diff --git a/app-proto/main.css b/app-proto/main.css index 4726a27..f787535 100644 --- a/app-proto/main.css +++ b/app-proto/main.css @@ -42,9 +42,7 @@ body { } #add-remove > button { - width: 32px; height: 32px; - font-size: large; } /* KLUDGE */ @@ -53,7 +51,9 @@ 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 */ diff --git a/app-proto/src/add_remove.rs b/app-proto/src/add_remove.rs index 14fcd41..ea86186 100644 --- a/app-proto/src/add_remove.rs +++ b/app-proto/src/add_remove.rs @@ -1,58 +1,59 @@ +use std::{f64::consts::FRAC_1_SQRT_2, rc::Rc}; use sycamore::prelude::*; use web_sys::{console, wasm_bindgen::JsValue}; use crate::{ engine, AppState, - assembly::{Assembly, Element, InversiveDistanceRegulator} + assembly::{Assembly, InversiveDistanceRegulator, Point, Sphere} }; /* 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_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + let _ = assembly.try_insert_element( + Sphere::new( String::from("moon_phobos"), String::from("Phobos"), [0.00_f32, 0.75_f32, 0.50_f32], @@ -66,64 +67,64 @@ fn load_gen_assemb(assembly: &Assembly) { // built a more formal test assembly system fn load_low_curv_assemb(assembly: &Assembly) { let a = 0.75_f64.sqrt(); - let _ = assembly.try_insert_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + 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_sphere( - Element::new( + let _ = assembly.try_insert_element( + Sphere::new( String::from("corner3"), String::from("Corner 3"), [0.75_f32, 0.75_f32, 0.75_f32], @@ -132,6 +133,49 @@ fn load_low_curv_assemb(assembly: &Assembly) { ); } +fn load_pointed_assemb(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) + ) + ); + } + } +} + #[component] pub fn AddRemove() -> View { /* DEBUG */ @@ -157,6 +201,7 @@ pub fn AddRemove() -> View { match name.as_str() { "general" => load_gen_assemb(assembly), "low-curv" => load_low_curv_assemb(assembly), + "pointed" => load_pointed_assemb(assembly), _ => () }; }); @@ -167,9 +212,15 @@ pub fn AddRemove() -> View { button( on:click=|_| { let state = use_context::(); - state.assembly.insert_new_sphere(); + state.assembly.insert_element_default::(); } - ) { "+" } + ) { "Add sphere" } + button( + on:click=|_| { + let state = use_context::(); + state.assembly.insert_element_default::(); + } + ) { "Add point" } button( class="emoji", /* KLUDGE */ // for convenience, we're using an emoji as a temporary icon for this button disabled={ @@ -190,7 +241,7 @@ pub fn AddRemove() -> View { .unwrap() ); state.assembly.insert_regulator( - InversiveDistanceRegulator::new(subjects, &state.assembly) + Rc::new(InversiveDistanceRegulator::new(subjects, &state.assembly)) ); state.selection.update(|sel| sel.clear()); } @@ -198,6 +249,7 @@ pub fn AddRemove() -> View { select(bind:value=assembly_name) { /* DEBUG */ // example assembly chooser option(value="general") { "General" } option(value="low-curv") { "Low-curvature" } + option(value="pointed") { "Pointed" } option(value="empty") { "Empty" } } } diff --git a/app-proto/src/assembly.rs b/app-proto/src/assembly.rs index 5c926ca..343cef8 100644 --- a/app-proto/src/assembly.rs +++ b/app-proto/src/assembly.rs @@ -1,15 +1,23 @@ -use nalgebra::{DMatrix, DVector, DVectorView, Vector3}; +use nalgebra::{DMatrix, DVector, DVectorView}; use rustc_hash::FxHashMap; use slab::Slab; -use std::{collections::BTreeSet, rc::Rc, sync::atomic::{AtomicU64, Ordering}}; +use std::{ + any::{Any, TypeId}, + cell::Cell, + collections::BTreeSet, + rc::Rc, + sync::atomic::{AtomicU64, Ordering} +}; use sycamore::prelude::*; use web_sys::{console, wasm_bindgen::JsValue}; /* DEBUG */ use crate::{ + display::DisplayItem, engine::{ Q, change_half_curvature, local_unif_to_std, + point, realize_gram, sphere, ConfigSubspace, @@ -33,31 +41,87 @@ pub type ElementColor = [f32; 3]; static NEXT_ELEMENT_SERIAL: AtomicU64 = AtomicU64::new(0); pub trait ProblemPoser { - fn pose(&self, problem: &mut ConstraintProblem, elts: &Slab); + fn pose(&self, problem: &mut ConstraintProblem, elts: &Slab>); } -#[derive(Clone, PartialEq)] -pub struct Element { +pub trait Element: ProblemPoser + DisplayItem { + // the default identifier for an element of this type + fn default_id() -> String where Self: Sized; + + // create the default example of an element of this type + fn default(id: String, id_num: u64) -> Self where Self: Sized; + + // the regulators that should be created