Click the display to select points
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bbd4ee08b6
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1 changed files with 36 additions and 11 deletions
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@ -92,7 +92,7 @@ pub trait DisplayItem {
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// the smallest positive depth, represented as a multiple of `dir`, where
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// the line generated by `dir` hits the element. returns `None` if the line
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// misses the element
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>) -> Option<f64>;
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>, pixel_size: f64) -> Option<f64>;
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}
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impl DisplayItem for Sphere {
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@ -106,7 +106,7 @@ impl DisplayItem for Sphere {
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// this method should be kept synchronized with `sphere_cast` in
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// `spheres.frag`, which does essentially the same thing on the GPU side
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>) -> Option<f64> {
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>, _pixel_size: f64) -> Option<f64> {
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// if `a/b` is less than this threshold, we approximate
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// `a*u^2 + b*u + c` by the linear function `b*u + c`
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const DEG_THRESHOLD: f64 = 1e-9;
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@ -155,8 +155,30 @@ impl DisplayItem for Point {
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}
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/* SCAFFOLDING */
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fn cast(&self, _dir: Vector3<f64>, _assembly_to_world: &DMatrix<f64>) -> Option<f64> {
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None
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>, pixel_size: f64) -> Option<f64> {
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let rep = self.representation.with_untracked(|rep| assembly_to_world * rep);
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if rep[2] < 0.0 {
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// this constant should be kept synchronized with `point.frag`
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const POINT_RADIUS_PX: f64 = 4.0;
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// find the radius of the point in screen projection units
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let point_radius_proj = POINT_RADIUS_PX * pixel_size;
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// find the squared distance between the screen projections of the
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// ray and the point
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let dir_proj = -dir.fixed_rows::<2>(0) / dir[2];
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let rep_proj = -rep.fixed_rows::<2>(0) / rep[2];
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let dist_sq = (dir_proj - rep_proj).norm_squared();
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// if the ray hits the point, return its depth
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if dist_sq < point_radius_proj * point_radius_proj {
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Some(rep[2] / dir[2])
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} else {
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None
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}
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} else {
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None
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}
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}
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}
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@ -282,7 +304,7 @@ fn bind_new_buffer_to_attribute(
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}
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// the direction in camera space that a mouse event is pointing along
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fn event_dir(event: &MouseEvent) -> Vector3<f64> {
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fn event_dir(event: &MouseEvent) -> (Vector3<f64>, f64) {
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let target: web_sys::Element = event.target().unwrap().unchecked_into();
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let rect = target.get_bounding_client_rect();
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let width = rect.width();
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@ -293,10 +315,13 @@ fn event_dir(event: &MouseEvent) -> Vector3<f64> {
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// `point.vert`
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const FOCAL_SLOPE: f64 = 0.3;
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Vector3::new(
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FOCAL_SLOPE * (2.0*(f64::from(event.client_x()) - rect.left()) - width) / shortdim,
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FOCAL_SLOPE * (2.0*(rect.bottom() - f64::from(event.client_y())) - height) / shortdim,
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-1.0
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(
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Vector3::new(
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FOCAL_SLOPE * (2.0*(f64::from(event.client_x()) - rect.left()) - width) / shortdim,
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FOCAL_SLOPE * (2.0*(rect.bottom() - f64::from(event.client_y())) - height) / shortdim,
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-1.0
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),
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FOCAL_SLOPE * 2.0 / shortdim
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)
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}
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@ -822,11 +847,11 @@ pub fn Display() -> View {
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},
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on:click=move |event: MouseEvent| {
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// find the nearest element along the pointer direction
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let dir = event_dir(&event);
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let (dir, pixel_size) = event_dir(&event);
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console::log_1(&JsValue::from(dir.to_string()));
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let mut clicked: Option<(ElementKey, f64)> = None;
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for (key, elt) in state.assembly.elements.get_clone_untracked() {
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match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world)) {
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match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world, pixel_size)) {
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Some(depth) => match clicked {
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Some((_, best_depth)) => {
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if depth < best_depth {
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