voirs-spatial 0.1.0-rc.1

3D spatial audio and HRTF processing for VoiRS
Documentation
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//! Enhanced Room Simulation System
//!
//! This module provides advanced room acoustics simulation including
//! ray tracing, diffraction modeling, material properties, and dynamic environments.

use crate::types::Position3D;
use crate::{Error, Result};
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::sync::{Arc, RwLock};

/// Advanced Room Simulator
pub struct AdvancedRoomSimulator {
    /// Room configuration
    config: RoomSimulationConfig,
    /// Material database
    materials: Arc<RwLock<MaterialDatabase>>,
    /// Ray tracing engine
    ray_tracer: Arc<RwLock<RayTracingEngine>>,
    /// Diffraction processor
    diffraction_processor: DiffractionProcessor,
    /// Dynamic environment manager
    environment_manager: DynamicEnvironmentManager,
    /// Simulation metrics
    metrics: SimulationMetrics,
}

/// Room simulation configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RoomSimulationConfig {
    /// Maximum ray count for tracing
    pub max_rays: u32,
    /// Maximum reflection order
    pub max_reflection_order: u32,
    /// Ray energy threshold
    pub energy_threshold: f32,
    /// Frequency bands for simulation
    pub frequency_bands: Vec<f32>,
    /// Time resolution (seconds)
    pub time_resolution: f32,
    /// Spatial resolution (meters)
    pub spatial_resolution: f32,
    /// Enable diffraction modeling
    pub enable_diffraction: bool,
    /// Enable scattering
    pub enable_scattering: bool,
    /// Air absorption enabled
    pub air_absorption: bool,
}

/// Material database for acoustic properties
#[derive(Debug, Clone)]
pub struct MaterialDatabase {
    /// Material definitions
    materials: HashMap<String, Material>,
    /// Composite materials
    composites: HashMap<String, CompositeMaterial>,
    /// Temperature-dependent properties
    temperature_coefficients: HashMap<String, TemperatureCoefficients>,
}

/// Acoustic material properties
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Material {
    /// Material name
    pub name: String,
    /// Density (kg/m³)
    pub density: f32,
    /// Sound speed (m/s)
    pub sound_speed: f32,
    /// Absorption coefficients by frequency
    pub absorption: FrequencyDependentProperty,
    /// Scattering coefficients by frequency
    pub scattering: FrequencyDependentProperty,
    /// Transmission coefficients by frequency
    pub transmission: FrequencyDependentProperty,
    /// Surface roughness (meters)
    pub surface_roughness: f32,
    /// Porosity (0-1)
    pub porosity: f32,
    /// Flow resistivity (rayls/m)
    pub flow_resistivity: f32,
}

/// Frequency-dependent acoustic property
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct FrequencyDependentProperty {
    /// Frequency points (Hz)
    pub frequencies: Vec<f32>,
    /// Property values at each frequency
    pub values: Vec<f32>,
}

/// Composite material made of multiple layers
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CompositeMaterial {
    /// Material name
    pub name: String,
    /// Material layers from outside to inside
    pub layers: Vec<MaterialLayer>,
    /// Overall thickness (meters)
    pub total_thickness: f32,
}

/// Single layer in a composite material
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct MaterialLayer {
    /// Layer material
    pub material: String,
    /// Layer thickness (meters)
    pub thickness: f32,
    /// Interface properties
    pub interface: InterfaceProperties,
}

/// Interface properties between layers
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct InterfaceProperties {
    /// Coupling coefficient (0-1)
    pub coupling: f32,
    /// Interface roughness (meters)
    pub roughness: f32,
    /// Adhesion quality (0-1)
    pub adhesion: f32,
}

/// Temperature coefficients for material properties
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct TemperatureCoefficients {
    /// Reference temperature (Celsius)
    pub reference_temp: f32,
    /// Absorption temperature coefficient
    pub absorption_coeff: f32,
    /// Scattering temperature coefficient
    pub scattering_coeff: f32,
    /// Sound speed temperature coefficient
    pub sound_speed_coeff: f32,
}

