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f332f755e0
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f332f755e0 | ||
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e19792d961 | ||
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0cfdd59e23 | ||
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f4e5c34fde | ||
a671a8273a |
9 changed files with 189 additions and 83 deletions
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@ -46,6 +46,13 @@ features = [
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dyna3 = { path = ".", default-features = false, features = ["dev"] }
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wasm-bindgen-test = "0.3.34"
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# turn off spurious warnings about the custom config that Sycamore uses
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#
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# https://sycamore.dev/book/troubleshooting#unexpected-cfg-condition-name--sycamore-force-ssr
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#
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[lints.rust]
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unexpected_cfgs = { level = "warn", check-cfg = ["cfg(sycamore_force_ssr)"] }
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[profile.release]
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opt-level = "s" # optimize for small code size
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debug = true # include debug symbols
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@ -90,6 +90,10 @@ summary > div, .regulator {
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padding-right: 8px;
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}
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.element > input {
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margin-left: 8px;
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}
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.element-switch {
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width: 18px;
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padding-left: 2px;
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@ -1,6 +1,5 @@
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use nalgebra::{DMatrix, DVector, DVectorView};
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use std::{
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any::{Any, TypeId},
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cell::Cell,
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collections::{BTreeMap, BTreeSet},
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cmp::Ordering,
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@ -20,6 +19,8 @@ use crate::{
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change_half_curvature,
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local_unif_to_std,
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point,
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project_point_to_normalized,
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project_sphere_to_normalized,
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realize_gram,
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sphere,
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ConfigSubspace,
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@ -101,11 +102,16 @@ pub trait Element: Serial + ProblemPoser + DisplayItem {
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fn id(&self) -> &String;
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fn label(&self) -> &String;
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fn representation(&self) -> Signal<DVector<f64>>;
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fn ghost(&self) -> Signal<bool>;
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// the regulators the element is subject to. the assembly that owns the
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// element is responsible for keeping this set up to date
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fn regulators(&self) -> Signal<BTreeSet<Rc<dyn Regulator>>>;
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// project a representation vector for this kind of element onto its
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// normalization variety
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fn project_to_normalized(&self, rep: &mut DVector<f64>);
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// the configuration matrix column index that was assigned to the element
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// last time the assembly was realized, or `None` if the element has never
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// been through a realization
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@ -154,6 +160,7 @@ pub struct Sphere {
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pub label: String,
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pub color: ElementColor,
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pub representation: Signal<DVector<f64>>,
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pub ghost: Signal<bool>,
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pub regulators: Signal<BTreeSet<Rc<dyn Regulator>>>,
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serial: u64,
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column_index: Cell<Option<usize>>
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@ -173,6 +180,7 @@ impl Sphere {
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label: label,
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color: color,
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representation: create_signal(representation),
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ghost: create_signal(false),
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regulators: create_signal(BTreeSet::new()),
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serial: Self::next_serial(),
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column_index: None.into()
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@ -210,10 +218,18 @@ impl Element for Sphere {
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self.representation
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}
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fn ghost(&self) -> Signal<bool> {
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self.ghost
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}
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fn regulators(&self) -> Signal<BTreeSet<Rc<dyn Regulator>>> {
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self.regulators
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}
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fn project_to_normalized(&self, rep: &mut DVector<f64>) {
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project_sphere_to_normalized(rep);
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}
