feat: Points (#82)

Replaces the former sole Element entity by two, Sphere and Point, both implementing an Element trait. Adds Point display, uses the former Element display for Sphere. Adds a new "canned" configuration, and the ability to add, select, and nudge Point entities.

Co-authored-by: Aaron Fenyes <aaron.fenyes@fareycircles.ooo>
Reviewed-on: StudioInfinity/dyna3#82
Co-authored-by: Vectornaut <vectornaut@nobody@nowhere.net>
Co-committed-by: Vectornaut <vectornaut@nobody@nowhere.net>
This commit is contained in:
Vectornaut 2025-05-01 19:25:13 +00:00 committed by Glen Whitney
parent 360ce12d8b
commit a2478febc1
9 changed files with 815 additions and 330 deletions

View file

@ -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 */

View file

@ -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::<AppState>();
state.assembly.insert_new_sphere();
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={
@ -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" }
}
}

View file

@ -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<Element>);
fn pose(&self, problem: &mut ConstraintProblem, elts: &Slab<Rc<dyn Element>>);
}
#[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<Rc<dyn Regulator>> where Self: Sized {
Vec::new()
}
fn id(&self) -> &String;
fn label(&self) -> &String;
fn representation(&self) -> Signal<DVector<f64>>;
// 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<BTreeSet<RegulatorKey>>;
// 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<usize>;
// 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<dyn Element>);
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<DVector<f64>>,
// 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<BTreeSet<RegulatorKey>>,
// 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<usize>
column_index: Cell<Option<usize>>
}
impl Element {
impl Sphere {
const CURVATURE_COMPONENT: usize = 3;
pub fn new(
@ -65,83 +129,161 @@ impl Element {
label: String,
color: ElementColor,
representation: DVector<f64>
) -> 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<f64>, assembly_to_world: &DMatrix<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
serial: Self::next_serial(),
column_index: None.into()
}
}
}
impl ProblemPoser for Element {
fn pose(&self, problem: &mut ConstraintProblem, _elts: &Slab<Element>) {
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<Rc<dyn Regulator>> {
vec![Rc::new(HalfCurvatureRegulator::new(key, assembly))]
}
fn id(&self) -> &String {
&self.id
}
fn label(&self) -> &String {
&self.label
}
fn representation(&self) -> Signal<DVector<f64>> {
self.representation
}
fn regulators(&self) -> Signal<BTreeSet<RegulatorKey>> {
self.regulators
}
fn serial(&self) -> u64 {
self.serial
}
fn column_index(&self) -> Option<usize> {
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<Rc<dyn Element>>) {
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<DVector<f64>>,
pub regulators: Signal<BTreeSet<RegulatorKey>>,
pub serial: u64,
column_index: Cell<Option<usize>>
}
impl Point {
const WEIGHT_COMPONENT: usize = 3;
pub fn new(
id: String,
label: String,
color: ElementColor,
representation: DVector<f64>
) -> 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<DVector<f64>> {
self.representation
}
fn regulators(&self) -> Signal<BTreeSet<RegulatorKey>> {
self.regulators
}
fn serial(&self) -> u64 {
self.serial
}
fn column_index(&self) -> Option<usize> {
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<Rc<dyn Element>>) {
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<ElementKey>;
fn measurement(&self) -> ReadSignal<f64>;
@ -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<Element>) {
fn pose(&self, problem: &mut ConstraintProblem, elts: &Slab<Rc<dyn Element>>) {
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<Element>) {
fn pose(&self, problem: &mut ConstraintProblem, elts: &Slab<Rc<dyn Element>>) {
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<ElementMotion<'a>>;
#[derive(Clone)]
pub struct Assembly {
// elements and regulators
pub elements: Signal<Slab<Element>>,
pub elements: Signal<Slab<Rc<dyn Element>>>,
pub regulators: Signal<Slab<Rc<dyn Regulator>>>,
// 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<T: Element + 'static>(&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<ElementKey> {
pub fn try_insert_element(&self, elt: impl Element + 'static) -> Option<ElementKey> {
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<T: Element + 'static>(&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<T: Regulator + 'static>(&self, regulator: T) {
pub fn insert_regulator(&self, regulator: Rc<dyn Regulator>) {
// 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::<Sphere>() {
// 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::<Rc<dyn Element>>::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),

View file

@ -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<DVector<f64>>,
colors: Vec<ElementColor>,
highlights: Vec<f32>
}
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<f64>, color: ElementColor, highlight: f32) {
self.representations.push(representation);
self.colors.push(color);
self.highlights.push(highlight);
}
}
struct ScenePoints {
representations: Vec<DVector<f64>>,
colors: Vec<ElementColor>,
highlights: Vec<f32>,
selections: Vec<f32>
}
impl ScenePoints {
fn new() -> ScenePoints {
ScenePoints {
representations: Vec::new(),
colors: Vec::new(),
highlights: Vec::new(),
selections: Vec::new()
}
}
fn push(&mut self, representation: DVector<f64>, 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<f64>, assembly_to_world: &DMatrix<f64>, pixel_size: f64) -> Option<f64>;
}
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<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) {
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<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,
@ -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<const N: usize>(
context: &WebGl2RenderingContext,
program: &WebGlProgram,
@ -42,22 +249,39 @@ fn get_uniform_array_locations<const N: usize>(
})
}
// 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<WebGlBuffer>
) {
// 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 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 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,
@ -66,42 +290,43 @@ fn bind_vertex_attrib(
);
}
// allow the target attribute to be used
context.enable_vertex_attrib_array(index);
buffer
}
// 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
);
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> {
let target: Element = event.target().unwrap().unchecked_into();
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 `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::<AppState>();
@ -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::<WebGl2RenderingContext>()
.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::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("sp")
&ctx, &sphere_program, "sphere_list", Some("sp")
);
let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("lt")
&ctx, &sphere_program, "sphere_list", Some("lt")
);
let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "color_list", None
let sphere_color_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &sphere_program, "color_list", None
);
let highlight_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "highlight_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(&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,
// 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();
// representation vectors in world coordinates
elts.iter().map(
|(_, elt)| elt.representation.with(|rep| &asm_to_world * rep)
).collect::<Vec<_>>(),
// --- draw the spheres ---
// 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<_>>(),
// use the sphere rendering program
ctx.use_program(Some(&sphere_program));
// highlight levels
elts.iter().map(|(key, _)| {
if state.selection.with(|sel| sel.contains(&key)) {
1.0_f32
} else {
HIGHLIGHT
}
}).collect::<Vec<_>>()
)
});
// 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;
@ -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::<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 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 {

View file

@ -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<f64> {
DVector::from_column_slice(&[x, y, z, 0.5, 0.5*(x*x + y*y + z*z)])
}

View file

@ -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<dyn 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 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::<Vec<_>>()
)
};
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()
)
}
}

18
app-proto/src/point.frag Normal file
View file

@ -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));
}

24
app-proto/src/point.vert Normal file
View file

@ -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;
}