oxihuman-mesh 0.2.1

Mesh processing, topology, and geometry algorithms for OxiHuman
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
// Copyright (C) 2026 COOLJAPAN OU (Team KitaSan)
// SPDX-License-Identifier: Apache-2.0

//! Progressive mesh: greedy edge-collapse LOD sequence.

#![allow(dead_code)]

use std::cmp::Reverse;
use std::collections::{BinaryHeap, HashMap, HashSet};

// ── Public types ─────────────────────────────────────────────────────────────

/// A single edge-collapse event.
#[derive(Debug, Clone)]
pub struct CollapseRecord {
    /// The vertex that was removed.
    pub vertex_removed: u32,
    /// The vertex that `vertex_removed` was merged into.
    pub vertex_target: u32,
    /// Midpoint (position stored for the merged vertex after collapse).
    pub midpoint: [f32; 3],
    /// Approximate QEM proxy error for this collapse.
    pub error: f32,
}

/// A progressive mesh storing the full collapse sequence.
#[derive(Debug, Clone)]
pub struct ProgressiveMesh {
    /// Full-resolution vertex positions (before any collapses).
    pub base_positions: Vec<[f32; 3]>,
    /// Full-resolution triangle index buffer.
    pub base_indices: Vec<u32>,
    /// Collapse records ordered cheapest-first.
    pub collapse_sequence: Vec<CollapseRecord>,
}

/// Configuration for progressive mesh construction.
#[derive(Debug, Clone)]
pub struct ProgressiveMeshConfig {
    /// Stop collapsing when vertex count falls to this value. Default 50.
    pub min_vertices: usize,
    /// Stop collapsing when the error proxy exceeds this. Default f32::MAX.
    pub max_error: f32,
}

impl Default for ProgressiveMeshConfig {
    fn default() -> Self {
        Self {
            min_vertices: 50,
            max_error: f32::MAX,
        }
    }
}

// ── Internal helpers ─────────────────────────────────────────────────────────

fn dist(a: [f32; 3], b: [f32; 3]) -> f32 {
    let d = [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
    (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt()
}

fn midpoint(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
    [
        (a[0] + b[0]) * 0.5,
        (a[1] + b[1]) * 0.5,
        (a[2] + b[2]) * 0.5,
    ]
}

/// Walk union-find with path compression.
fn uf_find(rep: &mut [u32], mut v: u32) -> u32 {
    while rep[v as usize] != v {
        let gp = rep[rep[v as usize] as usize];
        rep[v as usize] = gp;
        v = gp;
    }
    v
}

// ── build_progressive_mesh ───────────────────────────────────────────────────

/// Build a progressive mesh from the given positions and triangle indices.
///
/// Uses greedy shortest-edge collapse, recording each collapse as a
/// [`CollapseRecord`]. Stops when `cfg.min_vertices` or `cfg.max_error` is
/// reached.
pub fn build_progressive_mesh(
    positions: &[[f32; 3]],
    indices: &[u32],
    cfg: &ProgressiveMeshConfig,
) -> ProgressiveMesh {
    let nv = positions.len();
    if nv == 0 || indices.len() < 3 {
        return ProgressiveMesh {
            base_positions: positions.to_vec(),
            base_indices: indices.to_vec(),
            collapse_sequence: vec![],
        };
    }

    // Union-find for vertex merging.
    let mut rep: Vec<u32> = (0..nv as u32).collect();
    // Working positions (mutable copy).
    let mut pos: Vec<[f32; 3]> = positions.to_vec();
    // Working index buffer.
    let mut tris: Vec<u32> = indices.to_vec();
    // Removed faces.
    let n_faces = indices.len() / 3;
    let mut face_dead: Vec<bool> = vec![false; n_faces];
    let mut active_verts = nv;
    let mut collapse_sequence: Vec<CollapseRecord> = Vec::new();

    // Heap: (Reverse<error_bits>, v_remove, v_target)
    // We use f32::to_bits for heap ordering.
    let mut heap: BinaryHeap<(Reverse<u32>, u32, u32)> = BinaryHeap::new();