when an element of this type is + // inserted into the given assembly with the given storage key + /* KLUDGE */ + // right now, this organization makes sense because regulators identify + // their subjects by storage key, so the element has to be inserted before + // its regulators can be created. if we change the way regulators identify + // their subjects, we should consider refactoring + fn default_regulators(_key: ElementKey, _assembly: &Assembly) -> Vec> where Self: Sized { + Vec::new() + } + + fn id(&self) -> &String; + fn label(&self) -> &String; + fn representation(&self) -> Signal>; + + // the regulators the element is subject to. the assembly that owns the + // element is responsible for keeping this set up to date + fn regulators(&self) -> Signal>; + + // a serial number that uniquely identifies this element + fn serial(&self) -> u64; + + // take the next serial number, panicking if that was the last one left + fn next_serial() -> u64 where Self: Sized { + // the technique we use to panic on overflow is taken from _Rust Atomics + // and Locks_, by Mara Bos + // + // https://marabos.nl/atomics/atomics.html#example-handle-overflow + // + NEXT_ELEMENT_SERIAL.fetch_update( + Ordering::SeqCst, Ordering::SeqCst, + |serial| serial.checked_add(1) + ).expect("Out of serial numbers for elements") + } + + // the configuration matrix column index that was assigned to the element + // last time the assembly was realized, or `None` if the element has never + // been through a realization + fn column_index(&self) -> Option; + + // assign the element a configuration matrix column index. this method must + // be used carefully to preserve invariant (1), described in the comment on + // the `tangent` field of the `Assembly` structure + fn set_column_index(&self, index: usize); +} + +// the `Element` trait needs to be dyn-compatible, so its method signatures can +// only use `Self` in the type of the receiver. that means `Element` can't +// implement `PartialEq`. if you need partial equivalence for `Element` trait +// objects, use this wrapper +#[derive(Clone)] +pub struct ElementRc(pub Rc); + +impl PartialEq for ElementRc { + fn eq(&self, ElementRc(other): &Self) -> bool { + let ElementRc(rc) = self; + Rc::ptr_eq(rc, &other) + } +} + +pub struct Sphere { pub id: String, pub label: String, pub color: ElementColor, pub representation: Signal>, - - // the regulators this element is subject to. the assembly that owns the - // element is responsible for keeping this set up to date pub regulators: Signal>, - - // a serial number, assigned by `Element::new`, that uniquely identifies - // each element pub serial: u64, - - // the configuration matrix column index that was assigned to this element - // last time the assembly was realized, or `None` if the element has never - // been through a realization - column_index: Option + column_index: Cell> } -impl Element { +impl Sphere { const CURVATURE_COMPONENT: usize = 3; pub fn new( @@ -65,83 +129,161 @@ impl Element { label: String, color: ElementColor, representation: DVector - ) -> Element { - // take the next serial number, panicking if that was the last number we - // had left. the technique we use to panic on overflow is taken from - // _Rust Atomics and Locks_, by Mara Bos - // - // https://marabos.nl/atomics/atomics.html#example-handle-overflow - // - let serial = NEXT_ELEMENT_SERIAL.fetch_update( - Ordering::SeqCst, Ordering::SeqCst, - |serial| serial.checked_add(1) - ).expect("Out of serial numbers for elements"); - - Element { + ) -> Sphere { + Sphere { id: id, label: label, color: color, representation: create_signal(representation), regulators: create_signal(BTreeSet::default()), - serial: serial, - column_index: None - } - } - - // the smallest positive depth, represented as a multiple of `dir`, where - // the line generated by `dir` hits the element (which is assumed to be a - // sphere). returns `None` if the line misses the sphere. this function - // should be kept synchronized with `sphere_cast` in `inversive.frag`, which - // does essentially the same thing on the GPU side - pub fn cast(&self, dir: Vector3, assembly_to_world: &DMatrix) -> Option { - // 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 + serial: Self::next_serial(), + column_index: None.into() } } } -impl ProblemPoser for Element { - fn pose(&self, problem: &mut ConstraintProblem, _elts: &Slab) { - let index = self.column_index.expect( - format!