Compare commits

..

25 commits

Author SHA1 Message Date
Aaron Fenyes
08ec838334 Consolidate constructions from empty specification
To reduce the potential for inconsistency, we should only have one piece
of code that constructs a `SpecifiedValue` from the empty specification.
2025-03-08 15:11:37 -08:00
Aaron Fenyes
b9db7a5699 Make use declarations more compact 2025-03-08 15:02:57 -08:00
Aaron Fenyes
6eeeb1c6fd Bring back try_set as inline code
This essentially reverts commit 894931a and then inlines `try_set` in
the one place where it's used. If we ever want to reuse that code, we'll
factor it out again.
2025-03-05 15:05:00 -08:00
Aaron Fenyes
84bfdefccb Rewrite SpecifiedValue as a read-only structure 2025-03-03 23:10:28 -08:00
Aaron Fenyes
8b4a72c60c Simplify match to if let 2025-03-03 15:15:30 -08:00
Aaron Fenyes
c58fed073d Drop the is_present utility method 2025-03-03 13:10:08 -08:00
Aaron Fenyes
309b0881df Move SpecifiedValue into its own module 2025-03-03 13:10:08 -08:00
Aaron Fenyes
894931a6e7 Replace try_set with set_if_ok 2025-03-03 13:10:08 -08:00
874c823dbe Minor wording changes in description of Element.regulators. 2025-03-01 01:27:45 +00:00
Aaron Fenyes
7cbd92618b Improve the comments in the assembly module
Also, remove trailing comma.
2025-02-27 00:26:54 -08:00
Aaron Fenyes
c368a38803 Make insert_regulator private 2025-02-26 22:22:58 -08:00
Aaron Fenyes
6c31a25822 Consolidate set point data 2025-02-23 23:51:24 -08:00
Aaron Fenyes
befadd25c9 Get the read-only set point signal more simply 2025-02-19 01:22:42 -08:00
Aaron Fenyes
c54b6bc165 Tie invalidity indicator to regulator input
Invalid attempts to specify a regulator's set point are now local to
each view of the regulator, and don't affect the regulator model. In
particular, a regulator will be valid and in force even when one of its
regulator input views is showing an invalid specification attempt. The
invalidity indicator should therefore be tied to the input showing
the invalid specification, not to the whole regulator outline item.
2025-02-18 13:37:30 -08:00
Aaron Fenyes
f2e84fb64a Enforce the validity of set point specifications
Make a regulator's set point specification private, and split the set
point into a private writable signal and a public read-only signal. The
set point can now be initialized only through the factory method
`insert_new_regulator` and changed only through the setter method
`try_specify_set_point`, which both ensure that the set point
specification is valid and consistent with the set point.
2025-02-18 13:29:10 -08:00
Aaron Fenyes
bbd0835a8f Move set point spec validation into Regulator 2025-02-18 12:42:49 -08:00
Aaron Fenyes
302d93638d Require regulators to have valid specifications
When an invalid specification is entered into a regulator input, keep it
confined to that input. Reset a regulator input by pressing *escape*.
2025-02-18 01:27:11 -08:00
Aaron Fenyes
fef4127f69 Only sync regulator inputs on change
This lets us infer a regulator's role from whether it has a set point
and what text specifies the set point.
2025-02-17 14:01:27 -08:00
Aaron Fenyes
b3e4e902f3 Rename Regulator fields 2025-02-12 11:55:45 -08:00
Aaron Fenyes
24139ad5e9 Rename observables to regulators 2025-02-12 11:35:07 -08:00
Aaron Fenyes
de7122d871 Label observable type
Right now, there's only one type of observable, so the label can be
hard-coded.
2025-02-12 10:37:48 -08:00
Aaron Fenyes
dc8330df6a Revise observable styling
Distinguish constraints from observables using dark background rather
than marker. Customize focus highlighting. Drop the input type selector
that used to make styling apply to the Lorentz product field but not the
constraint activation check box.
2025-02-10 00:16:36 -08:00
Aaron Fenyes
af2724f934 Rename ObservableRole variants
Also rename corresponding CSS classes and add methods to check roles.
2025-02-10 00:16:36 -08:00
Aaron Fenyes
677ef47544 Rename constraints to observables 2025-02-10 00:16:36 -08:00
Aaron Fenyes
fb8e391587 Generalize constraints to observables 2025-02-10 00:08:32 -08:00
36 changed files with 1839 additions and 5336 deletions

View file

@ -1,22 +0,0 @@
# set up the Trunk web build system
#
# https://trunkrs.dev
#
# the `curl` call is based on David Tolnay's `rust-toolchain` action
#
# https://github.com/dtolnay/rust-toolchain
#
runs:
using: "composite"
steps:
- run: rustup target add wasm32-unknown-unknown
# install the Trunk binary to `ci-bin` within the workspace directory, which
# is determined by the `github.workspace` label and reflected in the
# `GITHUB_WORKSPACE` environment variable. then, make the `trunk` command
# available by placing the fully qualified path to `ci-bin` on the
# workflow's search path
- run: mkdir -p ci-bin
- run: curl --output - --proto '=https' --tlsv1.2 --retry 10 --retry-connrefused --location --silent --show-error --fail 'https://github.com/trunk-rs/trunk/releases/download/v0.21.12/trunk-x86_64-unknown-linux-gnu.tar.gz' | tar --gunzip --extract --file -
working-directory: ci-bin
- run: echo "${{ github.workspace }}/ci-bin" >> $GITHUB_PATH

View file

@ -1,29 +0,0 @@
on:
pull_request:
push:
branches: [main]
jobs:
# run the automated tests, reporting success if the tests pass and were built
# without warnings. the examples are run as tests, because we've configured
# each example target with `test = true` and `harness = false` in Cargo.toml.
# Trunk build failures caused by problems outside the Rust source code, like
# missing assets, should be caught by `trunk_build_test`
test:
runs-on: docker
container:
image: cimg/rust:1.86-node
defaults:
run:
# set the default working directory for each `run` step, relative to the
# workspace directory. this default only affects `run` steps (and if we
# tried to set the `working-directory` label for any other kind of step,
# it wouldn't be recognized anyway)
working-directory: app-proto
steps:
# Check out the repository so that its top-level directory is the
# workspace directory (action variable `github.workspace`, environment
# variable `$GITHUB_WORKSPACE`):
- uses: https://code.forgejo.org/actions/checkout@v4
- uses: ./.forgejo/setup-trunk
- run: RUSTFLAGS='-D warnings' cargo test

8
.gitignore vendored
View file

@ -1,2 +1,8 @@
ci-bin
node_modules
site
docbuild
__tests__
coverage
dyna3.zip
tmpproj
*~

View file

@ -25,37 +25,32 @@ The latest prototype is in the folder `app-proto`. It includes both a user inter
### Install the prerequisites
1. Install [`rustup`](https://rust-lang.github.io/rustup/): the officially recommended Rust toolchain manager
- It's available on Ubuntu as a [Snap](https://snapcraft.io/rustup)
* It's available on Ubuntu as a [Snap](https://snapcraft.io/rustup)
2. Call `rustup default stable` to "download the latest stable release of Rust and set it as your default toolchain"
- If you forget, the `rustup` [help system](https://github.com/rust-lang/rustup/blob/d9b3601c3feb2e88cf3f8ca4f7ab4fdad71441fd/src/errors.rs#L109-L112) will remind you
* If you forget, the `rustup` [help system](https://github.com/rust-lang/rustup/blob/d9b3601c3feb2e88cf3f8ca4f7ab4fdad71441fd/src/errors.rs#L109-L112) will remind you
3. Call `rustup target add wasm32-unknown-unknown` to add the [most generic 32-bit WebAssembly target](https://doc.rust-lang.org/nightly/rustc/platform-support/wasm32-unknown-unknown.html)
4. Call `cargo install wasm-pack` to install the [WebAssembly toolchain](https://rustwasm.github.io/docs/wasm-pack/)
5. Call `cargo install trunk` to install the [Trunk](https://trunkrs.dev/) web-build tool
6. Add the `.cargo/bin` folder in your home directory to your executable search path
- This lets you call Trunk, and other tools installed by Cargo, without specifying their paths
- On POSIX systems, the search path is stored in the `PATH` environment variable
* This lets you call Trunk, and other tools installed by Cargo, without specifying their paths
* On POSIX systems, the search path is stored in the `PATH` environment variable
### Play with the prototype
1. From the `app-proto` folder, call `trunk serve --release` to build and serve the prototype
- The crates the prototype depends on will be downloaded and served automatically
- For a faster build, at the expense of a much slower prototype, you can call `trunk serve` without the `--release` flag
- If you want to stay in the top-level folder, you can call `trunk serve --config app-proto [--release]` from there instead.
1. Go into the `app-proto` folder
2. Call `trunk serve --release` to build and serve the prototype
* *The crates the prototype depends on will be downloaded and served automatically*
* *For a faster build, at the expense of a much slower prototype, you can call `trunk serve` without the `--release` flag*
3. In a web browser, visit one of the URLs listed under the message `INFO 📡 server listening at:`
- Touching any file in the `app-proto` folder will make Trunk rebuild and live-reload the prototype
* *Touching any file in the `app-proto` folder will make Trunk rebuild and live-reload the prototype*
4. Press *ctrl+C* in the shell where Trunk is running to stop serving the prototype
### Run the engine on some example problems
1. Use `sh` to run the script `tools/run-examples.sh`
- The script is location-independent, so you can do this from anywhere in the dyna3 repository
- The call from the top level of the repository is:
```bash
sh tools/run-examples.sh
```
- For each example problem, the engine will print the value of the loss function at each optimization step
- The first example that prints is the same as the Irisawa hexlet example from the Julia version of the engine prototype. If you go into `engine-proto/gram-test`, launch Julia, and then
1. Go into the `app-proto` folder
2. Call `./run-examples`
* *For each example problem, the engine will print the value of the loss function at each optimization step*
* *The first example that prints is the same as the Irisawa hexlet example from the Julia version of the engine prototype. If you go into `engine-proto/gram-test`, launch Julia, and then*
```julia
include("irisawa-hexlet.jl")
@ -64,24 +59,9 @@ The latest prototype is in the folder `app-proto`. It includes both a user inter
end
```
you should see that it prints basically the same loss history until the last few steps, when the lower default precision of the Rust engine really starts to show
*you should see that it prints basically the same loss history until the last few steps, when the lower default precision of the Rust engine really starts to show*
### Run the automated tests
1. Go into the `app-proto` folder
2. Call `cargo test`
### Deploy the prototype
1. From the `app-proto` folder, call `trunk build --release`
- Building in [release mode](https://doc.rust-lang.org/cargo/reference/profiles.html#release) produces an executable which is smaller and often much faster, but harder to debug and more time-consuming to build
- If you want to stay in the top-level folder, you can call `trunk build --config app-proto --release` from there instead
2. Use `sh` to run the packaging script `tools/package-for-deployment.sh`.
- The script is location-independent, so you can do this from anywhere in the dyna3 repository
- The call from the top level of the repository is:
```bash
sh tools/package-for-deployment.sh
```
- This will overwrite or replace the files in `deploy/dyna3`
3. Put the contents of `deploy/dyna3` in the folder on your server that the prototype will be served from.
- To simplify uploading, you might want to combine these files into an archive called `deploy/dyna3.zip`. Git has been set to ignore this path

1325
app-proto/Cargo.lock generated

File diff suppressed because it is too large Load diff

View file

@ -3,7 +3,6 @@ name = "dyna3"
version = "0.1.0"
authors = ["Aaron Fenyes", "Glen Whitney"]
edition = "2021"
rust-version = "1.86"
[features]
default = ["console_error_panic_hook"]
@ -15,10 +14,9 @@ js-sys = "0.3.70"
lazy_static = "1.5.0"
nalgebra = "0.33.0"
readonly = "0.2.12"
sycamore = "0.9.1"
# We use Charming to help display engine diagnostics
charming = { version = "0.5.1", features = ["wasm"] }
rustc-hash = "2.0.0"
slab = "0.4.9"
sycamore = "0.9.0-beta.3"
# The `console_error_panic_hook` crate provides better debugging of panics by
# logging them with `console.error`. This is great for development, but requires
@ -49,33 +47,6 @@ features = [
dyna3 = { path = ".", default-features = false, features = ["dev"] }
wasm-bindgen-test = "0.3.34"
# turn off spurious warnings about the custom config that Sycamore uses
#
# https://sycamore.dev/book/troubleshooting#unexpected-cfg-condition-name--sycamore-force-ssr
#
[lints.rust]
unexpected_cfgs = { level = "warn", check-cfg = ["cfg(sycamore_force_ssr)"] }
[profile.release]
opt-level = "s" # optimize for small code size
debug = true # include debug symbols
[[example]]
name = "irisawa-hexlet"
test = true
harness = false
[[example]]
name = "kaleidocycle"
test = true
harness = false
[[example]]
name = "point-on-sphere"
test = true
harness = false
[[example]]
name = "three-spheres"
test = true
harness = false

View file

@ -1,2 +0,0 @@
[build]
public_url = "./"

View file

@ -1,36 +0,0 @@
#![allow(dead_code)]
use nalgebra::DMatrix;
use dyna3::engine::{Q, DescentHistory, Realization};
pub fn title(title: &str) {
println!("─── {title} ───");
}
pub fn realization_diagnostics(realization: &Realization) {
let Realization { result, history } = realization;
println!();
if let Err(ref message) = result {
println!("❌️ {message}");
} else {
println!("✅️ Target accuracy achieved!");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
}
pub fn gram_matrix(config: &DMatrix<f64>) {
println!("\nCompleted Gram matrix:{}", (config.tr_mul(&*Q) * config).to_string().trim_end());
}
pub fn config(config: &DMatrix<f64>) {
println!("\nConfiguration:{}", config.to_string().trim_end());
}
pub fn loss_history(history: &DescentHistory) {
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
}

View file

@ -1,23 +1,25 @@
#[path = "common/print.rs"]
mod print;
use dyna3::engine::{ConfigNeighborhood, examples::realize_irisawa_hexlet};
use dyna3::engine::{Q, irisawa::realize_irisawa_hexlet};
fn main() {
const SCALED_TOL: f64 = 1.0e-12;
let realization = realize_irisawa_hexlet(SCALED_TOL);
print::title("Irisawa hexlet");
print::realization_diagnostics(&realization);
if let Ok(ConfigNeighborhood { config, .. }) = realization.result {
// print the diameters of the chain spheres
let (config, _, success, history) = realize_irisawa_hexlet(SCALED_TOL);
print!("\nCompleted Gram matrix:{}", config.tr_mul(&*Q) * &config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
if success {
println!("\nChain diameters:");
println!(" {} sun (given)", 1.0 / config[(3, 3)]);
for k in 4..9 {
println!(" {} sun", 1.0 / config[(3, k)]);
}
// print the completed Gram matrix
print::gram_matrix(&config);
}
print::loss_history(&realization.history);
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.into_iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
}

