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:
parent
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4
app-proto/.gitignore
vendored
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4
app-proto/.gitignore
vendored
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target
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dist
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profiling
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Cargo.lock
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42
app-proto/Cargo.toml
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42
app-proto/Cargo.toml
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[package]
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name = "sketch-outline"
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version = "0.1.0"
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authors = ["Aaron"]
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edition = "2021"
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[features]
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default = ["console_error_panic_hook"]
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[dependencies]
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itertools = "0.13.0"
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js-sys = "0.3.70"
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nalgebra = "0.33.0"
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rustc-hash = "2.0.0"
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slab = "0.4.9"
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sycamore = "0.9.0-beta.3"
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# The `console_error_panic_hook` crate provides better debugging of panics by
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# logging them with `console.error`. This is great for development, but requires
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# all the `std::fmt` and `std::panicking` infrastructure, so isn't great for
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# code size when deploying.
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console_error_panic_hook = { version = "0.1.7", optional = true }
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[dependencies.web-sys]
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version = "0.3.69"
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features = [
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'HtmlCanvasElement',
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'Performance',
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'WebGl2RenderingContext',
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'WebGlBuffer',
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'WebGlProgram',
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'WebGlShader',
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'WebGlUniformLocation',
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'WebGlVertexArrayObject'
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]
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[dev-dependencies]
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wasm-bindgen-test = "0.3.34"
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[profile.release]
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opt-level = "s" # optimize for small code size
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debug = true # include debug symbols
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9
app-proto/index.html
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app-proto/index.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8"/>
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<title>Sketch outline</title>
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<link data-trunk rel="css" href="main.css"/>
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</head>
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<body></body>
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</html>
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124
app-proto/main.css
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124
app-proto/main.css
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body {
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margin: 0px;
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color: #fcfcfc;
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background-color: #222;
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}
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/* sidebar */
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#sidebar {
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display: flex;
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flex-direction: column;
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float: left;
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width: 450px;
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height: 100vh;
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margin: 0px;
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padding: 0px;
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border-width: 0px 1px 0px 0px;
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border-style: solid;
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border-color: #555;
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}
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/* add-remove */
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#add-remove {
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display: flex;
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gap: 8px;
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margin: 8px;
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}
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#add-remove > button {
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width: 32px;
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height: 32px;
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font-size: large;
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}
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/* outline */
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#outline {
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flex-grow: 1;
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margin: 0px;
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padding: 0px;
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overflow-y: scroll;
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}
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li {
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user-select: none;
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}
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summary {
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display: flex;
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}
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summary.selected {
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color: #fff;
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background-color: #444;
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}
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summary > div, .cst {
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padding-top: 4px;
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padding-bottom: 4px;
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}
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.elt, .cst {
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display: flex;
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flex-grow: 1;
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padding-left: 8px;
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padding-right: 8px;
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}
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.elt-switch {
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width: 18px;
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padding-left: 2px;
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text-align: center;
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}
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details:has(li) .elt-switch::after {
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content: '▸';
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}
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details[open]:has(li) .elt-switch::after {
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content: '▾';
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}
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.elt-label {
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flex-grow: 1;
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}
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.cst-label {
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flex-grow: 1;
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}
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.elt-rep {
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display: flex;
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}
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.elt-rep > div, .cst-rep {