("Element \"{}\" should be indexed before writing problem data", self.id).as_str() +impl Element for Sphere { + fn default_id() -> String { + "sphere".to_string() + } + + fn default(id: String, id_num: u64) -> Sphere { + Sphere::new( + id, + format!("Sphere {id_num}"), + [0.75_f32, 0.75_f32, 0.75_f32], + sphere(0.0, 0.0, 0.0, 1.0) + ) + } + + fn default_regulators(key: ElementKey, assembly: &Assembly) -> Vec> { + vec![Rc::new(HalfCurvatureRegulator::new(key, assembly))] + } + + fn id(&self) -> &String { + &self.id + } + + fn label(&self) -> &String { + &self.label + } + + fn representation(&self) -> Signal> { + self.representation + } + + fn regulators(&self) -> Signal> { + self.regulators + } + + fn serial(&self) -> u64 { + self.serial + } + + fn column_index(&self) -> Option { + self.column_index.get() + } + + fn set_column_index(&self, index: usize) { + self.column_index.set(Some(index)); + } +} + +impl ProblemPoser for Sphere { + fn pose(&self, problem: &mut ConstraintProblem, _elts: &Slab>) { + let index = self.column_index().expect( + format!("Sphere \"{}\" should be indexed before writing problem data", self.id).as_str() ); problem.gram.push_sym(index, index, 1.0); problem.guess.set_column(index, &self.representation.get_clone_untracked()); } } +pub struct Point { + pub id: String, + pub label: String, + pub color: ElementColor, + pub representation: Signal>, + pub regulators: Signal>, + pub serial: u64, + column_index: Cell> +} + +impl Point { + const WEIGHT_COMPONENT: usize = 3; + + pub fn new( + id: String, + label: String, + color: ElementColor, + representation: DVector + ) -> Point { + Point { + id, + label, + color, + representation: create_signal(representation), + regulators: create_signal(BTreeSet::default()), + serial: Self::next_serial(), + column_index: None.into() + } + } +} + +impl Element for Point { + fn default_id() -> String { + "point".to_string() + } + + fn default(id: String, id_num: u64) -> Point { + Point::new( + id, + format!("Point {id_num}"), + [0.75_f32, 0.75_f32, 0.75_f32], + point(0.0, 0.0, 0.0) + ) + } + + fn id(&self) -> &String { + &self.id + } + + fn label(&self) -> &String { + &self.label + } + + fn representation(&self) -> Signal> { + self.representation + } + + fn regulators(&self) -> Signal> { + self.regulators + } + + fn serial(&self) -> u64 { + self.serial + } + + fn column_index(&self) -> Option { + self.column_index.get() + } + + fn set_column_index(&self, index: usize) { + self.column_index.set(Some(index)); + } +} + +impl ProblemPoser for Point { + fn pose(&self, problem: &mut ConstraintProblem, _elts: &Slab>) { + let index = self.column_index().expect( + format!("Point \"{}\" should be indexed before writing problem data", self.id).as_str() + ); + problem.gram.push_sym(index, index, 0.0); + problem.frozen.push(Point::WEIGHT_COMPONENT, index, 0.5); + problem.guess.set_column(index, &self.representation.get_clone_untracked()); + } +} + pub trait Regulator: ProblemPoser + OutlineItem { fn subjects(&self) -> Vec; fn measurement(&self) -> ReadSignal; @@ -168,7 +310,7 @@ impl InversiveDistanceRegulator { pub fn new(subjects: [ElementKey; 2], assembly: &Assembly) -> InversiveDistanceRegulator { let measurement = assembly.elements.map( move |elts| { - let representations = subjects.map(|subj| elts[subj].representation); + let representations = subjects.map(|subj| elts[subj].representation()); representations[0].with(|rep_0| representations[1].with(|rep_1| rep_0.dot(&(&*Q * rep_1)) @@ -198,11 +340,11 @@ impl Regulator for InversiveDistanceRegulator { } impl ProblemPoser for InversiveDistanceRegulator { - fn pose(&self, problem: &mut ConstraintProblem, elts: &Slab) { + fn pose(&self, problem: &mut ConstraintProblem, elts: &Slab>) { self.set_point.with_untracked(|set_pt| { if let Some(val) = set_pt.value { let [row, col] = self.subjects.map( - |subj| elts[subj].column_index.expect( + |subj| elts[subj].column_index().expect( "Subjects should be indexed before inversive distance regulator writes problem data" ) ); @@ -221,8 +363,8 @@ pub struct HalfCurvatureRegulator { impl HalfCurvatureRegulator { pub fn new(subject: ElementKey, assembly: &Assembly) -> HalfCurvatureRegulator { let measurement = assembly.elements.map( - move |elts| elts[subject].representation.with( - |rep| rep[Element::CURVATURE_COMPONENT] + move |elts| elts[subject].representation().with( + |rep| rep[Sphere::CURVATURE_COMPONENT] ) ); @@ -249,7 +391,7 @@ impl Regulator for HalfCurvatureRegulator { match self.set_point.with(|set_pt| set_pt.value) { Some(half_curv) => { let representation = assembly.elements.with_untracked( - |elts| elts[self.subject].representation + |elts| elts[self.subject].representation() ); representation.update( |rep| change_half_curvature(rep, half_curv) @@ -262,13 +404,13 @@ impl Regulator for HalfCurvatureRegulator { } impl ProblemPoser for HalfCurvatureRegulator { - fn pose(&self, problem: &mut ConstraintProblem, elts: &Slab) { + fn pose(&self, problem: &mut ConstraintProblem, elts: &Slab>) { self.set_point.with_untracked(|set_pt| { if let Some(val) = set_pt.value { - let col = elts[self.subject].column_index.expect( + let col = elts[self.subject].column_index().expect( "Subject should be indexed before half-curvature regulator writes problem data" ); - problem.frozen.push(Element::CURVATURE_COMPONENT, col, val); + problem.frozen.push(Sphere::CURVATURE_COMPONENT, col, val); } }); } @@ -286,7 +428,7 @@ type AssemblyMotion<'a> = Vec>; #[derive(Clone)] pub struct Assembly { // elements and regulators - pub elements: Signal>, + pub elements: Signal>>, pub regulators: Signal>>, // solution variety tangent space. the basis vectors are stored in @@ -317,66 +459,61 @@ impl Assembly { // --- inserting elements and regulators --- - // insert a sphere into the assembly without checking whether we already + // insert an element into the assembly without checking whether we already // have an element with the same identifier. any element that does have the // same identifier will get kicked out of the `elements_by_id` index - fn insert_sphere_unchecked(&self, elt: Element) -> ElementKey { - // insert the sphere - let id = elt.id.clone(); - let key = self.elements.update(|elts| elts.insert(elt)); + fn insert_element_unchecked(&self, elt: T) -> ElementKey { + // insert the element + let id = elt.id().clone(); + let key = self.elements.update(|elts| elts.insert(Rc::new(elt))); self.elements_by_id.update(|elts_by_id| elts_by_id.insert(id, key)); - // regulate the sphere's curvature - self.insert_regulator(HalfCurvatureRegulator::new(key, &self)); + // create and insert the element's default regulators + for reg in T::default_regulators(key, &self) { + self.insert_regulator(reg); + } key } - pub fn try_insert_sphere(&self, elt: Element) -> Option { + pub fn try_insert_element(&self, elt: impl Element + 'static) -> Option { let can_insert = self.elements_by_id.with_untracked( - |elts_by_id| !elts_by_id.contains_key(&elt.id) + |elts_by_id| !elts_by_id.contains_key(elt.id()) ); if can_insert { - Some(self.insert_sphere_unchecked(elt)) + Some(self.insert_element_unchecked(elt)) } else { None } } - pub fn insert_new_sphere(&self) { + pub fn insert_element_default(&self) { // find the next unused identifier in the default sequence + let default_id = T::default_id(); let mut id_num = 1; - let mut id = format!("sphere{}", id_num); + let mut id = format!("{default_id}{id_num}"); while self.elements_by_id.with_untracked( |elts_by_id| elts_by_id.contains_key(&id) ) { id_num += 1; - id = format!("sphere{}", id_num); + id = format!("{default_id}{id_num}"); } - // create and insert a sphere - let _ = self.insert_sphere_unchecked( - Element::new( - id, - format!("Sphere {}", id_num), - [0.75_f32, 0.75_f32, 0.75_f32], - sphere(0.0, 0.0, 0.0, 1.0) - ) - ); + // create and insert the default example of `T` + let _ = self.insert_element_unchecked(T::default(id, id_num)); } - pub fn insert_regulator(&self, regulator: T) { + pub fn insert_regulator(&self, regulator: Rc) { // add the regulator to the assembly's regulator list - let regulator_rc = Rc::new(regulator); let key = self.regulators.update( - |regs| regs.insert(regulator_rc.clone()) + |regs| regs.insert(regulator.clone()) ); // add the regulator to each subject's regulator list - let subjects = regulator_rc.subjects(); + let subjects = regulator.subjects(); let subject_regulators: Vec<_> = self.elements.with_untracked( |elts| subjects.into_iter().map( - |subj| elts[subj].regulators + |subj| elts[subj].regulators() ).collect() ); for regulators in subject_regulators { @@ -390,10 +527,10 @@ impl Assembly { /* DEBUG */ // log the regulator update console::log_1(&JsValue::from( - format!("Updated regulator with subjects {:?