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fn column_index(&self) -> Option<usize> {
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self.column_index.get()
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}
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@ -244,6 +260,7 @@ pub struct Point {
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pub label: String,
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pub color: ElementColor,
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pub representation: Signal<DVector<f64>>,
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pub ghost: Signal<bool>,
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pub regulators: Signal<BTreeSet<Rc<dyn Regulator>>>,
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serial: u64,
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column_index: Cell<Option<usize>>
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@ -263,6 +280,7 @@ impl Point {
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label,
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color,
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representation: create_signal(representation),
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ghost: create_signal(false),
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regulators: create_signal(BTreeSet::new()),
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serial: Self::next_serial(),
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column_index: None.into()
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@ -296,10 +314,18 @@ impl Element for Point {
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self.representation
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}
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fn ghost(&self) -> Signal<bool> {
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self.ghost
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}
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fn regulators(&self) -> Signal<BTreeSet<Rc<dyn Regulator>>> {
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self.regulators
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}
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fn project_to_normalized(&self, rep: &mut DVector<f64>) {
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project_point_to_normalized(rep);
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}
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fn column_index(&self) -> Option<usize> {
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self.column_index.get()
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}
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@ -598,9 +624,7 @@ impl Assembly {
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create_effect(move || {
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/* DEBUG */
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// log the regulator update
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console::log_1(&JsValue::from(
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format!("Updated regulator with subjects {:?}", regulator.subjects())
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));
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console_log!("Updated regulator with subjects {:?}", regulator.subjects());
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if regulator.try_activate() {
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self_for_effect.realize();
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@ -609,10 +633,10 @@ impl Assembly {
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/* DEBUG */
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// print an updated list of regulators
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console::log_1(&JsValue::from("Regulators:"));
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console_log!("Regulators:");
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self.regulators.with_untracked(|regs| {
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for reg in regs.into_iter() {
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console::log_1(&JsValue::from(format!(
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console_log!(
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" {:?}: {}",
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reg.subjects(),
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reg.set_point().with_untracked(
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@ -625,7 +649,7 @@ impl Assembly {
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}
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}
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)
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)));
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);
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}
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});
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}
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@ -656,19 +680,11 @@ impl Assembly {
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/* DEBUG */
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// log the Gram matrix
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console::log_1(&JsValue::from("Gram matrix:"));
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problem.gram.log_to_console();
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console_log!("Gram matrix:\n{}", problem.gram);
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/* DEBUG */
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// log the initial configuration matrix
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console::log_1(&JsValue::from("Old configuration:"));
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for j in 0..problem.guess.nrows() {
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let mut row_str = String::new();
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for k in 0..problem.guess.ncols() {
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row_str.push_str(format!(" {:>8.3}", problem.guess[(j, k)]).as_str());
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}
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console::log_1(&JsValue::from(row_str));
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}
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console_log!("Old configuration:{:>8.3}", problem.guess);
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// look for a configuration with the given Gram matrix
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let (config, tangent, success, history) = realize_gram(
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@ -677,16 +693,14 @@ impl Assembly {
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/* DEBUG */
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// report the outcome of the search
