feat: Application prototype (#14)

Creates a prototype user interface for dyna3 in the `app-proto` folder. The interface is dynamically constructed using [Sycamore](https://sycamore.dev).

The prototype includes:

  * An application state model (the `AppState` type)
    * A constraint problem model (the `Assembly` type), used in the application state
  * Two views
    * A 3D rendering of the assembly (the `Display` component)
    * A list of elements and constraints (the `Outline` component)

The following features confirm that the views can reflect and send input to the model:

  * You can select elements by clicking and shift-clicking them in the outline. The selected elements are highlighted in the display.
  * You can add elements using a button above the outline. The new elements appear in the display.

Co-authored-by: Aaron Fenyes <aaron.fenyes@fareycircles.ooo>
Reviewed-on: #14
Co-authored-by: Vectornaut <vectornaut@nobody@nowhere.net>
Co-committed-by: Vectornaut <vectornaut@nobody@nowhere.net>
This commit is contained in:
Vectornaut 2024-10-21 23:38:27 +00:00 committed by Glen Whitney
parent b92be312e8
commit 86fa682b31
12 changed files with 1428 additions and 0 deletions

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target
dist
profiling
Cargo.lock

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app-proto/Cargo.toml Normal file
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[package]
name = "sketch-outline"
version = "0.1.0"
authors = ["Aaron"]
edition = "2021"
[features]
default = ["console_error_panic_hook"]
[dependencies]
itertools = "0.13.0"
js-sys = "0.3.70"
nalgebra = "0.33.0"
rustc-hash = "2.0.0"
slab = "0.4.9"
sycamore = "0.9.0-beta.3"
# The `console_error_panic_hook` crate provides better debugging of panics by
# logging them with `console.error`. This is great for development, but requires
# all the `std::fmt` and `std::panicking` infrastructure, so isn't great for
# code size when deploying.
console_error_panic_hook = { version = "0.1.7", optional = true }
[dependencies.web-sys]
version = "0.3.69"
features = [
'HtmlCanvasElement',
'Performance',
'WebGl2RenderingContext',
'WebGlBuffer',
'WebGlProgram',
'WebGlShader',
'WebGlUniformLocation',
'WebGlVertexArrayObject'
]
[dev-dependencies]
wasm-bindgen-test = "0.3.34"
[profile.release]
opt-level = "s" # optimize for small code size
debug = true # include debug symbols

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<title>Sketch outline</title>
<link data-trunk rel="css" href="main.css"/>
</head>
<body></body>
</html>

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body {
margin: 0px;
color: #fcfcfc;
background-color: #222;
}
/* sidebar */
#sidebar {
display: flex;
flex-direction: column;
float: left;
width: 450px;
height: 100vh;
margin: 0px;
padding: 0px;
border-width: 0px 1px 0px 0px;
border-style: solid;
border-color: #555;
}
/* add-remove */
#add-remove {
display: flex;
gap: 8px;
margin: 8px;
}
#add-remove > button {
width: 32px;
height: 32px;
font-size: large;
}
/* outline */
#outline {
flex-grow: 1;
margin: 0px;
padding: 0px;
overflow-y: scroll;
}
li {
user-select: none;
}
summary {
display: flex;
}
summary.selected {
color: #fff;
background-color: #444;
}
summary > div, .cst {
padding-top: 4px;
padding-bottom: 4px;
}
.elt, .cst {
display: flex;
flex-grow: 1;
padding-left: 8px;
padding-right: 8px;
}
.elt-switch {
width: 18px;
padding-left: 2px;
text-align: center;
}
details:has(li) .elt-switch::after {
content: '▸';
}
details[open]:has(li) .elt-switch::after {
content: '▾';
}
.elt-label {
flex-grow: 1;
}
.cst-label {
flex-grow: 1;
}
.elt-rep {
display: flex;
}
.elt-rep > div, .cst-rep {
padding: 2px 0px 0px 0px;
font-size: 10pt;
text-align: center;
width: 56px;
}
.cst {
font-style: italic;
}
.cst > input {
margin: 0px 8px 0px 0px;
}
/* display */
canvas {
float: left;
margin-left: 20px;
margin-top: 20px;
background-color: #020202;
border: 1px solid #555;
border-radius: 16px;
}
canvas:focus {
border-color: #aaa;
}