    // Seed heap with all edges.
    {
        let mut seen: HashSet<(u32, u32)> = HashSet::new();
        for tri in tris.chunks_exact(3) {
            let (a, b, c) = (tri[0], tri[1], tri[2]);
            for &(ea, eb) in &[(a, b), (b, c), (a, c)] {
                let key = (ea.min(eb), ea.max(eb));
                if seen.insert(key) {
                    let err = dist(pos[key.0 as usize], pos[key.1 as usize]);
                    heap.push((Reverse(err.to_bits()), key.0, key.1));
                }
            }
        }
    }

    // Track which vertices are still active.
    let mut is_active: Vec<bool> = vec![true; nv];

    while active_verts > cfg.min_vertices.max(1) {
        let (Reverse(err_bits), v0_raw, v1_raw) = match heap.pop() {
            Some(e) => e,
            None => break,
        };
        let err = f32::from_bits(err_bits);
        if err > cfg.max_error {
            break;
        }

        let vr = uf_find(&mut rep, v0_raw);
        let vt = uf_find(&mut rep, v1_raw);
        if vr == vt {
            // Already merged, stale entry.
            continue;
        }
        // Skip if either endpoint already removed.
        if !is_active[vr as usize] || !is_active[vt as usize] {
            continue;
        }

        // Perform collapse: remove vr, keep vt.
        let mid = midpoint(pos[vr as usize], pos[vt as usize]);
        pos[vt as usize] = mid;
        rep[vr as usize] = vt;
        is_active[vr as usize] = false;
        active_verts -= 1;

        collapse_sequence.push(CollapseRecord {
            vertex_removed: vr,
            vertex_target: vt,
            midpoint: mid,
            error: err,
        });

        // Update triangles: replace vr with vt; kill degenerate faces.
        for (fi, dead) in face_dead.iter_mut().enumerate() {
            if *dead {
                continue;
            }
            let base = fi * 3;
            for k in 0..3 {
                let rv = uf_find(&mut rep, tris[base + k]);
                if rv != tris[base + k] {
                    tris[base + k] = rv;
                }
            }
            if tris[base] == tris[base + 1]
                || tris[base + 1] == tris[base + 2]
                || tris[base] == tris[base + 2]
            {
                *dead = true;
            }
        }

        // Push new edges from vt's neighbourhood.
        // Build adjacency of live faces involving vt.
        let mut neighbours: HashSet<u32> = HashSet::new();
        for (fi, &dead) in face_dead.iter().enumerate() {
            if dead {
                continue;
            }
            let base = fi * 3;
            let has_vt = (0..3).any(|k| tris[base + k] == vt);
            if has_vt {
                for k in 0..3 {
                    let nb = tris[base + k];
                    if nb != vt {
                        neighbours.insert(nb);
                    }
                }
            }
        }
        for nb in neighbours {
            let new_err = dist(pos[vt as usize], pos[nb as usize]);
            heap.push((Reverse(new_err.to_bits()), vt, nb));
        }
    }

    ProgressiveMesh {
        base_positions: positions.to_vec(),
        base_indices: indices.to_vec(),
        collapse_sequence,
    }
}

// ── apply_collapses helper ───────────────────────────────────────────────────

/// Apply the first `n_collapses` records and return (positions, indices).
fn apply_n_collapses(pm: &ProgressiveMesh, n_collapses: usize) -> (Vec<[f32; 3]>, Vec<u32>) {
    let nv = pm.base_positions.len();
    let mut rep: Vec<u32> = (0..nv as u32).collect();
    let mut pos: Vec<[f32; 3]> = pm.base_positions.clone();

    let n = n_collapses.min(pm.collapse_sequence.len());
    for rec in &pm.collapse_sequence[..n] {
        let vr = rec.vertex_removed as usize;
        let vt = rec.vertex_target as usize;
        pos[vt] = rec.midpoint;
        rep[vr] = rec.vertex_target;
    }