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console::log_1(&JsValue::from(
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if success {
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"Target accuracy achieved!"
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} else {
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"Failed to reach target accuracy"
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}
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));
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console::log_2(&JsValue::from("Steps:"), &JsValue::from(history.scaled_loss.len() - 1));
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console::log_2(&JsValue::from("Loss:"), &JsValue::from(*history.scaled_loss.last().unwrap()));
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console::log_2(&JsValue::from("Tangent dimension:"), &JsValue::from(tangent.dim()));
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if success {
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console_log!("Target accuracy achieved!")
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} else {
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console_log!("Failed to reach target accuracy")
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}
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console_log!("Steps: {}", history.scaled_loss.len() - 1);
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console_log!("Loss: {}", *history.scaled_loss.last().unwrap());
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console_log!("Tangent dimension: {}", tangent.dim());
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if success {
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// read out the solution
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@ -769,29 +783,17 @@ impl Assembly {
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// step the assembly along the deformation. this changes the elements'
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// normalizations, so we restore those afterward
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/* KLUDGE */
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// for now, we only restore the normalizations of spheres
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for elt in self.elements.get_clone_untracked() {
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elt.representation().update_silent(|rep| {
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match elt.column_index() {
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Some(column_index) => {
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// step the assembly along the deformation
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// step the element along the deformation and then
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// restore its normalization
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*rep += motion_proj.column(column_index);
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if elt.type_id() == TypeId::of::<Sphere>() {
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// restore normalization by contracting toward the
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// last coordinate axis
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let q_sp = rep.fixed_rows::<3>(0).norm_squared();
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let half_q_lt = -2.0 * rep[3] * rep[4];
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let half_q_lt_sq = half_q_lt * half_q_lt;
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let scaling = half_q_lt + (q_sp + half_q_lt_sq).sqrt();
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rep.fixed_rows_mut::<4>(0).scale_mut(1.0 / scaling);
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}
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elt.project_to_normalized(rep);
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},
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None => {
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console::log_1(&JsValue::from(
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format!("No velocity to unpack for fresh element \"{}\"", elt.id())
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))
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console_log!("No velocity to unpack for fresh element \"{}\"", elt.id())
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}
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};
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});
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@ -808,6 +810,8 @@ impl Assembly {
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mod tests {
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use super::*;
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use crate::engine;
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#[test]
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#[should_panic(expected = "Sphere \"sphere\" should be indexed before writing problem data")]
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fn unindexed_element_test() {
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@ -833,4 +837,50 @@ mod tests {
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}.pose(&mut ConstraintProblem::new(2));
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});
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}
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#[test]
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fn curvature_drift_test() {
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const INITIAL_RADIUS: f64 = 0.25;
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let _ = create_root(|| {
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// set up an assembly containing a single sphere centered at the
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// origin
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let assembly = Assembly::new();
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let sphere_id = "sphere0";
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let _ = assembly.try_insert_element(
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// we create the sphere by hand for two reasons: to choose the
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// curvature (which can affect drift rate) and to make the test
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// independent of `Sphere::default`
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Sphere::new(
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String::from(sphere_id),
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String::from("Sphere 0"),
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[0.75_f32, 0.75_f32, 0.75_f32],
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engine::sphere(0.0, 0.0, 0.0, INITIAL_RADIUS)
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)
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);