}", regulator_rc.subjects()) + format!("Updated regulator with subjects {:?}", regulator.subjects()) )); - if regulator_rc.try_activate(&self_for_effect) { + if regulator.try_activate(&self_for_effect) { self_for_effect.realize(); } }); @@ -427,7 +564,7 @@ impl Assembly { // index the elements self.elements.update_silent(|elts| { for (index, (_, elt)) in elts.into_iter().enumerate() { - elt.column_index = Some(index); + elt.set_column_index(index); } }); @@ -482,8 +619,8 @@ impl Assembly { if success { // read out the solution for (_, elt) in self.elements.get_clone_untracked() { - elt.representation.update( - |rep| rep.set_column(0, &config.column(elt.column_index.unwrap())) + elt.representation().update( + |rep| rep.set_column(0, &config.column(elt.column_index().unwrap())) ); } @@ -521,8 +658,8 @@ impl Assembly { let mut next_column_index = realized_dim; for elt_motion in motion.iter() { let moving_elt = &mut elts[elt_motion.key]; - if moving_elt.column_index.is_none() { - moving_elt.column_index = Some(next_column_index); + if moving_elt.column_index().is_none() { + moving_elt.set_column_index(next_column_index); next_column_index += 1; } } @@ -539,7 +676,7 @@ impl Assembly { // we can unwrap the column index because we know that every moving // element has one at this point let column_index = self.elements.with_untracked( - |elts| elts[elt_motion.key].column_index.unwrap() + |elts| elts[elt_motion.key].column_index().unwrap() ); if column_index < realized_dim { @@ -555,7 +692,7 @@ impl Assembly { let mut target_column = motion_proj.column_mut(column_index); let unif_to_std = self.elements.with_untracked( |elts| { - elts[elt_motion.key].representation.with_untracked( + elts[elt_motion.key].representation().with_untracked( |rep| local_unif_to_std(rep.as_view()) ) } @@ -567,26 +704,27 @@ impl Assembly { // step the assembly along the deformation. this changes the elements' // normalizations, so we restore those afterward /* KLUDGE */ - // since our test assemblies only include spheres, we assume that every - // element is on the 1 mass shell + // for now, we only restore the normalizations of spheres for (_, elt) in self.elements.get_clone_untracked() { - elt.representation.update_silent(|rep| { - match elt.column_index { + elt.representation().update_silent(|rep| { + match elt.column_index() { Some(column_index) => { // step the assembly along the deformation *rep += motion_proj.column(column_index); - // restore normalization by contracting toward the last - // coordinate axis - let q_sp = rep.fixed_rows::<3>(0).norm_squared(); - let half_q_lt = -2.0 * rep[3] * rep[4]; - let half_q_lt_sq = half_q_lt * half_q_lt; - let scaling = half_q_lt + (q_sp + half_q_lt_sq).sqrt(); - rep.fixed_rows_mut::<4>(0).scale_mut(1.0 / scaling); + if elt.type_id() == TypeId::of::() { + // restore normalization by contracting toward the + // last coordinate axis + let q_sp = rep.fixed_rows::<3>(0).norm_squared(); + let half_q_lt = -2.0 * rep[3] * rep[4]; + let half_q_lt_sq = half_q_lt * half_q_lt; + let scaling = half_q_lt + (q_sp + half_q_lt_sq).sqrt(); + rep.fixed_rows_mut::<4>(0).scale_mut(1.0 / scaling); + } }, None => { console::log_1(&JsValue::from( - format!("No velocity to unpack for fresh element \"{}\"", elt.id) + format!("No velocity to unpack for fresh element \"{}\"", elt.id()) )) } }; @@ -602,20 +740,14 @@ impl Assembly { #[cfg(test)] mod tests { - use crate::engine; - use super::*; #[test] - #[should_panic(expected = "Element \"sphere\" should be indexed before writing problem data")] + #[should_panic(expected = "Sphere \"sphere\" should be indexed before writing problem data")] fn unindexed_element_test() { let _ = create_root(|| { - Element::new( - "sphere".to_string(), - "Sphere".to_string(), - [1.0_f32, 1.0_f32, 1.0_f32], - engine::sphere(0.0, 0.0, 0.0, 1.0) - ).pose(&mut ConstraintProblem::new(1), &Slab::new()); + let elt = Sphere::default("sphere".to_string(), 0); + elt.pose(&mut ConstraintProblem::new(1), &Slab::new()); }); } @@ -623,18 +755,13 @@ mod tests { #[should_panic(expected = "Subjects should be indexed before inversive distance regulator writes problem data")] fn unindexed_subject_test_inversive_distance() { let _ = create_root(|| { - let mut elts = Slab::new(); + let mut elts = Slab::>::new(); let subjects = [0, 1].map(|k| { elts.insert( - Element::new( - format!("sphere{k}"), - format!