View file

@ -1,32 +1,72 @@
#[path = "common/print.rs"]
mod print;
use nalgebra::{DMatrix, DVector};
use std::{array, f64::consts::PI};
use dyna3::engine::{ConfigNeighborhood, examples::realize_kaleidocycle};
use dyna3::engine::{Q, point, realize_gram, PartialMatrix};
fn main() {
const SCALED_TOL: f64 = 1.0e-12;
let realization = realize_kaleidocycle(SCALED_TOL);
print::title("Kaleidocycle");
print::realization_diagnostics(&realization);
if let Ok(ConfigNeighborhood { config, nbhd: tangent }) = realization.result {
// print the completed Gram matrix and the realized configuration
print::gram_matrix(&config);
print::config(&config);
// find the kaleidocycle's twist motion by projecting onto the tangent
// space
const N_POINTS: usize = 12;
let up = DVector::from_column_slice(&[0.0, 0.0, 1.0, 0.0]);
let down = -&up;
let twist_motion: DMatrix<_> = (0..N_POINTS).step_by(4).flat_map(
|n| [
tangent.proj(&up.as_view(), n),
tangent.proj(&down.as_view(), n+1),
]
).sum();
let normalization = 5.0 / twist_motion[(2, 0)];
println!("\nTwist motion:{}", (normalization * twist_motion).to_string().trim_end());
// set up a kaleidocycle, made of points with fixed distances between them,
// and find its tangent space
const N_POINTS: usize = 12;
let gram = {
let mut gram_to_be = PartialMatrix::new();
for block in (0..N_POINTS).step_by(2) {
let block_next = (block + 2) % N_POINTS;
for j in 0..2 {
// diagonal and hinge edges
for k in j..2 {
gram_to_be.push_sym(block + j, block + k, if j == k { 0.0 } else { -0.5 });
}
// non-hinge edges
for k in 0..2 {
gram_to_be.push_sym(block + j, block_next + k, -0.625);
}
}
}
gram_to_be
};
let guess = {
const N_HINGES: usize = 6;
let guess_elts = (0..N_HINGES).step_by(2).flat_map(
|n| {
let ang_hor = (n as f64) * PI/3.0;
let ang_vert = ((n + 1) as f64) * PI/3.0;
let x_vert = ang_vert.cos();
let y_vert = ang_vert.sin();
[
point(0.0, 0.0, 0.0),
point(ang_hor.cos(), ang_hor.sin(), 0.0),
point(x_vert, y_vert, -0.5),
point(x_vert, y_vert, 0.5)
]
}
).collect::<Vec<_>>();
DMatrix::from_columns(&guess_elts)
};
let frozen: [_; N_POINTS] = array::from_fn(|k| (3, k));
let (config, tangent, success, history) = realize_gram(
&gram, guess, &frozen,
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
print!("Completed Gram matrix:{}", config.tr_mul(&*Q) * &config);
print!("Configuration:{}", config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}\n", history.scaled_loss.last().unwrap());
// find the kaleidocycle's twist motion
let up = DVector::from_column_slice(&[0.0, 0.0, 1.0, 0.0]);
let down = -&up;
let twist_motion: DMatrix<_> = (0..N_POINTS).step_by(4).flat_map(
|n| [
tangent.proj(&up.as_view(), n),
tangent.proj(&down.as_view(), n+1)
]
).sum();
let normalization = 5.0 / twist_motion[(2, 0)];
print!("Twist motion:{}", normalization * twist_motion);
}

View file

@ -1,33 +1,38 @@
#[path = "common/print.rs"]
mod print;
use nalgebra::DMatrix;
use dyna3::engine::{
point,
realize_gram,
sphere,
ConfigNeighborhood,
ConstraintProblem,
};
use dyna3::engine::{Q, point, realize_gram, sphere, PartialMatrix};
fn main() {
let mut problem = ConstraintProblem::from_guess(&[
let gram = {
let mut gram_to_be = PartialMatrix::new();
for j in 0..2 {
for k in j..2 {
gram_to_be.push_sym(j, k, if (j, k) == (1, 1) { 1.0 } else { 0.0 });
}
}
gram_to_be
};
let guess = DMatrix::from_columns(&[
point(0.0, 0.0, 2.0),
sphere(0.0, 0.0, 0.0, 1.0)
]);
for j in 0..2 {
for k in j..2 {
problem.gram.push_sym(j, k, if (j, k) == (1, 1) { 1.0 } else { 0.0 });
}
}
problem.frozen.push(3, 0, problem.guess[(3, 0)]);
let realization = realize_gram(
&problem, 1.0e-12, 0.5, 0.9, 1.1, 200, 110
let frozen = [(3, 0)];
println!();
let (config, _, success, history) = realize_gram(
&gram, guess, &frozen,
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
print::title("Point on a sphere");
print::realization_diagnostics(&realization);
if let Ok(ConfigNeighborhood { config, .. }) = realization.result {
print::gram_matrix(&config);
print::config(&config);
print!("\nCompleted Gram matrix:{}", config.tr_mul(&*Q) * &config);
print!("Configuration:{}", config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.into_iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
print::loss_history(&realization.history);
}

View file

@ -1,34 +1,40 @@
#[path = "common/print.rs"]
mod print;
use nalgebra::DMatrix;
use dyna3::engine::{
realize_gram,
sphere,
ConfigNeighborhood,
ConstraintProblem,
};
use dyna3::engine::{Q, realize_gram, sphere, PartialMatrix};
fn main() {
let mut problem = ConstraintProblem::from_guess({
let gram = {
let mut gram_to_be = PartialMatrix::new();
for j in 0..3 {
for k in j..3 {
gram_to_be.push_sym(j, k, if j == k { 1.0 } else { -1.0 });
}
}
gram_to_be
};
let guess = {
let a: f64 = 0.75_f64.sqrt();
&[
DMatrix::from_columns(&[
sphere(1.0, 0.0, 0.0, 1.0),
sphere(-0.5, a, 0.0, 1.0),
sphere(-0.5, -a, 0.0, 1.0),
]
});
for j in 0..3 {
for k in j..3 {
problem.gram.push_sym(j, k, if j == k { 1.0 } else { -1.0 });
}
}
let realization = realize_gram(
&problem, 1.0e-12, 0.5, 0.9, 1.1, 200, 110
sphere(-0.5, -a, 0.0, 1.0)
])
};
println!();
let (config, _, success, history) = realize_gram(
&gram, guess, &[],
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
print::title("Three spheres");
print::realization_diagnostics(&realization);
if let Ok(ConfigNeighborhood { config, .. }) = realization.result {
print::gram_matrix(&config);
print!("\nCompleted Gram matrix:{}", config.tr_mul(&*Q) * &config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.into_iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
print::loss_history(&realization.history);
}

View file

@ -6,12 +6,6 @@
<link data-trunk rel="css" href="main.css"/>
<link href="https://fonts.bunny.net/css?family=fira-sans:ital,wght@0,400;1,400&display=swap" rel="stylesheet">
<link href="https://fonts.bunny.net/css?family=noto-emoji:wght@400&text=%f0%9f%94%97%e2%9a%a0&display=swap" rel="stylesheet">
<!--
the Charming visualization crate, which we use to show engine diagnostics,
depends the ECharts JavaScript package
-->
<script src="https://cdn.jsdelivr.net/npm/echarts@5.5.1/dist/echarts.min.js"></script>
</head>
<body></body>
</html>

View file

@ -18,17 +18,6 @@ body {
font-family: 'Fira Sans', sans-serif;
}
.invalid {
color: var(--text-invalid);
}
.status {
width: 20px;
text-align: center;
font-family: 'Noto Emoji';
font-style: normal;
}
/* sidebar */
#sidebar {
@ -53,7 +42,9 @@ body {
}
#add-remove > button {
width: 32px;
height: 32px;
font-size: large;
}
/* KLUDGE */
@ -62,9 +53,7 @@ body {
buttons need to be displayed in an emoji font
*/
#add-remove > button.emoji {
width: 32px;
font-family: 'Noto Emoji', sans-serif;
font-size: large;
}
/* outline */
@ -101,10 +90,6 @@ summary > div, .regulator {
padding-right: 8px;
}
.element > input {
margin-left: 8px;
}
.element-switch {
width: 18px;
padding-left: 2px;
@ -149,7 +134,6 @@ details[open]:has(li) .element-switch::after {
}
.regulator-input {
margin-right: 4px;
color: inherit;
background-color: inherit;
border: 1px solid var(--border);
@ -171,56 +155,22 @@ details[open]:has(li) .element-switch::after {
border-color: var(--border-invalid);
}
.status {
width: 20px;
padding-left: 4px;
text-align: center;
font-family: 'Noto Emoji';
font-style: normal;
}
.regulator-input.invalid + .status::after, details:has(.invalid):not([open]) .status::after {
content: '⚠';
color: var(--text-invalid);
}
/* diagnostics */
#diagnostics {
margin: 10px;
}
#diagnostics-bar {
display: flex;
}
#realization-status {
display: flex;
flex-grow: 1;
}
#realization-status .status {
margin-right: 4px;
}
#realization-status :not(.status) {
flex-grow: 1;
}
#realization-status .status::after {
content: '✓';
}
#realization-status.invalid .status::after {
content: '⚠';
}
.diagnostics-panel {
margin-top: 10px;
min-height: 180px;
}
.diagnostics-chart {
background-color: var(--display-background);
border: 1px solid var(--border);
border-radius: 8px;
}
/* display */
#display {
canvas {
float: left;
margin-left: 20px;
margin-top: 20px;
@ -229,7 +179,7 @@ details[open]:has(li) .element-switch::after {
border-radius: 16px;
}
#display:focus {
canvas:focus {
border-color: var(--border-focus-dark);
outline: none;
}

12
app-proto/run-examples Executable file
View file

@ -0,0 +1,12 @@
#!/bin/sh
# run all Cargo examples, as described here:
#
# Karol Kuczmarski. "Add examples to your Rust libraries"
# http://xion.io/post/code/rust-examples.html
#
cargo run --example irisawa-hexlet
cargo run --example three-spheres
cargo run --example point-on-sphere
cargo run --example kaleidocycle

208
app-proto/src/add_remove.rs Normal file
View file

@ -0,0 +1,208 @@
use sycamore::prelude::*;
use web_sys::{console, wasm_bindgen::JsValue};
use crate::{
engine,
AppState,
assembly::{Assembly, Element}
};
/* DEBUG */
// load an example assembly for testing. this code will be removed once we've
// built a more formal test assembly system
fn load_gen_assemb(assembly: &Assembly) {
let _ = assembly.try_insert_element(
Element::new(
String::from("gemini_a"),
String::from("Castor"),
[1.00_f32, 0.25_f32, 0.00_f32],
engine::sphere(0.5, 0.5, 0.0, 1.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("gemini_b"),
String::from("Pollux"),
[0.00_f32, 0.25_f32, 1.00_f32],
engine::sphere(-0.5, -0.5, 0.0, 1.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("ursa_major"),
String::from("Ursa major"),
[0.25_f32, 0.00_f32, 1.00_f32],
engine::sphere(-0.5, 0.5, 0.0, 0.75)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("ursa_minor"),
String::from("Ursa minor"),
[0.25_f32, 1.00_f32, 0.00_f32],
engine::sphere(0.5, -0.5, 0.0, 0.5)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("moon_deimos"),
String::from("Deimos"),
[0.75_f32, 0.75_f32, 0.00_f32],
engine::sphere(0.0, 0.15, 1.0, 0.25)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("moon_phobos"),
String::from("Phobos"),
[0.00_f32, 0.75_f32, 0.50_f32],
engine::sphere(0.0, -0.15, -1.0, 0.25)
)
);
}
/* DEBUG */
// load an example assembly for testing. this code will be removed once we've
// built a more formal test assembly system
fn load_low_curv_assemb(assembly: &Assembly) {
let a = 0.75_f64.sqrt();
let _ = assembly.try_insert_element(
Element::new(
"central".to_string(),
"Central".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(0.0, 0.0, 0.0, 1.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"assemb_plane".to_string(),
"Assembly plane".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"side1".to_string(),
"Side 1".to_string(),
[1.00_f32, 0.00_f32, 0.25_f32],
engine::sphere_with_offset(1.0, 0.0, 0.0, 1.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"side2".to_string(),
"Side 2".to_string(),
[0.25_f32, 1.00_f32, 0.00_f32],
engine::sphere_with_offset(-0.5, a, 0.0, 1.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"side3".to_string(),
"Side 3".to_string(),
[0.00_f32, 0.25_f32, 1.00_f32],
engine::sphere_with_offset(-0.5, -a, 0.0, 1.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"corner1".to_string(),
"Corner 1".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"corner2".to_string(),
"Corner 2".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("corner3"),
String::from("Corner 3"),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0)
)
);
}
#[component]
pub fn AddRemove() -> View {
/* DEBUG */
let assembly_name = create_signal("general".to_string());
create_effect(move || {
// get name of chosen assembly
let name = assembly_name.get_clone();
console::log_1(
&JsValue::from(format!("Showing assembly \"{}\"", name.clone()))
);
batch(|| {
let state = use_context::<AppState>();
let assembly = &state.assembly;
// clear state
assembly.elements.update(|elts| elts.clear());
assembly.elements_by_id.update(|elts_by_id| elts_by_id.clear());
state.selection.update(|sel| sel.clear());
// load assembly
match name.as_str() {
"general" => load_gen_assemb(assembly),
"low-curv" => load_low_curv_assemb(assembly),
_ => ()
};
});
});
view! {
div(id="add-remove") {
button(
on:click=|_| {
let state = use_context::<AppState>();
state.assembly.insert_new_element();
/* DEBUG */
// print updated list of elements by identifier
console::log_1(&JsValue::from("elements by identifier:"));
for (id, key) in state.assembly.elements_by_id.get_clone().iter() {
console::log_3(
&JsValue::from(" "),
&JsValue::from(id),
&JsValue::from(*key)
);
}
}
) { "+" }
button(
class="emoji", /* KLUDGE */ // for convenience, we're using an emoji as a temporary icon for this button
disabled={
let state = use_context::<AppState>();
state.selection.with(|sel| sel.len() != 2)
},
on:click=|_| {
let state = use_context::<AppState>();
let subjects = state.selection.with(
|sel| {
let subject_vec: Vec<_> = sel.into_iter().collect();
(subject_vec[0].clone(), subject_vec[1].clone())
}
);
state.assembly.insert_new_regulator(subjects);
state.selection.update(|sel| sel.clear());
}
) { "🔗" }
select(bind:value=assembly_name) { /* DEBUG */ // example assembly chooser
option(value="general") { "General" }
option(value="low-curv") { "Low-curvature" }
option(value="empty") { "Empty" }
}
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,5 +0,0 @@
pub mod add_remove;
pub mod diagnostics;
pub mod display;
pub mod outline;
pub mod test_assembly_chooser;

View file

@ -1,69 +0,0 @@
use std::rc::Rc;
use sycamore::prelude::*;
use super::test_assembly_chooser::TestAssemblyChooser;
use crate::{
AppState,
assembly::{InversiveDistanceRegulator, Point, Sphere},
};
#[component]
pub fn AddRemove() -> View {
view! {
div(id = "add-remove") {
button(
on:click = |_| {
let state = use_context::<AppState>();
batch(|| {
// this call is batched to avoid redundant realizations.
// it updates the element list and the regulator list,
// which are both tracked by the realization effect
/* TO DO */
// it would make more to do the batching inside
// `insert_element_default`, but that will have to wait
// until Sycamore handles nested batches correctly.
//
// https://github.com/sycamore-rs/sycamore/issues/802
//
// the nested batch issue is relevant here because the
// assembly loaders in the test assembly chooser use
// `insert_element_default` within larger batches
state.assembly.insert_element_default::<Sphere>();
});
}
) { "Add sphere" }
button(
on:click = |_| {
let state = use_context::<AppState>();
state.assembly.insert_element_default::<Point>();
}
) { "Add point" }
button(
class = "emoji", /* KLUDGE */ // for convenience, we're using an emoji as a temporary icon for this button
disabled = {
let state = use_context::<AppState>();
state.selection.with(|sel| sel.len() != 2)
},
on:click = |_| {
let state = use_context::<AppState>();
let subjects: [_; 2] = state.selection.with(
// the button is only enabled when two elements are
// selected, so we know the cast to a two-element array
// will succeed
|sel| sel
.clone()
.into_iter()
.collect::<Vec<_>>()
.try_into()
.unwrap()
);
state.assembly.insert_regulator(
Rc::new(InversiveDistanceRegulator::new(subjects))
);
state.selection.update(|sel| sel.clear());
}
) { "🔗" }
TestAssemblyChooser {}
}
}
}