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use std::collections::BTreeSet; /* DEBUG */
use sycamore::prelude::*;
use web_sys::{console, wasm_bindgen::JsValue};
use crate::{engine, AppState, assembly::{Assembly, Constraint, Element}};
/* DEBUG */
fn load_gen_assemb(assembly: &Assembly) {
let _ = assembly.try_insert_element(
Element {
id: String::from("gemini_a"),
label: String::from("Castor"),
color: [1.00_f32, 0.25_f32, 0.00_f32],
rep: engine::sphere(0.5, 0.5, 0.0, 1.0),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: String::from("gemini_b"),
label: String::from("Pollux"),
color: [0.00_f32, 0.25_f32, 1.00_f32],
rep: engine::sphere(-0.5, -0.5, 0.0, 1.0),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: String::from("ursa_major"),
label: String::from("Ursa major"),
color: [0.25_f32, 0.00_f32, 1.00_f32],
rep: engine::sphere(-0.5, 0.5, 0.0, 0.75),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: String::from("ursa_minor"),
label: String::from("Ursa minor"),
color: [0.25_f32, 1.00_f32, 0.00_f32],
rep: engine::sphere(0.5, -0.5, 0.0, 0.5),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: String::from("moon_deimos"),
label: String::from("Deimos"),
color: [0.75_f32, 0.75_f32, 0.00_f32],
rep: engine::sphere(0.0, 0.15, 1.0, 0.25),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: String::from("moon_phobos"),
label: String::from("Phobos"),
color: [0.00_f32, 0.75_f32, 0.50_f32],
rep: engine::sphere(0.0, -0.15, -1.0, 0.25),
constraints: BTreeSet::default()
}
);
assembly.insert_constraint(
Constraint {
args: (
assembly.elements_by_id.with_untracked(|elts_by_id| elts_by_id["gemini_a"]),
assembly.elements_by_id.with_untracked(|elts_by_id| elts_by_id["gemini_b"])
),
rep: 0.5,
active: create_signal(true)
}
);
}
/* DEBUG */
fn load_low_curv_assemb(assembly: &Assembly) {
let a = 0.75_f64.sqrt();
let _ = assembly.try_insert_element(
Element {
id: "central".to_string(),
label: "Central".to_string(),
color: [0.75_f32, 0.75_f32, 0.75_f32],
rep: engine::sphere(0.0, 0.0, 0.0, 1.0),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: "assemb_plane".to_string(),
label: "Assembly plane".to_string(),
color: [0.75_f32, 0.75_f32, 0.75_f32],
rep: engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: "side1".to_string(),
label: "Side 1".to_string(),
color: [1.00_f32, 0.00_f32, 0.25_f32],
rep: engine::sphere_with_offset(1.0, 0.0, 0.0, 1.0, 0.0),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: "side2".to_string(),
label: "Side 2".to_string(),
color: [0.25_f32, 1.00_f32, 0.00_f32],
rep: engine::sphere_with_offset(-0.5, a, 0.0, 1.0, 0.0),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: "side3".to_string(),
label: "Side 3".to_string(),
color: [0.00_f32, 0.25_f32, 1.00_f32],
rep: engine::sphere_with_offset(-0.5, -a, 0.0, 1.0, 0.0),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: "corner1".to_string(),
label: "Corner 1".to_string(),
color: [0.75_f32, 0.75_f32, 0.75_f32],
rep: engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: "corner2".to_string(),
label: "Corner 2".to_string(),
color: [0.75_f32, 0.75_f32, 0.75_f32],
rep: engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0),
constraints: BTreeSet::default()
}
);
let _ = assembly.try_insert_element(
Element {
id: String::from("corner3"),
label: String::from("Corner 3"),
color: [0.75_f32, 0.75_f32, 0.75_f32],
rep: engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0),
constraints: BTreeSet::default()
}
);
}
#[component]
pub fn AddRemove() -> View {
/* DEBUG */
let assembly_name = create_signal("general".to_string());
create_effect(move || {
// get name of chosen assembly
let name = assembly_name.get_clone();
console::log_1(
&JsValue::from(format!("Showing assembly \"{}\"", name.clone()))
);
batch(|| {
let state = use_context::<AppState>();
let assembly = &state.assembly;
// clear state
assembly.elements.update(|elts| elts.clear());
assembly.elements_by_id.update(|elts_by_id| elts_by_id.clear());
state.selection.update(|sel| sel.clear());
// load assembly
match name.as_str() {
"general" => load_gen_assemb(assembly),
"low-curv" => load_low_curv_assemb(assembly),
_ => ()
};
});
});
view! {
div(id="add-remove") {
button(
on:click=|_| {
let state = use_context::<AppState>();
state.assembly.insert_new_element();
/* DEBUG */
// print updated list of elements by identifier
console::log_1(&JsValue::from("elements by identifier:"));
for (id, key) in state.assembly.elements_by_id.get_clone().iter() {
console::log_3(
&JsValue::from(" "),
&JsValue::from(id),
&JsValue::from(*key)
);
}
}
) { "+" }
button(
disabled={
let state = use_context::<AppState>();
state.selection.with(|sel| sel.len() != 2)
},
on:click=|_| {
let state = use_context::<AppState>();
let args = state.selection.with(
|sel| {
let arg_vec: Vec<_> = sel.into_iter().collect();
(arg_vec[0].clone(), arg_vec[1].clone())
}
);
state.assembly.insert_constraint(Constraint {
args: args,
rep: 0.0,
active: create_signal(true)
});
state.selection.update(|sel| sel.clear());
/* DEBUG */
// print updated constraint list
console::log_1(&JsValue::from("constraints:"));
state.assembly.constraints.with(|csts| {
for (_, cst) in csts.into_iter() {
console::log_5(
&JsValue::from(" "),
&JsValue::from(cst.args.0),
&JsValue::from(cst.args.1),
&JsValue::from(":"),
&JsValue::from(cst.rep)
);
}
});
}
) { "🔗" }
select(bind:value=assembly_name) { /* DEBUG */
option(value="general") { "General" }
option(value="low-curv") { "Low-curvature" }
}
}
}
}