    // Resolve chains.
    for i in 0..nv {
        let r = uf_find(&mut rep, i as u32);
        rep[i] = r;
    }

    // Remap indices.
    let mut out_tris: Vec<u32> = Vec::with_capacity(pm.base_indices.len());
    for tri in pm.base_indices.chunks_exact(3) {
        let a = rep[tri[0] as usize];
        let b = rep[tri[1] as usize];
        let c = rep[tri[2] as usize];
        if a != b && b != c && a != c {
            out_tris.push(a);
            out_tris.push(b);
            out_tris.push(c);
        }
    }

    // Compact: collect only active vertices.
    let active: HashSet<u32> = out_tris.iter().copied().collect();
    let mut old_to_new: HashMap<u32, u32> = HashMap::new();
    let mut new_positions: Vec<[f32; 3]> = Vec::new();
    // Sort for determinism.
    let mut active_sorted: Vec<u32> = active.into_iter().collect();
    active_sorted.sort_unstable();
    for old in &active_sorted {
        old_to_new.insert(*old, new_positions.len() as u32);
        new_positions.push(pos[*old as usize]);
    }
    let new_indices: Vec<u32> = out_tris.iter().map(|&v| old_to_new[&v]).collect();

    (new_positions, new_indices)
}

// ── Public API ───────────────────────────────────────────────────────────────

/// Extract a LOD level by target vertex count.
///
/// Applies the minimum number of collapses to reach `target_vertices` or
/// fewer vertices.
pub fn extract_lod_level(
    pm: &ProgressiveMesh,
    target_vertices: usize,
) -> (Vec<[f32; 3]>, Vec<u32>) {
    let nv = pm.base_positions.len();
    if target_vertices >= nv {
        return (pm.base_positions.clone(), pm.base_indices.clone());
    }
    // Need to collapse (nv - target_vertices) vertices.
    let need = nv.saturating_sub(target_vertices);
    let n = need.min(pm.collapse_sequence.len());
    apply_n_collapses(pm, n)
}

/// Extract a LOD level by ratio of original vertex count to retain (0..=1).
///
/// `ratio = 1.0` returns the full mesh; `ratio = 0.5` returns ~50 % of
/// vertices.
pub fn extract_lod_ratio(pm: &ProgressiveMesh, ratio: f32) -> (Vec<[f32; 3]>, Vec<u32>) {
    let nv = pm.base_positions.len();
    let target = ((nv as f32) * ratio.clamp(0.0, 1.0)).round() as usize;
    extract_lod_level(pm, target)
}

/// Return the slice of collapse records that must be *undone* to refine from
/// `current_verts` up to `target_verts` (for streaming refinement).
///
/// The returned records are in reverse order (last collapse first).
pub fn refine_lod(
    pm: &ProgressiveMesh,
    current_verts: usize,
    target_verts: usize,
) -> Vec<CollapseRecord> {
    if target_verts <= current_verts {
        return vec![];
    }
    let nv = pm.base_positions.len();
    // collapses applied to reach current_verts:
    let applied_current = nv
        .saturating_sub(current_verts)
        .min(pm.collapse_sequence.len());
    // collapses that would have been applied to reach target_verts:
    let applied_target = nv
        .saturating_sub(target_verts)
        .min(pm.collapse_sequence.len());

    if applied_target >= applied_current {
        return vec![];
    }
    // Records to undo: from applied_target..applied_current, reversed.
    pm.collapse_sequence[applied_target..applied_current]
        .iter()
        .rev()
        .cloned()
        .collect()
}

/// Return the per-collapse errors in sequence order.
pub fn collapse_error_sequence(pm: &ProgressiveMesh) -> Vec<f32> {
    pm.collapse_sequence.iter().map(|r| r.error).collect()
}

/// Extract multiple LOD levels at once from a set of ratios.
pub fn progressive_lod_levels(
    pm: &ProgressiveMesh,
    levels: &[f32],
) -> Vec<(Vec<[f32; 3]>, Vec<u32>)> {
    levels.iter().map(|&r| extract_lod_ratio(pm, r)).collect()
}