View file

@ -1,256 +0,0 @@
use charming::{
Chart,
WasmRenderer,
component::{Axis, DataZoom, Grid},
element::{AxisType, Symbol},
series::{Line, Scatter},
};
use sycamore::prelude::*;
use crate::AppState;
#[derive(Clone)]
struct DiagnosticsState {
active_tab: Signal<String>,
}
impl DiagnosticsState {
fn new(initial_tab: String) -> Self {
Self { active_tab: create_signal(initial_tab) }
}
}
// a realization status indicator
#[component]
fn RealizationStatus() -> View {
let state = use_context::<AppState>();
let realization_status = state.assembly.realization_status;
view! {
div(
id = "realization-status",
class = realization_status.with(
|status| match status {
Ok(_) => "",
Err(_) => "invalid",
}
)
) {
div(class = "status")
div {
(realization_status.with(
|status| match status {
Ok(_) => "Target accuracy achieved".to_string(),
Err(message) => message.clone(),
}
))
}
}
}
}
fn into_log10_time_point((step, value): (usize, f64)) -> Vec<Option<f64>> {
vec![
Some(step as f64),
if value == 0.0 { None } else { Some(value.abs().log10()) },
]
}
// the loss history from the last realization
#[component]
fn LossHistory() -> View {
const CONTAINER_ID: &str = "loss-history";
let state = use_context::<AppState>();
let renderer = WasmRenderer::new_opt(None, Some(178));
on_mount(move || {
create_effect(move || {
// get the loss history
let scaled_loss: Vec<_> = state.assembly.descent_history.with(
|history| history.scaled_loss
.iter()
.enumerate()
.map(|(step, &loss)| (step, loss))
.map(into_log10_time_point)
.collect()
);
// initialize the chart axes
let step_axis = Axis::new()
.type_(AxisType::Category)
.boundary_gap(false);
let scaled_loss_axis = Axis::new();
// load the chart data. when there's no history, we load the data
// point (0, None) to clear the chart. it would feel more natural to
// load empty data vectors, but that turns out not to clear the
// chart: it instead leads to previous data being re-used
let scaled_loss_series = Line::new().data(
if scaled_loss.len() > 0 {
scaled_loss
} else {
vec![vec![Some(0.0), None::<f64>]]
}
);
let chart = Chart::new()
.animation(false)
.data_zoom(DataZoom::new().y_axis_index(0).right(40))
.x_axis(step_axis)
.y_axis(scaled_loss_axis)
.grid(Grid::new().top(20).right(80).bottom(30).left(60))
.series(scaled_loss_series);
renderer.render(CONTAINER_ID, &chart).unwrap();
});
});
view! {
div(id = CONTAINER_ID, class = "diagnostics-chart")
}
}
// the spectrum of the Hessian during the last realization
#[component]
fn SpectrumHistory() -> View {
const CONTAINER_ID: &str = "spectrum-history";
let state = use_context::<AppState>();
let renderer = WasmRenderer::new(478, 178);
on_mount(move || {
create_effect(move || {
// get the spectrum of the Hessian at each step, split into its
// positive, negative, and strictly-zero parts
let (
hess_eigvals_zero,
hess_eigvals_nonzero,
): (Vec<_>, Vec<_>) = state.assembly.descent_history.with(
|history| history.hess_eigvals
.iter()
.enumerate()
.map(
|(step, eigvals)| eigvals.iter().map(
move |&val| (step, val)
)
)
.flatten()
.partition(|&(_, val)| val == 0.0)
);
let zero_level = hess_eigvals_nonzero
.iter()
.map(|(_, val)| val.abs())
.reduce(f64::min)
.map(|val| 0.1 * val)
.unwrap_or(1.0);
let (
hess_eigvals_pos,
hess_eigvals_neg,
): (Vec<_>, Vec<_>) = hess_eigvals_nonzero
.into_iter()
.partition(|&(_, val)| val > 0.0);
// initialize the chart axes
let step_axis = Axis::new()
.type_(AxisType::Category)
.boundary_gap(false);
let eigval_axis = Axis::new();
// load the chart data. when there's no history, we load the data
// point (0, None) to clear the chart. it would feel more natural to
// load empty data vectors, but that turns out not to clear the
// chart: it instead leads to previous data being re-used
let eigval_series_pos = Scatter::new()
.symbol_size(4.5)
.data(
if hess_eigvals_pos.len() > 0 {
hess_eigvals_pos
.into_iter()
.map(into_log10_time_point)
.collect()
} else {
vec![vec![Some(0.0), None::<f64>]]
}
);
let eigval_series_neg = Scatter::new()
.symbol(Symbol::Diamond)
.symbol_size(6.0)
.data(
if hess_eigvals_neg.len() > 0 {
hess_eigvals_neg
.into_iter()
.map(into_log10_time_point)
.collect()
} else {
vec![vec![Some(0.0), None::<f64>]]
}
);
let eigval_series_zero = Scatter::new()
.symbol(Symbol::Triangle)
.symbol_size(5.0)
.data(
if hess_eigvals_zero.len() > 0 {
hess_eigvals_zero
.into_iter()
.map(|(step, _)| (step, zero_level))
.map(into_log10_time_point)
.collect()
} else {
vec![vec![Some(0.0), None::<f64>]]
}
);
let chart = Chart::new()
.animation(false)
.data_zoom(DataZoom::new().y_axis_index(0).right(40))
.x_axis(step_axis)
.y_axis(eigval_axis)
.grid(Grid::new().top(20).right(80).bottom(30).left(60))
.series(eigval_series_pos)
.series(eigval_series_neg)
.series(eigval_series_zero);
renderer.render(CONTAINER_ID, &chart).unwrap();
});
});
view! {
div(id = CONTAINER_ID, class = "diagnostics-chart")
}
}
#[component(inline_props)]
fn DiagnosticsPanel(name: &'static str, children: Children) -> View {
let diagnostics_state = use_context::<DiagnosticsState>();
view! {
div(
class = "diagnostics-panel",
"hidden" = diagnostics_state.active_tab.with(
|active_tab| {
if active_tab == name {
None
} else {
Some("")
}
}
)
) {
(children)
}
}
}
#[component]
pub fn Diagnostics() -> View {
let diagnostics_state = DiagnosticsState::new("loss".to_string());
let active_tab = diagnostics_state.active_tab.clone();
provide_context(diagnostics_state);
view! {
div(id = "diagnostics") {
div(id = "diagnostics-bar") {
RealizationStatus {}
select(bind:value = active_tab) {
option(value = "loss") { "Loss" }
option(value = "spectrum") { "Spectrum" }
}
}
DiagnosticsPanel(name = "loss") { LossHistory {} }
DiagnosticsPanel(name = "spectrum") { SpectrumHistory {} }
}
}
}

