feat: LOD mesh generation + incremental BVH
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#pragma once
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#include "vde/spatial/bvh.h"
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#include <functional>
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#include <vector>
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namespace vde::spatial {
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/**
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* @brief Incremental BVH that supports insert/remove without full rebuild
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*
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* Wraps the standard BVH with a dirty flag. Triangles can be inserted,
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* removed, or updated incrementally. The tree is lazily rebuilt on the
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* next query when dirty. Suitable for moderately dynamic scenes where
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* queries are less frequent than modifications.
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*
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* @ingroup spatial
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*/
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class IncrementalBVH {
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public:
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/// @brief Build from initial set of triangles
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void build(const std::vector<core::Triangle3D>& triangles);
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/// @brief Insert a new triangle (marks dirty, no immediate rebuild)
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void insert(const core::Triangle3D& tri);
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/// @brief Remove a triangle by index (marks dirty)
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void remove(size_t index);
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/// @brief Update a triangle's geometry in-place (marks dirty)
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void update(size_t index, const core::Triangle3D& tri);
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/**
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* @brief Ray query (rebuilds if dirty, then delegates to BVH)
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*
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* @param ray Query ray
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* @return All hit results (t, triangle, hit point)
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*/
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std::vector<BVH::HitResult> ray_query(const Ray3Dd& ray) const;
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/// @brief Number of triangles
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[[nodiscard]] size_t size() const { return triangles_.size(); }
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private:
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std::vector<core::Triangle3D> triangles_;
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std::vector<core::AABB3D> bboxes_;
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BVH bvh_;
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bool dirty_ = true;
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void rebuild_if_dirty();
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};
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} // namespace vde::spatial
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