// ── Tests ────────────────────────────────────────────────────────────────────

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

    /// Build a simple cube-like mesh (8 verts, 12 triangles).
    fn cube_mesh() -> (Vec<[f32; 3]>, Vec<u32>) {
        let positions: Vec<[f32; 3]> = vec![
            [0.0, 0.0, 0.0],
            [1.0, 0.0, 0.0],
            [1.0, 1.0, 0.0],
            [0.0, 1.0, 0.0],
            [0.0, 0.0, 1.0],
            [1.0, 0.0, 1.0],
            [1.0, 1.0, 1.0],
            [0.0, 1.0, 1.0],
        ];
        #[rustfmt::skip]
        let indices: Vec<u32> = vec![
            0,1,2, 0,2,3,  // -Z face
            4,5,6, 4,6,7,  // +Z face
            0,1,5, 0,5,4,  // -Y face
            2,3,7, 2,7,6,  // +Y face
            0,3,7, 0,7,4,  // -X face
            1,2,6, 1,6,5,  // +X face
        ];
        (positions, indices)
    }

    /// Build a small grid mesh (n x n quads → 2n² triangles).
    fn grid_mesh(n: usize) -> (Vec<[f32; 3]>, Vec<u32>) {
        let mut pos = Vec::new();
        let mut idx = Vec::new();
        for j in 0..=n {
            for i in 0..=n {
                pos.push([i as f32, j as f32, 0.0_f32]);
            }
        }
        let w = n + 1;
        for j in 0..n {
            for i in 0..n {
                let bl = (j * w + i) as u32;
                let br = bl + 1;
                let tl = bl + w as u32;
                let tr = tl + 1;
                idx.push(bl);
                idx.push(br);
                idx.push(tl);
                idx.push(br);
                idx.push(tr);
                idx.push(tl);
            }
        }
        (pos, idx)
    }

    #[test]
    fn build_produces_collapses() {
        let (pos, idx) = cube_mesh();
        let cfg = ProgressiveMeshConfig {
            min_vertices: 4,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        assert!(
            !pm.collapse_sequence.is_empty(),
            "should have collapse records"
        );
    }

    #[test]
    fn build_stores_base_mesh() {
        let (pos, idx) = cube_mesh();
        let cfg = ProgressiveMeshConfig::default();
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        assert_eq!(pm.base_positions.len(), pos.len());
        assert_eq!(pm.base_indices.len(), idx.len());
    }

    #[test]
    fn extract_lod_level_returns_fewer_verts() {
        let (pos, idx) = grid_mesh(6); // 7*7=49 verts
        let cfg = ProgressiveMeshConfig {
            min_vertices: 4,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        let orig_verts = pos.len();
        let (lod_pos, _) = extract_lod_level(&pm, 20);
        assert!(lod_pos.len() <= orig_verts, "LOD should have fewer verts");
    }

    #[test]
    fn extract_lod_ratio_one_returns_full() {
        let (pos, idx) = cube_mesh();
        let cfg = ProgressiveMeshConfig::default();
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        let (lod_pos, lod_idx) = extract_lod_ratio(&pm, 1.0);
        assert_eq!(lod_pos.len(), pos.len());
        assert_eq!(lod_idx.len(), idx.len());
    }

    #[test]
    fn extract_lod_ratio_half_returns_fewer() {
        let (pos, idx) = grid_mesh(8); // 81 verts
        let cfg = ProgressiveMeshConfig {
            min_vertices: 4,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        let orig_verts = pos.len();
        let (lod_pos, _) = extract_lod_ratio(&pm, 0.5);
        assert!(
            lod_pos.len() <= orig_verts,
            "0.5 ratio should collapse some verts"
        );
    }

    #[test]
    fn extract_lod_ratio_zero_returns_minimum() {
        let (pos, idx) = grid_mesh(8);
        let min_v = 4;
        let cfg = ProgressiveMeshConfig {
            min_vertices: min_v,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        let (lod_pos, _) = extract_lod_ratio(&pm, 0.0);
        // Should not go below min_vertices (may vary due to topology).
        assert!(lod_pos.len() <= pos.len());
    }