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// nudge the sphere repeatedly along the `z` axis
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const STEP_SIZE: f64 = 0.0025;
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const STEP_CNT: usize = 400;
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let sphere = assembly.elements_by_id.with(|elts_by_id| elts_by_id[sphere_id].clone());
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let velocity = DVector::from_column_slice(&[0.0, 0.0, STEP_SIZE, 0.0]);
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for _ in 0..STEP_CNT {
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assembly.deform(
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vec![
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ElementMotion {
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element: sphere.clone(),
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velocity: velocity.as_view()
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}
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]
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);
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}
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// check how much the sphere's curvature has drifted
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const INITIAL_HALF_CURV: f64 = 0.5 / INITIAL_RADIUS;
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const DRIFT_TOL: f64 = 0.015;
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let final_half_curv = sphere.representation().with_untracked(
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|rep| rep[Sphere::CURVATURE_COMPONENT]
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);
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assert!((final_half_curv / INITIAL_HALF_CURV - 1.0).abs() < DRIFT_TOL);
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});
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}
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}
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@ -20,11 +20,23 @@ use crate::{
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assembly::{Element, ElementColor, ElementMotion, Point, Sphere}
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};
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// --- color ---
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const COLOR_SIZE: usize = 3;
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type ColorWithOpacity = [f32; COLOR_SIZE + 1];
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fn combine_channels(color: ElementColor, opacity: f32) -> ColorWithOpacity {
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let mut color_with_opacity = [0.0; COLOR_SIZE + 1];
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color_with_opacity[..COLOR_SIZE].copy_from_slice(&color);
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color_with_opacity[COLOR_SIZE] = opacity;
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color_with_opacity
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}
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// --- scene data ---
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struct SceneSpheres {
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representations: Vec<DVector<f64>>,
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colors: Vec<ElementColor>,
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colors_with_opacity: Vec<ColorWithOpacity>,
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highlights: Vec<f32>
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}
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@ -32,7 +44,7 @@ impl SceneSpheres {
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fn new() -> SceneSpheres{
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SceneSpheres {
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representations: Vec::new(),
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colors: Vec::new(),
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colors_with_opacity: Vec::new(),
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highlights: Vec::new()
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}
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}
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@ -41,16 +53,16 @@ impl SceneSpheres {
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self.representations.len().try_into().expect("Number of spheres must fit in a 32-bit integer")
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}
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fn push(&mut self, representation: DVector<f64>, color: ElementColor, highlight: f32) {
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fn push(&mut self, representation: DVector<f64>, color: ElementColor, opacity: f32, highlight: f32) {
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self.representations.push(representation);
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self.colors.push(color);
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self.colors_with_opacity.push(combine_channels(color, opacity));
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self.highlights.push(highlight);
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}
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}
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struct ScenePoints {
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representations: Vec<DVector<f64>>,
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colors: Vec<ElementColor>,
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colors_with_opacity: Vec<ColorWithOpacity>,
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highlights: Vec<f32>,
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selections: Vec<f32>
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}
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@ -59,15 +71,15 @@ impl ScenePoints {
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fn new() -> ScenePoints {
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ScenePoints {
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representations: Vec::new(),
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colors: Vec::new(),
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colors_with_opacity: Vec::new(),
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highlights: Vec::new(),
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selections: Vec::new()
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}
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}
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fn push(&mut self, representation: DVector<f64>, color: ElementColor, highlight: f32, selected: bool) {
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fn push(&mut self, representation: DVector<f64>, color: ElementColor, opacity: f32, highlight: f32, selected: bool) {