("Sphere {k}"), - [1.0_f32, 1.0_f32, 1.0_f32], - engine::sphere(0.0, 0.0, 0.0, 1.0) - ) + Rc::new(Sphere::default(format!("sphere{k}"), k)) ) }); - elts[subjects[0]].column_index = Some(0); + elts[subjects[0]].set_column_index(0); InversiveDistanceRegulator { subjects: subjects, measurement: create_memo(|| 0.0), diff --git a/app-proto/src/display.rs b/app-proto/src/display.rs index 4e0c7e4..51b207d 100644 --- a/app-proto/src/display.rs +++ b/app-proto/src/display.rs @@ -4,17 +4,185 @@ use sycamore::{prelude::*, motion::create_raf}; use web_sys::{ console, window, - Element, KeyboardEvent, MouseEvent, WebGl2RenderingContext, + WebGlBuffer, WebGlProgram, WebGlShader, WebGlUniformLocation, wasm_bindgen::{JsCast, JsValue} }; -use crate::{AppState, assembly::{ElementKey, ElementMotion}}; +use crate::{ + AppState, + assembly::{ElementKey, ElementColor, ElementMotion, Point, Sphere} +}; + +// --- scene data --- + +struct SceneSpheres { + representations: Vec>, + colors: Vec, + highlights: Vec +} + +impl SceneSpheres { + fn new() -> SceneSpheres{ + SceneSpheres { + representations: Vec::new(), + colors: 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, color: ElementColor, highlight: f32) { + self.representations.push(representation); + self.colors.push(color); + self.highlights.push(highlight); + } +} + +struct ScenePoints { + representations: Vec>, + colors: Vec, + highlights: Vec, + selections: Vec +} + +impl ScenePoints { + fn new() -> ScenePoints { + ScenePoints { + representations: Vec::new(), + colors: Vec::new(), + highlights: Vec::new(), + selections: Vec::new() + } + } + + fn push(&mut self, representation: DVector, color: ElementColor, highlight: f32, selected: bool) { + self.representations.push(representation); + self.colors.push(color); + 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() -> Scene { + Scene { + 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, assembly_to_world: &DMatrix, pixel_size: f64) -> Option; +} + +impl DisplayItem for Sphere { + fn show(&self, scene: &mut Scene, selected: bool) { + const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */ + let representation = self.representation.get_clone_untracked(); + let color = if selected { self.color.map(|channel| 0.2 + 0.8*channel) } else { self.color }; + let highlight = if selected { 1.0 } else { HIGHLIGHT }; + scene.spheres.push(representation, color, 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, assembly_to_world: &DMatrix, _pixel_size: f64) -> Option { + // 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) { + const HIGHLIGHT: f32 = 0.5; /* SCAFFOLDING */ + let representation = self.representation.get_clone_untracked(); + let color = if selected { self.color.map(|channel| 0.2 + 0.8*channel) } else { self.color }; + let highlight = if selected { 1.0 } else { HIGHLIGHT }; + scene.points.push(representation, color, highlight, selected); + } + + /* SCAFFOLDING */ + fn cast(&self, dir: Vector3, assembly_to_world: &DMatrix, pixel_size: f64) -> Option { + 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, @@ -27,6 +195,45 @@ fn compile_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( context: &WebGl2RenderingContext, program: &WebGlProgram, @@ -42,22 +249,39 @@ fn get_uniform_array_locations( }) } -// load the given data into the vertex input of the given name -fn bind_vertex_attrib( +// bind the given vertex buffer object to the given vertex attribute +fn bind_to_attribute( context: &WebGl2RenderingContext, - index: u32, - size: i32, - data: &[f32] + attr_index: u32, + attr_size: i32, + buffer: &Option ) { - // create a data buffer and bind it to ARRAY_BUFFER - let buffer = context.create_buffer().unwrap(); - context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer)); + 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 { + // 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. 