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133 Commits

Author SHA1 Message Date
cbab33fb39 doc: expand on representation of collinearity 2024-10-20 20:02:51 -07:00
5918b30bb2 doc: expand on representations of lines 2024-10-20 19:53:36 -07:00
7fb4e3adee doc: another unicode pseudo-space 2024-10-20 19:41:05 -07:00
cbad99d356 doc: punctuation 2024-10-20 19:33:33 -07:00
47c2217bcf doc: fix more weird Unicode characters, probably from marktest editor 2024-10-20 19:27:05 -07:00
bb881f806c doc: Won't tex formula immediately followed by dash 2024-10-20 16:17:18 -07:00
d3e5a0bc37 doc: Weird unicode minus 2024-10-20 16:15:27 -07:00
ce62a94ddb doc: Two more small typos 2024-10-20 16:10:01 -07:00
160cb47f55 doc: Fix typos and expand some comments a bit in notes/inversive.md 2024-10-20 16:06:11 -07:00
Aaron Fenyes
48732093f7 doc: Clean up engine comments 2024-10-16 16:00:36 -07:00
Aaron Fenyes
db1b315df2 Merge branch 'engine-proto' of code.studioinfinity.org:glen/dyna3 into engine-proto 2024-10-15 14:41:20 -07:00
Aaron Fenyes
609cd2f814 doc: Correct and clarify various relations 2024-10-15 14:24:36 -07:00
ed88c7b9f9 doc: fix latex conflict with markdown table format 2024-10-03 21:20:32 -07:00
0e929123d4 doc: correct condition that two sphere/planes intersect 2024-10-03 20:39:15 -07:00
Aaron Fenyes
3f0cedfaab doc: Clarify characterization of center of sphere
In the process, clarify the signed distance from a point to a sphere and
add inversion across a sphere.
2024-09-26 01:07:22 -07:00
Aaron Fenyes
2c1a42e251 doc: Clarify orientation convention 2024-09-25 23:07:52 -07:00
23ecca3963 doc: Another note about inversive coordinates 2024-09-18 20:27:04 -07:00
a182b66301 doc: More elaboration of plane coordinates in inversive notes 2024-09-18 20:11:20 -07:00
bd3e3506e5 doc: typo in inversive notes 2024-09-18 19:52:03 -07:00
8084fdeab0 doc: Slight mods to the inversive notes 2024-09-18 19:50:23 -07:00
Aaron Fenyes
d7dbee4c05 Stow algebraic engine prototype
We're using the Gram matrix engine for the next stage of development,
so the algebraic engine shouldn't be at the top level anymore.
2024-07-28 20:50:04 -07:00
Aaron Fenyes
9d69a900e2 Irisawa hexlet: use Abe's terminology in comments
Abe uses the names "sun" and "moon" for what Wikipedia calls the nucleus
spheres.
2024-07-18 03:39:41 -07:00
Aaron Fenyes
8a77cd7484 Irisawa hexlet: drop unviable approach
The approach in the deleted file can't work, because the "sun" and
"moon" spheres can't be placed arbitrarily.
2024-07-18 03:21:46 -07:00
Aaron Fenyes
a26f1e3927 Add Irisawa hexlet example
Hat tip Romy, who sent me the article on sangaku that led me to this
problem.
2024-07-18 03:16:57 -07:00
Aaron Fenyes
19a4d49497 Clean up example formatting 2024-07-18 01:48:05 -07:00
Aaron Fenyes
71c10adbdd Overlapping pyramids: drop outdated comment 2024-07-18 01:12:49 -07:00
Aaron Fenyes
33c09917d0 Correct scope of guess constants 2024-07-18 01:05:13 -07:00
Aaron Fenyes
b24dcc9af8 Report success correctly when step limit is reached 2024-07-18 01:04:40 -07:00
Aaron Fenyes
b040bbb7fe Drop old code from examples 2024-07-18 00:50:48 -07:00
Aaron Fenyes
9007c8bc7c Circles in triangle: jiggle the guess 2024-07-18 00:49:09 -07:00
Aaron Fenyes
a7f9545a37 Circles in triangle: correct frozen variables
Since the self-product of the point at infinity is left unspecified, the
first three components can vary without violating any constraints. To
keep the point at infinity where it's supposed to be, we freeze all of
its components.