View file

@ -1,921 +0,0 @@
use core::array;
use nalgebra::{DMatrix, DVector, Rotation3, Vector3};
use std::rc::Rc;
use sycamore::{prelude::*, motion::create_raf};
use web_sys::{
console,
window,
KeyboardEvent,
MouseEvent,
WebGl2RenderingContext,
WebGlBuffer,
WebGlProgram,
WebGlShader,
WebGlUniformLocation,
wasm_bindgen::{JsCast, JsValue},
};
use crate::{
AppState,
assembly::{Element, ElementColor, ElementMotion, Point, Sphere},
};
// --- color ---
const COLOR_SIZE: usize = 3;
type ColorWithOpacity = [f32; COLOR_SIZE + 1];
fn combine_channels(color: ElementColor, opacity: f32) -> ColorWithOpacity {
let mut color_with_opacity = [0.0; COLOR_SIZE + 1];
color_with_opacity[..COLOR_SIZE].copy_from_slice(&color);
color_with_opacity[COLOR_SIZE] = opacity;
color_with_opacity
}
// --- scene data ---
struct SceneSpheres {
representations: Vec<DVector<f64>>,
colors_with_opacity: Vec<ColorWithOpacity>,
highlights: Vec<f32>,
}
impl SceneSpheres {
fn new() -> Self {
Self {
representations: Vec::new(),
colors_with_opacity: Vec::new(),
highlights: Vec::new(),
}
}
fn len_i32(&self) -> i32 {
self.representations.len().try_into().expect("Number of spheres must fit in a 32-bit integer")
}
fn push(
&mut self, representation: DVector<f64>,
color: ElementColor, opacity: f32, highlight: f32,
) {
self.representations.push(representation);
self.colors_with_opacity.push(combine_channels(color, opacity));
self.highlights.push(highlight);
}
}
struct ScenePoints {
representations: Vec<DVector<f64>>,
colors_with_opacity: Vec<ColorWithOpacity>,
highlights: Vec<f32>,
selections: Vec<f32>,
}
impl ScenePoints {
fn new() -> Self {
Self {
representations: Vec::new(),
colors_with_opacity: Vec::new(),
highlights: Vec::new(),
selections: Vec::new(),
}
}
fn push(
&mut self, representation: DVector<f64>,
color: ElementColor, opacity: f32, highlight: f32, selected: bool,
) {
self.representations.push(representation);
self.colors_with_opacity.push(combine_channels(color, opacity));
self.highlights.push(highlight);
self.selections.push(if selected { 1.0 } else { 0.0 });
}
}
pub struct Scene {
spheres: SceneSpheres,
points: ScenePoints,
}
impl Scene {
fn new() -> Self {
Self {
spheres: SceneSpheres::new(),
points: ScenePoints::new(),
}
}
}
pub trait DisplayItem {
fn show(&self, scene: &mut Scene, selected: bool);
// the smallest positive depth, represented as a multiple of `dir`, where
// the line generated by `dir` hits the element. returns `None` if the line
// misses the element
fn cast(
&self,
dir: Vector3<f64>,
assembly_to_world: &DMatrix<f64>,
pixel_size: f64,
) -> Option<f64>;
}
impl DisplayItem for Sphere {
fn show(&self, scene: &mut Scene, selected: bool) {
/* SCAFFOLDING */
const DEFAULT_OPACITY: f32 = 0.5;
const GHOST_OPACITY: f32 = 0.2;
const HIGHLIGHT: f32 = 0.2;
let representation = self.representation.get_clone_untracked();
let color = if selected { self.color.map(|channel| 0.2 + 0.8*channel) } else { self.color };
let opacity = if self.ghost.get() { GHOST_OPACITY } else { DEFAULT_OPACITY };
let highlight = if selected { 1.0 } else { HIGHLIGHT };
scene.spheres.push(representation, color, opacity, highlight);
}
// this method should be kept synchronized with `sphere_cast` in
// `spheres.frag`, which does essentially the same thing on the GPU side
fn cast(
&self,
dir: Vector3<f64>,
assembly_to_world: &DMatrix<f64>,
_pixel_size: f64,
) -> Option<f64> {
// if `a/b` is less than this threshold, we approximate
// `a*u^2 + b*u + c` by the linear function `b*u + c`
const DEG_THRESHOLD: f64 = 1e-9;
let rep = self.representation.with_untracked(|rep| assembly_to_world * rep);
let a = -rep[3] * dir.norm_squared();
let b = rep.rows_range(..3).dot(&dir);
let c = -rep[4];
let adjust = 4.0*a*c/(b*b);
if adjust < 1.0 {
// as long as `b` is non-zero, the linear approximation of
//
// a*u^2 + b*u + c
//
// at `u = 0` will reach zero at a finite depth `u_lin`. the root of
// the quadratic adjacent to `u_lin` is stored in `lin_root`. if
// both roots have the same sign, `lin_root` will be the one closer
// to `u = 0`
let square_rect_ratio = 1.0 + (1.0 - adjust).sqrt();
let lin_root = -(2.0*c)/b / square_rect_ratio;
if a.abs() > DEG_THRESHOLD * b.abs() {
if lin_root > 0.0 {
Some(lin_root)
} else {
let other_root = -b/(2.*a) * square_rect_ratio;
(other_root > 0.0).then_some(other_root)
}
} else {
(lin_root > 0.0).then_some(lin_root)
}
} else {
// the line through `dir` misses the sphere completely
None
}
}
}
impl DisplayItem for Point {
fn show(&self, scene: &mut Scene, selected: bool) {
/* SCAFFOLDING */
const GHOST_OPACITY: f32 = 0.4;
const HIGHLIGHT: f32 = 0.5;
let representation = self.representation.get_clone_untracked();
let color = if selected { self.color.map(|channel| 0.2 + 0.8*channel) } else { self.color };
let opacity = if self.ghost.get() { GHOST_OPACITY } else { 1.0 };
let highlight = if selected { 1.0 } else { HIGHLIGHT };
scene.points.push(representation, color, opacity, highlight, selected);
}
/* SCAFFOLDING */
fn cast(
&self,
dir: Vector3<f64>,
assembly_to_world: &DMatrix<f64>,
pixel_size: f64,
) -> Option<f64> {
let rep = self.representation.with_untracked(|rep| assembly_to_world * rep);
if rep[2] < 0.0 {
// this constant should be kept synchronized with `point.frag`
const POINT_RADIUS_PX: f64 = 4.0;
// find the radius of the point in screen projection units
let point_radius_proj = POINT_RADIUS_PX * pixel_size;
// find the squared distance between the screen projections of the
// ray and the point
let dir_proj = -dir.fixed_rows::<2>(0) / dir[2];
let rep_proj = -rep.fixed_rows::<2>(0) / rep[2];
let dist_sq = (dir_proj - rep_proj).norm_squared();
// if the ray hits the point, return its depth
if dist_sq < point_radius_proj * point_radius_proj {
Some(rep[2] / dir[2])
} else {
None
}
} else {
None
}
}
}
// --- WebGL utilities ---
fn compile_shader(
context: &WebGl2RenderingContext,
shader_type: u32,
source: &str,
) -> WebGlShader {
let shader = context.create_shader(shader_type).unwrap();
context.shader_source(&shader, source);
context.compile_shader(&shader);
shader
}
fn set_up_program(
context: &WebGl2RenderingContext,
vertex_shader_source: &str,
fragment_shader_source: &str,
) -> WebGlProgram {
// compile the shaders
let vertex_shader = compile_shader(
&context,
WebGl2RenderingContext::VERTEX_SHADER,
vertex_shader_source,
);
let fragment_shader = compile_shader(
&context,
WebGl2RenderingContext::FRAGMENT_SHADER,
fragment_shader_source,
);
// create the program and attach the shaders
let program = context.create_program().unwrap();
context.attach_shader(&program, &vertex_shader);
context.attach_shader(&program, &fragment_shader);
context.link_program(&program);
/* DEBUG */
// report whether linking succeeded
let link_status = context
.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap();
let link_msg = if link_status {
"Linked successfully"
} else {
"Linking failed"
};
console::log_1(&JsValue::from(link_msg));
program
}
fn get_uniform_array_locations<const N: usize>(
context: &WebGl2RenderingContext,
program: &WebGlProgram,
var_name: &str,
member_name_opt: Option<&str>,
) -> [Option<WebGlUniformLocation>; N] {
array::from_fn(|n| {
let name = match member_name_opt {
Some(member_name) => format!("{var_name}[{n}].{member_name}"),
None => format!("{var_name}[{n}]"),
};
context.get_uniform_location(&program, name.as_str())
})
}
// bind the given vertex buffer object to the given vertex attribute
fn bind_to_attribute(
context: &WebGl2RenderingContext,
attr_index: u32,
attr_size: i32,
buffer: &Option<WebGlBuffer>,
) {
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, buffer.as_ref());
context.vertex_attrib_pointer_with_i32(
attr_index,
attr_size,
WebGl2RenderingContext::FLOAT,
false, // don't normalize
0, // zero stride
0, // zero offset
);
}
// load the given data into a new vertex buffer object
fn load_new_buffer(
context: &WebGl2RenderingContext,
data: &[f32],
) -> Option<WebGlBuffer> {
// create a buffer and bind it to ARRAY_BUFFER
let buffer = context.create_buffer();
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, buffer.as_ref());
// load the given data into the buffer. this block is unsafe because
// `Float32Array::view` creates a raw view into our module's
// `WebAssembly.Memory` buffer. allocating more memory will change the
// buffer, invalidating the view, so we have to make sure we don't allocate
// any memory until the view is dropped. we're okay here because the view is
// used as soon as it's created
unsafe {
context.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&js_sys::Float32Array::view(&data),
WebGl2RenderingContext::STATIC_DRAW,
);
}
buffer
}
fn bind_new_buffer_to_attribute(
context: &WebGl2RenderingContext,
attr_index: u32,
attr_size: i32,
data: &[f32],
) {
let buffer = load_new_buffer(context, data);
bind_to_attribute(context, attr_index, attr_size, &buffer);
}
// the direction in camera space that a mouse event is pointing along
fn event_dir(event: &MouseEvent) -> (Vector3<f64>, f64) {
let target: web_sys::Element = event.target().unwrap().unchecked_into();
let rect = target.get_bounding_client_rect();
let width = rect.width();
let height = rect.height();
let shortdim = width.min(height);
// this constant should be kept synchronized with `spheres.frag` and
// `point.vert`
const FOCAL_SLOPE: f64 = 0.3;
(
Vector3::new(
FOCAL_SLOPE * (2.0*(f64::from(event.client_x()) - rect.left()) - width) / shortdim,
FOCAL_SLOPE * (2.0*(rect.bottom() - f64::from(event.client_y())) - height) / shortdim,
-1.0,
),
FOCAL_SLOPE * 2.0 / shortdim,
)
}
// --- display component ---
#[component]
pub fn Display() -> View {
let state = use_context::<AppState>();
// canvas
let display = create_node_ref();
// viewpoint
let assembly_to_world = create_signal(DMatrix::<f64>::identity(5, 5));
// navigation
let pitch_up = create_signal(0.0);
let pitch_down = create_signal(0.0);
let yaw_right = create_signal(0.0);
let yaw_left = create_signal(0.0);
let roll_ccw = create_signal(0.0);
let roll_cw = create_signal(0.0);
let zoom_in = create_signal(0.0);
let zoom_out = create_signal(0.0);
let turntable = create_signal(false); /* BENCHMARKING */
// manipulation
let translate_neg_x = create_signal(0.0);
let translate_pos_x = create_signal(0.0);
let translate_neg_y = create_signal(0.0);
let translate_pos_y = create_signal(0.0);
let translate_neg_z = create_signal(0.0);
let translate_pos_z = create_signal(0.0);
let shrink_neg = create_signal(0.0);
let shrink_pos = create_signal(0.0);
// change listener
let scene_changed = create_signal(true);
create_effect(move || {
state.assembly.elements.with(|elts| {
for elt in elts {
elt.representation().track();
elt.ghost().track();
}
});
state.selection.track();
scene_changed.set(true);
});
/* INSTRUMENTS */
const SAMPLE_PERIOD: i32 = 60;
let mut last_sample_time = 0.0;
let mut frames_since_last_sample = 0;
let mean_frame_interval = create_signal(0.0);
let assembly_for_raf = state.assembly.clone();
on_mount(move || {
// timing
let mut last_time = 0.0;
// viewpoint
const ROT_SPEED: f64 = 0.4; // in radians per second
const ZOOM_SPEED: f64 = 0.15; // multiplicative rate per second
const TURNTABLE_SPEED: f64 = 0.1; /* BENCHMARKING */
let mut orientation = DMatrix::<f64>::identity(5, 5);
let mut rotation = DMatrix::<f64>::identity(5, 5);
let mut location_z: f64 = 5.0;
// manipulation
const TRANSLATION_SPEED: f64 = 0.15; // in length units per second
const SHRINKING_SPEED: f64 = 0.15; // in length units per second
// display parameters
const LAYER_THRESHOLD: i32 = 0; /* DEBUG */
const DEBUG_MODE: i32 = 0; /* DEBUG */
/* INSTRUMENTS */
let performance = window().unwrap().performance().unwrap();
// get the display canvas
let canvas = display.get().unchecked_into::<web_sys::HtmlCanvasElement>();
let ctx = canvas
.get_context("webgl2")
.unwrap()
.unwrap()
.dyn_into::<WebGl2RenderingContext>()
.unwrap();
// disable depth testing
ctx.disable(WebGl2RenderingContext::DEPTH_TEST);
// set blend mode
ctx.enable(WebGl2RenderingContext::BLEND);
ctx.blend_func(WebGl2RenderingContext::SRC_ALPHA, WebGl2RenderingContext::ONE_MINUS_SRC_ALPHA);
// set up the sphere rendering program
let sphere_program = set_up_program(
&ctx,
include_str!("identity.vert"),
include_str!("spheres.frag"),
);
// set up the point rendering program
let point_program = set_up_program(
&ctx,
include_str!("point.vert"),
include_str!("point.frag"),
);
/* DEBUG */
// print the maximum number of vectors that can be passed as
// uniforms to a fragment shader. the OpenGL ES 3.0 standard
// requires this maximum to be at least 224, as discussed in the
// documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
// here:
//
// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
//
// there are also other size limits. for example, on Aaron's
// machine, the the length of a float or genType array seems to be
// capped at 1024 elements
console::log_2(
&ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
&JsValue::from("uniform vectors available"),
);
// find the sphere program's vertex attribute
let viewport_position_attr = ctx.get_attrib_location(&sphere_program, "position") as u32;
// find the sphere program's uniforms
const SPHERE_MAX: usize = 200;
let sphere_cnt_loc = ctx.get_uniform_location(&sphere_program, "sphere_cnt");
let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &sphere_program, "sphere_list", Some("sp")
);
let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &sphere_program, "sphere_list", Some("lt")
);
let sphere_color_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &sphere_program, "color_list", None
);
let sphere_highlight_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &sphere_program, "highlight_list", None
);
let resolution_loc = ctx.get_uniform_location(&sphere_program, "resolution");
let shortdim_loc = ctx.get_uniform_location(&sphere_program, "shortdim");
let layer_threshold_loc = ctx.get_uniform_location(&sphere_program, "layer_threshold");
let debug_mode_loc = ctx.get_uniform_location(&sphere_program, "debug_mode");
// load the viewport vertex positions into a new vertex buffer object
const VERTEX_CNT: usize = 6;
let viewport_positions: [f32; 3*VERTEX_CNT] = [
// northwest triangle
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
// southeast triangle
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
];
let viewport_position_buffer = load_new_buffer(&ctx, &viewport_positions);
// find the point program's vertex attributes
let point_position_attr = ctx.get_attrib_location(&point_program, "position") as u32;
let point_color_attr = ctx.get_attrib_location(&point_program, "color") as u32;
let point_highlight_attr = ctx.get_attrib_location(&point_program, "highlight") as u32;
let point_selection_attr = ctx.get_attrib_location(&point_program, "selected") as u32;
// set up a repainting routine
let (_, start_animation_loop, _) = create_raf(move || {
// get the time step
let time = performance.now();
let time_step = 0.001*(time - last_time);
last_time = time;
// get the navigation state
let pitch_up_val = pitch_up.get();
let pitch_down_val = pitch_down.get();
let yaw_right_val = yaw_right.get();
let yaw_left_val = yaw_left.get();
let roll_ccw_val = roll_ccw.get();
let roll_cw_val = roll_cw.get();
let zoom_in_val = zoom_in.get();
let zoom_out_val = zoom_out.get();
let turntable_val = turntable.get(); /* BENCHMARKING */
// get the manipulation state
let translate_neg_x_val = translate_neg_x.get();
let translate_pos_x_val = translate_pos_x.get();
let translate_neg_y_val = translate_neg_y.get();
let translate_pos_y_val = translate_pos_y.get();
let translate_neg_z_val = translate_neg_z.get();
let translate_pos_z_val = translate_pos_z.get();
let shrink_neg_val = shrink_neg.get();
let shrink_pos_val = shrink_pos.get();
// update the assembly's orientation
let ang_vel = {
let pitch = pitch_up_val - pitch_down_val;
let yaw = yaw_right_val - yaw_left_val;
let roll = roll_ccw_val - roll_cw_val;
if pitch != 0.0 || yaw != 0.0 || roll != 0.0 {
ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize()
} else {
Vector3::zeros()
}
} /* BENCHMARKING */ + if turntable_val {
Vector3::new(0.0, TURNTABLE_SPEED, 0.0)
} else {
Vector3::zeros()
};
let mut rotation_sp = rotation.fixed_view_mut::<3, 3>(0, 0);
rotation_sp.copy_from(
Rotation3::from_scaled_axis(time_step * ang_vel).matrix()
);
orientation = &rotation * &orientation;
// update the assembly's location
let zoom = zoom_out_val - zoom_in_val;
location_z *= (time_step * ZOOM_SPEED * zoom).exp();
// manipulate the assembly
if state.selection.with(|sel| sel.len() == 1) {
let sel = state.selection.with(
|sel| sel.into_iter().next().unwrap().clone()
);
let translate_x = translate_pos_x_val - translate_neg_x_val;
let translate_y = translate_pos_y_val - translate_neg_y_val;
let translate_z = translate_pos_z_val - translate_neg_z_val;
let shrink = shrink_pos_val - shrink_neg_val;
let translating =
translate_x != 0.0
|| translate_y != 0.0
|| translate_z != 0.0;
if translating || shrink != 0.0 {
let elt_motion = {
let u = if translating {
TRANSLATION_SPEED * Vector3::new(
translate_x, translate_y, translate_z
).normalize()
} else {
Vector3::zeros()
};
time_step * DVector::from_column_slice(
&[u[0], u[1], u[2], SHRINKING_SPEED * shrink]
)
};
assembly_for_raf.deform(
vec![
ElementMotion {
element: sel,
velocity: elt_motion.as_view(),
}
]
);
scene_changed.set(true);
}
}
if scene_changed.get() {
const SPACE_DIM: usize = 3;
const COLOR_SIZE: usize = 3;
/* INSTRUMENTS */
// measure mean frame interval
frames_since_last_sample += 1;
if frames_since_last_sample >= SAMPLE_PERIOD {
mean_frame_interval.set((time - last_sample_time) / (SAMPLE_PERIOD as f64));
last_sample_time = time;
frames_since_last_sample = 0;
}
// --- get the assembly ---
let mut scene = Scene::new();
// find the map from assembly space to world space
let location = {
let u = -location_z;
DMatrix::from_column_slice(5, 5, &[
1.0, 0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0, u,
0.0, 0.0, 2.0*u, 1.0, u*u,
0.0, 0.0, 0.0, 0.0, 1.0,
])
};
let asm_to_world = &location * &orientation;
// set up the scene
state.assembly.elements.with_untracked(
|elts| for elt in elts {
let selected = state.selection.with(|sel| sel.contains(elt));
elt.show(&mut scene, selected);
}
);
let sphere_cnt = scene.spheres.len_i32();
// --- draw the spheres ---
// use the sphere rendering program
ctx.use_program(Some(&sphere_program));
// enable the sphere program's vertex attribute
ctx.enable_vertex_attrib_array(viewport_position_attr);
// write the spheres in world coordinates
let sphere_reps_world: Vec<_> = scene.spheres.representations.into_iter().map(
|rep| (&asm_to_world * rep).cast::<f32>()
).collect();
// set the resolution
let width = canvas.width() as f32;
let height = canvas.height() as f32;
ctx.uniform2f(resolution_loc.as_ref(), width, height);
ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
// pass the scene data
ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_cnt);
for n in 0..sphere_reps_world.len() {
let v = &sphere_reps_world[n];
ctx.uniform3fv_with_f32_array(
sphere_sp_locs[n].as_ref(),
v.rows(0, 3).as_slice(),
);
ctx.uniform2fv_with_f32_array(
sphere_lt_locs[n].as_ref(),
v.rows(3, 2).as_slice(),
);
ctx.uniform4fv_with_f32_array(
sphere_color_locs[n].as_ref(),
&scene.spheres.colors_with_opacity[n],
);
ctx.uniform1f(
sphere_highlight_locs[n].as_ref(),
scene.spheres.highlights[n],
);
}
// pass the display parameters
ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD);
ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE);
// bind the viewport vertex position buffer to the position
// attribute in the vertex shader
bind_to_attribute(&ctx, viewport_position_attr, SPACE_DIM as i32, &viewport_position_buffer);
// draw the scene
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
// disable the sphere program's vertex attribute
ctx.disable_vertex_attrib_array(viewport_position_attr);
// --- draw the points ---
if !scene.points.representations.is_empty() {
// use the point rendering program
ctx.use_program(Some(&point_program));
// enable the point program's vertex attributes
ctx.enable_vertex_attrib_array(point_position_attr);
ctx.enable_vertex_attrib_array(point_color_attr);
ctx.enable_vertex_attrib_array(point_highlight_attr);
ctx.enable_vertex_attrib_array(point_selection_attr);
// write the points in world coordinates
let asm_to_world_sp = asm_to_world.rows(0, SPACE_DIM);
let point_positions = DMatrix::from_columns(
&scene.points.representations.into_iter().map(
|rep| &asm_to_world_sp * rep
).collect::<Vec<_>>().as_slice()
).cast::<f32>();
// load the point positions and colors into new buffers and
// 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 + 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());
// draw the scene
ctx.draw_arrays(WebGl2RenderingContext::POINTS, 0, point_positions.ncols() as i32);
// disable the point program's vertex attributes
ctx.disable_vertex_attrib_array(point_position_attr);
ctx.disable_vertex_attrib_array(point_color_attr);
ctx.disable_vertex_attrib_array(point_highlight_attr);
ctx.disable_vertex_attrib_array(point_selection_attr);
}
// --- update the display state ---
// update the viewpoint
assembly_to_world.set(asm_to_world);
// clear the scene change flag
scene_changed.set(
pitch_up_val != 0.0
|| pitch_down_val != 0.0
|| yaw_left_val != 0.0
|| yaw_right_val != 0.0
|| roll_cw_val != 0.0
|| roll_ccw_val != 0.0
|| zoom_in_val != 0.0
|| zoom_out_val != 0.0
|| turntable_val /* BENCHMARKING */
);
} else {
frames_since_last_sample = 0;
mean_frame_interval.set(-1.0);
}
});
start_animation_loop();
});
let set_nav_signal = move |event: &KeyboardEvent, value: f64| {
let mut navigating = true;
let shift = event.shift_key();
match event.key().as_str() {
"ArrowUp" if shift => zoom_in.set(value),
"ArrowDown" if shift => zoom_out.set(value),
"ArrowUp" => pitch_up.set(value),
"ArrowDown" => pitch_down.set(value),
"ArrowRight" if shift => roll_cw.set(value),
"ArrowLeft" if shift => roll_ccw.set(value),
"ArrowRight" => yaw_right.set(value),
"ArrowLeft" => yaw_left.set(value),
_ => navigating = false,
};
if navigating {
scene_changed.set(true);
event.prevent_default();
}
};
let set_manip_signal = move |event: &KeyboardEvent, value: f64| {
let mut manipulating = true;
let shift = event.shift_key();
match event.key().as_str() {
"d" | "D" => translate_pos_x.set(value),
"a" | "A" => translate_neg_x.set(value),
"w" | "W" if shift => translate_neg_z.set(value),
"s" | "S" if shift => translate_pos_z.set(value),
"w" | "W" => translate_pos_y.set(value),
"s" | "S" => translate_neg_y.set(value),
"]" | "}" => shrink_neg.set(value),
"[" | "{" => shrink_pos.set(value),
_ => manipulating = false,
};
if manipulating {
event.prevent_default();
}
};
view! {
/* TO DO */
// switch back to integer-valued parameters when that becomes possible
// again
canvas(
ref = display,
id = "display",
width = "600",
height = "600",
tabindex = "0",
on:keydown = move |event: KeyboardEvent| {
if event.key() == "Shift" {
// swap navigation inputs
roll_cw.set(yaw_right.get());
roll_ccw.set(yaw_left.get());
zoom_in.set(pitch_up.get());
zoom_out.set(pitch_down.get());
yaw_right.set(0.0);
yaw_left.set(0.0);
pitch_up.set(0.0);
pitch_down.set(0.0);
// swap manipulation inputs
translate_pos_z.set(translate_neg_y.get());
translate_neg_z.set(translate_pos_y.get());
translate_pos_y.set(0.0);
translate_neg_y.set(0.0);
} else {
if event.key() == "Enter" { /* BENCHMARKING */
turntable.set_fn(|turn| !turn);
scene_changed.set(true);
}
set_nav_signal(&event, 1.0);
set_manip_signal(&event, 1.0);
}
},
on:keyup = move |event: KeyboardEvent| {
if event.key() == "Shift" {
// swap navigation inputs
yaw_right.set(roll_cw.get());
yaw_left.set(roll_ccw.get());
pitch_up.set(zoom_in.get());
pitch_down.set(zoom_out.get());
roll_cw.set(0.0);
roll_ccw.set(0.0);
zoom_in.set(0.0);
zoom_out.set(0.0);
// swap manipulation inputs
translate_pos_y.set(translate_neg_z.get());
translate_neg_y.set(translate_pos_z.get());
translate_pos_z.set(0.0);
translate_neg_z.set(0.0);
} else {
set_nav_signal(&event, 0.0);
set_manip_signal(&event, 0.0);
}
},
on:blur = move |_| {
pitch_up.set(0.0);
pitch_down.set(0.0);
yaw_right.set(0.0);
yaw_left.set(0.0);
roll_ccw.set(0.0);
roll_cw.set(0.0);
},
on:click = move |event: MouseEvent| {
// find the nearest element along the pointer direction
let (dir, pixel_size) = event_dir(&event);
console::log_1(&JsValue::from(dir.to_string()));
let mut clicked: Option<(Rc<dyn Element>, f64)> = None;
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)) => {
if depth < best_depth {
clicked = Some((elt, depth))
}
},
None => clicked = Some((elt, depth)),
},
None => (),
};
}
// if we clicked something, select it
match clicked {
Some((elt, _)) => state.select(&elt, event.shift_key()),
None => state.selection.update(|sel| sel.clear()),
};
},
)
}
}

