Clean up the outline view (#19)

Clean up the source code and interface of the outline view. In addition, [fix a bug](commit/6e42681b719d7ec97c4225ca321225979bf87b56) that could cause `Assembly::realize` to react to itself under certain circumstances. Those circumstances arose, making the bug noticeable, while this branch was being written.

#### Source code

- Modularize the `Outline` component into smaller components.
- Switch from static iteration to dynamic Sycamore lists. This reduces the amount of re-rendering that happens when an element or constraint changes. It also allows constraint details to stay open or closed during constraint updates, rather than resetting to closed.
- Make `Element::index` private, as discussed [here](pulls/15#issuecomment-1816).

#### Interface

- Make constraints editable, updating the assembly realization on input. Flag constraints where the Lorentz product value doesn't parse.
- Round element vector coordinates to prevent the displayed strings from overlapping.

Note that issue #20 was created by this PR, but it will be addressed shortly.

Co-authored-by: Aaron Fenyes <aaron.fenyes@fareycircles.ooo>
Reviewed-on: glen/dyna3#19
Co-authored-by: Vectornaut <vectornaut@nobody@nowhere.net>
Co-committed-by: Vectornaut <vectornaut@nobody@nowhere.net>
This commit is contained in:
Vectornaut 2024-11-15 03:32:47 +00:00 committed by Glen Whitney
parent 707618cdd3
commit 65cee1ecc2
7 changed files with 404 additions and 328 deletions

View file

@ -103,7 +103,11 @@ pub fn Display() -> View {
// change listener
let scene_changed = create_signal(true);
create_effect(move || {
state.assembly.elements.track();
state.assembly.elements.with(|elts| {
for (_, elt) in elts {
elt.representation.track();
}
});
state.selection.track();
scene_changed.set(true);
});
@ -295,25 +299,40 @@ pub fn Display() -> View {
let assembly_to_world = &location * &orientation;
// get the assembly
let elements = state.assembly.elements.get_clone();
let element_iter = (&elements).into_iter();
let reps_world: Vec<_> = element_iter.clone().map(
|(_, elt)| &assembly_to_world * &elt.representation
).collect();
let colors: Vec<_> = element_iter.clone().map(|(key, elt)|
if state.selection.with(|sel| sel.contains(&key)) {
elt.color.map(|ch| 0.2 + 0.8*ch)
} else {
elt.color
}
).collect();
let highlights: Vec<_> = element_iter.map(|(key, _)|
if state.selection.with(|sel| sel.contains(&key)) {
1.0_f32
} else {
HIGHLIGHT
}
).collect();
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| &assembly_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;
@ -322,7 +341,7 @@ pub fn Display() -> View {
ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
// pass the assembly
ctx.uniform1i(sphere_cnt_loc.as_ref(), elements.len() as i32);
ctx.uniform1i(sphere_cnt_loc.as_ref(), elt_cnt);
for n in 0..reps_world.len() {
let v = &reps_world[n];
ctx.uniform3f(