2024-07-18 00:43:00 -07:00
Aaron Fenyes
3764fde2f6 Clean up formatting of notes 2024-07-18 00:27:10 -07:00
Aaron Fenyes
24dae6807b Clarify notes on tangency 2024-07-18 00:16:23 -07:00
Aaron Fenyes
74c7f64b0c Correct sign of normal in plane utility
Clarify the relevant notes too.
2024-07-18 00:03:12 -07:00
Aaron Fenyes
d0340c0b65 Correct point utility again
The balance between the light cone basis vectors was wrong, throwing the
point's coordinates off by a factor of two.
2024-07-17 23:37:28 -07:00
Aaron Fenyes
69a704d414 Use notes' sign convention for light cone basis 2024-07-17 23:07:34 -07:00
Aaron Fenyes
01f44324c1 Tetrahedron radius ratio: find radius ratio 2024-07-17 22:45:17 -07:00
Aaron Fenyes
96ffc59642 Tetrahedron radius ratio: tweak guess
Jiggle the vertex guesses. Put the circumscribed sphere guess on-shell.
2024-07-17 19:01:34 -07:00
Aaron Fenyes
a02b76544a Tetrahedron radius ratio: add circumscribed sphere 2024-07-17 18:55:36 -07:00
Aaron Fenyes
6e719f9943 Tetrahedron radius ratio: correct vertex guesses 2024-07-17 18:27:58 -07:00
Aaron Fenyes
d51d43f481 Correct point utility 2024-07-17 18:27:22 -07:00
Aaron Fenyes
6d233b5ee9 Tetrahedron radius ratio: correct signs 2024-07-17 18:08:36 -07:00
Aaron Fenyes
5abd4ca6e1 Revert "Give spheres positive radii in examples"
This reverts commit 4728959ae0, which
actually gave the spheres negative radii! I got confused by the sign
convention differences between the notes and the engine.
2024-07-17 17:49:43 -07:00
Aaron Fenyes
ea640f4861 Start tetrahedron radius ratio example
Add the vertices of the tetrahedron to the `sphere-in-tetrahedron`
example.
2024-07-17 17:33:32 -07:00
Aaron Fenyes
4728959ae0 Give spheres positive radii in examples
This changes the meaning of `indep_val` in the overlapping pyramids
example, so we adjust `indep_val` to get a nice-looking construction.
2024-07-17 17:22:33 -07:00
Aaron Fenyes
2038103d80 Write examples directly in light cone basis 2024-07-17 15:37:14 -07:00
Aaron Fenyes
bde42ebac0 Switch engine to light cone basis 2024-07-17 14:30:43 -07:00
Aaron Fenyes
e6cf08a9b3 Make tetrahedron faces planar 2024-07-15 23:54:59 -07:00
Aaron Fenyes
7c77481f5e Don't constrain self-product of frozen vector 2024-07-15 23:39:05 -07:00
Aaron Fenyes
1ce609836b Implement frozen variables 2024-07-15 22:11:54 -07:00
Aaron Fenyes
b185fd4b83 Switch to backtracking Newton's method in Optim
This performs much better than the trust region Newton's method for the
actual `circles-in-triangle` problem. (The trust region method performs
better for the simplified problem produced by the conversion bug.)
2024-07-15 15:52:38 -07:00
Aaron Fenyes
94e0d321d5 Switch back to BigFloat precision in examples 2024-07-15 14:31:30 -07:00
Aaron Fenyes
53d8c38047 Preserve explicit zeros in Gram matrix conversion
In previous commits, the `circles-in-triangle` example converged much
more slowly in BigFloat precision than in Float64 precision. This
turned out to be a sign of a bug in the Float64 computation: converting
the Gram matrix using `Float64.()` dropped the explicit zeros, removing
many constraints and making the problem much easier to solve. This
commit corrects the Gram matrix conversion. The Float64 search now
solves the same problem as the BigFloat search, with comparable
performance.
