dyna3/app-proto/src/display.rs
Aaron Fenyes c6b628d424 Store elements and regulators without keys
Since we're no longer using storage keys to refer to elements and
regulators, we don't need to store these items in keyed collections
anymore.

To keep element and regulator pointers in `BTreeSet` collections, we
implement `Ord` for `Serial` trait objects. As a bonus, this lets us
turn the element-wise regulator collections back into `BTreeSet`.
2025-05-04 12:32:37 -07:00

876 lines
No EOL
33 KiB
Rust

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