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self.representations.push(representation);
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self.colors.push(color);
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self.colors_with_opacity.push(combine_channels(color, opacity));
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self.highlights.push(highlight);
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self.selections.push(if selected { 1.0 } else { 0.0 });
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}
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@ -98,11 +110,16 @@ pub trait DisplayItem {
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impl DisplayItem for Sphere {
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fn show(&self, scene: &mut Scene, selected: bool) {
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const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */
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/* SCAFFOLDING */
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const DEFAULT_OPACITY: f32 = 0.5;
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const GHOST_OPACITY: f32 = 0.2;
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const HIGHLIGHT: f32 = 0.2;
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let representation = self.representation.get_clone_untracked();
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let color = if selected { self.color.map(|channel| 0.2 + 0.8*channel) } else { self.color };
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let opacity = if self.ghost.get() { GHOST_OPACITY } else { DEFAULT_OPACITY };
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let highlight = if selected { 1.0 } else { HIGHLIGHT };
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scene.spheres.push(representation, color, highlight);
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scene.spheres.push(representation, color, opacity, highlight);
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}
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// this method should be kept synchronized with `sphere_cast` in
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|
@ -148,11 +165,15 @@ impl DisplayItem for Sphere {
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impl DisplayItem for Point {
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fn show(&self, scene: &mut Scene, selected: bool) {
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const HIGHLIGHT: f32 = 0.5; /* SCAFFOLDING */
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/* SCAFFOLDING */
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const GHOST_OPACITY: f32 = 0.4;
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const HIGHLIGHT: f32 = 0.5;
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let representation = self.representation.get_clone_untracked();
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let color = if selected { self.color.map(|channel| 0.2 + 0.8*channel) } else { self.color };
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let opacity = if self.ghost.get() { GHOST_OPACITY } else { 1.0 };
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let highlight = if selected { 1.0 } else { HIGHLIGHT };
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scene.points.push(representation, color, highlight, selected);
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scene.points.push(representation, color, opacity, highlight, selected);
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}
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/* SCAFFOLDING */
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|
@ -365,6 +386,7 @@ pub fn Display() -> View {
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state.assembly.elements.with(|elts| {
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for elt in elts {
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elt.representation().track();
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elt.ghost().track();
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}
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});
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state.selection.track();
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|
@ -395,7 +417,6 @@ pub fn Display() -> View {
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const SHRINKING_SPEED: f64 = 0.15; // in length units per second
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|
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// display parameters
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const OPACITY: f32 = 0.5; /* SCAFFOLDING */
|
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const LAYER_THRESHOLD: i32 = 0; /* DEBUG */
|
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const DEBUG_MODE: i32 = 0; /* DEBUG */
|
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|
||||
|
@ -469,7 +490,6 @@ pub fn Display() -> View {
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);
|
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let resolution_loc = ctx.get_uniform_location(&sphere_program, "resolution");
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let shortdim_loc = ctx.get_uniform_location(&sphere_program, "shortdim");
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let opacity_loc = ctx.get_uniform_location(&sphere_program, "opacity");
|
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let layer_threshold_loc = ctx.get_uniform_location(&sphere_program, "layer_threshold");
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let debug_mode_loc = ctx.get_uniform_location(&sphere_program, "debug_mode");
|
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|
||||
|
@ -654,9 +674,9 @@ pub fn Display() -> View {
|
|||
sphere_lt_locs[n].as_ref(),
|
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v.rows(3, 2).as_slice()
|
||||
);
|
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ctx.uniform3fv_with_f32_array(
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ctx.uniform4fv_with_f32_array(
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sphere_color_locs[n].as_ref(),
|
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&scene.spheres.colors[n]
|
||||
&scene.spheres.colors_with_opacity[n]
|
||||
);
|
||||
ctx.uniform1f(
|
||||
sphere_highlight_locs[n].as_ref(),
|
||||
|
@ -665,7 +685,6 @@ pub fn Display() -> View {
|
|||
}
|
||||
|
||||
// pass the display parameters
|
||||
ctx.uniform1f(opacity_loc.as_ref(), OPACITY);
|
||||
ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD);
|
||||
ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE);
|
||||
|
||||
|
@ -703,7 +722,7 @@ pub fn Display() -> View {
|
|||
// bind them to the corresponding attributes in the vertex
|
||||
// shader
|
||||
bind_new_buffer_to_attribute(&ctx, point_position_attr, SPACE_DIM as i32, point_positions.as_slice());
|
||||
bind_new_buffer_to_attribute(&ctx, point_color_attr, COLOR_SIZE as i32, scene.points.colors.concat().as_slice());
|
||||