View file

@ -1,260 +0,0 @@
use itertools::Itertools;
use std::rc::Rc;
use sycamore::prelude::*;
use web_sys::{KeyboardEvent, MouseEvent, wasm_bindgen::JsCast};
use crate::{
AppState,
assembly::{
Element,
HalfCurvatureRegulator,
InversiveDistanceRegulator,
Regulator,
},
specified::SpecifiedValue
};
// an editable view of a regulator
#[component(inline_props)]
fn RegulatorInput(regulator: Rc<dyn Regulator>) -> View {
// get the regulator's measurement and set point signals
let measurement = regulator.measurement();
let set_point = regulator.set_point();
// the `valid` signal tracks whether the last entered value is a valid set
// point specification
let valid = create_signal(true);
// the `value` signal holds the current set point specification
let value = create_signal(
set_point.with_untracked(|set_pt| set_pt.spec.clone())
);
// this `reset_value` closure resets the input value to the regulator's set
// point specification
let reset_value = move || {
batch(|| {
valid.set(true);
value.set(set_point.with(|set_pt| set_pt.spec.clone()));
})
};
// reset the input value whenever the regulator's set point specification
// is updated
create_effect(reset_value);
view! {
input(
r#type = "text",
class = move || {
if valid.get() {
set_point.with(|set_pt| {
if set_pt.is_present() {
"regulator-input constraint"
} else {
"regulator-input"
}
})
} else {
"regulator-input invalid"
}
},
placeholder = measurement.with(|result| result.to_string()),
bind:value = value,
on:change = move |_| {
valid.set(
match SpecifiedValue::try_from(value.get_clone_untracked()) {
Ok(set_pt) => {
set_point.set(set_pt);
true
},
Err(_) => false,
}
)
},
on:keydown = {
move |event: KeyboardEvent| {
match event.key().as_str() {
"Escape" => reset_value(),
_ => (),
}
}
},
)
}
}
pub trait OutlineItem {
fn outline_item(self: Rc<Self>, element: &Rc<dyn Element>) -> View;
}
impl OutlineItem for InversiveDistanceRegulator {
fn outline_item(self: Rc<Self>, element: &Rc<dyn Element>) -> View {
let other_subject_label = if self.subjects[0] == element.clone() {
self.subjects[1].label()
} else {
self.subjects[0].label()
}.clone();
view! {
li(class = "regulator") {
div(class = "regulator-label") { (other_subject_label) }
div(class = "regulator-type") { "Inversive distance" }
RegulatorInput(regulator = self)
div(class = "status")
}
}
}
}
impl OutlineItem for HalfCurvatureRegulator {
fn outline_item(self: Rc<Self>, _element: &Rc<dyn Element>) -> View {
view! {
li(class = "regulator") {
div(class = "regulator-label") // for spacing
div(class = "regulator-type") { "Half-curvature" }
RegulatorInput(regulator = self)
div(class = "status")
}
}
}
}
// a list item that shows an element in an outline view of an assembly
#[component(inline_props)]
fn ElementOutlineItem(element: Rc<dyn Element>) -> View {
let state = use_context::<AppState>();
let class = {
let element_for_class = element.clone();
state.selection.map(
move |sel| if sel.contains(&element_for_class) { "selected" } else { "" }
)
};
let label = element.label().clone();
let representation = element.representation().clone();
let rep_components = move || {
representation.with(
|rep| rep.iter().map(
|u| {
let u_str = format!("{:.3}", u).replace("-", "\u{2212}");
view! { div { (u_str) } }
}
).collect::<Vec<_>>()
)
};
let regulated = element.regulators().map(|regs| regs.len() > 0);
let regulator_list = element.regulators().map(
|regs| regs
.clone()
.into_iter()
.sorted_by_key(|reg| reg.subjects().len())
.collect::<Vec<_>>()
);
let details_node = create_node_ref();
view! {
li {
details(ref = details_node) {
summary(
class = class.get(),
on:keydown = {
let element_for_handler = element.clone();
move |event: KeyboardEvent| {
match event.key().as_str() {
"Enter" => {
state.select(&element_for_handler, event.shift_key());
event.prevent_default();
},
"ArrowRight" if regulated.get() => {
let _ = details_node
.get()
.unchecked_into::<web_sys::Element>()
.set_attribute("open", "");
},
"ArrowLeft" => {
let _ = details_node
.get()
.unchecked_into::<web_sys::Element>()
.remove_attribute("open");
},
_ => (),
}
}
}
) {
div(
class = "element-switch",
on:click = |event: MouseEvent| event.stop_propagation()
)
div(
class = "element",
on:click = {
let state_for_handler = state.clone();
let element_for_handler = element.clone();
move |event: MouseEvent| {
state_for_handler.select(&element_for_handler, event.shift_key());
event.stop_propagation();
event.prevent_default();
}
}
) {
div(class = "element-label") { (label) }
div(class = "element-representation") { (rep_components) }
input(
r#type = "checkbox",
bind:checked = element.ghost(),
on:click = |event: MouseEvent| event.stop_propagation()
)
}
}
ul(class = "regulators") {
Keyed(
list = regulator_list,
view = move |reg| reg.outline_item(&element),
key = |reg| reg.serial()
)
}
}
}
}
}
// a component that lists the elements of the current assembly, showing each
// element's regulators in a collapsible sub-list. its implementation is based
// on Kate Morley's HTML + CSS tree views:
//
// https://iamkate.com/code/tree-views/
//
#[component]
pub fn Outline() -> View {
let state = use_context::<AppState>();
// list the elements alphabetically by ID
/* TO DO */
// this code is designed to generalize easily to other sort keys. if we only
// ever wanted to sort by ID, we could do that more simply using the
// `elements_by_id` index
let element_list = state.assembly.elements.map(
|elts| elts
.clone()
.into_iter()
.sorted_by_key(|elt| elt.id().clone())
.collect::<Vec<_>>()
);
view! {
ul(
id = "outline",
on:click = {
let state = use_context::<AppState>();
move |_| state.selection.update(|sel| sel.clear())
}
) {
Keyed(
list = element_list,
view = |elt| view! {
ElementOutlineItem(element = elt)
},
key = |elt| elt.serial()
)
}
}
}

View file

@ -1,19 +0,0 @@
#version 300 es
precision highp float;
in vec4 point_color;
in float point_highlight;
in float total_radius;
out vec4 outColor;
void main() {
float r = total_radius * length(2.*gl_PointCoord - vec2(1.));
const float POINT_RADIUS = 4.;
float border = smoothstep(POINT_RADIUS - 1., POINT_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;
}

View file

@ -1,24 +0,0 @@
#version 300 es
in vec4 position;
in vec4 color;
in float highlight;
in float selected;
out vec4 point_color;
out float point_highlight;
out float total_radius;
// camera
const float focal_slope = 0.3;
void main() {
total_radius = 5. + 0.5*selected;
float depth = -focal_slope * position.z;
gl_Position = vec4(position.xy / depth, 0., 1.);
gl_PointSize = 2.*total_radius;
point_color = color;
point_highlight = highlight;
}