/// Ray tracing engine for acoustic simulation
#[derive(Debug)]
pub struct RayTracingEngine {
    /// Engine configuration
    config: RayTracingConfig,
    /// Active rays
    active_rays: Vec<AcousticRay>,
    /// Ray history for analysis
    ray_history: Vec<RayPath>,
    /// Intersection cache
    intersection_cache: HashMap<RayCacheKey, IntersectionResult>,
}

/// Ray tracing configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RayTracingConfig {
    /// Ray distribution method
    pub distribution_method: RayDistribution,
    /// Adaptive ray splitting
    pub adaptive_splitting: bool,
    /// Minimum ray energy
    pub min_energy: f32,
    /// Maximum simulation time
    pub max_time: f32,
    /// Russian roulette threshold
    pub roulette_threshold: f32,
    /// Specular reflection handling
    pub specular_handling: SpecularHandling,
}

/// Ray distribution methods
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum RayDistribution {
    /// Uniform spherical distribution
    UniformSpherical,
    /// Fibonacci spiral distribution
    FibonacciSpiral,
    /// Stratified sampling
    Stratified,
    /// Importance sampling based on directivity
    ImportanceSampled,
    /// Adaptive based on previous results
    Adaptive,
}

/// Specular reflection handling methods
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum SpecularHandling {
    /// Mirror reflection only
    MirrorOnly,
    /// Statistical scattering
    Statistical,
    /// Hybrid approach
    Hybrid,
}

/// Acoustic ray for simulation
#[derive(Debug, Clone)]
pub struct AcousticRay {
    /// Current position
    pub position: Position3D,
    /// Direction vector (normalized)
    pub direction: Position3D,
    /// Current energy
    pub energy: f32,
    /// Travel time
    pub time: f32,
    /// Frequency content
    pub frequency_spectrum: Vec<f32>,
    /// Phase information
    pub phase: f32,
    /// Ray generation
    pub generation: u32,
    /// Ray ID for tracking
    pub id: u64,
}

/// Complete ray path from source to receiver
#[derive(Debug, Clone)]
pub struct RayPath {
    /// Source position
    pub source: Position3D,
    /// Receiver position
    pub receiver: Position3D,
    /// Interaction points along path
    pub interactions: Vec<RayInteraction>,
    /// Total path length
    pub path_length: f32,
    /// Total travel time
    pub travel_time: f32,
    /// Path energy contribution
    pub energy_contribution: f32,
}

/// Ray interaction with surface
#[derive(Debug, Clone)]
pub struct RayInteraction {
    /// Interaction position
    pub position: Position3D,
    /// Surface normal at interaction
    pub surface_normal: Position3D,
    /// Incident direction
    pub incident_direction: Position3D,
    /// Reflected/transmitted direction
    pub exit_direction: Position3D,
    /// Material at interaction
    pub material: String,
    /// Interaction type
    pub interaction_type: InteractionType,
    /// Energy change
    pub energy_change: f32,
    /// Frequency-dependent changes
    pub spectral_changes: Vec<f32>,
}

/// Types of ray-surface interactions
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum InteractionType {
    /// Specular reflection
    SpecularReflection,
    /// Diffuse reflection
    DiffuseReflection,
    /// Transmission through material
    Transmission,
    /// Diffraction around edge
    Diffraction,
    /// Scattering
    Scattering,
}

/// Diffraction processor for edge effects
#[derive(Debug)]
pub struct DiffractionProcessor {
    /// Configuration
    config: DiffractionConfig,
    /// Edge database
    edges: Vec<DiffractionEdge>,
    /// Diffraction solutions cache
    solution_cache: HashMap<DiffractionKey, DiffractionSolution>,
}

/// Diffraction processing configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct DiffractionConfig {
    /// Maximum diffraction order
    pub max_order: u32,
    /// Frequency range for diffraction
    pub frequency_range: (f32, f32),
    /// Fresnel zone handling
    pub fresnel_zones: u32,
    /// Edge detection threshold
    pub edge_threshold: f32,
    /// Knife-edge approximation
    pub knife_edge_approximation: bool,
}