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use nalgebra::DVector;
use rustc_hash::FxHashMap;
use slab::Slab;
use std::collections::BTreeSet;
use sycamore::prelude::*;
#[derive(Clone, PartialEq)]
pub struct Element {
pub id: String,
pub label: String,
pub color: [f32; 3],
pub rep: DVector<f64>,
pub constraints: BTreeSet<usize>
}
#[derive(Clone)]
pub struct Constraint {
pub args: (usize, usize),
pub rep: f64,
pub active: Signal<bool>
}
// a complete, view-independent description of an assembly
#[derive(Clone)]
pub struct Assembly {
// elements and constraints
pub elements: Signal<Slab<Element>>,
pub constraints: Signal<Slab<Constraint>>,
// indexing
pub elements_by_id: Signal<FxHashMap<String, usize>>
}
impl Assembly {
pub fn new() -> Assembly {
Assembly {
elements: create_signal(Slab::new()),
constraints: create_signal(Slab::new()),
elements_by_id: create_signal(FxHashMap::default())
}
}
// 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_element_unchecked(&self, elt: Element) {
let id = elt.id.clone();
let key = self.elements.update(|elts| elts.insert(elt));
self.elements_by_id.update(|elts_by_id| elts_by_id.insert(id, key));
}
pub fn try_insert_element(&self, elt: Element) -> bool {
let can_insert = self.elements_by_id.with_untracked(
|elts_by_id| !elts_by_id.contains_key(&elt.id)
);
if can_insert {
self.insert_element_unchecked(elt);
}
can_insert
}
pub fn insert_new_element(&self) {
// find the next unused identifier in the default sequence
let mut id_num = 1;
let mut id = format!("sphere{}", 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);
}
// create and insert a new element
self.insert_element_unchecked(
Element {
id: id,
label: format!("Sphere {}", id_num),
color: [0.75_f32, 0.75_f32, 0.75_f32],
rep: DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.5, -0.5]),
constraints: BTreeSet::default()
}
);
}
pub fn insert_constraint(&self, constraint: Constraint) {
let args = constraint.args;
let key = self.constraints.update(|csts| csts.insert(constraint));
self.elements.update(|elts| {
elts[args.0].constraints.insert(key);
elts[args.1].constraints.insert(key);
})
}
}