View file

@ -1,941 +0,0 @@
use itertools::izip;
use std::{f64::consts::{FRAC_1_SQRT_2, PI}, rc::Rc};
use nalgebra::Vector3;
use sycamore::prelude::*;
use web_sys::{console, wasm_bindgen::JsValue};
use crate::{
AppState,
assembly::{
Assembly,
Element,
ElementColor,
InversiveDistanceRegulator,
Point,
Sphere,
},
engine,
engine::DescentHistory,
specified::SpecifiedValue,
};
// --- loaders ---
/* DEBUG */
// each of these functions loads an example assembly for testing. once we've
// done more work on saving and loading assemblies, we should come back to this
// code to see if it can be simplified
fn load_general(assembly: &Assembly) {
let _ = assembly.try_insert_element(
Sphere::new(
String::from("gemini_a"),
String::from("Castor"),
[1.00_f32, 0.25_f32, 0.00_f32],
engine::sphere(0.5, 0.5, 0.0, 1.0),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
String::from("gemini_b"),
String::from("Pollux"),
[0.00_f32, 0.25_f32, 1.00_f32],
engine::sphere(-0.5, -0.5, 0.0, 1.0),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
String::from("ursa_major"),
String::from("Ursa major"),
[0.25_f32, 0.00_f32, 1.00_f32],
engine::sphere(-0.5, 0.5, 0.0, 0.75),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
String::from("ursa_minor"),
String::from("Ursa minor"),
[0.25_f32, 1.00_f32, 0.00_f32],
engine::sphere(0.5, -0.5, 0.0, 0.5),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
String::from("moon_deimos"),
String::from("Deimos"),
[0.75_f32, 0.75_f32, 0.00_f32],
engine::sphere(0.0, 0.15, 1.0, 0.25),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
String::from("moon_phobos"),
String::from("Phobos"),
[0.00_f32, 0.75_f32, 0.50_f32],
engine::sphere(0.0, -0.15, -1.0, 0.25),
)
);
}
fn load_low_curvature(assembly: &Assembly) {
// create the spheres
let a = 0.75_f64.sqrt();
let _ = assembly.try_insert_element(
Sphere::new(
"central".to_string(),
"Central".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(0.0, 0.0, 0.0, 1.0),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
"assemb_plane".to_string(),
"Assembly plane".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
"side1".to_string(),
"Side 1".to_string(),
[1.00_f32, 0.00_f32, 0.25_f32],
engine::sphere_with_offset(1.0, 0.0, 0.0, 1.0, 0.0),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
"side2".to_string(),
"Side 2".to_string(),
[0.25_f32, 1.00_f32, 0.00_f32],
engine::sphere_with_offset(-0.5, a, 0.0, 1.0, 0.0),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
"side3".to_string(),
"Side 3".to_string(),
[0.00_f32, 0.25_f32, 1.00_f32],
engine::sphere_with_offset(-0.5, -a, 0.0, 1.0, 0.0),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
"corner1".to_string(),
"Corner 1".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
"corner2".to_string(),
"Corner 2".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0),
)
);
let _ = assembly.try_insert_element(
Sphere::new(
String::from("corner3"),
String::from("Corner 3"),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0),
)
);
// impose the desired tangencies and make the sides planar
let index_range = 1..=3;
let [central, assemb_plane] = ["central", "assemb_plane"].map(
|id| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[id].clone()
)
);
let sides = index_range.clone().map(
|k| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&format!("side{k}")].clone()
)
);
let corners = index_range.map(
|k| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&format!("corner{k}")].clone()
)
);
for plane in [assemb_plane.clone()].into_iter().chain(sides.clone()) {
// fix the curvature of each plane
let curvature = plane.regulators().with_untracked(
|regs| regs.first().unwrap().clone()
);
curvature.set_point().set(SpecifiedValue::try_from("0".to_string()).unwrap());
}
let all_perpendicular = [central.clone()].into_iter()
.chain(sides.clone())
.chain(corners.clone());
for sphere in all_perpendicular {
// make each side and packed sphere perpendicular to the assembly plane
let right_angle = InversiveDistanceRegulator::new([sphere, assemb_plane.clone()]);
right_angle.set_point.set(SpecifiedValue::try_from("0".to_string()).unwrap());
assembly.insert_regulator(Rc::new(right_angle));
}
for sphere in sides.clone().chain(corners.clone()) {
// make each side and corner sphere tangent to the central sphere
let tangency = InversiveDistanceRegulator::new([sphere.clone(), central.clone()]);
tangency.set_point.set(SpecifiedValue::try_from("-1".to_string()).unwrap());
assembly.insert_regulator(Rc::new(tangency));
}
for (side_index, side) in sides.enumerate() {
// make each side tangent to the two adjacent corner spheres
for (corner_index, corner) in corners.clone().enumerate() {
if side_index != corner_index {
let tangency = InversiveDistanceRegulator::new([side.clone(), corner]);
tangency.set_point.set(SpecifiedValue::try_from("-1".to_string()).unwrap());
assembly.insert_regulator(Rc::new(tangency));
}
}
}
}
fn load_pointed(assembly: &Assembly) {
let _ = assembly.try_insert_element(
Point::new(
format!("point_front"),
format!("Front point"),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::point(0.0, 0.0, FRAC_1_SQRT_2),
)
);
let _ = assembly.try_insert_element(
Point::new(
format!("point_back"),
format!("Back point"),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::point(0.0, 0.0, -FRAC_1_SQRT_2),
)
);
for index_x in 0..=1 {
for index_y in 0..=1 {
let x = index_x as f64 - 0.5;
let y = index_y as f64 - 0.5;
let _ = assembly.try_insert_element(
Sphere::new(
format!("sphere{index_x}{index_y}"),
format!("Sphere {index_x}{index_y}"),
[0.5*(1.0 + x) as f32, 0.5*(1.0 + y) as f32, 0.5*(1.0 - x*y) as f32],
engine::sphere(x, y, 0.0, 1.0),
)
);
let _ = assembly.try_insert_element(
Point::new(
format!("point{index_x}{index_y}"),
format!("Point {index_x}{index_y}"),
[0.5*(1.0 + x) as f32, 0.5*(1.0 + y) as f32, 0.5*(1.0 - x*y) as f32],
engine::point(x, y, 0.0),
)
);
}
}
}
// to finish describing the tridiminished icosahedron, set the inversive
// distance regulators as follows:
// A-A -0.25
// A-B "
// B-C "
// C-C "
// A-C -0.25 * φ^2 = -0.6545084971874737
fn load_tridiminished_icosahedron(assembly: &Assembly) {
// create the vertices
const COLOR_A: ElementColor = [1.00_f32, 0.25_f32, 0.25_f32];
const COLOR_B: ElementColor = [0.75_f32, 0.75_f32, 0.75_f32];
const COLOR_C: ElementColor = [0.25_f32, 0.50_f32, 1.00_f32];
let vertices = [
Point::new(
"a1".to_string(),
"A₁".to_string(),
COLOR_A,
engine::point(0.25, 0.75, 0.75),
),
Point::new(
"a2".to_string(),
"A₂".to_string(),
COLOR_A,
engine::point(0.75, 0.25, 0.75),
),
Point::new(
"a3".to_string(),
"A₃".to_string(),
COLOR_A,
engine::point(0.75, 0.75, 0.25),
),
Point::new(
"b1".to_string(),
"B₁".to_string(),
COLOR_B,
engine::point(0.75, -0.25, -0.25),
),
Point::new(
"b2".to_string(),
"B₂".to_string(),
COLOR_B,
engine::point(-0.25, 0.75, -0.25),
),
Point::new(
"b3".to_string(),
"B₃".to_string(),
COLOR_B,
engine::point(-0.25, -0.25, 0.75),
),
Point::new(
"c1".to_string(),
"C₁".to_string(),
COLOR_C,
engine::point(0.0, -1.0, -1.0),
),
Point::new(
"c2".to_string(),
"C₂".to_string(),
COLOR_C,
engine::point(-1.0, 0.0, -1.0),
),
Point::new(
"c3".to_string(),
"C₃".to_string(),
COLOR_C,
engine::point(-1.0, -1.0, 0.0),
),
];
for vertex in vertices {
let _ = assembly.try_insert_element(vertex);
}
// create the faces
const COLOR_FACE: ElementColor = [0.75_f32, 0.75_f32, 0.75_f32];
let frac_1_sqrt_6 = 1.0 / 6.0_f64.sqrt();
let frac_2_sqrt_6 = 2.0 * frac_1_sqrt_6;
let faces = [
Sphere::new(
"face1".to_string(),
"Face 1".to_string(),
COLOR_FACE,
engine::sphere_with_offset(frac_2_sqrt_6, -frac_1_sqrt_6, -frac_1_sqrt_6, -frac_1_sqrt_6, 0.0),
),
Sphere::new(
"face2".to_string(),
"Face 2".to_string(),
COLOR_FACE,
engine::sphere_with_offset(-frac_1_sqrt_6, frac_2_sqrt_6, -frac_1_sqrt_6, -frac_1_sqrt_6, 0.0),
),
Sphere::new(
"face3".to_string(),
"Face 3".to_string(),
COLOR_FACE,
engine::sphere_with_offset(-frac_1_sqrt_6, -frac_1_sqrt_6, frac_2_sqrt_6, -frac_1_sqrt_6, 0.0),
),
];
for face in faces {
face.ghost().set(true);
let _ = assembly.try_insert_element(face);
}
let index_range = 1..=3;
for j in index_range.clone() {
// make each face planar
let face = assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&format!("face{j}")].clone()
);
let curvature_regulator = face.regulators().with_untracked(
|regs| regs.first().unwrap().clone()
);
curvature_regulator.set_point().set(
SpecifiedValue::try_from("0".to_string()).unwrap()
);
// put each A vertex on the face it belongs to
let vertex_a = assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&format!("a{j}")].clone()
);
let incidence_a = InversiveDistanceRegulator::new([face.clone(), vertex_a.clone()]);
incidence_a.set_point.set(SpecifiedValue::try_from("0".to_string()).unwrap());
assembly.insert_regulator(Rc::new(incidence_a));
// regulate the B-C vertex distances
let vertices_bc = ["b", "c"].map(
|series| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&format!("{series}{j}")].clone()
)
);
assembly.insert_regulator(
Rc::new(InversiveDistanceRegulator::new(vertices_bc))
);
// get the pair of indices adjacent to `j`
let adjacent_indices = [j % 3 + 1, (j + 1) % 3 + 1];
for k in adjacent_indices.clone() {
for series in ["b", "c"] {
// put each B and C vertex on the faces it belongs to
let vertex = assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&format!("{series}{k}")].clone()
);
let incidence = InversiveDistanceRegulator::new([face.clone(), vertex.clone()]);
incidence.set_point.set(SpecifiedValue::try_from("0".to_string()).unwrap());
assembly.insert_regulator(Rc::new(incidence));
// regulate the A-B and A-C vertex distances
assembly.insert_regulator(
Rc::new(InversiveDistanceRegulator::new([vertex_a.clone(), vertex]))
);
}
}
// regulate the A-A and C-C vertex distances
let adjacent_pairs = ["a", "c"].map(
|series| adjacent_indices.map(
|index| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&format!("{series}{index}")].clone()
)
)
);
for pair in adjacent_pairs {
assembly.insert_regulator(
Rc::new(InversiveDistanceRegulator::new(pair))
);
}
}
}
// to finish describing the dodecahedral circle packing, set the inversive
// distance regulators to -1. some of the regulators have already been set
fn load_dodecahedral_packing(assembly: &Assembly) {
// add the substrate
let _ = assembly.try_insert_element(
Sphere::new(
"substrate".to_string(),
"Substrate".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(0.0, 0.0, 0.0, 1.0),
)
);
let substrate = assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id["substrate"].clone()
);
// fix the substrate's curvature
substrate.regulators().with_untracked(
|regs| regs.first().unwrap().clone()
).set_point().set(
SpecifiedValue::try_from("0.5".to_string()).unwrap()
);
// add the circles to be packed
const COLOR_A: ElementColor = [1.00_f32, 0.25_f32, 0.00_f32];
const COLOR_B: ElementColor = [1.00_f32, 0.00_f32, 0.25_f32];
const COLOR_C: ElementColor = [0.25_f32, 0.00_f32, 1.00_f32];
let phi = 0.5 + 1.25_f64.sqrt(); /* TO DO */ // replace with std::f64::consts::PHI when that gets stabilized
let phi_inv = 1.0 / phi;
let coord_scale = (phi + 2.0).sqrt();
let face_scales = [phi_inv, (13.0 / 12.0) / coord_scale];
let face_radii = [phi_inv, 5.0 / 12.0];
let mut faces = Vec::<Rc<dyn Element>>::new();
let subscripts = ["", ""];
for j in 0..2 {
for k in 0..2 {
let small_coord = face_scales[k] * (2.0*(j as f64) - 1.0);
let big_coord = face_scales[k] * (2.0*(k as f64) - 1.0) * phi;
let id_num = format!("{j}{k}");
let label_sub = format!("{}{}", subscripts[j], subscripts[k]);
// add the A face
let id_a = format!("a{id_num}");
let _ = assembly.try_insert_element(
Sphere::new(
id_a.clone(),
format!("A{label_sub}"),
COLOR_A,
engine::sphere(0.0, small_coord, big_coord, face_radii[k]),
)
);
faces.push(
assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&id_a].clone()
)
);
// add the B face
let id_b = format!("b{id_num}");
let _ = assembly.try_insert_element(
Sphere::new(
id_b.clone(),
format!("B{label_sub}"),
COLOR_B,
engine::sphere(small_coord, big_coord, 0.0, face_radii[k]),
)
);
faces.push(
assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&id_b].clone()
)
);
// add the C face
let id_c = format!("c{id_num}");
let _ = assembly.try_insert_element(
Sphere::new(
id_c.clone(),
format!("C{label_sub}"),
COLOR_C,
engine::sphere(big_coord, 0.0, small_coord, face_radii[k]),
)
);
faces.push(
assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&id_c].clone()
)
);
}
}
// make each face sphere perpendicular to the substrate
for face in faces {
let right_angle = InversiveDistanceRegulator::new([face, substrate.clone()]);
right_angle.set_point.set(SpecifiedValue::try_from("0".to_string()).unwrap());
assembly.insert_regulator(Rc::new(right_angle));
}
// set up the tangencies that define the packing
for [long_edge_plane, short_edge_plane] in [["a", "b"], ["b", "c"], ["c", "a"]] {
for k in 0..2 {
let long_edge_ids = [
format!("{long_edge_plane}{k}0"),
format!("{long_edge_plane}{k}1")
];
let short_edge_ids = [
format!("{short_edge_plane}0{k}"),
format!("{short_edge_plane}1{k}")
];
let [long_edge, short_edge] = [long_edge_ids, short_edge_ids].map(
|edge_ids| edge_ids.map(
|id| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&id].clone()
)
)
);
// set up the short-edge tangency
let short_tangency = InversiveDistanceRegulator::new(short_edge.clone());
if k == 0 {
short_tangency.set_point.set(SpecifiedValue::try_from("-1".to_string()).unwrap());
}
assembly.insert_regulator(Rc::new(short_tangency));
// set up the side tangencies
for i in 0..2 {
for j in 0..2 {
let side_tangency = InversiveDistanceRegulator::new(
[long_edge[i].clone(), short_edge[j].clone()]
);
if i == 0 && k == 0 {
side_tangency.set_point.set(SpecifiedValue::try_from("-1".to_string()).unwrap());
}
assembly.insert_regulator(Rc::new(side_tangency));
}
}
}
}
}
// the initial configuration of this test assembly deliberately violates the
// constraints, so loading the assembly will trigger a non-trivial realization
fn load_balanced(assembly: &Assembly) {
// create the spheres
const R_OUTER: f64 = 10.0;
const R_INNER: f64 = 4.0;
let spheres = [
Sphere::new(
"outer".to_string(),
"Outer".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(0.0, 0.0, 0.0, R_OUTER),
),
Sphere::new(
"a".to_string(),
"A".to_string(),
[1.00_f32, 0.00_f32, 0.25_f32],
engine::sphere(0.0, 4.0, 0.0, R_INNER),
),
Sphere::new(
"b".to_string(),
"B".to_string(),
[0.00_f32, 0.25_f32, 1.00_f32],
engine::sphere(0.0, -4.0, 0.0, R_INNER),
),
];
for sphere in spheres {
let _ = assembly.try_insert_element(sphere);
}
// get references to the spheres
let [outer, a, b] = ["outer", "a", "b"].map(
|id| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[id].clone()
)
);
// fix the diameters of the outer, sun, and moon spheres
for (sphere, radius) in [
(outer.clone(), R_OUTER),
(a.clone(), R_INNER),
(b.clone(), R_INNER),
] {
let curvature_regulator = sphere.regulators().with_untracked(
|regs| regs.first().unwrap().clone()
);
let curvature = 0.5 / radius;
curvature_regulator.set_point().set(
SpecifiedValue::try_from(curvature.to_string()).unwrap()
);
}
// set the inversive distances between the spheres. as described above, the
// initial configuration deliberately violates these constraints
for inner in [a, b] {
let tangency = InversiveDistanceRegulator::new([outer.clone(), inner]);
tangency.set_point.set(SpecifiedValue::try_from("1".to_string()).unwrap());
assembly.insert_regulator(Rc::new(tangency));
}
}
// the initial configuration of this test assembly deliberately violates the
// constraints, so loading the assembly will trigger a non-trivial realization
fn load_off_center(assembly: &Assembly) {
// create a point almost at the origin and a sphere centered on the origin
let _ = assembly.try_insert_element(
Point::new(
"point".to_string(),
"Point".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::point(1e-9, 0.0, 0.0),
),
);
let _ = assembly.try_insert_element(
Sphere::new(
"sphere".to_string(),
"Sphere".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(0.0, 0.0, 0.0, 1.0),
),
);
// get references to the elements
let point_and_sphere = ["point", "sphere"].map(
|id| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[id].clone()
)
);
// put the point on the sphere
let incidence = InversiveDistanceRegulator::new(point_and_sphere);
incidence.set_point.set(SpecifiedValue::try_from("0".to_string()).unwrap());
assembly.insert_regulator(Rc::new(incidence));
}
// setting the inversive distances between the vertices to -2 gives a regular
// tetrahedron with side length 1, whose insphere and circumsphere have radii
// sqrt(1/6) and sqrt(3/2), respectively. to measure those radii, set an
// inversive distance of -1 between the insphere and each face, and then set an
// inversive distance of 0 between the circumsphere and each vertex
fn load_radius_ratio(assembly: &Assembly) {
let index_range = 1..=4;
// create the spheres
const GRAY: ElementColor = [0.75_f32, 0.75_f32, 0.75_f32];
let spheres = [
Sphere::new(
"sphere_faces".to_string(),
"Insphere".to_string(),
GRAY,
engine::sphere(0.0, 0.0, 0.0, 0.5),
),
Sphere::new(
"sphere_vertices".to_string(),
"Circumsphere".to_string(),
GRAY,
engine::sphere(0.0, 0.0, 0.0, 0.25),
),
];
for sphere in spheres {
let _ = assembly.try_insert_element(sphere);
}
// create the vertices
let vertices = izip!(
index_range.clone(),
[
[1.00_f32, 0.50_f32, 0.75_f32],
[1.00_f32, 0.75_f32, 0.50_f32],
[1.00_f32, 1.00_f32, 0.50_f32],
[0.75_f32, 0.50_f32, 1.00_f32],
].into_iter(),
[
engine::point(-0.6, -0.8, -0.6),
engine::point(-0.6, 0.8, 0.6),
engine::point(0.6, -0.8, 0.6),
engine::point(0.6, 0.8, -0.6),
].into_iter()
).map(
|(k, color, representation)| {
Point::new(
format!("v{k}"),
format!("Vertex {k}"),
color,
representation,
)
}
);
for vertex in vertices {
let _ = assembly.try_insert_element(vertex);
}
// create the faces
let base_dir = Vector3::new(1.0, 0.75, 1.0).normalize();
let offset = base_dir.dot(&Vector3::new(-0.6, 0.8, 0.6));
let faces = izip!(
index_range.clone(),
[
[1.00_f32, 0.00_f32, 0.25_f32],
[1.00_f32, 0.25_f32, 0.00_f32],
[0.75_f32, 0.75_f32, 0.00_f32],
[0.25_f32, 0.00_f32, 1.00_f32],
].into_iter(),
[
engine::sphere_with_offset(base_dir[0], base_dir[1], base_dir[2], offset, 0.0),
engine::sphere_with_offset(base_dir[0], -base_dir[1], -base_dir[2], offset, 0.0),
engine::sphere_with_offset(-base_dir[0], base_dir[1], -base_dir[2], offset, 0.0),
engine::sphere_with_offset(-base_dir[0], -base_dir[1], base_dir[2], offset, 0.0),
].into_iter()
).map(
|(k, color, representation)| {
Sphere::new(
format!("f{k}"),
format!("Face {k}"),
color,
representation,
)
}
);
for face in faces {
face.ghost().set(true);
let _ = assembly.try_insert_element(face);
}
// impose the constraints
for j in index_range.clone() {
let [face_j, vertex_j] = [
format!("f{j}"),
format!("v{j}"),
].map(
|id| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&id].clone()
)
);
// make the faces planar
let curvature_regulator = face_j.regulators().with_untracked(
|regs| regs.first().unwrap().clone()
);
curvature_regulator.set_point().set(
SpecifiedValue::try_from("0".to_string()).unwrap()
);
for k in index_range.clone().filter(|&index| index != j) {
let vertex_k = assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&format!("v{k}")].clone()
);
// fix the distances between the vertices
if j < k {
let distance_regulator = InversiveDistanceRegulator::new(
[vertex_j.clone(), vertex_k.clone()]
);
assembly.insert_regulator(Rc::new(distance_regulator));
}
// put the vertices on the faces
let incidence_regulator = InversiveDistanceRegulator::new([face_j.clone(), vertex_k.clone()]);
incidence_regulator.set_point.set(SpecifiedValue::try_from("0".to_string()).unwrap());
assembly.insert_regulator(Rc::new(incidence_regulator));
}
}
}
// to finish setting up the problem, fix the following curvatures:
// sun 1
// moon 5/3 = 1.666666666666666...
// chain1 2
// a tiny `x` or `z` nudge of the outer sphere reliably prevents realization
// failures before they happen, or resolves them after they happen. the result
// depends sensitively on the translation direction, suggesting that realization
// is failing because the engine is having trouble breaking a symmetry
// /* TO DO */
// the engine's performance on this problem is scale-dependent! with the current
// initial conditions, realization fails for any order of imposing the remaining
// curvature constraints. scaling everything up by a factor of ten, as done in
// the original problem, makes realization succeed reliably. one potentially
// relevant difference is that a lot of the numbers in the current initial
// conditions are exactly representable as floats, unlike the analogous numbers
// in the scaled-up problem. the inexact representations might break the
// symmetry that's getting the engine stuck
fn load_irisawa_hexlet(assembly: &Assembly) {
let index_range = 1..=6;
let colors = [
[1.00_f32, 0.00_f32, 0.25_f32],
[1.00_f32, 0.25_f32, 0.00_f32],
[0.75_f32, 0.75_f32, 0.00_f32],
[0.25_f32, 1.00_f32, 0.00_f32],
[0.00_f32, 0.25_f32, 1.00_f32],
[0.25_f32, 0.00_f32, 1.00_f32],
].into_iter();
// create the spheres
let spheres = [
Sphere::new(
"outer".to_string(),
"Outer".to_string(),
[0.5_f32, 0.5_f32, 0.5_f32],
engine::sphere(0.0, 0.0, 0.0, 1.5),
),
Sphere::new(
"sun".to_string(),
"Sun".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(0.0, -0.75, 0.0, 0.75),
),
Sphere::new(
"moon".to_string(),
"Moon".to_string(),
[0.25_f32, 0.25_f32, 0.25_f32],
engine::sphere(0.0, 0.75, 0.0, 0.75),
),
].into_iter().chain(
index_range.clone().zip(colors).map(
|(k, color)| {
let ang = (k as f64) * PI/3.0;
Sphere::new(
format!("chain{k}"),
format!("Chain {k}"),
color,
engine::sphere(1.0 * ang.sin(), 0.0, 1.0 * ang.cos(), 0.5),
)
}
)
);
for sphere in spheres {
let _ = assembly.try_insert_element(sphere);
}
// put the outer sphere in ghost mode and fix its curvature
let outer = assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id["outer"].clone()
);
outer.ghost().set(true);
let outer_curvature_regulator = outer.regulators().with_untracked(
|regs| regs.first().unwrap().clone()
);
outer_curvature_regulator.set_point().set(
SpecifiedValue::try_from((1.0 / 3.0).to_string()).unwrap()
);
// impose the desired tangencies
let [outer, sun, moon] = ["outer", "sun", "moon"].map(
|id| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[id].clone()
)
);
let chain = index_range.map(
|k| assembly.elements_by_id.with_untracked(
|elts_by_id| elts_by_id[&format!("chain{k}")].clone()
)
);
for (chain_sphere, chain_sphere_next) in chain.clone().zip(chain.cycle().skip(1)) {
for (other_sphere, inversive_distance) in [
(outer.clone(), "1"),
(sun.clone(), "-1"),
(moon.clone(), "-1"),
(chain_sphere_next.clone(), "-1"),
] {
let tangency = InversiveDistanceRegulator::new([chain_sphere.clone(), other_sphere]);
tangency.set_point.set(SpecifiedValue::try_from(inversive_distance.to_string()).unwrap());
assembly.insert_regulator(Rc::new(tangency));
}
}
let outer_sun_tangency = InversiveDistanceRegulator::new([outer.clone(), sun]);
outer_sun_tangency.set_point.set(SpecifiedValue::try_from("1".to_string()).unwrap());
assembly.insert_regulator(Rc::new(outer_sun_tangency));
let outer_moon_tangency = InversiveDistanceRegulator::new([outer.clone(), moon]);
outer_moon_tangency.set_point.set(SpecifiedValue::try_from("1".to_string()).unwrap());
assembly.insert_regulator(Rc::new(outer_moon_tangency));
}
// --- chooser ---
/* DEBUG */
#[component]
pub fn TestAssemblyChooser() -> View {
// create an effect that loads the selected test assembly
let assembly_name = create_signal("general".to_string());
create_effect(move || {
// get name of chosen assembly
let name = assembly_name.get_clone();
console::log_1(
&JsValue::from(format!("Showing assembly \"{}\"", name.clone()))
);
batch(|| {
let state = use_context::<AppState>();
let assembly = &state.assembly;
// clear state
assembly.regulators.update(|regs| regs.clear());
assembly.elements.update(|elts| elts.clear());
assembly.elements_by_id.update(|elts_by_id| elts_by_id.clear());
assembly.descent_history.set(DescentHistory::new());
state.selection.update(|sel| sel.clear());
// load assembly
match name.as_str() {
"general" => load_general(assembly),
"low-curvature" => load_low_curvature(assembly),
"pointed" => load_pointed(assembly),
"tridiminished-icosahedron" => load_tridiminished_icosahedron(assembly),
"dodecahedral-packing" => load_dodecahedral_packing(assembly),
"balanced" => load_balanced(assembly),
"off-center" => load_off_center(assembly),
"radius-ratio" => load_radius_ratio(assembly),
"irisawa-hexlet" => load_irisawa_hexlet(assembly),
_ => (),
};
});
});
// build the chooser
view! {
select(bind:value = assembly_name) {
option(value = "general") { "General" }
option(value = "low-curvature") { "Low-curvature" }
option(value = "pointed") { "Pointed" }
option(value = "tridiminished-icosahedron") { "Tridiminished icosahedron" }
option(value = "dodecahedral-packing") { "Dodecahedral packing" }
option(value = "balanced") { "Balanced" }
option(value = "off-center") { "Off-center" }
option(value = "radius-ratio") { "Radius ratio" }
option(value = "irisawa-hexlet") { "Irisawa hexlet" }
option(value = "empty") { "Empty" }
}
}
}