/// Diffraction edge in the environment
#[derive(Debug, Clone)]
pub struct DiffractionEdge {
    /// Edge start point
    pub start: Position3D,
    /// Edge end point
    pub end: Position3D,
    /// Edge material properties
    pub material: String,
    /// Edge sharpness (0-1, 0=sharp, 1=rounded)
    pub sharpness: f32,
    /// Edge ID
    pub id: u32,
}

/// Diffraction solution for specific geometry
#[derive(Debug, Clone)]
pub struct DiffractionSolution {
    /// Attenuation factor by frequency
    pub attenuation: Vec<f32>,
    /// Phase shift by frequency
    pub phase_shift: Vec<f32>,
    /// Directivity pattern
    pub directivity: Vec<f32>,
    /// Valid angle range
    pub angle_range: (f32, f32),
}

/// Dynamic environment manager
#[derive(Debug)]
pub struct DynamicEnvironmentManager {
    /// Environment state
    state: EnvironmentState,
    /// Change history
    change_history: Vec<EnvironmentChange>,
    /// Interpolation settings
    interpolation_config: InterpolationConfig,
}

/// Current environment state
#[derive(Debug, Clone)]
pub struct EnvironmentState {
    /// Temperature (Celsius)
    pub temperature: f32,
    /// Humidity (0-1)
    pub humidity: f32,
    /// Air pressure (Pa)
    pub pressure: f32,
    /// Air composition changes
    pub air_composition: AirComposition,
    /// Moving objects
    pub moving_objects: Vec<MovingObject>,
    /// Dynamic materials
    pub dynamic_materials: HashMap<String, DynamicMaterial>,
}

/// Air composition for acoustic propagation
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct AirComposition {
    /// Oxygen percentage
    pub oxygen: f32,
    /// Nitrogen percentage
    pub nitrogen: f32,
    /// Carbon dioxide ppm
    pub co2_ppm: f32,
    /// Water vapor percentage
    pub water_vapor: f32,
}

/// Moving object in the environment
#[derive(Debug, Clone)]
pub struct MovingObject {
    /// Object ID
    pub id: String,
    /// Current position
    pub position: Position3D,
    /// Velocity vector
    pub velocity: Position3D,
    /// Object geometry
    pub geometry: ObjectGeometry,
    /// Material properties
    pub material: String,
}

/// Object geometry representation
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ObjectGeometry {
    /// Spherical object
    Sphere {
        /// Sphere radius
        radius: f32,
    },
    /// Rectangular box
    Box {
        /// Box width
        width: f32,
        /// Box height
        height: f32,
        /// Box depth
        depth: f32,
    },
    /// Cylindrical object
    Cylinder {
        /// Cylinder radius
        radius: f32,
        /// Cylinder height
        height: f32,
    },
    /// Complex mesh
    Mesh {
        /// Mesh vertices
        vertices: Vec<Position3D>,
        /// Mesh faces (triangles)
        faces: Vec<[usize; 3]>,
    },
}

/// Material with time-varying properties
#[derive(Debug, Clone)]
pub struct DynamicMaterial {
    /// Base material
    pub base_material: Material,
    /// Property variations over time
    pub variations: MaterialVariations,
    /// Update frequency
    pub update_frequency: f32,
}

/// Time-varying material properties
#[derive(Debug, Clone)]
pub struct MaterialVariations {
    /// Absorption variations
    pub absorption_variation: PropertyVariation,
    /// Scattering variations
    pub scattering_variation: PropertyVariation,
    /// Temperature sensitivity
    pub temperature_sensitivity: f32,
}

/// Property variation definition
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PropertyVariation {
    /// Variation type
    pub variation_type: VariationType,
    /// Amplitude of variation
    pub amplitude: f32,
    /// Frequency of variation (Hz)
    pub frequency: f32,
    /// Phase offset
    pub phase: f32,
}

/// Types of property variations
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum VariationType {
    /// Sinusoidal variation
    Sinusoidal,
    /// Random variation
    Random,
    /// Linear trend
    Linear,
    /// Step changes
    Step,
}

/// Environment change record
#[derive(Debug, Clone)]
pub struct EnvironmentChange {
    /// Change timestamp
    pub timestamp: f64,
    /// Type of change
    pub change_type: ChangeType,
    /// Change description
    pub description: String,
    /// Affected elements
    pub affected_elements: Vec<String>,
}