2024-07-15 14:08:57 -07:00
Aaron Fenyes
7b3efbc385 Clean up backtracking gradient descent code
Drop experimental singularity handling strategies. Reduce the default
tolerance to within 64-bit floating point precision. Report success.
2024-07-15 13:15:15 -07:00
Aaron Fenyes
25b09ebf92 Sketch backtracking Newton's method
This code is a mess, but I'm committing it to record a working state
before I start trying to clean up.
2024-07-15 11:32:04 -07:00
Aaron Fenyes
3910b9f740 Use Newton's method for polishing 2024-07-11 13:43:52 -07:00
Aaron Fenyes
d538cbf716 Correct improvement threshold by using unit step
Our formula for the improvement theshold works when the step size is
an absolute distance. However, in commit `4d5ea06`, the step size was
measured relative to the current gradient instead. This commit scales
the base step to unit length, so now the step size really is an absolute
distance.
2024-07-10 23:31:44 -07:00
Aaron Fenyes
4d5ea062a3 Record gradient and last line search in history 2024-07-09 15:00:13 -07:00
Aaron Fenyes
5652719642 Require triangle sides to be planar 2024-07-09 14:10:23 -07:00
Aaron Fenyes
f84d475580 Visualize neighborhoods of global minima 2024-07-09 14:01:30 -07:00
Aaron Fenyes
77bc124170 Change loss function to match gradient 2024-07-09 14:00:24 -07:00
Aaron Fenyes
023759a267 Start "circles in triangle" from a very close guess 2024-07-08 14:21:10 -07:00
Aaron Fenyes
610fc451f0 Track slope in gradient descent history 2024-07-08 14:19:25 -07:00
Aaron Fenyes
93dd05c317 Add required package to "sphere in tetrahedron" example 2024-07-08 14:19:05 -07:00
Aaron Fenyes
9efa99e8be Test gradient descent for circles in triangle 2024-07-08 12:56:28 -07:00
Aaron Fenyes
828498b3de Add sphere and plane utilities to engine 2024-07-08 12:56:14 -07:00
Aaron Fenyes
736ac50b07 Test gradient descent for sphere in tetrahedron 2024-07-07 17:58:55 -07:00
Aaron Fenyes
ea354b6c2b Randomize guess in gradient descent test
Randomly perturb the pre-solved part of the guess, and randomly choose
the unsolved part.
2024-07-07 17:56:12 -07:00
Aaron Fenyes
d39244d308 Host Ganja.js locally 2024-07-06 21:35:09 -07:00
Aaron Fenyes
7e94fef19e Improve random vector generator 2024-07-06 21:32:43 -07:00
Aaron Fenyes
abc53b4705 Sketch random vector generator
This needs to be rewritten: it can fail at generating spacelike vectors.
2024-07-02 17:16:31 -07:00
Aaron Fenyes
17fefff61e Name gradient descent test more specifically 2024-07-02 17:16:19 -07:00
Aaron Fenyes
133519cacb Encapsulate gradient descent code
The completed gram matrix from this commit matches the one from commit
e7dde58 to six decimal places.
2024-07-02 15:02:59 -07:00
Aaron Fenyes
e7dde5800c Do gradient descent entirely in BigFloat
The previos version accidentally returned steps in Float64.
2024-07-02 12:35:12 -07:00
Aaron Fenyes
242d630cc6 Get Ganja.js to display planes 2024-06-27 21:49:53 -07:00
Aaron Fenyes
8eb1ebb8d2 Merge branch 'ganja' into gram 2024-06-26 15:57:07 -07:00
Aaron Fenyes
05a824834d Let visibility controls scroll 2024-06-26 15:56:51 -07:00
Aaron Fenyes
a113f33635 Merge branch 'ganja' into gram
Get visibility controls.
2024-06-26 15:52:20 -07:00
Aaron Fenyes
5ea32ac53c Streamline visibility controls 2024-06-26 15:51:57 -07:00
Aaron Fenyes
3eb4fc6c91 Add element visibility controls 2024-06-26 15:24:31 -07:00
Aaron Fenyes
7aaf134a36 Size the viewer window automatically 2024-06-26 13:15:54 -07:00
Aaron Fenyes
c933e07312 Switch to Ganja.js basis ordering 2024-06-26 11:39:34 -07:00
Aaron Fenyes
2b6c4f4720 Avoid naming conflict with identity transformation 2024-06-26 11:28:47 -07:00
Aaron Fenyes
5aadfecf6c Merge branch 'ganja' into gram
Visualize low-rank factorization results.