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use core::array;
use nalgebra::{DMatrix, Rotation3, Vector3};
use sycamore::{prelude::*, motion::create_raf};
use web_sys::{
console,
window,
KeyboardEvent,
WebGl2RenderingContext,
WebGlProgram,
WebGlShader,
WebGlUniformLocation,
wasm_bindgen::{JsCast, JsValue}
};
use crate::AppState;
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 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())
})
}
// load the given data into the vertex input of the given name
fn bind_vertex_attrib(
context: &WebGl2RenderingContext,
index: u32,
size: i32,
data: &[f32]
) {
// create a data buffer and bind it to ARRAY_BUFFER
let buffer = context.create_buffer().unwrap();
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
// 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
unsafe {
context.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&js_sys::Float32Array::view(&data),
WebGl2RenderingContext::STATIC_DRAW,
);
}
// 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
);
}
#[component]
pub fn Display() -> View {
let state = use_context::<AppState>();
// canvas
let display = create_node_ref();
// 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 */
// change listener
let scene_changed = create_signal(true);
create_effect(move || {
state.assembly.elements.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);
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;
// 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 */
/* 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();
// compile and attach the vertex and fragment shaders
let vertex_shader = compile_shader(
&ctx,
WebGl2RenderingContext::VERTEX_SHADER,
include_str!("identity.vert"),
);
let fragment_shader = compile_shader(
&ctx,
WebGl2RenderingContext::FRAGMENT_SHADER,
include_str!("inversive.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
// 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 indices of vertex attributes and 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_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("sp")
);
let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("lt")
);
let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "color_list", None
);
let highlight_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &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");
// 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
const VERTEX_CNT: usize = 6;
let 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
];
bind_vertex_attrib(&ctx, position_index, 3, &positions);
// 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 */
// 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();
if scene_changed.get() {
/* 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;
}
// 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 assembly_to_world = &location * &orientation;
// get the assembly
let elements = state.assembly.elements.get_clone();
let element_iter = (&elements).into_iter();
let reps_world: Vec<_> = element_iter.clone().map(|(_, elt)| &assembly_to_world * &elt.rep).collect();
let colors: Vec<_> = element_iter.clone().map(|(key, elt)|
if state.selection.with(|sel| sel.contains(&key)) {
elt.color.map(|ch| 0.2 + 0.8*ch)
} else {
elt.color
}
).collect();
let highlights: Vec<_> = element_iter.map(|(key, _)|
if state.selection.with(|sel| sel.contains(&key)) {
1.0_f32
} else {
HIGHLIGHT
}
).collect();
// 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 assembly
ctx.uniform1i(sphere_cnt_loc.as_ref(), elements.len() as i32);
for n in 0..reps_world.len() {
let v = &reps_world[n];
ctx.uniform3f(
sphere_sp_locs[n].as_ref(),
v[0] as f32, v[1] as f32, v[2] as f32
);
ctx.uniform2f(
sphere_lt_locs[n].as_ref(),
v[3] as f32, v[4] as f32
);
ctx.uniform3fv_with_f32_array(
color_locs[n].as_ref(),
&colors[n]
);
ctx.uniform1f(
highlight_locs[n].as_ref(),
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);
// draw the scene
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
// 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();
}
};
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" {
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);
} else {
if event.key() == "Enter" { /* BENCHMARKING */
turntable.set_fn(|turn| !turn);
scene_changed.set(true);
}
set_nav_signal(event, 1.0);
}
},
on:keyup=move |event: KeyboardEvent| {
if event.key() == "Shift" {
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);
} else {
set_nav_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);
}
)
}
}

