Try projecting with the uniform inner product
This projection should be invariant under Euclidean motions. For now, we assume that all of the elements are spheres.
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22870342f3
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03da831c9a
3 changed files with 97 additions and 33 deletions
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@ -130,6 +130,8 @@ pub fn Display() -> View {
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let translate_pos_y = create_signal(0.0);
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let translate_neg_z = create_signal(0.0);
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let translate_pos_z = create_signal(0.0);
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let shrink_neg = create_signal(0.0);
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let shrink_pos = create_signal(0.0);
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// change listener
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let scene_changed = create_signal(true);
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@ -164,6 +166,7 @@ pub fn Display() -> View {
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// manipulation
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const TRANSLATION_SPEED: f64 = 0.15; // in length units per second
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const SHRINKING_SPEED: f64 = 0.15; // in length units per second
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// display parameters
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const OPACITY: f32 = 0.5; /* SCAFFOLDING */
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@ -292,6 +295,8 @@ pub fn Display() -> View {
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let translate_pos_y_val = translate_pos_y.get();
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let translate_neg_z_val = translate_neg_z.get();
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let translate_pos_z_val = translate_pos_z.get();
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let shrink_neg_val = shrink_neg.get();
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let shrink_pos_val = shrink_pos.get();
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// update the assembly's orientation
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let ang_vel = {
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@ -323,24 +328,27 @@ pub fn Display() -> View {
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let sel = state.selection.with(
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|sel| *sel.into_iter().next().unwrap()
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);
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let rep = state.assembly.elements.with_untracked(
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|elts| elts[sel].representation.get_clone_untracked()
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);
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let translate_x = translate_pos_x_val - translate_neg_x_val;
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let translate_y = translate_pos_y_val - translate_neg_y_val;
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let translate_z = translate_pos_z_val - translate_neg_z_val;
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if translate_x != 0.0 || translate_y != 0.0 || translate_z != 0.0 {
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let vel_field = {
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let u = Vector3::new(translate_x, translate_y, translate_z).normalize();
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DMatrix::from_column_slice(5, 5, &[
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0.0, 0.0, 0.0, 0.0, u[0],
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0.0, 0.0, 0.0, 0.0, u[1],
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0.0, 0.0, 0.0, 0.0, u[2],
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2.0*u[0], 2.0*u[1], 2.0*u[2], 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0, 0.0
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])
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let shrink = shrink_pos_val - shrink_neg_val;
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let translating =
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translate_x != 0.0
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|| translate_y != 0.0
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|| translate_z != 0.0;
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if translating || shrink != 0.0 {
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let elt_motion = {
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let u = if translating {
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TRANSLATION_SPEED * Vector3::new(
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translate_x, translate_y, translate_z
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).normalize()
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} else {
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Vector3::zeros()
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};
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time_step * DVector::from_column_slice(
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&[u[0], u[1], u[2], SHRINKING_SPEED * shrink, 0.0]
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)
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};
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let elt_motion: DVector<f64> = time_step * TRANSLATION_SPEED * vel_field * rep;
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assembly_for_raf.deform(
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vec![
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ElementMotion {
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@ -501,6 +509,8 @@ pub fn Display() -> View {
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"s" | "S" if shift => translate_pos_z.set(value),
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"w" | "W" => translate_pos_y.set(value),
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"s" | "S" => translate_neg_y.set(value),
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"]" | "}" => shrink_neg.set(value),
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"[" | "{" => shrink_pos.set(value),
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_ => manipulating = false
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};
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if manipulating {
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