613
app-proto/src/display.rs Normal file
View file

@ -0,0 +1,613 @@
use core::array;
use nalgebra::{DMatrix, DVector, Rotation3, Vector3};
use sycamore::{prelude::*, motion::create_raf};
use web_sys::{
console,
window,
Element,
KeyboardEvent,
MouseEvent,
WebGl2RenderingContext,
WebGlProgram,
WebGlShader,
WebGlUniformLocation,
wasm_bindgen::{JsCast, JsValue}
};
use crate::{AppState, assembly::{ElementKey, ElementMotion}};
fn compile_shader(
context: &WebGl2RenderingContext,
shader_type: u32,
source: &str,
) -> WebGlShader {
let shader = context.create_shader(shader_type).unwrap();
context.shader_source(&shader, source);
context.compile_shader(&shader);
shader
}
fn get_uniform_array_locations<const N: usize>(
context: &WebGl2RenderingContext,
program: &WebGlProgram,
var_name: &str,
member_name_opt: Option<&str>
) -> [Option<WebGlUniformLocation>; N] {
array::from_fn(|n| {
let name = match member_name_opt {
Some(member_name) => format!("{var_name}[{n}].{member_name}"),
None => format!("{var_name}[{n}]")
};
context.get_uniform_location(&program, name.as_str())
})
}
// load the given data into the vertex input of the given name
fn bind_vertex_attrib(
context: &WebGl2RenderingContext,
index: u32,
size: i32,
data: &[f32]
) {
// create a data buffer and bind it to ARRAY_BUFFER
let buffer = context.create_buffer().unwrap();
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
// load the given data into the buffer. the function `Float32Array::view`
// creates a raw view into our module's `WebAssembly.Memory` buffer.
// allocating more memory will change the buffer, invalidating the view.
// that means we have to make sure we don't allocate any memory until the
// view is dropped
unsafe {
context.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&js_sys::Float32Array::view(&data),
WebGl2RenderingContext::STATIC_DRAW,
);
}
// allow the target attribute to be used
context.enable_vertex_attrib_array(index);
// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
// above---and bind it to the target attribute
//
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
//
context.vertex_attrib_pointer_with_i32(
index,
size,
WebGl2RenderingContext::FLOAT,
false, // don't normalize
0, // zero stride
0, // zero offset
);
}
// the direction in camera space that a mouse event is pointing along
fn event_dir(event: &MouseEvent) -> Vector3<f64> {
let target: Element = event.target().unwrap().unchecked_into();
let rect = target.get_bounding_client_rect();
let width = rect.width();
let height = rect.height();
let shortdim = width.min(height);
// this constant should be kept synchronized with `inversive.frag`
const FOCAL_SLOPE: f64 = 0.3;
Vector3::new(
FOCAL_SLOPE * (2.0*(f64::from(event.client_x()) - rect.left()) - width) / shortdim,
FOCAL_SLOPE * (2.0*(rect.bottom() - f64::from(event.client_y())) - height) / shortdim,
-1.0
)
}
#[component]
pub fn Display() -> View {
let state = use_context::<AppState>();
// canvas
let display = create_node_ref();
// viewpoint
let assembly_to_world = create_signal(DMatrix::<f64>::identity(5, 5));
// navigation
let pitch_up = create_signal(0.0);
let pitch_down = create_signal(0.0);
let yaw_right = create_signal(0.0);
let yaw_left = create_signal(0.0);
let roll_ccw = create_signal(0.0);
let roll_cw = create_signal(0.0);
let zoom_in = create_signal(0.0);
let zoom_out = create_signal(0.0);
let turntable = create_signal(false); /* BENCHMARKING */
// manipulation
let translate_neg_x = create_signal(0.0);
let translate_pos_x = create_signal(0.0);
let translate_neg_y = create_signal(0.0);
let translate_pos_y = create_signal(0.0);
let translate_neg_z = create_signal(0.0);
let translate_pos_z = create_signal(0.0);
let shrink_neg = create_signal(0.0);
let shrink_pos = create_signal(0.0);
// change listener
let scene_changed = create_signal(true);
create_effect(move || {
state.assembly.elements.with(|elts| {
for (_, elt) in elts {
elt.representation.track();
}
});
state.selection.track();
scene_changed.set(true);
});
/* INSTRUMENTS */
const SAMPLE_PERIOD: i32 = 60;
let mut last_sample_time = 0.0;
let mut frames_since_last_sample = 0;
let mean_frame_interval = create_signal(0.0);
let assembly_for_raf = state.assembly.clone();
on_mount(move || {
// timing
let mut last_time = 0.0;
// viewpoint
const ROT_SPEED: f64 = 0.4; // in radians per second
const ZOOM_SPEED: f64 = 0.15; // multiplicative rate per second
const TURNTABLE_SPEED: f64 = 0.1; /* BENCHMARKING */
let mut orientation = DMatrix::<f64>::identity(5, 5);
let mut rotation = DMatrix::<f64>::identity(5, 5);
let mut location_z: f64 = 5.0;
// manipulation
const TRANSLATION_SPEED: f64 = 0.15; // in length units per second
const SHRINKING_SPEED: f64 = 0.15; // in length units per second
// display parameters
const OPACITY: f32 = 0.5; /* SCAFFOLDING */
const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */
const LAYER_THRESHOLD: i32 = 0; /* DEBUG */
const DEBUG_MODE: i32 = 0; /* DEBUG */
/* INSTRUMENTS */
let performance = window().unwrap().performance().unwrap();
// get the display canvas
let canvas = display.get().unchecked_into::<web_sys::HtmlCanvasElement>();
let ctx = canvas
.get_context("webgl2")
.unwrap()
.unwrap()
.dyn_into::<WebGl2RenderingContext>()
.unwrap();
// compile and attach the vertex and fragment shaders
let vertex_shader = compile_shader(
&ctx,
WebGl2RenderingContext::VERTEX_SHADER,
include_str!("identity.vert"),
);
let fragment_shader = compile_shader(
&ctx,
WebGl2RenderingContext::FRAGMENT_SHADER,
include_str!("inversive.frag"),
);
let program = ctx.create_program().unwrap();
ctx.attach_shader(&program, &vertex_shader);
ctx.attach_shader(&program, &fragment_shader);
ctx.link_program(&program);
let link_status = ctx
.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap();
let link_msg = if link_status {
"Linked successfully"
} else {
"Linking failed"
};
console::log_1(&JsValue::from(link_msg));
ctx.use_program(Some(&program));
/* DEBUG */
// print the maximum number of vectors that can be passed as
// uniforms to a fragment shader. the OpenGL ES 3.0 standard
// requires this maximum to be at least 224, as discussed in the
// documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
// here:
//
// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
//
// there are also other size limits. for example, on Aaron's
// machine, the the length of a float or genType array seems to be
// capped at 1024 elements
console::log_2(
&ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
&JsValue::from("uniform vectors available")
);
// find indices of vertex attributes and uniforms
const SPHERE_MAX: usize = 200;
let position_index = ctx.get_attrib_location(&program, "position") as u32;
let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("sp")
);
let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("lt")
);
let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "color_list", None
);
let highlight_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "highlight_list", None
);
let resolution_loc = ctx.get_uniform_location(&program, "resolution");
let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
let opacity_loc = ctx.get_uniform_location(&program, "opacity");
let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
let debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
// create a vertex array and bind it to the graphics context
let vertex_array = ctx.create_vertex_array().unwrap();
ctx.bind_vertex_array(Some(&vertex_array));
// set the vertex positions
const VERTEX_CNT: usize = 6;
let positions: [f32; 3*VERTEX_CNT] = [
// northwest triangle
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
// southeast triangle
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0
];
bind_vertex_attrib(&ctx, position_index, 3, &positions);
// set up a repainting routine
let (_, start_animation_loop, _) = create_raf(move || {
// get the time step
let time = performance.now();
let time_step = 0.001*(time - last_time);
last_time = time;
// get the navigation state
let pitch_up_val = pitch_up.get();
let pitch_down_val = pitch_down.get();
let yaw_right_val = yaw_right.get();
let yaw_left_val = yaw_left.get();
let roll_ccw_val = roll_ccw.get();
let roll_cw_val = roll_cw.get();
let zoom_in_val = zoom_in.get();
let zoom_out_val = zoom_out.get();
let turntable_val = turntable.get(); /* BENCHMARKING */
// get the manipulation state
let translate_neg_x_val = translate_neg_x.get();
let translate_pos_x_val = translate_pos_x.get();
let translate_neg_y_val = translate_neg_y.get();
let translate_pos_y_val = translate_pos_y.get();
let translate_neg_z_val = translate_neg_z.get();
let translate_pos_z_val = translate_pos_z.get();
let shrink_neg_val = shrink_neg.get();
let shrink_pos_val = shrink_pos.get();
// update the assembly's orientation
let ang_vel = {
let pitch = pitch_up_val - pitch_down_val;
let yaw = yaw_right_val - yaw_left_val;
let roll = roll_ccw_val - roll_cw_val;
if pitch != 0.0 || yaw != 0.0 || roll != 0.0 {
ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize()
} else {
Vector3::zeros()
}
} /* BENCHMARKING */ + if turntable_val {
Vector3::new(0.0, TURNTABLE_SPEED, 0.0)
} else {
Vector3::zeros()
};
let mut rotation_sp = rotation.fixed_view_mut::<3, 3>(0, 0);
rotation_sp.copy_from(
Rotation3::from_scaled_axis(time_step * ang_vel).matrix()
);
orientation = &rotation * &orientation;
// update the assembly's location
let zoom = zoom_out_val - zoom_in_val;
location_z *= (time_step * ZOOM_SPEED * zoom).exp();
// manipulate the assembly
if state.selection.with(|sel| sel.len() == 1) {
let sel = state.selection.with(
|sel| *sel.into_iter().next().unwrap()
);
let translate_x = translate_pos_x_val - translate_neg_x_val;
let translate_y = translate_pos_y_val - translate_neg_y_val;
let translate_z = translate_pos_z_val - translate_neg_z_val;
let shrink = shrink_pos_val - shrink_neg_val;
let translating =
translate_x != 0.0
|| translate_y != 0.0
|| translate_z != 0.0;
if translating || shrink != 0.0 {
let elt_motion = {
let u = if translating {
TRANSLATION_SPEED * Vector3::new(
translate_x, translate_y, translate_z
).normalize()
} else {
Vector3::zeros()
};
time_step * DVector::from_column_slice(
&[u[0], u[1], u[2], SHRINKING_SPEED * shrink]
)
};
assembly_for_raf.deform(
vec![
ElementMotion {
key: sel,
velocity: elt_motion.as_view()
}
]
);
scene_changed.set(true);
}
}
if scene_changed.get() {
/* INSTRUMENTS */
// measure mean frame interval
frames_since_last_sample += 1;
if frames_since_last_sample >= SAMPLE_PERIOD {
mean_frame_interval.set((time - last_sample_time) / (SAMPLE_PERIOD as f64));
last_sample_time = time;
frames_since_last_sample = 0;
}
// find the map from assembly space to world space
let location = {
let u = -location_z;
DMatrix::from_column_slice(5, 5, &[
1.0, 0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0, u,
0.0, 0.0, 2.0*u, 1.0, u*u,
0.0, 0.0, 0.0, 0.0, 1.0
])
};
let asm_to_world = &location * &orientation;
// get the assembly
let (
elt_cnt,
reps_world,
colors,
highlights
) = state.assembly.elements.with(|elts| {
(
// number of elements
elts.len() as i32,
// representation vectors in world coordinates
elts.iter().map(
|(_, elt)| elt.representation.with(|rep| &asm_to_world * rep)
).collect::<Vec<_>>(),
// colors
elts.iter().map(|(key, elt)| {
if state.selection.with(|sel| sel.contains(&key)) {
elt.color.map(|ch| 0.2 + 0.8*ch)
} else {
elt.color
}
}).collect::<Vec<_>>(),
// highlight levels
elts.iter().map(|(key, _)| {
if state.selection.with(|sel| sel.contains(&key)) {
1.0_f32
} else {
HIGHLIGHT
}
}).collect::<Vec<_>>()
)
});
// set the resolution
let width = canvas.width() as f32;
let height = canvas.height() as f32;
ctx.uniform2f(resolution_loc.as_ref(), width, height);
ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
// pass the assembly
ctx.uniform1i(sphere_cnt_loc.as_ref(), elt_cnt);
for n in 0..reps_world.len() {
let v = &reps_world[n];
ctx.uniform3f(
sphere_sp_locs[n].as_ref(),
v[0] as f32, v[1] as f32, v[2] as f32
);
ctx.uniform2f(
sphere_lt_locs[n].as_ref(),
v[3] as f32, v[4] as f32
);
ctx.uniform3fv_with_f32_array(
color_locs[n].as_ref(),
&colors[n]
);
ctx.uniform1f(
highlight_locs[n].as_ref(),
highlights[n]
);
}
// 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);
// draw the scene
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
// update the viewpoint
assembly_to_world.set(asm_to_world);
// clear the scene change flag
scene_changed.set(
pitch_up_val != 0.0
|| pitch_down_val != 0.0
|| yaw_left_val != 0.0
|| yaw_right_val != 0.0
|| roll_cw_val != 0.0
|| roll_ccw_val != 0.0
|| zoom_in_val != 0.0
|| zoom_out_val != 0.0
|| turntable_val /* BENCHMARKING */
);
} else {
frames_since_last_sample = 0;
mean_frame_interval.set(-1.0);
}
});
start_animation_loop();
});
let set_nav_signal = move |event: &KeyboardEvent, value: f64| {
let mut navigating = true;
let shift = event.shift_key();
match event.key().as_str() {
"ArrowUp" if shift => zoom_in.set(value),
"ArrowDown" if shift => zoom_out.set(value),
"ArrowUp" => pitch_up.set(value),
"ArrowDown" => pitch_down.set(value),
"ArrowRight" if shift => roll_cw.set(value),
"ArrowLeft" if shift => roll_ccw.set(value),
"ArrowRight" => yaw_right.set(value),
"ArrowLeft" => yaw_left.set(value),
_ => navigating = false
};
if navigating {
scene_changed.set(true);
event.prevent_default();
}
};
let set_manip_signal = move |event: &KeyboardEvent, value: f64| {
let mut manipulating = true;
let shift = event.shift_key();
match event.key().as_str() {
"d" | "D" => translate_pos_x.set(value),
"a" | "A" => translate_neg_x.set(value),
"w" | "W" if shift => translate_neg_z.set(value),
"s" | "S" if shift => translate_pos_z.set(value),
"w" | "W" => translate_pos_y.set(value),
"s" | "S" => translate_neg_y.set(value),
"]" | "}" => shrink_neg.set(value),
"[" | "{" => shrink_pos.set(value),
_ => manipulating = false
};
if manipulating {
event.prevent_default();
}
};
view! {
/* TO DO */
// switch back to integer-valued parameters when that becomes possible
// again
canvas(
ref=display,
width="600",
height="600",
tabindex="0",
on:keydown=move |event: KeyboardEvent| {
if event.key() == "Shift" {
// swap navigation inputs
roll_cw.set(yaw_right.get());
roll_ccw.set(yaw_left.get());
zoom_in.set(pitch_up.get());
zoom_out.set(pitch_down.get());
yaw_right.set(0.0);
yaw_left.set(0.0);
pitch_up.set(0.0);
pitch_down.set(0.0);
// swap manipulation inputs
translate_pos_z.set(translate_neg_y.get());
translate_neg_z.set(translate_pos_y.get());
translate_pos_y.set(0.0);
translate_neg_y.set(0.0);
} else {
if event.key() == "Enter" { /* BENCHMARKING */
turntable.set_fn(|turn| !turn);
scene_changed.set(true);
}
set_nav_signal(&event, 1.0);
set_manip_signal(&event, 1.0);
}
},
on:keyup=move |event: KeyboardEvent| {
if event.key() == "Shift" {
// swap navigation inputs
yaw_right.set(roll_cw.get());
yaw_left.set(roll_ccw.get());
pitch_up.set(zoom_in.get());
pitch_down.set(zoom_out.get());
roll_cw.set(0.0);
roll_ccw.set(0.0);
zoom_in.set(0.0);
zoom_out.set(0.0);
// swap manipulation inputs
translate_pos_y.set(translate_neg_z.get());
translate_neg_y.set(translate_pos_z.get());
translate_pos_z.set(0.0);
translate_neg_z.set(0.0);
} else {
set_nav_signal(&event, 0.0);
set_manip_signal(&event, 0.0);
}
},
on:blur=move |_| {
pitch_up.set(0.0);
pitch_down.set(0.0);
yaw_right.set(0.0);
yaw_left.set(0.0);
roll_ccw.set(0.0);
roll_cw.set(0.0);
},
on:click=move |event: MouseEvent| {
// find the nearest element along the pointer direction
let dir = event_dir(&event);
console::log_1(&JsValue::from(dir.to_string()));
let mut clicked: Option<(ElementKey, f64)> = None;
for (key, elt) in state.assembly.elements.get_clone_untracked() {
match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world)) {
Some(depth) => match clicked {
Some((_, best_depth)) => {
if depth < best_depth {
clicked = Some((key, depth))
}
},
None => clicked = Some((key, depth))
}
None => ()
};
}
// if we clicked something, select it
match clicked {
Some((key, _)) => state.select(key, event.shift_key()),
None => state.selection.update(|sel| sel.clear())
};
}
)
}
}