/// Types of environment changes
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum ChangeType {
    /// Material property change
    MaterialChange,
    /// Object movement
    ObjectMovement,
    /// Temperature change
    TemperatureChange,
    /// Humidity change
    HumidityChange,
    /// Geometry change
    GeometryChange,
}

/// Interpolation configuration for smooth transitions
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct InterpolationConfig {
    /// Interpolation method
    pub method: InterpolationMethod,
    /// Transition duration (seconds)
    pub transition_duration: f32,
    /// Update rate (Hz)
    pub update_rate: f32,
}

/// Interpolation methods for environment changes
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum InterpolationMethod {
    /// Linear interpolation
    Linear,
    /// Cubic spline interpolation
    CubicSpline,
    /// Exponential smoothing
    Exponential,
}

/// Simulation performance metrics
#[derive(Debug, Clone, Default)]
pub struct SimulationMetrics {
    /// Total rays traced
    pub total_rays: u64,
    /// Active rays count
    pub active_rays: u32,
    /// Total intersections computed
    pub intersections: u64,
    /// Cache hit rate
    pub cache_hit_rate: f32,
    /// Average ray computation time (μs)
    pub avg_ray_time_us: f64,
    /// Memory usage (bytes)
    pub memory_usage: u64,
    /// Simulation quality score
    pub quality_score: f32,
}

// Cache keys and results
type RayCacheKey = (u64, u64); // (ray_id, object_id)

/// Result of ray-object intersection calculation
#[derive(Debug, Clone)]
pub struct IntersectionResult {
    /// Intersection occurred
    pub hit: bool,
    /// Distance to intersection
    pub distance: f32,
    /// Intersection point
    pub point: Position3D,
    /// Surface normal at intersection
    pub normal: Position3D,
    /// Material at intersection
    pub material: String,
}

type DiffractionKey = (u32, u32, u32); // (edge_id, source_hash, receiver_hash)

impl AdvancedRoomSimulator {
    /// Create new advanced room simulator
    pub fn new(config: RoomSimulationConfig) -> Result<Self> {
        let materials = Arc::new(RwLock::new(MaterialDatabase::new()));
        let ray_tracer = Arc::new(RwLock::new(RayTracingEngine::new(
            RayTracingConfig::default(),
        )?));
        let diffraction_processor = DiffractionProcessor::new(DiffractionConfig::default())?;
        let environment_manager = DynamicEnvironmentManager::new();
        let metrics = SimulationMetrics::default();

        Ok(Self {
            config,
            materials,
            ray_tracer,
            diffraction_processor,
            environment_manager,
            metrics,
        })
    }

    /// Simulate room acoustics for given source and receiver positions
    pub fn simulate_acoustics(
        &mut self,
        source: &Position3D,
        receiver: &Position3D,
        room_geometry: &RoomGeometry,
    ) -> Result<AcousticResponse> {
        // Initialize ray tracing
        let mut rays = self.initialize_rays(source)?;
        let mut impulse_response = Vec::new();
        let mut energy_histogram = vec![0.0; (self.config.max_reflection_order + 1) as usize];

        // Trace rays until energy threshold or time limit
        while !rays.is_empty() {
            let mut next_generation = Vec::new();

            for ray in rays {
                if ray.energy < self.config.energy_threshold {
                    continue;
                }

                // Find intersections with room surfaces
                if let Some(intersection) = self.find_nearest_intersection(&ray, room_geometry)? {
                    // Process the intersection
                    let interactions = self.process_intersection(&ray, &intersection)?;

                    // Check if ray reaches receiver
                    if self.ray_reaches_receiver(&ray, receiver) {
                        let contribution = self.calculate_energy_contribution(&ray, receiver);
                        impulse_response.push(ImpulseResponseSample {
                            time: ray.time,
                            amplitude: contribution,
                            frequency_content: ray.frequency_spectrum.clone(),
                        });
                    }

