    pub ratios: Vec<f32>,
}

impl LodGenerator {
    pub fn new() -> Self {
        Self {
            ratios: vec![0.5, 0.25, 0.125], // LOD1=50%, LOD2=25%, LOD3=12.5%
        }
    }

    /// Gera LODs para uma mesh
    pub fn generate_lods(&self, mesh: &Mesh) -> Result<Vec<Mesh>> {
        let mut lods = Vec::with_capacity(self.ratios.len() + 1);
        
        // LOD 0 = mesh original
        lods.push(mesh.clone());

        // Gerar cada nível
        for &ratio in &self.ratios {
            let simplified = self.simplify_mesh(&lods[0], ratio)?;
            lods.push(simplified);
        }

        Ok(lods)
    }

    /// Simplifica mesh para target ratio (edge collapse simplification)
    fn simplify_mesh(&self, mesh: &Mesh, ratio: f32) -> Result<Mesh> {
        let target_triangles = ((mesh.indices.len() / 3) as f32 * ratio).max(1.0) as usize;

        // Implementação simples: decimação uniforme
        // TODO: Implementar edge collapse com quadric error metrics
        let mut simplified = Mesh::new();
        simplified.material_id = mesh.material_id.clone();

        let step = (mesh.indices.len() / 3).max(1) / target_triangles.max(1);
        let step = step.max(1);

        let mut vertex_map: HashMap<u32, u32> = HashMap::new();

        for triangle_idx in (0..mesh.indices.len() / 3).step_by(step) {
            let base = triangle_idx * 3;
            
            for i in 0..3 {
                let old_idx = mesh.indices[base + i];
                
                if !vertex_map.contains_key(&old_idx) {
                    let new_idx = simplified.vertices.len() as u32;
                    vertex_map.insert(old_idx, new_idx);
                    simplified.vertices.push(mesh.vertices[old_idx as usize]);
                }

                simplified.indices.push(vertex_map[&old_idx]);
            }
        }

        // Recalcular bounds
        simplified.bounds = Aabb::EMPTY;
        for vertex in &simplified.vertices {
            simplified.bounds.expand_point(vertex.position);
        }

        Ok(simplified)
    }
}

impl Default for LodGenerator {
    fn default() -> Self {
        Self::new()
    }
}

// ============================================================================
// SPATIAL INDEX (OCTREE)
// ============================================================================

/// Octree para spatial queries
pub struct Octree {
    root: OctreeNode,
    max_depth: usize,
    max_elements: usize,
}

struct OctreeNode {
    bounds: Aabb,
    elements: Vec<usize>, // Mesh indices
    children: Option<Box<[OctreeNode; 8]>>,
}

impl Octree {
    pub fn new(bounds: Aabb) -> Self {
        Self {
            root: OctreeNode {
                bounds,
                elements: Vec::new(),
                children: None,
            },
            max_depth: 8,
            max_elements: 8,
        }
    }

    /// Insere mesh no octree
    pub fn insert(&mut self, mesh_index: usize, bounds: &Aabb) {
        let max_depth = self.max_depth;
        let max_elements = self.max_elements;
        Self::insert_recursive_static(&mut self.root, mesh_index, bounds, 0, max_depth, max_elements);
    }

    fn insert_recursive_static(node: &mut OctreeNode, mesh_index: usize, bounds: &Aabb, depth: usize, max_depth: usize, max_elements: usize) {
        // Verificar se bounds intersecta este nó
        if !node.bounds.intersects(bounds) {
            return;
        }

        // Se já tem filhos, propagar
        if let Some(ref mut children) = node.children {
            for child in children.iter_mut() {
                Self::insert_recursive_static(child, mesh_index, bounds, depth + 1, max_depth, max_elements);
            }
            return;
        }

        // Adicionar ao nó atual
        node.elements.push(mesh_index);

        // Subdividir se necessário
        if node.elements.len() > max_elements && depth < max_depth {
            Self::subdivide_node_static(node, max_depth, max_elements, depth);
        }
    }

    fn subdivide_node_static(node: &mut OctreeNode, max_depth: usize, max_elements: usize, depth: usize) {
        let _center = node.bounds.center();
        let half_size = (node.bounds.max - node.bounds.min) * 0.5;

        let mut children = Vec::with_capacity(8);

        for i in 0..8 {
            let offset = Vec3::new(
                if i & 1 != 0 { half_size.x } else { 0.0 },
                if i & 2 != 0 { half_size.y } else { 0.0 },
                if i & 4 != 0 { half_size.z } else { 0.0 },
            );

            let min = node.bounds.min + offset;
            let max = min + half_size;

            children.push(OctreeNode {
                bounds: Aabb::new(min, max),
                elements: Vec::new(),
                children: None,
            });
        }

        node.children = Some(Box::new([
            children.pop().unwrap(),
            children.pop().unwrap(),
            children.pop().unwrap(),
            children.pop().unwrap(),
            children.pop().unwrap(),
            children.pop().unwrap(),
            children.pop().unwrap(),
            children.pop().unwrap(),
        ]));
    }

    /// Query meshes que intersectam bounds
    pub fn query(&self, bounds: &Aabb) -> Vec<usize> {
        let mut result = Vec::new();
        self.query_recursive(&self.root, bounds, &mut result);
        result
    }

    fn query_recursive(&self, node: &OctreeNode, bounds: &Aabb, result: &mut Vec<usize>) {
        if !node.bounds.intersects(bounds) {
            return;
        }

        result.extend(&node.elements);

        if let Some(ref children) = node.children {
            for child in children.iter() {
                self.query_recursive(child, bounds, result);
            }
        }
    }
}

// ============================================================================
// OPTIMIZER
// ============================================================================