2024-06-26 11:12:24 -07:00
Aaron Fenyes
4a28a47520 Update namespace of AbstractAlgebra.Rationals 2024-06-26 01:06:27 -07:00
Aaron Fenyes
a3b1f4920c Build construction viewer module 2024-06-26 00:41:21 -07:00
Aaron Fenyes
665cb30ce0 Correct indentation of CSS 2024-06-25 23:31:00 -07:00
Aaron Fenyes
182b5bb9f6 Generate palette automatically 2024-06-25 17:57:16 -07:00
Aaron Fenyes
b7b5b9386b Load elements from Julia into Ganja.js 2024-06-25 16:30:19 -07:00
Aaron Fenyes
06a9dda5bb Play with reflections
Try configuration of five tangent spheres.
2024-06-25 13:40:40 -07:00
Aaron Fenyes
69a9baa8ee Add live updates to Ganja.js visualization 2024-06-25 03:11:50 -07:00
Aaron Fenyes
3b10c95d5f Clean up examples
Declare JavaScript variables. Revise Julia comments to match new code.
2024-06-25 02:58:39 -07:00
Aaron Fenyes
3c34481519 Get familiar with Ganja.js inline syntax 2024-06-25 01:54:01 -07:00
Aaron Fenyes
d1ce91d2aa Get a Ganja.js visualization running in Blink 2024-06-24 19:37:57 -07:00
Aaron Fenyes
58a5c38e62 Try numerical low-rank factorization
The best technique I've found so far is the homemade gradient descent
routine in `descent-test.jl`.
2024-05-30 00:36:03 -07:00
Aaron Fenyes
ef33b8ee10 Correct signature 2024-03-01 13:26:20 -05:00
Aaron Fenyes
717e5a6200 Extend Gram matrix automatically
The signature of the Minkowski form on the subspace spanned by the Gram
matrix should tell us what the big Gram matrix has to look like
2024-02-21 03:00:06 -05:00
Aaron Fenyes
16826cf07c Try out the Gram matrix approach 2024-02-20 22:35:24 -05:00
Aaron Fenyes
3170a933e4 Clean up example of three mutually tangent spheres 2024-02-15 17:16:37 -08:00
Aaron Fenyes
f2000e5731 Test different sign patterns for cosines
It seems like there are real solutions if and only if the product of the
cosines is positive.
2024-02-15 16:25:09 -08:00
Aaron Fenyes
ba365174d3 Find real solutions for three mutually tangent spheres
I'm not sure why the solver wasn't working before. It might've been just
an unlucky random number draw.
2024-02-15 16:16:06 -08:00
Aaron Fenyes
ae5db0f9ea Make results reproducible 2024-02-15 16:00:46 -08:00
Aaron Fenyes
8d8bc9162c Store elements in arrays to keep order stable
This seems to restore reproducibility.
2024-02-15 15:42:26 -08:00
Aaron Fenyes
291d5c8ff6 Study mutually tangent spheres with two fixed 2024-02-15 13:28:01 -08:00
Aaron Fenyes
e41bcc7e13 Explore the performance wall
Three points on two spheres is too much.
2024-02-13 04:02:14 -05:00
Aaron Fenyes
31d5e7e864 Play with two points on two spheres
Guess conditions that make the scaling constraint impossible to satisfy.
2024-02-12 22:48:16 -05:00
Aaron Fenyes
a450f701fb Try displaying a chain of spheres
For three mutually tangent spheres, I couldn't find real solutions.
2024-02-12 21:14:07 -05:00
Aaron Fenyes
6cf07dc6a1 Evaluate and display elements 2024-02-12 20:34:12 -05:00
Aaron Fenyes
1f173708eb Move random cut routine into engine 2024-02-10 17:39:26 -05:00
Aaron Fenyes
6f18d4efcc Test lots of uniformly distributed hyperplanes 2024-02-10 15:10:48 -05:00
Aaron Fenyes
621c4c5776 Try uniformly distributed hyperplane orientations
Unit normals are uniformly distributed over the sphere.