                    // Generate new rays from interactions
                    for interaction in interactions {
                        if let Some(new_ray) = self.generate_reflected_ray(&ray, &interaction)? {
                            next_generation.push(new_ray);
                        }
                    }

                    energy_histogram[ray.generation as usize] += ray.energy;
                }
            }

            rays = next_generation;
        }

        // Process diffraction contributions
        let diffraction_response =
            self.calculate_diffraction_response(source, receiver, room_geometry)?;

        // Combine responses
        let combined_response = self.combine_responses(&impulse_response, &diffraction_response)?;

        Ok(AcousticResponse {
            impulse_response: combined_response,
            energy_histogram,
            reverberation_time: self.calculate_rt60(&impulse_response),
            clarity: self.calculate_clarity(&impulse_response),
            definition: self.calculate_definition(&impulse_response),
            simulation_quality: self.assess_simulation_quality(),
        })
    }

    /// Update environment with dynamic changes
    pub fn update_environment(&mut self, changes: Vec<EnvironmentChange>) -> Result<()> {
        for change in changes {
            self.environment_manager.apply_change(change)?;
        }

        // Update material properties based on environment
        self.update_material_properties()?;

        Ok(())
    }

    /// Get simulation statistics
    pub fn get_metrics(&self) -> &SimulationMetrics {
        &self.metrics
    }

    // Private implementation methods

    fn initialize_rays(&self, source: &Position3D) -> Result<Vec<AcousticRay>> {
        let ray_tracer = self.ray_tracer.read().expect("lock should not be poisoned");
        let ray_count = self.config.max_rays;
        let mut rays = Vec::with_capacity(ray_count as usize);

        match ray_tracer.config.distribution_method {
            RayDistribution::UniformSpherical => {
                for i in 0..ray_count {
                    let theta = 2.0 * std::f32::consts::PI * (i as f32) / (ray_count as f32);
                    let phi = std::f32::consts::PI * ((i as f32 + 0.5) / ray_count as f32);

                    let direction = Position3D::new(
                        phi.sin() * theta.cos(),
                        phi.cos(),
                        phi.sin() * theta.sin(),
                    );

                    rays.push(AcousticRay {
                        position: *source,
                        direction,
                        energy: 1.0 / ray_count as f32,
                        time: 0.0,
                        frequency_spectrum: vec![1.0; self.config.frequency_bands.len()],
                        phase: 0.0,
                        generation: 0,
                        id: i as u64,
                    });
                }
            }
            _ => {
                // Implement other distribution methods
                return Err(Error::room("Distribution method not implemented"));
            }
        }

        Ok(rays)
    }

    fn find_nearest_intersection(
        &self,
        ray: &AcousticRay,
        _geometry: &RoomGeometry,
    ) -> Result<Option<IntersectionResult>> {
        // Implement ray-geometry intersection
        // This would involve checking against all surfaces in the room
        Ok(None)
    }

    fn process_intersection(
        &self,
        _ray: &AcousticRay,
        _intersection: &IntersectionResult,
    ) -> Result<Vec<RayInteraction>> {
        // Implement intersection processing
        Ok(Vec::new())
    }

    fn ray_reaches_receiver(&self, ray: &AcousticRay, receiver: &Position3D) -> bool {
        let distance = ((ray.position.x - receiver.x).powi(2)
            + (ray.position.y - receiver.y).powi(2)
            + (ray.position.z - receiver.z).powi(2))
        .sqrt();
        distance < self.config.spatial_resolution
    }

    fn calculate_energy_contribution(&self, ray: &AcousticRay, _receiver: &Position3D) -> f32 {
        ray.energy
    }

    fn generate_reflected_ray(
        &self,
        _ray: &AcousticRay,
        _interaction: &RayInteraction,
    ) -> Result<Option<AcousticRay>> {
        // Implement ray reflection
        Ok(None)
    }

    fn calculate_diffraction_response(
        &mut self,
        _source: &Position3D,
        _receiver: &Position3D,
        _geometry: &RoomGeometry,
    ) -> Result<Vec<ImpulseResponseSample>> {
        // Implement diffraction calculation
        Ok(Vec::new())
    }