27
app-proto/src/engine.rs Normal file
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@ -0,0 +1,27 @@
use nalgebra::DVector;
// the sphere with the given center and radius, with inward-pointing normals
pub fn sphere(center_x: f64, center_y: f64, center_z: f64, radius: f64) -> DVector<f64> {
let center_norm_sq = center_x * center_x + center_y * center_y + center_z * center_z;
DVector::from_column_slice(&[
center_x / radius,
center_y / radius,
center_z / radius,
0.5 / radius,
0.5 * (center_norm_sq / radius - radius)
])
}
// the sphere of curvature `curv` whose closest point to the origin has position
// `off * dir` and normal `dir`, where `dir` is a unit vector. setting the
// curvature to zero gives a plane
pub fn sphere_with_offset(dir_x: f64, dir_y: f64, dir_z: f64, off: f64, curv: f64) -> DVector<f64> {
let norm_sp = 1.0 + off * curv;
DVector::from_column_slice(&[
norm_sp * dir_x,
norm_sp * dir_y,
norm_sp * dir_z,
0.5 * curv,
off * (1.0 + 0.5 * off * curv)
])
}

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@ -0,0 +1,7 @@
#version 300 es
in vec4 position;
void main() {
gl_Position = position;
}

View File

@ -0,0 +1,234 @@
#version 300 es
precision highp float;
out vec4 outColor;
// --- inversive geometry ---
struct vecInv {
vec3 sp;
vec2 lt;
};
// --- uniforms ---
// assembly
const int SPHERE_MAX = 200;
uniform int sphere_cnt;
uniform vecInv sphere_list[SPHERE_MAX];
uniform vec3 color_list[SPHERE_MAX];
uniform float highlight_list[SPHERE_MAX];
// view
uniform vec2 resolution;
uniform float shortdim;
// controls
uniform float opacity;
uniform int layer_threshold;
uniform bool debug_mode;
// light and camera
const float focal_slope = 0.3;
const vec3 light_dir = normalize(vec3(2., 2., 1.));
const float ixn_threshold = 0.005;
const float INTERIOR_DIMMING = 0.7;
// --- sRGB ---
// map colors from RGB space to sRGB space, as specified in the sRGB standard
// (IEC 61966-2-1:1999)
//
// https://www.color.org/sRGB.pdf
// https://www.color.org/chardata/rgb/srgb.xalter
//
// in RGB space, color value is proportional to light intensity, so linear
// color-vector interpolation corresponds to physical light mixing. in sRGB
// space, the color encoding used by many monitors, we use more of the value
// interval to represent low intensities, and less of the interval to represent
// high intensities. this improves color quantization
float sRGB(float t) {
if (t <= 0.0031308) {
return 12.92*t;
} else {
return 1.055*pow(t, 5./12.) - 0.055;
}
}
vec3 sRGB(vec3 color) {
return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b));
}
// --- shading ---
struct Fragment {
vec3 pt;
vec3 normal;
vec4 color;
};
Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
// the expression for normal needs to be checked. it's supposed to give the
// negative gradient of the lorentz product between the impact point vector
// and the sphere vector with respect to the coordinates of the impact
// point. i calculated it in my head and decided that the result looked good
// enough for now
vec3 normal = normalize(-v.sp + 2.*v.lt.s*pt);
float incidence = dot(normal, light_dir);
float illum = mix(0.4, 1.0, max(incidence, 0.0));
return Fragment(pt, normal, vec4(illum * base_color, opacity));
}
float intersection_dist(Fragment a, Fragment b) {
float intersection_sin = length(cross(a.normal, b.normal));
vec3 disp = a.pt - b.pt;
return max(
abs(dot(a.normal, disp)),
abs(dot(b.normal, disp))
) / intersection_sin;
}
// --- ray-casting ---
struct TaggedDepth {
float depth;
float dimming;
int id;
};
// if `a/b` is less than this threshold, we approximate `a*u^2 + b*u + c` by
// the linear function `b*u + c`
const float DEG_THRESHOLD = 1e-9;
