Introduce an element trait

For now, this is just a thin wrapper around the old element structure,
which was renamed to `Sphere` in the previous commit. The biggest
organizational change is moving `cast` into the `DisplayItem` trait.
This commit is contained in:
Aaron Fenyes 2025-04-23 22:25:55 -07:00
parent a1e23543cb
commit f9df459a0d
3 changed files with 165 additions and 98 deletions

View file

@ -56,7 +56,7 @@ impl ScenePoints {
}
}
struct Scene {
pub struct Scene {
spheres: SceneSpheres,
points: ScenePoints
}
@ -70,8 +70,13 @@ impl Scene {
}
}
trait DisplayItem {
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>) -> Option<f64>;
}
impl DisplayItem for Sphere {
@ -82,6 +87,46 @@ impl DisplayItem for Sphere {
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>) -> 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
}
}
}
// --- WebGL utilities ---
@ -264,7 +309,7 @@ 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();