    fn combine_responses(
        &self,
        specular: &[ImpulseResponseSample],
        diffracted: &[ImpulseResponseSample],
    ) -> Result<Vec<ImpulseResponseSample>> {
        let mut combined = specular.to_vec();
        combined.extend_from_slice(diffracted);
        combined.sort_by(|a, b| {
            a.time
                .partial_cmp(&b.time)
                .unwrap_or(std::cmp::Ordering::Equal)
        });
        Ok(combined)
    }

    fn calculate_rt60(&self, _impulse_response: &[ImpulseResponseSample]) -> f32 {
        // Calculate reverberation time (RT60)
        1.0 // Placeholder
    }

    fn calculate_clarity(&self, _impulse_response: &[ImpulseResponseSample]) -> f32 {
        // Calculate clarity index (C80)
        0.0 // Placeholder
    }

    fn calculate_definition(&self, _impulse_response: &[ImpulseResponseSample]) -> f32 {
        // Calculate definition (D50)
        0.5 // Placeholder
    }

    fn assess_simulation_quality(&self) -> f32 {
        // Assess simulation quality based on metrics
        0.8 // Placeholder
    }

    fn update_material_properties(&mut self) -> Result<()> {
        // Update material properties based on environment changes
        Ok(())
    }
}

/// Room geometry definition
#[derive(Debug, Clone)]
pub struct RoomGeometry {
    /// Room surfaces
    pub surfaces: Vec<Surface>,
    /// Room boundaries
    pub boundaries: Vec<Boundary>,
}

/// Surface in the room
#[derive(Debug, Clone)]
pub struct Surface {
    /// Surface vertices
    pub vertices: Vec<Position3D>,
    /// Surface normal
    pub normal: Position3D,
    /// Material name
    pub material: String,
    /// Surface area
    pub area: f32,
}

/// Room boundary definition
#[derive(Debug, Clone)]
pub struct Boundary {
    /// Boundary type
    pub boundary_type: BoundaryType,
    /// Boundary geometry
    pub geometry: Vec<Position3D>,
    /// Associated material
    pub material: String,
}

/// Types of room boundaries
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum BoundaryType {
    /// Wall boundary
    Wall,
    /// Floor boundary
    Floor,
    /// Ceiling boundary
    Ceiling,
    /// Opening (door, window)
    Opening,
}

/// Acoustic response from simulation
#[derive(Debug, Clone)]
pub struct AcousticResponse {
    /// Impulse response samples
    pub impulse_response: Vec<ImpulseResponseSample>,
    /// Energy distribution by reflection order
    pub energy_histogram: Vec<f32>,
    /// Reverberation time (RT60)
    pub reverberation_time: f32,
    /// Clarity index (C80)
    pub clarity: f32,
    /// Definition (D50)
    pub definition: f32,
    /// Simulation quality assessment
    pub simulation_quality: f32,
}

/// Single sample in impulse response
#[derive(Debug, Clone)]
pub struct ImpulseResponseSample {
    /// Time of arrival (seconds)
    pub time: f32,
    /// Amplitude
    pub amplitude: f32,
    /// Frequency content
    pub frequency_content: Vec<f32>,
}

// Default implementations
impl Default for RoomSimulationConfig {
    fn default() -> Self {
        Self {
            max_rays: 10000,
            max_reflection_order: 10,
            energy_threshold: 1e-6,
            frequency_bands: vec![125.0, 250.0, 500.0, 1000.0, 2000.0, 4000.0, 8000.0],
            time_resolution: 1e-4,
            spatial_resolution: 0.01,
            enable_diffraction: true,
            enable_scattering: true,
            air_absorption: true,
        }
    }
}

impl Default for RayTracingConfig {
    fn default() -> Self {
        Self {
            distribution_method: RayDistribution::UniformSpherical,
            adaptive_splitting: false,
            min_energy: 1e-6,
            max_time: 2.0,
            roulette_threshold: 1e-3,
            specular_handling: SpecularHandling::Hybrid,
        }
    }
}

impl Default for DiffractionConfig {
    fn default() -> Self {
        Self {
            max_order: 3,
            frequency_range: (100.0, 8000.0),
            fresnel_zones: 5,
            edge_threshold: 0.01,
            knife_edge_approximation: true,
        }
    }
}