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 + // 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, @@ -66,42 +290,43 @@ fn bind_vertex_attrib( ); } - // 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 - ); + 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 { - let target: Element = event.target().unwrap().unchecked_into(); +fn event_dir(event: &MouseEvent) -> (Vector3, 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 `inversive.frag` + // 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 + ( + 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::(); @@ -138,7 +363,7 @@ pub fn Display() -> View { create_effect(move || { state.assembly.elements.with(|elts| { for (_, elt) in elts { - elt.representation.track(); + elt.representation().track(); } }); state.selection.track(); @@ -170,7 +395,6 @@ pub fn Display() -> View { // 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 */ @@ -186,32 +410,26 @@ pub fn Display() -> View { .dyn_into::() .unwrap(); - // compile and attach the vertex and fragment shaders - let vertex_shader = compile_shader( + // 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, - WebGl2RenderingContext::VERTEX_SHADER, include_str!("identity.vert"), + include_str!("spheres.frag") ); - let fragment_shader = compile_shader( + + // set up the point rendering program + let point_program = set_up_program( &ctx, - WebGl2RenderingContext::FRAGMENT_SHADER, - include_str!("inversive.frag"), + include_str!("point.vert"), + include_str!("point.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 @@ -230,35 +448,33 @@ pub fn Display() -> View { &JsValue::from("uniform vectors available") ); - // find indices of vertex attributes and uniforms + // 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 position_index = ctx.get_attrib_location(&program, "position") as u32; - let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt"); + let sphere_cnt_loc = ctx.get_uniform_location(&sphere_program, "sphere_cnt"); let sphere_sp_locs = get_uniform_array_locations::( - &ctx, &program, "sphere_list", Some("sp") + &ctx, &sphere_program, "sphere_list", Some("sp") ); let sphere_lt_locs = get_uniform_array_locations::( - &ctx, &program, "sphere_list", Some("lt") + &ctx, &sphere_program, "sphere_list", Some("lt") ); - let color_locs = get_uniform_array_locations::( - &ctx, &program, "color_list", None + let sphere_color_locs = get_uniform_array_locations::( + &ctx, &sphere_program, "color_list", None ); - let highlight_locs = get_uniform_array_locations::( - &ctx, &program, "highlight_list", None + let sphere_highlight_locs = get_uniform_array_locations::( + &ctx, &sphere_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"); + let resolution_loc = ctx.get_uniform_location(&sphere_program, "resolution"); + let shortdim_loc = ctx.get_uniform_location(&sphere_program, "shortdim"); + let opacity_loc = ctx.get_uniform_location(&sphere_program, "opacity"); + let layer_threshold_loc = ctx.get_uniform_location(&sphere_program, "layer_threshold"); + let debug_mode_loc = ctx.get_uniform_location(&sphere_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 + // load the viewport vertex positions into a new vertex buffer object const VERTEX_CNT: usize = 6; - let positions: [f32; 3*VERTEX_CNT] = [ + let viewport_positions: [f32; 3*VERTEX_CNT] = [ // northwest triangle -1.0, -1.0, 0.0, -1.0, 1.0, 0.0, @@ -268,7 +484,13 @@ pub fn Display() -> View { 1.0, 1.0, 0.0, 1.0, -1.0, 0.0 ]; - bind_vertex_attrib(&ctx, position_index, 3, &positions); + 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 || { @@ -362,6 +584,9 @@ pub fn Display() -> View { } if scene_changed.get() { + const SPACE_DIM: usize = 3; + const COLOR_SIZE: usize = 3; + /* INSTRUMENTS */ // measure mean frame interval frames_since_last_sample += 1; @@ -371,6 +596,10 @@ pub fn Display() -> View { 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; @@ -384,41 +613,27 @@ pub fn Display() -> View { }; 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::>(), - - // 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::>(), - - // highlight levels - elts.iter().map(|(key, _)| { - if state.selection.with(|sel| sel.contains(&key)) { - 1.0_f32 - } else { - HIGHLIGHT - } - }).collect::>() - ) - }); + // set up the scene + state.assembly.elements.with_untracked( + |elts| for (key, elt) in elts { + let selected = state.selection.with(|sel| sel.contains(&key)); + 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::() + ).collect(); // set the resolution let width = canvas.width() as f32; @@ -426,25 +641,25 @@ pub fn Display() -> View { 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( + // 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[0] as f32, v[1] as f32, v[2] as f32 + v.rows(0, 3).as_slice() ); - ctx.uniform2f( + ctx.uniform2fv_with_f32_array( sphere_lt_locs[n].as_ref(), - v[3] as f32, v[4] as f32 + v.rows(3, 2).as_slice() ); ctx.uniform3fv_with_f32_array( - color_locs[n].as_ref(), - &colors[n] + sphere_color_locs[n].as_ref(), + &scene.spheres.colors[n] ); ctx.uniform1f( - highlight_locs[n].as_ref(), - highlights[n] + sphere_highlight_locs[n].as_ref(), + scene.spheres.highlights[n] ); } @@ -453,9 +668,56 @@ pub fn Display() -> View { 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::>().as_slice() + ).cast::(); + + // 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 as i32, scene.points.colors.