// the depths, represented as multiples of `dir`, where the line generated by
// `dir` hits the sphere represented by `v`. if both depths are positive, the
// smaller one is returned in the first component. if only one depth is
// positive, it could be returned in either component
vec2 sphere_cast(vecInv v, vec3 dir) {
float a = -v.lt.s * dot(dir, dir);
float b = dot(v.sp, dir);
float c = -v.lt.t;
float adjust = 4.*a*c/(b*b);
if (adjust < 1.) {
// 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`
float square_rect_ratio = 1. + sqrt(1. - adjust);
float lin_root = -(2.*c)/b / square_rect_ratio;
if (abs(a) > DEG_THRESHOLD * abs(b)) {
return vec2(lin_root, -b/(2.*a) * square_rect_ratio);
} else {
return vec2(lin_root, -1.);
}
} else {
// the line through `dir` misses the sphere completely
return vec2(-1., -1.);
}
}
void main() {
vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
vec3 dir = vec3(focal_slope * scr, -1.);
// cast rays through the spheres
const int LAYER_MAX = 12;
TaggedDepth top_hits [LAYER_MAX];
int layer_cnt = 0;
for (int id = 0; id < sphere_cnt; ++id) {
// find out where the ray hits the sphere
vec2 hit_depths = sphere_cast(sphere_list[id], dir);
// insertion-sort the points we hit into the hit list
float dimming = 1.;
for (int side = 0; side < 2; ++side) {
float depth = hit_depths[side];
if (depth > 0.) {
for (int layer = layer_cnt; layer >= 0; --layer) {
if (layer < 1 || top_hits[layer-1].depth <= depth) {
// we're not as close to the screen as the hit before
// the empty slot, so insert here
if (layer < LAYER_MAX) {
top_hits[layer] = TaggedDepth(depth, dimming, id);
}
break;
} else {
// we're closer to the screen than the hit before the
// empty slot, so move that hit into the empty slot
top_hits[layer] = top_hits[layer-1];
}
}
layer_cnt = min(layer_cnt + 1, LAYER_MAX);
dimming = INTERIOR_DIMMING;
}
}
}
/* DEBUG */
// in debug mode, show the layer count instead of the shaded image
if (debug_mode) {
// at the bottom of the screen, show the color scale instead of the
// layer count
if (gl_FragCoord.y < 10.) layer_cnt = int(16. * gl_FragCoord.x / resolution.x);
// convert number to color
ivec3 bits = layer_cnt / ivec3(1, 2, 4);
vec3 color = mod(vec3(bits), 2.);
if (layer_cnt % 16 >= 8) {
color = mix(color, vec3(0.5), 0.5);
}
outColor = vec4(color, 1.);
return;
}
// composite the sphere fragments
vec3 color = vec3(0.);
int layer = layer_cnt - 1;
TaggedDepth hit = top_hits[layer];
Fragment frag_next = sphere_shading(
sphere_list[hit.id],
hit.depth * dir,
hit.dimming * color_list[hit.id]
);
float highlight_next = highlight_list[hit.id];
--layer;
for (; layer >= layer_threshold; --layer) {
// load the current fragment
Fragment frag = frag_next;
float highlight = highlight_next;
// shade the next fragment
hit = top_hits[layer];
frag_next = sphere_shading(
sphere_list[hit.id],
hit.depth * dir,
hit.dimming * color_list[hit.id]
);
highlight_next = highlight_list[hit.id];
// highlight intersections
float ixn_dist = intersection_dist(frag, frag_next);
float max_highlight = max(highlight, highlight_next);
float ixn_highlight = 0.5 * max_highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
frag.color = mix(frag.color, vec4(1.), ixn_highlight);
frag_next.color = mix(frag_next.color, vec4(1.), ixn_highlight);
// highlight cusps
float cusp_cos = abs(dot(dir, frag.normal));
float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[hit.id].lt.s);
float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
frag.color = mix(frag.color, vec4(1.), cusp_highlight);
// composite the current fragment
color = mix(color, frag.color.rgb, frag.color.a);
}
color = mix(color, frag_next.color.rgb, frag_next.color.a);
outColor = vec4(sRGB(color), 1.);
}