// Implementation of other components
impl Default for MaterialDatabase {
    fn default() -> Self {
        Self::new()
    }
}

impl MaterialDatabase {
    /// Create a new material database with common materials
    pub fn new() -> Self {
        let mut materials = HashMap::new();

        // Add some common materials
        materials.insert(
            "concrete".to_string(),
            Material {
                name: "Concrete".to_string(),
                density: 2300.0,
                sound_speed: 4000.0,
                absorption: FrequencyDependentProperty {
                    frequencies: vec![125.0, 250.0, 500.0, 1000.0, 2000.0, 4000.0],
                    values: vec![0.01, 0.01, 0.02, 0.02, 0.02, 0.02],
                },
                scattering: FrequencyDependentProperty {
                    frequencies: vec![125.0, 250.0, 500.0, 1000.0, 2000.0, 4000.0],
                    values: vec![0.1, 0.1, 0.15, 0.2, 0.25, 0.3],
                },
                transmission: FrequencyDependentProperty {
                    frequencies: vec![125.0, 250.0, 500.0, 1000.0, 2000.0, 4000.0],
                    values: vec![0.001, 0.001, 0.001, 0.001, 0.001, 0.001],
                },
                surface_roughness: 0.01,
                porosity: 0.05,
                flow_resistivity: 50000.0,
            },
        );

        Self {
            materials,
            composites: HashMap::new(),
            temperature_coefficients: HashMap::new(),
        }
    }
}

impl RayTracingEngine {
    /// Create a new ray tracing engine
    pub fn new(config: RayTracingConfig) -> Result<Self> {
        Ok(Self {
            config,
            active_rays: Vec::new(),
            ray_history: Vec::new(),
            intersection_cache: HashMap::new(),
        })
    }
}

impl DiffractionProcessor {
    /// Create a new diffraction processor
    pub fn new(config: DiffractionConfig) -> Result<Self> {
        Ok(Self {
            config,
            edges: Vec::new(),
            solution_cache: HashMap::new(),
        })
    }
}

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

impl DynamicEnvironmentManager {
    /// Create a new dynamic environment manager
    pub fn new() -> Self {
        Self {
            state: EnvironmentState {
                temperature: 20.0,
                humidity: 0.5,
                pressure: 101325.0,
                air_composition: AirComposition {
                    oxygen: 21.0,
                    nitrogen: 78.0,
                    co2_ppm: 400.0,
                    water_vapor: 1.0,
                },
                moving_objects: Vec::new(),
                dynamic_materials: HashMap::new(),
            },
            change_history: Vec::new(),
            interpolation_config: InterpolationConfig {
                method: InterpolationMethod::Linear,
                transition_duration: 1.0,
                update_rate: 10.0,
            },
        }
    }

    /// Apply an environment change
    pub fn apply_change(&mut self, change: EnvironmentChange) -> Result<()> {
        self.change_history.push(change);
        Ok(())
    }
}

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

    #[test]
    fn test_room_simulator_creation() {
        let config = RoomSimulationConfig::default();
        let simulator = AdvancedRoomSimulator::new(config);
        assert!(simulator.is_ok());
    }

    #[test]
    fn test_material_database() {
        let db = MaterialDatabase::new();
        assert!(db.materials.contains_key("concrete"));
    }

    #[test]
    fn test_ray_tracing_engine() {
        let config = RayTracingConfig::default();
        let engine = RayTracingEngine::new(config);
        assert!(engine.is_ok());
    }

    #[test]
    fn test_environment_manager() {
        let manager = DynamicEnvironmentManager::new();
        assert_eq!(manager.state.temperature, 20.0);
    }

    #[test]
    fn test_acoustic_ray() {
        let ray = AcousticRay {
            position: Position3D::new(0.0, 0.0, 0.0),
            direction: Position3D::new(1.0, 0.0, 0.0),
            energy: 1.0,
            time: 0.0,
            frequency_spectrum: vec![1.0; 7],
            phase: 0.0,
            generation: 0,
            id: 1,
        };

        assert_eq!(ray.energy, 1.0);
        assert_eq!(ray.generation, 0);
    }
}