draco-core 1.0.2

Pure Rust core encoder and decoder for Draco geometry compression
Documentation
use draco_core::decoder_buffer::DecoderBuffer;
use draco_core::draco_types::DataType;
use draco_core::encoder_buffer::EncoderBuffer;
use draco_core::encoder_options::EncoderOptions;
use draco_core::geometry_attribute::{GeometryAttributeType, PointAttribute};
use draco_core::geometry_indices::{FaceIndex, PointIndex};
use draco_core::mesh::Mesh;
use draco_core::mesh_decoder::MeshDecoder;
use draco_core::mesh_encoder::MeshEncoder;

#[test]
fn test_mesh_encode_decode() {
    let mut mesh = Mesh::new();
    let mut pos_att = PointAttribute::new();

    let num_points = 4;
    pos_att.init(
        GeometryAttributeType::Position,
        3,
        DataType::Float32,
        false,
        num_points,
    );

    // A simple quad (2 triangles)
    // 0 --- 1
    // | \   |
    // |  \  |
    // 3 --- 2
    let positions: [f32; 12] = [
        0.0, 0.0, 0.0, // 0
        1.0, 0.0, 0.0, // 1
        1.0, 1.0, 0.0, // 2
        0.0, 1.0, 0.0, // 3
    ];

    let buffer = pos_att.buffer_mut();
    for i in 0..num_points {
        let bytes = [
            positions[i * 3].to_le_bytes(),
            positions[i * 3 + 1].to_le_bytes(),
            positions[i * 3 + 2].to_le_bytes(),
        ]
        .concat();
        buffer.write(i * 12, &bytes);
    }

    mesh.add_attribute(pos_att);

    // Faces
    mesh.set_num_faces(2);
    mesh.set_face(FaceIndex(0), [PointIndex(0), PointIndex(1), PointIndex(2)]);
    mesh.set_face(FaceIndex(1), [PointIndex(0), PointIndex(2), PointIndex(3)]);

    // Encode
    let mut encoder = MeshEncoder::new();
    encoder.set_mesh(mesh);

    let mut options = EncoderOptions::new();
    // Use default Edgebreaker encoding (C++ compatible)
    options.set_attribute_int(0, "quantization_bits", 10);

    let mut enc_buffer = EncoderBuffer::new();
    let status = encoder.encode(&options, &mut enc_buffer);
    assert!(status.is_ok(), "Encoding failed: {:?}", status.err());

    // Decode
    let mut dec_buffer = DecoderBuffer::new(enc_buffer.data());
    let mut decoded_mesh = Mesh::new();
    let mut decoder = MeshDecoder::new();
    let status = decoder.decode(&mut dec_buffer, &mut decoded_mesh);
    assert!(status.is_ok(), "Decoding failed: {:?}", status.err());

    assert_eq!(decoded_mesh.num_faces(), 2);
    assert_eq!(decoded_mesh.num_points(), 4);

    // Note: Edgebreaker encoding reorders vertices based on traversal order,
    // so we cannot check exact face indices. Instead, we verify that:
    // 1. The mesh has the right number of faces and vertices
    // 2. The decoded positions match the original (within quantization error)

    // Check attributes
    let decoded_att = decoded_mesh.attribute(0);
    assert_eq!(
        decoded_att.attribute_type(),
        GeometryAttributeType::Position
    );

    // Helper to read position at index
    let read_pos = |idx: usize| -> [f32; 3] {
        let decoded_buffer = decoded_att.buffer();
        let mut bytes = [0u8; 12];
        decoded_buffer.read(idx * 12, &mut bytes);
        [
            f32::from_le_bytes(bytes[0..4].try_into().unwrap()),
            f32::from_le_bytes(bytes[4..8].try_into().unwrap()),
            f32::from_le_bytes(bytes[8..12].try_into().unwrap()),
        ]
    };

    // Collect all decoded positions
    let decoded_positions: Vec<[f32; 3]> = (0..num_points).map(read_pos).collect();

    // Check that all original positions exist in decoded (within tolerance)
    let original_positions: Vec<[f32; 3]> = (0..num_points)
        .map(|i| [positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]])
        .collect();

    for orig in &original_positions {
        let found = decoded_positions.iter().any(|dec| {
            (dec[0] - orig[0]).abs() < 0.01
                && (dec[1] - orig[1]).abs() < 0.01
                && (dec[2] - orig[2]).abs() < 0.01
        });
        assert!(
            found,
            "Original position {:?} not found in decoded mesh",
            orig
        );
    }
}