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padding: 2px 0px 0px 0px;
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font-size: 10pt;
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text-align: center;
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width: 56px;
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}
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.cst {
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font-style: italic;
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}
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.cst > input {
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margin: 0px 8px 0px 0px;
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}
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/* display */
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canvas {
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float: left;
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margin-left: 20px;
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margin-top: 20px;
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background-color: #020202;
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border: 1px solid #555;
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border-radius: 16px;
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}
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canvas:focus {
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border-color: #aaa;
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}
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242
app-proto/src/add_remove.rs
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242
app-proto/src/add_remove.rs
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use std::collections::BTreeSet; /* DEBUG */
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use sycamore::prelude::*;
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use web_sys::{console, wasm_bindgen::JsValue};
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use crate::{engine, AppState, assembly::{Assembly, Constraint, Element}};
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/* DEBUG */
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fn load_gen_assemb(assembly: &Assembly) {
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let _ = assembly.try_insert_element(
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Element {
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id: String::from("gemini_a"),
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label: String::from("Castor"),
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color: [1.00_f32, 0.25_f32, 0.00_f32],
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rep: engine::sphere(0.5, 0.5, 0.0, 1.0),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: String::from("gemini_b"),
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label: String::from("Pollux"),
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color: [0.00_f32, 0.25_f32, 1.00_f32],
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rep: engine::sphere(-0.5, -0.5, 0.0, 1.0),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: String::from("ursa_major"),
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label: String::from("Ursa major"),
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color: [0.25_f32, 0.00_f32, 1.00_f32],
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rep: engine::sphere(-0.5, 0.5, 0.0, 0.75),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: String::from("ursa_minor"),
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label: String::from("Ursa minor"),
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color: [0.25_f32, 1.00_f32, 0.00_f32],
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rep: engine::sphere(0.5, -0.5, 0.0, 0.5),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: String::from("moon_deimos"),
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label: String::from("Deimos"),
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color: [0.75_f32, 0.75_f32, 0.00_f32],
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rep: engine::sphere(0.0, 0.15, 1.0, 0.25),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: String::from("moon_phobos"),
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label: String::from("Phobos"),
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color: [0.00_f32, 0.75_f32, 0.50_f32],
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rep: engine::sphere(0.0, -0.15, -1.0, 0.25),
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constraints: BTreeSet::default()
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}
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);
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assembly.insert_constraint(
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Constraint {
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args: (
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assembly.elements_by_id.with_untracked(|elts_by_id| elts_by_id["gemini_a"]),
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assembly.elements_by_id.with_untracked(|elts_by_id| elts_by_id["gemini_b"])
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),
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rep: 0.5,
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active: create_signal(true)
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}
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);
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}
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/* DEBUG */
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fn load_low_curv_assemb(assembly: &Assembly) {
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let a = 0.75_f64.sqrt();
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let _ = assembly.try_insert_element(
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Element {
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id: "central".to_string(),
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label: "Central".to_string(),
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color: [0.75_f32, 0.75_f32, 0.75_f32],
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rep: engine::sphere(0.0, 0.0, 0.0, 1.0),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: "assemb_plane".to_string(),
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label: "Assembly plane".to_string(),
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color: [0.75_f32, 0.75_f32, 0.75_f32],
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rep: engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: "side1".to_string(),
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label: "Side 1".to_string(),
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color: [1.00_f32, 0.00_f32, 0.25_f32],
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rep: engine::sphere_with_offset(1.0, 0.0, 0.0, 1.0, 0.0),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: "side2".to_string(),
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label: "Side 2".to_string(),
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color: [0.25_f32, 1.00_f32, 0.00_f32],
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rep: engine::sphere_with_offset(-0.5, a, 0.0, 1.0, 0.0),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: "side3".to_string(),
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label: "Side 3".to_string(),
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color: [0.00_f32, 0.25_f32, 1.00_f32],
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rep: engine::sphere_with_offset(-0.5, -a, 0.0, 1.0, 0.0),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: "corner1".to_string(),
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label: "Corner 1".to_string(),
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color: [0.75_f32, 0.75_f32, 0.75_f32],
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rep: engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: "corner2".to_string(),
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label: "Corner 2".to_string(),
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color: [0.75_f32, 0.75_f32, 0.75_f32],
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rep: engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0),
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constraints: BTreeSet::default()
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}
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);
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let _ = assembly.try_insert_element(
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Element {
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id: String::from("corner3"),
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label: String::from("Corner 3"),
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color: [0.75_f32, 0.75_f32, 0.75_f32],
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rep: engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0),
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constraints: BTreeSet::default()
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}
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);
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}
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#[component]
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pub fn AddRemove() -> View {
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/* DEBUG */
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let assembly_name = create_signal("general".to_string());
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create_effect(move || {
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// get name of chosen assembly
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let name = assembly_name.get_clone();
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console::log_1(
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&JsValue::from(format!("Showing assembly \"{}\"", name.clone()))
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);
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batch(|| {
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let state = use_context::<AppState>();
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let assembly = &state.assembly;
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// clear state
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assembly.elements.update(|elts| elts.clear());
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assembly.elements_by_id.update(|elts_by_id| elts_by_id.clear());
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state.selection.update(|sel| sel.clear());
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// load assembly
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match name.as_str() {
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"general" => load_gen_assemb(assembly),
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"low-curv" => load_low_curv_assemb(assembly),
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_ => ()
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};
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});
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});
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view! {
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div(id="add-remove") {
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button(
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on:click=|_| {
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let state = use_context::<AppState>();
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state.assembly.insert_new_element();
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/* DEBUG */
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// print updated list of elements by identifier
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console::log_1(&JsValue::from("elements by identifier:"));
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for (id, key) in state.assembly.elements_by_id.get_clone().iter() {
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console::log_3(
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&JsValue::from(" "),
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&JsValue::from(id),
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&JsValue::from(*key)
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);
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}
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}
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) { "+" }
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button(
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disabled={
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let state = use_context::<AppState>();
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state.selection.with(|sel| sel.len() != 2)
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},
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on:click=|_| {
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let state = use_context::<AppState>();
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let args = state.selection.with(
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|sel| {
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let arg_vec: Vec<_> = sel.into_iter().collect();
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(arg_vec[0].clone(), arg_vec[1].clone())
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}
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);
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state.assembly.insert_constraint(Constraint {
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args: args,
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rep: 0.0,
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active: create_signal(true)
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});
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state.selection.update(|sel| sel.clear());
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/* DEBUG */
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// print updated constraint list
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console::log_1(&JsValue::from("constraints:"));
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state.assembly.constraints.with(|csts| {
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for (_, cst) in csts.into_iter() {
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console::log_5(
|
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&JsValue::from(" "),
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&JsValue::from(cst.args.0),
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&JsValue::from(cst.args.1),
|
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&JsValue::from(":"),
|
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&JsValue::from(cst.rep)
|
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);
|
||||
}
|
||||
});
|
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}
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) { "🔗" }
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select(bind:value=assembly_name) { /* DEBUG */
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option(value="general") { "General" }
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option(value="low-curv") { "Low-curvature" }
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}
|
||||
}
|
||||
}
|
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}
|
93
app-proto/src/assembly.rs
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93
app-proto/src/assembly.rs
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use nalgebra::DVector;
|
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use rustc_hash::FxHashMap;
|
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use slab::Slab;
|
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use std::collections::BTreeSet;
|
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use sycamore::prelude::*;
|
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|
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#[derive(Clone, PartialEq)]
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pub struct Element {
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pub id: String,
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pub label: String,
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pub color: [f32; 3],
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pub rep: DVector<f64>,
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pub constraints: BTreeSet<usize>
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}
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|
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#[derive(Clone)]
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pub struct Constraint {
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pub args: (usize, usize),
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pub rep: f64,
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pub active: Signal<bool>
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}
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|
||||
// a complete, view-independent description of an assembly
|
||||
#[derive(Clone)]
|
||||
pub struct Assembly {
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||||
// elements and constraints
|
||||
pub elements: Signal<Slab<Element>>,
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||||
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);
|
||||
})
|
||||
}
|
||||
}
|
443
app-proto/src/display.rs
Normal file
443
app-proto/src/display.rs
Normal file
@ -0,0 +1,443 @@
|
||||
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
27
app-proto/src/engine.rs
Normal file
@ -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)
|
||||
])
|
||||
}
|
7
app-proto/src/identity.vert
Normal file
7
app-proto/src/identity.vert
Normal file
@ -0,0 +1,7 @@
|
||||
#version 300 es
|
||||
|
||||
in vec4 position;
|
||||
|
||||
void main() {
|
||||
gl_Position = position;
|
||||
}
|
234
app-proto/src/inversive.frag
Normal file
234
app-proto/src/inversive.frag
Normal 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
42
app-proto/src/main.rs
Normal file
@ -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
161
app-proto/src/outline.rs
Normal file
@ -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 |