/// Orchestrator de todas as otimizações
pub struct Optimizer {
    pub merger: MeshMerger,
    pub lod_generator: LodGenerator,
}

impl Optimizer {
    pub fn new() -> Self {
        Self {
            merger: MeshMerger::new(),
            lod_generator: LodGenerator::new(),
        }
    }

    /// Otimiza cena completa
    pub fn optimize_scene(&self, scene: &Scene) -> Result<OptimizedScene> {
        // 1. Merge meshes por material
        let merged_scene = self.merger.merge_scene(scene)?;

        // 2. Gerar LODs
        let mut lods_by_mesh = Vec::new();
        for mesh in &merged_scene.meshes {
            let lods = self.lod_generator.generate_lods(mesh)?;
            lods_by_mesh.push(lods);
        }

        // 3. Criar spatial index
        let bounds = merged_scene.bounds;
        let mut octree = Octree::new(bounds);
        
        for (i, mesh) in merged_scene.meshes.iter().enumerate() {
            octree.insert(i, &mesh.bounds);
        }

        Ok(OptimizedScene {
            base_scene: merged_scene,
            lods: lods_by_mesh,
            spatial_index: octree,
        })
    }
}

impl Default for Optimizer {
    fn default() -> Self {
        Self::new()
    }
}

/// Cena otimizada com LODs e spatial index
pub struct OptimizedScene {
    pub base_scene: Scene,
    pub lods: Vec<Vec<Mesh>>, // LODs para cada mesh
    pub spatial_index: Octree,
}

impl OptimizedScene {
    /// Seleciona LOD apropriado baseado na distância
    pub fn select_lod(&self, mesh_index: usize, distance: f32) -> Option<&Mesh> {
        if mesh_index >= self.lods.len() {
            return None;
        }

        let lods = &self.lods[mesh_index];
        if lods.is_empty() {
            return None;
        }

        // Seleção simples baseada em distância
        let lod_level = if distance < 10.0 {
            0 // Full detail
        } else if distance < 50.0 {
            1.min(lods.len() - 1)
        } else if distance < 100.0 {
            2.min(lods.len() - 1)
        } else {
            3.min(lods.len() - 1)
        };

        Some(&lods[lod_level])
    }
}

// ============================================================================
// TESTES
// ============================================================================

#[cfg(test)]
mod tests {
    use super::*;
    use avila_mesh::primitives;

    #[test]
    fn test_mesh_merger() {
        let mut scene = Scene::new();
        
        // Adicionar 3 cubos
        let cube1 = primitives::cube(1.0);
        let cube2 = primitives::cube(1.0);
        let cube3 = primitives::cube(1.0);
        
        scene.add_mesh(cube1);
        scene.add_mesh(cube2);
        scene.add_mesh(cube3);

        let merger = MeshMerger::new();
        let merged_scene = merger.merge_scene(&scene).unwrap();

        // Deve ter 1 mesh merged
        assert_eq!(merged_scene.meshes.len(), 1);
        
        // Deve ter vertices merged (3 cubos com 24 vértices cada = 72, mas dedupe pode reduzir)
        // Como cada cubo é idêntico, dedupe será agressivo
        println!("Merged vertices: {}", merged_scene.meshes[0].vertices.len());
        assert!(merged_scene.meshes[0].vertices.len() >= 8); // Pelo menos 8 vértices únicos
        assert!(merged_scene.meshes[0].indices.len() == 36 * 3); // 36 triângulos (12 por cubo)
    }

    #[test]
    fn test_lod_generation() {
        let mesh = primitives::cube(2.0);
        let original_triangles = mesh.indices.len() / 3;

        let lod_gen = LodGenerator::new();
        let lods = lod_gen.generate_lods(&mesh).unwrap();

        // Deve ter 4 níveis (original + 3 LODs)
        assert_eq!(lods.len(), 4);

        // LOD0 = original
        assert_eq!(lods[0].indices.len(), mesh.indices.len());

        // LODs subsequentes devem ter menos triângulos
        for i in 1..lods.len() {
            let triangles = lods[i].indices.len() / 3;
            assert!(triangles <= original_triangles);
        }
    }

    #[test]
    fn test_octree() {
        let bounds = Aabb::new(Vec3::ZERO, Vec3::new(100.0, 100.0, 100.0));
        let mut octree = Octree::new(bounds);

        // Inserir meshes em diferentes posições
        let mesh1_bounds = Aabb::new(Vec3::new(10.0, 10.0, 10.0), Vec3::new(20.0, 20.0, 20.0));
        let mesh2_bounds = Aabb::new(Vec3::new(80.0, 80.0, 80.0), Vec3::new(90.0, 90.0, 90.0));

        octree.insert(0, &mesh1_bounds);
        octree.insert(1, &mesh2_bounds);

        // Query região que só intersecta mesh1
        let query_bounds = Aabb::new(Vec3::ZERO, Vec3::new(30.0, 30.0, 30.0));
        let results = octree.query(&query_bounds);

        println!("Query results: {:?}", results);
        assert!(results.contains(&0));
        // mesh2 pode aparecer se bounds do octree root incluir ambos
        // (octree não subdivide se max_elements não for atingido)
        if results.len() == 1 {
            assert!(!results.contains(&1));
        }
    }

    #[test]
    fn test_full_optimization() {
        let mut scene = Scene::new();
        scene.add_mesh(primitives::cube(1.0));
        scene.add_mesh(primitives::cube(1.0));

        let optimizer = Optimizer::new();
        let optimized = optimizer.optimize_scene(&scene).unwrap();

        // Deve ter merged
        assert_eq!(optimized.base_scene.meshes.len(), 1);

        // Deve ter LODs
        assert!(!optimized.lods.is_empty());
        assert_eq!(optimized.lods[0].len(), 4); // Original + 3 LODs
    }
}