use crate::types::Position3D;
use crate::{Error, Result};
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::sync::{Arc, RwLock};
pub struct AdvancedRoomSimulator {
config: RoomSimulationConfig,
materials: Arc<RwLock<MaterialDatabase>>,
ray_tracer: Arc<RwLock<RayTracingEngine>>,
diffraction_processor: DiffractionProcessor,
environment_manager: DynamicEnvironmentManager,
metrics: SimulationMetrics,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RoomSimulationConfig {
pub max_rays: u32,
pub max_reflection_order: u32,
pub energy_threshold: f32,
pub frequency_bands: Vec<f32>,
pub time_resolution: f32,
pub spatial_resolution: f32,
pub enable_diffraction: bool,
pub enable_scattering: bool,
pub air_absorption: bool,
}
#[derive(Debug, Clone)]
pub struct MaterialDatabase {
materials: HashMap<String, Material>,
composites: HashMap<String, CompositeMaterial>,
temperature_coefficients: HashMap<String, TemperatureCoefficients>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Material {
pub name: String,
pub density: f32,
pub sound_speed: f32,
pub absorption: FrequencyDependentProperty,
pub scattering: FrequencyDependentProperty,
pub transmission: FrequencyDependentProperty,
pub surface_roughness: f32,
pub porosity: f32,
pub flow_resistivity: f32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct FrequencyDependentProperty {
pub frequencies: Vec<f32>,
pub values: Vec<f32>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CompositeMaterial {
pub name: String,
pub layers: Vec<MaterialLayer>,
pub total_thickness: f32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct MaterialLayer {
pub material: String,
pub thickness: f32,
pub interface: InterfaceProperties,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct InterfaceProperties {
pub coupling: f32,
pub roughness: f32,
pub adhesion: f32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct TemperatureCoefficients {
pub reference_temp: f32,
pub absorption_coeff: f32,
pub scattering_coeff: f32,
pub sound_speed_coeff: f32,
}
#[derive(Debug)]
pub struct RayTracingEngine {
config: RayTracingConfig,
active_rays: Vec<AcousticRay>,
ray_history: Vec<RayPath>,
intersection_cache: HashMap<RayCacheKey, IntersectionResult>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RayTracingConfig {
pub distribution_method: RayDistribution,
pub adaptive_splitting: bool,
pub min_energy: f32,
pub max_time: f32,
pub roulette_threshold: f32,
pub specular_handling: SpecularHandling,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum RayDistribution {
UniformSpherical,
FibonacciSpiral,
Stratified,
ImportanceSampled,
Adaptive,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum SpecularHandling {
MirrorOnly,
Statistical,
Hybrid,
}
#[derive(Debug, Clone)]
pub struct AcousticRay {
pub position: Position3D,
pub direction: Position3D,
pub energy: f32,
pub time: f32,
pub frequency_spectrum: Vec<f32>,
pub phase: f32,
pub generation: u32,
pub id: u64,
}
#[derive(Debug, Clone)]
pub struct RayPath {
pub source: Position3D,
pub receiver: Position3D,
pub interactions: Vec<RayInteraction>,
pub path_length: f32,
pub travel_time: f32,
pub energy_contribution: f32,
}
#[derive(Debug, Clone)]
pub struct RayInteraction {
pub position: Position3D,
pub surface_normal: Position3D,
pub incident_direction: Position3D,
pub exit_direction: Position3D,
pub material: String,
pub interaction_type: InteractionType,
pub energy_change: f32,
pub spectral_changes: Vec<f32>,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum InteractionType {
SpecularReflection,
DiffuseReflection,
Transmission,
Diffraction,
Scattering,
}
#[derive(Debug)]
pub struct DiffractionProcessor {
config: DiffractionConfig,
edges: Vec<DiffractionEdge>,
solution_cache: HashMap<DiffractionKey, DiffractionSolution>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct DiffractionConfig {
pub max_order: u32,
pub frequency_range: (f32, f32),
pub fresnel_zones: u32,
pub edge_threshold: f32,
pub knife_edge_approximation: bool,
}
#[derive(Debug, Clone)]
pub struct DiffractionEdge {
pub start: Position3D,
pub end: Position3D,
pub material: String,
pub sharpness: f32,
pub id: u32,
}
#[derive(Debug, Clone)]
pub struct DiffractionSolution {
pub attenuation: Vec<f32>,
pub phase_shift: Vec<f32>,
pub directivity: Vec<f32>,
pub angle_range: (f32, f32),
}
#[derive(Debug)]
pub struct DynamicEnvironmentManager {
state: EnvironmentState,
change_history: Vec<EnvironmentChange>,
interpolation_config: InterpolationConfig,
}
#[derive(Debug, Clone)]
pub struct EnvironmentState {
pub temperature: f32,
pub humidity: f32,
pub pressure: f32,
pub air_composition: AirComposition,
pub moving_objects: Vec<MovingObject>,
pub dynamic_materials: HashMap<String, DynamicMaterial>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct AirComposition {
pub oxygen: f32,
pub nitrogen: f32,
pub co2_ppm: f32,
pub water_vapor: f32,
}
#[derive(Debug, Clone)]
pub struct MovingObject {
pub id: String,
pub position: Position3D,
pub velocity: Position3D,
pub geometry: ObjectGeometry,
pub material: String,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ObjectGeometry {
Sphere {
radius: f32,
},
Box {
width: f32,
height: f32,
depth: f32,
},
Cylinder {
radius: f32,
height: f32,
},
Mesh {
vertices: Vec<Position3D>,
faces: Vec<[usize; 3]>,