File diff suppressed because it is too large Load diff

View file

@ -17,7 +17,7 @@ struct vecInv {
const int SPHERE_MAX = 200;
uniform int sphere_cnt;
uniform vecInv sphere_list[SPHERE_MAX];
uniform vec4 color_list[SPHERE_MAX];
uniform vec3 color_list[SPHERE_MAX];
uniform float highlight_list[SPHERE_MAX];
// view
@ -25,6 +25,7 @@ uniform vec2 resolution;
uniform float shortdim;
// controls
uniform float opacity;
uniform int layer_threshold;
uniform bool debug_mode;
@ -68,7 +69,7 @@ struct Fragment {
vec4 color;
};
Fragment sphere_shading(vecInv v, vec3 pt, vec4 base_color) {
Fragment sphere_shading(vecInv v, vec3 pt, vec3 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
@ -78,7 +79,7 @@ Fragment sphere_shading(vecInv v, vec3 pt, vec4 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.rgb, base_color.a));
return Fragment(pt, normal, vec4(illum * base_color, opacity));
}
float intersection_dist(Fragment a, Fragment b) {
@ -191,11 +192,10 @@ 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,
vec4(hit.dimming * sphere_color.rgb, sphere_color.a)
hit.dimming * color_list[hit.id]
);
float highlight_next = highlight_list[hit.id];
--layer;
@ -206,11 +206,10 @@ 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,
vec4(hit.dimming * sphere_color.rgb, sphere_color.a)
hit.dimming * color_list[hit.id]
);
highlight_next = highlight_list[hit.id];

View file

@ -1,49 +1,46 @@
mod add_remove;
mod assembly;
mod components;
mod display;
mod engine;
mod outline;
mod specified;
#[cfg(test)]
mod tests;
use std::{collections::BTreeSet, rc::Rc};
use rustc_hash::FxHashSet;
use sycamore::prelude::*;
use assembly::{Assembly, Element};
use components::{
add_remove::AddRemove,
diagnostics::Diagnostics,
display::Display,
outline::Outline,
};
use add_remove::AddRemove;
use assembly::{Assembly, ElementKey};
use display::Display;
use outline::Outline;
#[derive(Clone)]
struct AppState {
assembly: Assembly,
selection: Signal<BTreeSet<Rc<dyn Element>>>,
selection: Signal<FxHashSet<ElementKey>>
}
impl AppState {
fn new() -> Self {
Self {
fn new() -> AppState {
AppState {
assembly: Assembly::new(),
selection: create_signal(BTreeSet::default()),
selection: create_signal(FxHashSet::default())
}
}
// in single-selection mode, select the given element. in multiple-selection
// mode, toggle whether the given element is selected
fn select(&self, element: &Rc<dyn Element>, multi: bool) {
// in single-selection mode, select the element with the given key. in
// multiple-selection mode, toggle whether the element with the given key
// is selected
fn select(&self, key: ElementKey, multi: bool) {
if multi {
self.selection.update(|sel| {
if !sel.remove(element) {
sel.insert(element.clone());
if !sel.remove(&key) {
sel.insert(key);
}
});
} else {
self.selection.update(|sel| {
sel.clear();
sel.insert(element.clone());
sel.insert(key);
});
}
}
@ -58,10 +55,9 @@ fn main() {
provide_context(AppState::new());
view! {
div(id = "sidebar") {
div(id="sidebar") {
AddRemove {}
Outline {}
Diagnostics {}
}
Display {}
}

235
app-proto/src/outline.rs Normal file
View file

@ -0,0 +1,235 @@
use itertools::Itertools;
use sycamore::prelude::*;
use web_sys::{
KeyboardEvent,
MouseEvent,
wasm_bindgen::JsCast
};
use crate::{
AppState,
assembly,
assembly::{ElementKey, Regulator, RegulatorKey},
specified::SpecifiedValue
};
// an editable view of a regulator
#[component(inline_props)]
fn RegulatorInput(regulator: Regulator) -> View {
let valid = create_signal(true);
let value = create_signal(
regulator.set_point.with_untracked(|set_pt| set_pt.spec.clone())
);
// this closure resets the input value to the regulator's set point
// specification
let reset_value = move || {
batch(|| {
valid.set(true);
value.set(regulator.set_point.with(|set_pt| set_pt.spec.clone()));
})
};
// reset the input value whenever the regulator's set point specification
// is updated
create_effect(reset_value);
view! {
input(
r#type="text",
class=move || {
if valid.get() {
regulator.set_point.with(|set_pt| {
if set_pt.is_present() {
"regulator-input constraint"
} else {
"regulator-input"
}
})
} else {
"regulator-input invalid"
}
},
placeholder=regulator.measurement.with(|result| result.to_string()),
bind:value=value,
on:change=move |_| {
valid.set(
match SpecifiedValue::try_from(value.get_clone_untracked()) {
Ok(set_pt) => {
regulator.set_point.set(set_pt);
true
}
Err(_) => false
}
)
},
on:keydown={
move |event: KeyboardEvent| {
match event.key().as_str() {
"Escape" => reset_value(),
_ => ()
}
}
}
)
}
}
// a list item that shows a regulator in an outline view of an element
#[component(inline_props)]
fn RegulatorOutlineItem(regulator_key: RegulatorKey, element_key: ElementKey) -> View {
let state = use_context::<AppState>();
let assembly = &state.assembly;
let regulator = assembly.regulators.with(|regs| regs[regulator_key]);
let other_subject = if regulator.subjects.0 == element_key {
regulator.subjects.1
} else {
regulator.subjects.0
};
let other_subject_label = assembly.elements.with(|elts| elts[other_subject].label.clone());
view! {
li(class="regulator") {
div(class="regulator-label") { (other_subject_label) }
div(class="regulator-type") { "Inversive distance" }
RegulatorInput(regulator=regulator)
div(class="status")
}
}
}
// a list item that shows an element in an outline view of an assembly
#[component(inline_props)]
fn ElementOutlineItem(key: ElementKey, element: assembly::Element) -> View {
let state = use_context::<AppState>();
let class = state.selection.map(
move |sel| if sel.contains(&key) { "selected" } else { "" }
);
let label = element.label.clone();
let rep_components = move || {
element.representation.with(
|rep| rep.iter().map(
|u| {
let u_str = format!("{:.3}", u).replace("-", "\u{2212}");
view! { div { (u_str) } }
}
).collect::<Vec<_>>()
)
};
let regulated = element.regulators.map(|regs| regs.len() > 0);
let regulator_list = element.regulators.map(
|regs| regs.clone().into_iter().collect()
);
let details_node = create_node_ref();
view! {
li {
details(ref=details_node) {
summary(
class=class.get(),
on:keydown={
move |event: KeyboardEvent| {
match event.key().as_str() {
"Enter" => {
state.select(key, event.shift_key());
event.prevent_default();
},
"ArrowRight" if regulated.get() => {
let _ = details_node
.get()
.unchecked_into::<web_sys::Element>()
.set_attribute("open", "");
},
"ArrowLeft" => {
let _ = details_node
.get()
.unchecked_into::<web_sys::Element>()
.remove_attribute("open");
},
_ => ()
}
}
}
) {
div(
class="element-switch",
on:click=|event: MouseEvent| event.stop_propagation()
)
div(
class="element",
on:click={
move |event: MouseEvent| {
if event.shift_key() {
state.selection.update(|sel| {
if !sel.remove(&key) {
sel.insert(key);
}
});
} else {
state.selection.update(|sel| {
sel.clear();
sel.insert(key);
});
}
event.stop_propagation();
event.prevent_default();
}
}
) {
div(class="element-label") { (label) }
div(class="element-representation") { (rep_components) }
div(class="status")
}
}
ul(class="regulators") {
Keyed(
list=regulator_list,
view=move |reg_key| view! {
RegulatorOutlineItem(
regulator_key=reg_key,
element_key=key
)
},
key=|reg_key| reg_key.clone()
)
}
}
}
}
}
// a component that lists the elements of the current assembly, showing each
// element's regulators in a collapsible sub-list. its implementation is based
// on Kate Morley's HTML + CSS tree views:
//
// https://iamkate.com/code/tree-views/
//
#[component]
pub fn Outline() -> View {
let state = use_context::<AppState>();
// list the elements alphabetically by ID
let element_list = state.assembly.elements.map(
|elts| elts
.clone()
.into_iter()
.sorted_by_key(|(_, elt)| elt.id.clone())
.collect()
);
view! {
ul(
id="outline",
on:click={
let state = use_context::<AppState>();
move |_| state.selection.update(|sel| sel.clear())
}
) {
Keyed(
list=element_list,
view=|(key, elt)| view! {
ElementOutlineItem(key=key, element=elt)
},
key=|(_, elt)| elt.serial
)
}
}
}

View file

@ -13,12 +13,12 @@ use std::num::ParseFloatError;
#[readonly::make]
pub struct SpecifiedValue {
pub spec: String,
pub value: Option<f64>,
pub value: Option<f64>
}
impl SpecifiedValue {
pub fn from_empty_spec() -> Self {
Self { spec: String::new(), value: None }
pub fn from_empty_spec() -> SpecifiedValue {
SpecifiedValue { spec: String::new(), value: None }
}
pub fn is_present(&self) -> bool {
@ -34,10 +34,10 @@ impl TryFrom<String> for SpecifiedValue {
fn try_from(spec: String) -> Result<Self, Self::Error> {
if spec.is_empty() {
Ok(Self::from_empty_spec())
Ok(SpecifiedValue::from_empty_spec())
} else {
spec.parse::<f64>().map(
|value| Self { spec, value: Some(value) }
|value| SpecifiedValue { spec: spec, value: Some(value) }
)
}
}

View file

@ -1,14 +0,0 @@
use std::process::Command;
// build and bundle the application, reporting success if there are no errors or
// warnings. to see this test fail while others succeed, try moving `index.html`
// or one of the assets that it links to
#[test]
fn trunk_build_test() {
let build_status = Command::new("trunk")
.arg("build")
.env("RUSTFLAGS", "-D warnings")
.status()
.expect("Call to Trunk failed");
assert!(build_status.success());
}

5
deploy/.gitignore vendored
View file

@ -1,5 +0,0 @@
/dyna3.zip
/dyna3/index.html
/dyna3/dyna3-*.js
/dyna3/dyna3-*.wasm
/dyna3/main-*.css

View file

@ -1,16 +0,0 @@
# set paths. this technique for getting the script location comes from
# `mklement0` on Stack Overflow
#
# https://stackoverflow.com/a/24114056
#
TOOLS=$(dirname -- $0)
SRC="$TOOLS/../app-proto/dist"
DEST="$TOOLS/../deploy/dyna3"
# remove the old hash-named files
[ -e "$DEST"/dyna3-*.js ] && rm "$DEST"/dyna3-*.js
[ -e "$DEST"/dyna3-*.wasm ] && rm "$DEST"/dyna3-*.wasm
[ -e "$DEST"/main-*.css ] && rm "$DEST"/main-*.css
# copy the distribution
cp -r "$SRC/." "$DEST"

View file

@ -1,20 +0,0 @@
# run all Cargo examples, as described here:
#
# Karol Kuczmarski. "Add examples to your Rust libraries"
# http://xion.io/post/code/rust-examples.html
#
# you should invoke this script by calling `sh` or another interpreter, rather
# than calling `souce`, to ensure that the script can find the manifest file for
# the application prototype
# find the manifest file for the application prototype
MANIFEST="$(dirname -- $0)/../app-proto/Cargo.toml"
# set up the command that runs each example
RUN_EXAMPLE="cargo run --manifest-path $MANIFEST --example"
# run the examples
$RUN_EXAMPLE irisawa-hexlet; echo
$RUN_EXAMPLE three-spheres; echo
$RUN_EXAMPLE point-on-sphere; echo
$RUN_EXAMPLE kaleidocycle