42
app-proto/src/main.rs Normal file
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@ -0,0 +1,42 @@
mod add_remove;
mod assembly;
mod display;
mod engine;
mod outline;
use rustc_hash::FxHashSet;
use sycamore::prelude::*;
use add_remove::AddRemove;
use assembly::Assembly;
use display::Display;
use outline::Outline;
#[derive(Clone)]
struct AppState {
assembly: Assembly,
selection: Signal<FxHashSet<usize>>
}
impl AppState {
fn new() -> AppState {
AppState {
assembly: Assembly::new(),
selection: create_signal(FxHashSet::default())
}
}
}
fn main() {
sycamore::render(|| {
provide_context(AppState::new());
view! {
div(id="sidebar") {
AddRemove {}
Outline {}
}
Display {}
}
});
}

161
app-proto/src/outline.rs Normal file
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@ -0,0 +1,161 @@
use itertools::Itertools;
use sycamore::{prelude::*, web::tags::div};
use web_sys::{Element, KeyboardEvent, MouseEvent, wasm_bindgen::JsCast};
use crate::AppState;
// this component lists the elements of the assembly, showing the constraints
// on each element as a collapsible sub-list. its implementation is based on
// Kate Morley's HTML + CSS tree views:
//
// https://iamkate.com/code/tree-views/
//
#[component]
pub fn Outline() -> View {
// sort the elements alphabetically by ID
let elements_sorted = create_memo(|| {
let state = use_context::<AppState>();
state.assembly.elements
.get_clone()
.into_iter()
.sorted_by_key(|(_, elt)| elt.id.clone())
.collect()
});
view! {
ul(
id="outline",
on:click={
let state = use_context::<AppState>();
move |_| state.selection.update(|sel| sel.clear())
}
) {
Keyed(
list=elements_sorted,
view=|(key, elt)| {
let state = use_context::<AppState>();
let class = create_memo({
move || {
if state.selection.with(|sel| sel.contains(&key)) {
"selected"
} else {
""
}
}
});
let label = elt.label.clone();
let rep_components = elt.rep.iter().map(|u| {
let u_coord = u.to_string().replace("-", "\u{2212}");
View::from(div().children(u_coord))
}).collect::<Vec<_>>();
let constrained = elt.constraints.len() > 0;
let details_node = create_node_ref();
view! {
/* [TO DO] switch to integer-valued parameters whenever
that becomes possible again */
li {
details(ref=details_node) {
summary(
class=class.get(),
on:keydown={
move |event: KeyboardEvent| {
match event.key().as_str() {
"Enter" => {
if event.shift_key() {
state.selection.update(|sel| {
if !sel.remove(&key) {
sel.insert(key);
}
});
} else {
state.selection.update(|sel| {
sel.clear();
sel.insert(key);
});
}
event.prevent_default();
},
"ArrowRight" if constrained => {
let _ = details_node
.get()
.unchecked_into::<Element>()
.set_attribute("open", "");
},
"ArrowLeft" => {
let _ = details_node
.get()
.unchecked_into::<Element>()
.remove_attribute("open");
},
_ => ()
}
}
}
) {
div(
class="elt-switch",
on:click=|event: MouseEvent| event.stop_propagation()
)
div(
class="elt",
on:click={
move |event: MouseEvent| {
if event.shift_key() {
state.selection.update(|sel| {
if !sel.remove(&key) {
sel.insert(key);
}
});
} else {
state.selection.update(|sel| {
sel.clear();
sel.insert(key);
});
}
event.stop_propagation();
event.prevent_default();
}
}
) {
div(class="elt-label") { (label) }
div(class="elt-rep") { (rep_components) }
}
}
ul(class="constraints") {
Keyed(
list=elt.constraints.into_iter().collect::<Vec<_>>(),
view=move |c_key: usize| {
let