feat: Application prototype (#14)
Creates a prototype user interface for dyna3 in the `app-proto` folder. The interface is dynamically constructed using [Sycamore](https://sycamore.dev). The prototype includes: * An application state model (the `AppState` type) * A constraint problem model (the `Assembly` type), used in the application state * Two views * A 3D rendering of the assembly (the `Display` component) * A list of elements and constraints (the `Outline` component) The following features confirm that the views can reflect and send input to the model: * You can select elements by clicking and shift-clicking them in the outline. The selected elements are highlighted in the display. * You can add elements using a button above the outline. The new elements appear in the display. Co-authored-by: Aaron Fenyes <aaron.fenyes@fareycircles.ooo> Reviewed-on: glen/dyna3#14 Co-authored-by: Vectornaut <vectornaut@nobody@nowhere.net> Co-committed-by: Vectornaut <vectornaut@nobody@nowhere.net>
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app-proto/src/assembly.rs
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93
app-proto/src/assembly.rs
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use nalgebra::DVector;
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use rustc_hash::FxHashMap;
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use slab::Slab;
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use std::collections::BTreeSet;
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use sycamore::prelude::*;
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#[derive(Clone, PartialEq)]
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pub struct Element {
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pub id: String,
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pub label: String,
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pub color: [f32; 3],
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pub rep: DVector<f64>,
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pub constraints: BTreeSet<usize>
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}
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#[derive(Clone)]
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pub struct Constraint {
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pub args: (usize, usize),
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pub rep: f64,
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pub active: Signal<bool>
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}
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// a complete, view-independent description of an assembly
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#[derive(Clone)]
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pub struct Assembly {
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// elements and constraints
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pub elements: Signal<Slab<Element>>,
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pub constraints: Signal<Slab<Constraint>>,
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// indexing
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pub elements_by_id: Signal<FxHashMap<String, usize>>
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}
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impl Assembly {
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pub fn new() -> Assembly {
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Assembly {
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elements: create_signal(Slab::new()),
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constraints: create_signal(Slab::new()),
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elements_by_id: create_signal(FxHashMap::default())
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}
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}
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// insert an element into the assembly without checking whether we already
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// have an element with the same identifier. any element that does have the
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// same identifier will get kicked out of the `elements_by_id` index
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fn insert_element_unchecked(&self, elt: Element) {
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let id = elt.id.clone();
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let key = self.elements.update(|elts| elts.insert(elt));
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self.elements_by_id.update(|elts_by_id| elts_by_id.insert(id, key));
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}
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pub fn try_insert_element(&self, elt: Element) -> bool {
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let can_insert = self.elements_by_id.with_untracked(
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|elts_by_id| !elts_by_id.contains_key(&elt.id)
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);
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if can_insert {
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self.insert_element_unchecked(elt);
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}
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can_insert
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}
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pub fn insert_new_element(&self) {
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// find the next unused identifier in the default sequence
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let mut id_num = 1;
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let mut id = format!("sphere{}", id_num);
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while self.elements_by_id.with_untracked(
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|elts_by_id| elts_by_id.contains_key(&id)
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) {
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id_num += 1;
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id = format!("sphere{}", id_num);
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}
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// create and insert a new element
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self.insert_element_unchecked(
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Element {
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id: id,
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label: format!("Sphere {}", id_num),
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color: [0.75_f32, 0.75_f32, 0.75_f32],
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rep: DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.5, -0.5]),
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constraints: BTreeSet::default()
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}
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);
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}
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pub fn insert_constraint(&self, constraint: Constraint) {
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let args = constraint.args;
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let key = self.constraints.update(|csts| csts.insert(constraint));
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self.elements.update(|elts| {
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elts[args.0].constraints.insert(key);
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elts[args.1].constraints.insert(key);
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})
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}
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}
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