bind_new_buffer_to_attribute(&ctx, point_color_attr, (COLOR_SIZE + 1) as i32, scene.points.colors_with_opacity.concat().as_slice());
|
||||
bind_new_buffer_to_attribute(&ctx, point_highlight_attr, 1 as i32, scene.points.highlights.as_slice());
|
||||
bind_new_buffer_to_attribute(&ctx, point_selection_attr, 1 as i32, scene.points.selections.as_slice());
|
||||
|
||||
|
@ -851,7 +870,11 @@ pub fn Display() -> View {
|
|||
let (dir, pixel_size) = event_dir(&event);
|
||||
console::log_1(&JsValue::from(dir.to_string()));
|
||||
let mut clicked: Option<(Rc<dyn Element>, f64)> = None;
|
||||
for elt in state.assembly.elements.get_clone_untracked() {
|
||||
let tangible_elts = state.assembly.elements
|
||||
.get_clone_untracked()
|
||||
.into_iter()
|
||||
.filter(|elt| !elt.ghost().get());
|
||||
for elt in tangible_elts {
|
||||
match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world, pixel_size)) {
|
||||
Some(depth) => match clicked {
|
||||
Some((_, best_depth)) => {
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
use lazy_static::lazy_static;
|
||||
use nalgebra::{Const, DMatrix, DVector, DVectorView, Dyn, SymmetricEigen};
|
||||
use std::fmt::{Display, Error, Formatter};
|
||||
use web_sys::{console, wasm_bindgen::JsValue}; /* DEBUG */
|
||||
|
||||
// --- elements ---
|
||||
|
@ -34,6 +35,21 @@ pub fn sphere_with_offset(dir_x: f64, dir_y: f64, dir_z: f64, off: f64, curv: f6
|
|||
])
|
||||
}
|
||||
|
||||
// project a sphere's representation vector to the normalization variety by
|
||||
// contracting toward the last coordinate axis
|
||||
pub fn project_sphere_to_normalized(rep: &mut DVector<f64>) {
|
||||
let q_sp = rep.fixed_rows::<3>(0).norm_squared();
|
||||
let half_q_lt = -2.0 * rep[3] * rep[4];
|
||||
let half_q_lt_sq = half_q_lt * half_q_lt;
|
||||
let scaling = half_q_lt + (q_sp + half_q_lt_sq).sqrt();
|
||||
rep.fixed_rows_mut::<4>(0).scale_mut(1.0 / scaling);
|
||||
}
|
||||
|
||||
// normalize a point's representation vector by scaling
|
||||
pub fn project_point_to_normalized(rep: &mut DVector<f64>) {
|
||||
rep.scale_mut(0.5 / rep[3]);
|
||||
}
|
||||
|
||||
// given a sphere's representation vector, change the sphere's half-curvature to
|
||||
// `half-curv` and then restore normalization by contracting the representation
|
||||
// vector toward the curvature axis
|
||||
|
@ -94,15 +110,6 @@ impl PartialMatrix {
|
|||
}
|
||||
}
|
||||
|
||||
/* DEBUG */
|
||||
pub fn log_to_console(&self) {
|
||||
for &MatrixEntry { index: (row, col), value } in self {
|
||||
console::log_1(&JsValue::from(
|
||||
format!(" {} {} {}", row, col, value)
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
fn freeze(&self, a: &DMatrix<f64>) -> DMatrix<f64> {
|
||||
let mut result = a.clone();
|
||||
for &MatrixEntry { index, value } in self {
|
||||
|
@ -128,6 +135,15 @@ impl PartialMatrix {
|
|||
}
|
||||
}
|
||||
|
||||
impl Display for PartialMatrix {
|
||||
fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error> {
|
||||
for &MatrixEntry { index: (row, col), value } in self {
|
||||
writeln!(f, " {row} {col} {value}")?;
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
impl IntoIterator for PartialMatrix {
|
||||
type Item = MatrixEntry;
|
||||
type IntoIter = std::vec::IntoIter<Self::Item>;
|
||||
|
|
|
@ -202,7 +202,11 @@ fn ElementOutlineItem(element: Rc<dyn Element>) -> View {
|
|||
) {
|
||||
div(class="element-label") { (label) }
|
||||
div(class="element-representation") { (rep_components) }
|
||||
div(class="status")
|
||||
input(
|
||||
r#type="checkbox",
|
||||
bind:checked=element.ghost(),
|
||||
on:click=|event: MouseEvent| event.stop_propagation()
|
||||
)
|
||||
}
|
||||
}
|
||||
ul(class="regulators") {
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
precision highp float;
|
||||
|
||||
in vec3 point_color;
|
||||
in vec4 point_color;
|
||||
in float point_highlight;
|
||||
in float total_radius;
|
||||
|
||||
|
@ -13,6 +13,7 @@ void main() {
|
|||
|
||||
const float POINT_RADIUS = 4.;
|
||||
float border = smoothstep(POINT_RADIUS - 1., POINT_RADIUS, r);
|
||||
vec3 color = mix(point_color, vec3(1.), border * point_highlight);
|
||||
outColor = vec4(color, 1. - smoothstep(total_radius - 1., total_radius, r));
|
||||
float disk = 1. - smoothstep(total_radius - 1., total_radius, r);
|
||||
vec4 color = mix(point_color, vec4(1.), border * point_highlight);
|
||||
outColor = vec4(vec3(1.), disk) * color;
|
||||
}
|
|
@ -1,11 +1,11 @@
|
|||
#version 300 es
|
||||
|
||||
in vec4 position;
|
||||
in vec3 color;
|
||||
in vec4 color;
|
||||
in float highlight;
|
||||
in float selected;
|
||||
|
||||
out vec3 point_color;
|
||||
out vec4 point_color;
|
||||
out float point_highlight;
|
||||
out float total_radius;
|
||||
|
||||
|
|
|
@ -17,7 +17,7 @@ struct vecInv {
|
|||
const int SPHERE_MAX = 200;
|
||||
uniform int sphere_cnt;
|
||||
uniform vecInv sphere_list[SPHERE_MAX];
|
||||
uniform vec3 color_list[SPHERE_MAX];
|
||||
uniform vec4 color_list[SPHERE_MAX];
|
||||
uniform float highlight_list[SPHERE_MAX];
|
||||
|
||||
// view
|
||||
|
@ -25,7 +25,6 @@ uniform vec2 resolution;
|
|||
uniform float shortdim;
|
||||
|
||||
// controls
|
||||
uniform float opacity;
|
||||
uniform int layer_threshold;
|
||||
uniform bool debug_mode;
|
||||
|
||||
|
@ -69,7 +68,7 @@ struct Fragment {
|
|||
vec4 color;
|
||||
};
|
||||
|
||||
Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
|
||||
Fragment sphere_shading(vecInv v, vec3 pt, vec4 base_color) {
|
||||
// the expression for normal needs to be checked. it's supposed to give the
|
||||
// negative gradient of the lorentz product between the impact point vector
|
||||
// and the sphere vector with respect to the coordinates of the impact
|
||||
|
@ -79,7 +78,7 @@ Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
|
|||
|
||||
float incidence = dot(normal, light_dir);
|
||||
float illum = mix(0.4, 1.0, max(incidence, 0.0));
|
||||
return Fragment(pt, normal, vec4(illum * base_color, opacity));
|
||||
return Fragment(pt, normal, vec4(illum * base_color.rgb, base_color.a));
|
||||
}
|
||||
|
||||
float intersection_dist(Fragment a, Fragment b) {
|
||||
|
@ -192,10 +191,11 @@ void main() {
|
|||
vec3 color = vec3(0.);
|
||||
int layer = layer_cnt - 1;
|
||||
TaggedDepth hit = top_hits[layer];
|
||||
vec4 sphere_color = color_list[hit.id];
|
||||
Fragment frag_next = sphere_shading(
|
||||
sphere_list[hit.id],
|
||||
hit.depth * dir,
|
||||
hit.dimming * color_list[hit.id]
|
||||
vec4(hit.dimming * sphere_color.rgb, sphere_color.a)
|
||||
);
|
||||
float highlight_next = highlight_list[hit.id];
|
||||
--layer;
|
||||
|
@ -206,10 +206,11 @@ void main() {
|
|||
|
||||
// shade the next fragment
|
||||
hit = top_hits[layer];
|
||||
sphere_color = color_list[hit.id];
|
||||
frag_next = sphere_shading(
|
||||
sphere_list[hit.id],
|
||||
hit.depth * dir,
|
||||
hit.dimming * color_list[hit.id]
|
||||
vec4(hit.dimming * sphere_color.rgb, sphere_color.a)
|
||||
);
|
||||
highlight_next = highlight_list[hit.id];
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue