Display: say "assembly" instead of "construction"
Update variable names and comments in code from the display prototype.
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@ -266,7 +266,7 @@ pub fn Display() -> View {
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frames_since_last_sample = 0;
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frames_since_last_sample = 0;
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}
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}
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// find the map from construction space to world space
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// find the map from assembly space to world space
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let location = {
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let location = {
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let u = -location_z;
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let u = -location_z;
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DMatrix::from_column_slice(5, 5, &[
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DMatrix::from_column_slice(5, 5, &[
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@ -277,12 +277,12 @@ pub fn Display() -> View {
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0.0, 0.0, 0.0, 0.0, 1.0
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0.0, 0.0, 0.0, 0.0, 1.0
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])
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])
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};
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};
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let construction_to_world = &location * &orientation;
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let assembly_to_world = &location * &orientation;
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// get the construction
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// get the assembly
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let elements = state.assembly.elements.get_clone();
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let elements = state.assembly.elements.get_clone();
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let element_iter = (&elements).into_iter();
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let element_iter = (&elements).into_iter();
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let reps_world: Vec<_> = element_iter.clone().map(|elt| &construction_to_world * &elt.rep).collect();
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let reps_world: Vec<_> = element_iter.clone().map(|elt| &assembly_to_world * &elt.rep).collect();
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let colors: Vec<_> = element_iter.map(|elt| elt.color).collect();
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let colors: Vec<_> = element_iter.map(|elt| elt.color).collect();
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// set the resolution
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// set the resolution
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@ -291,7 +291,7 @@ pub fn Display() -> View {
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ctx.uniform2f(resolution_loc.as_ref(), width, height);
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ctx.uniform2f(resolution_loc.as_ref(), width, height);
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// pass the construction
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// pass the assembly
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ctx.uniform1i(sphere_cnt_loc.as_ref(), elements.len() as i32);
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ctx.uniform1i(sphere_cnt_loc.as_ref(), elements.len() as i32);
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for n in 0..reps_world.len() {
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for n in 0..reps_world.len() {
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let v = &reps_world[n];
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let v = &reps_world[n];
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@ -13,7 +13,7 @@ struct vecInv {
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// --- uniforms ---
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// --- uniforms ---
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// construction
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// assembly
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const int SPHERE_MAX = 200;
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const int SPHERE_MAX = 200;
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uniform int sphere_cnt;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vecInv sphere_list[SPHERE_MAX];
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