    #[test]
    fn refine_lod_slice_count_correct() {
        let (pos, idx) = grid_mesh(6);
        let cfg = ProgressiveMeshConfig {
            min_vertices: 4,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        let nv = pos.len();
        // Simulate: from half collapsed to quarter collapsed.
        let curr = nv / 2;
        let tgt = nv * 3 / 4;
        let records = refine_lod(&pm, curr, tgt);
        // records should be those collapses between the two levels, reversed.
        let applied_curr = (nv - curr).min(pm.collapse_sequence.len());
        let applied_tgt = (nv - tgt).min(pm.collapse_sequence.len());
        if applied_tgt < applied_curr {
            assert_eq!(records.len(), applied_curr - applied_tgt);
        } else {
            assert!(records.is_empty());
        }
    }

    #[test]
    fn refine_lod_empty_when_same_level() {
        let (pos, idx) = cube_mesh();
        let cfg = ProgressiveMeshConfig::default();
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        let records = refine_lod(&pm, 6, 6);
        assert!(records.is_empty());
    }

    #[test]
    fn collapse_error_sequence_length_matches() {
        let (pos, idx) = cube_mesh();
        let cfg = ProgressiveMeshConfig {
            min_vertices: 3,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        let errs = collapse_error_sequence(&pm);
        assert_eq!(errs.len(), pm.collapse_sequence.len());
    }

    #[test]
    fn collapse_error_sequence_non_negative() {
        let (pos, idx) = grid_mesh(5);
        let cfg = ProgressiveMeshConfig {
            min_vertices: 3,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        for e in collapse_error_sequence(&pm) {
            assert!(e >= 0.0, "errors must be non-negative");
        }
    }

    #[test]
    fn progressive_lod_levels_count_matches() {
        let (pos, idx) = grid_mesh(6);
        let cfg = ProgressiveMeshConfig {
            min_vertices: 4,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        let ratios = [1.0, 0.75, 0.5, 0.25];
        let lods = progressive_lod_levels(&pm, &ratios);
        assert_eq!(lods.len(), ratios.len());
    }

    #[test]
    fn all_resulting_indices_in_range() {
        let (pos, idx) = grid_mesh(5);
        let cfg = ProgressiveMeshConfig {
            min_vertices: 4,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        for ratio in [1.0, 0.75, 0.5, 0.25, 0.0] {
            let (lod_pos, lod_idx) = extract_lod_ratio(&pm, ratio);
            let nv = lod_pos.len() as u32;
            for &i in &lod_idx {
                assert!(i < nv, "index {} out of range (nv={})", i, nv);
            }
        }
    }

    #[test]
    fn min_vertices_respected() {
        let (pos, idx) = grid_mesh(8);
        let min_v = 20;
        let cfg = ProgressiveMeshConfig {
            min_vertices: min_v,
            max_error: f32::MAX,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        // After all collapses, remaining active verts >= min_vertices.
        // The number of collapses should be <= nv - min_v.
        assert!(pm.collapse_sequence.len() <= pos.len() - min_v + 1);
    }

    #[test]
    fn max_error_stops_collapses() {
        let (pos, idx) = grid_mesh(8);
        // Very tight error bound: stop at essentially zero collapse distance.
        let cfg = ProgressiveMeshConfig {
            min_vertices: 4,
            max_error: 0.0,
        };
        let pm = build_progressive_mesh(&pos, &idx, &cfg);
        // Should produce zero (or very few) collapses since all edge lengths > 0.
        assert!(pm.collapse_sequence.is_empty() || pm.collapse_sequence.len() < 5);
    }

    #[test]
    fn empty_input_returns_empty_pm() {
        let cfg = ProgressiveMeshConfig::default();
        let pm = build_progressive_mesh(&[], &[], &cfg);
        assert!(pm.base_positions.is_empty());
        assert!(pm.collapse_sequence.is_empty());
    }
}