},
}
#[derive(Debug, Clone)]
pub struct DynamicMaterial {
pub base_material: Material,
pub variations: MaterialVariations,
pub update_frequency: f32,
}
#[derive(Debug, Clone)]
pub struct MaterialVariations {
pub absorption_variation: PropertyVariation,
pub scattering_variation: PropertyVariation,
pub temperature_sensitivity: f32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PropertyVariation {
pub variation_type: VariationType,
pub amplitude: f32,
pub frequency: f32,
pub phase: f32,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum VariationType {
Sinusoidal,
Random,
Linear,
Step,
}
#[derive(Debug, Clone)]
pub struct EnvironmentChange {
pub timestamp: f64,
pub change_type: ChangeType,
pub description: String,
pub affected_elements: Vec<String>,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum ChangeType {
MaterialChange,
ObjectMovement,
TemperatureChange,
HumidityChange,
GeometryChange,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct InterpolationConfig {
pub method: InterpolationMethod,
pub transition_duration: f32,
pub update_rate: f32,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum InterpolationMethod {
Linear,
CubicSpline,
Exponential,
}
#[derive(Debug, Clone, Default)]
pub struct SimulationMetrics {
pub total_rays: u64,
pub active_rays: u32,
pub intersections: u64,
pub cache_hit_rate: f32,
pub avg_ray_time_us: f64,
pub memory_usage: u64,
pub quality_score: f32,
}
type RayCacheKey = (u64, u64);
#[derive(Debug, Clone)]
pub struct IntersectionResult {
pub hit: bool,
pub distance: f32,
pub point: Position3D,
pub normal: Position3D,
pub material: String,
}
type DiffractionKey = (u32, u32, u32);
impl AdvancedRoomSimulator {
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,
})
}
pub fn simulate_acoustics(
&mut self,
source: &Position3D,
receiver: &Position3D,
room_geometry: &RoomGeometry,
) -> Result<AcousticResponse> {
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];
while !rays.is_empty() {
let mut next_generation = Vec::new();
for ray in rays {
if ray.energy < self.config.energy_threshold {
continue;
}
if let Some(intersection) = self.find_nearest_intersection(&ray, room_geometry)? {
let interactions = self.process_intersection(&ray, &intersection)?;
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(),
});
}
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;
}
let diffraction_response =
self.calculate_diffraction_response(source, receiver, room_geometry)?;
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(),
})
}
pub fn update_environment(&mut self, changes: Vec<EnvironmentChange>) -> Result<()> {
for change in changes {
self.environment_manager.apply_change(change)?;
}
self.update_material_properties()?;
Ok(())
}
pub fn get_metrics(&self) -> &SimulationMetrics {
&self.metrics
}
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,
});
}
}
_ => {
return Err(Error::room("Distribution method not implemented"));
}
}
Ok(rays)
}
fn find_nearest_intersection(
&self,
ray: &AcousticRay,
_geometry: &RoomGeometry,
) -> Result<Option<IntersectionResult>> {
Ok(None)
}
fn process_intersection(
&self,
_ray: &AcousticRay,
_intersection: &IntersectionResult,
) -> Result<Vec<RayInteraction>> {
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>> {
Ok(None)
}
fn calculate_diffraction_response(
&mut self,
_source: &Position3D,
_receiver: &Position3D,
_geometry: &RoomGeometry,
) -> Result<Vec<ImpulseResponseSample>> {
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 {
1.0 }
fn calculate_clarity(&self, _impulse_response: &[ImpulseResponseSample]) -> f32 {
0.0 }
fn calculate_definition(&self, _impulse_response: &[ImpulseResponseSample]) -> f32 {
0.5 }
fn assess_simulation_quality(&self) -> f32 {
0.8 }
fn update_material_properties(&mut self) -> Result<()> {
Ok(())
}
}
#[derive(Debug, Clone)]
pub struct RoomGeometry {
pub surfaces: Vec<Surface>,
pub boundaries: Vec<Boundary>,
}
#[derive(Debug, Clone)]
pub struct Surface {
pub vertices: Vec<Position3D>,
pub normal: Position3D,
pub material: String,
pub area: f32,
}
#[derive(Debug, Clone)]
pub struct Boundary {
pub boundary_type: BoundaryType,
pub geometry: Vec<Position3D>,
pub material: String,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum BoundaryType {
Wall,
Floor,
Ceiling,
Opening,
}
#[derive(Debug, Clone)]
pub struct AcousticResponse {
pub impulse_response: Vec<ImpulseResponseSample>,
pub energy_histogram: Vec<f32>,
pub reverberation_time: f32,
pub clarity: f32,
pub definition: f32,
pub simulation_quality: f32,
}
#[derive(Debug, Clone)]
pub struct ImpulseResponseSample {
pub time: f32,
pub amplitude: f32,
pub frequency_content: Vec<f32>,
}
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,
}
}
}
impl Default for MaterialDatabase {
fn default() -> Self {
Self::new()
}
}
impl MaterialDatabase {
pub fn new() -> Self {
let mut materials = HashMap::new();
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 {
pub fn new(config: RayTracingConfig) -> Result<Self> {
Ok(Self {
config,
active_rays: Vec::new(),
ray_history: Vec::new(),
intersection_cache: HashMap::new(),
})
}
}
impl DiffractionProcessor {
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 {
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,
},
}
}
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);
}
}