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); @@ -585,11 +847,11 @@ pub fn Display() -> View { }, on:click=move |event: MouseEvent| { // find the nearest element along the pointer direction - let dir = event_dir(&event); + let (dir, pixel_size) = 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)) { + 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 { diff --git a/app-proto/src/engine.rs b/app-proto/src/engine.rs index 869a7de..b0fa23d 100644 --- a/app-proto/src/engine.rs +++ b/app-proto/src/engine.rs @@ -4,7 +4,6 @@ use web_sys::{console, wasm_bindgen::JsValue}; /* DEBUG */ // --- elements --- -#[cfg(feature = "dev")] pub fn point(x: f64, y: f64, z: f64) -> DVector { DVector::from_column_slice(&[x, y, z, 0.5, 0.5*(x*x + y*y + z*z)]) } diff --git a/app-proto/src/outline.rs b/app-proto/src/outline.rs index 2446337..2893b6d 100644 --- a/app-proto/src/outline.rs +++ b/app-proto/src/outline.rs @@ -9,9 +9,10 @@ use web_sys::{ use crate::{ AppState, - assembly, assembly::{ + Element, ElementKey, + ElementRc, HalfCurvatureRegulator, InversiveDistanceRegulator, Regulator, @@ -103,7 +104,7 @@ impl OutlineItem for InversiveDistanceRegulator { self.subjects[0] }; let other_subject_label = state.assembly.elements.with( - |elts| elts[other_subject].label.clone() + |elts| elts[other_subject].label().clone() ); view! { li(class="regulator") { @@ -141,14 +142,15 @@ fn RegulatorOutlineItem(regulator_key: RegulatorKey, element_key: ElementKey) -> // 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 { +fn ElementOutlineItem(key: ElementKey, element: Rc) -> View { let state = use_context::(); let class = state.selection.map( move |sel| if sel.contains(&key) { "selected" } else { "" } ); - let label = element.label.clone(); + let label = element.label().clone(); + let representation = element.representation().clone(); let rep_components = move || { - element.representation.with( + representation.with( |rep| rep.iter().map( |u| { let u_str = format!("{:.3}", u).replace("-", "\u{2212}"); @@ -157,8 +159,8 @@ fn ElementOutlineItem(key: ElementKey, element: assembly::Element) -> View { ).collect::>() ) }; - let regulated = element.regulators.map(|regs| regs.len() > 0); - let regulator_list = element.regulators.map( + let regulated = element.regulators().map(|regs| regs.len() > 0); + let regulator_list = element.regulators().map( move |elt_reg_keys| elt_reg_keys .clone() .into_iter() @@ -261,7 +263,8 @@ pub fn Outline() -> View { |elts| elts .clone() .into_iter() - .sorted_by_key(|(_, elt)| elt.id.clone()) + .sorted_by_key(|(_, elt)| elt.id().clone()) + .map(|(key, elt)| (key, ElementRc(elt))) .collect() ); @@ -275,10 +278,10 @@ pub fn Outline() -> View { ) { Keyed( list=element_list, - view=|(key, elt)| view! { + view=|(key, ElementRc(elt))| view! { ElementOutlineItem(key=key, element=elt) }, - key=|(_, elt)| elt.serial + key=|(_, ElementRc(elt))| elt.serial() ) } } diff --git a/app-proto/src/point.frag b/app-proto/src/point.frag new file mode 100644 index 0000000..3a361a8 --- /dev/null +++ b/app-proto/src/point.frag @@ -0,0 +1,18 @@ +#version 300 es + +precision highp float; + +in vec3 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); + vec3 color = mix(point_color, vec3(1.), border * point_highlight); + outColor = vec4(color, 1. - smoothstep(total_radius - 1., total_radius, r)); +} \ No newline at end of file diff --git a/app-proto/src/point.vert b/app-proto/src/point.vert new file mode 100644 index 0000000..6945010 --- /dev/null +++ b/app-proto/src/point.vert @@ -0,0 +1,24 @@ +#version 300 es + +in vec4 position; +in vec3 color; +in float highlight; +in float selected; + +out vec3 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; +} \ No newline at end of file diff --git a/app-proto/src/inversive.frag b/app-proto/src/spheres.frag similarity index 100% rename from app-proto/src/inversive.frag rename to app-proto/src/spheres.frag