2024-02-10 15:02:26 -05:00
Aaron Fenyes
b3b7c2026d Separate the algebraic and numerical parts of the engine 2024-02-10 14:50:50 -05:00
Aaron Fenyes
af1d31f6e6 Test a scale constraint
In all but a few cases (for example, a single point on a plane), we
should be able to us the radius-coradius boost symmetry to make the
average co-radius—representing the "overall scale"—roughly one.
2024-02-10 14:21:52 -05:00
Aaron Fenyes
8e33987f59 Systematically try out different cut planes 2024-02-10 13:46:01 -05:00
Aaron Fenyes
06872a04af Say how many sample solutions we found 2024-02-10 01:06:06 -05:00
Aaron Fenyes
becefe0c47 Try switching to compiled system 2024-02-10 00:59:50 -05:00
Aaron Fenyes
34358a8728 Find witnesses on random rational hyperplanes
Choose hyperplanes that go through the trivial solution.
2024-02-09 23:44:10 -05:00
Aaron Fenyes
95c0ff14b2 Show explicitly that all coefficients are 1 in first cut equation 2024-02-09 17:09:43 -05:00
Aaron Fenyes
f97090c997 Try a cut that goes through the trivial solution
The previous cut was supposed to do this, but I was missing some parentheses.
2024-02-08 01:58:12 -05:00
Aaron Fenyes
45aaaafc8f Seek sample solutions by cutting with a hyperplane
The example hyperplane yields a single solution, with multiplicity six. You can
find it analytically by hand, and homotopy continuation finds it numerically.
2024-02-08 01:53:55 -05:00
Aaron Fenyes
43cbf8a3a0 Add relations to center and orient the construction 2024-02-05 00:10:13 -05:00
Aaron Fenyes
21f09c4a4d Switch element abbreviation from "elem" to "elt" 2024-02-04 16:08:13 -05:00
Aaron Fenyes
a3f3f6a31b Order spheres before points within each coordinate block
In the cases I've tried so far, this leads to substantially smaller
Gröbner bases.
2024-02-01 16:13:22 -05:00
Aaron Fenyes
65d23fb667 Use module names as filenames
You're right: this naming convention seems to be standard for Julia
modules now.
2024-01-30 02:49:33 -05:00
Aaron Fenyes
4e02ee16fc Find dimension of solution variety 2024-01-30 02:45:14 -05:00
Aaron Fenyes
6349f298ae Extend AbstractAlgebra ideals to rational coefficients
The extension should also let us work over finite fields of prime order,
although we don't need to do that.
2024-01-29 19:11:21 -05:00
Aaron Fenyes
0731c7aac1 Correct relation equations 2024-01-29 12:41:07 -05:00
Aaron Fenyes
59a527af43 Correct Minkowski product; build chain of three spheres 2024-01-29 12:28:57 -05:00
Aaron Fenyes
c29000d912 Write a simple solver for the hitting set problem
I think we need this to find the dimension of the solution variety.
2024-01-28 01:34:13 -05:00
Aaron Fenyes
86dbd9ea45 Order variables by coordinate and then element
In other words, order coordinates like
  (rₛ₁, rₛ₂, sₛ₁, sₛ₂, xₛ₁, xₛ₂, xₚ₃, yₛ₁, yₛ₂, yₚ₃, zₛ₁, zₛ₂, zₚ₃)
instead of like
  (rₛ₁, sₛ₁, xₛ₁, yₛ₁, zₛ₁, rₛ₂, sₛ₂, xₛ₂, yₛ₂, zₛ₂, xₚ₃, yₚ₃, zₚ₃).

In the test cases, this really cuts down the size of the Gröbner basis.
2024-01-27 14:21:03 -05:00
Aaron Fenyes
463a3b21e1 Realize relations as equations 2024-01-27 12:28:29 -05:00
Aaron Fenyes
4d5aa3b327 Realize geometric elements as symbolic vectors 2024-01-26 11:14:32 -05:00
Aaron Fenyes
b864cf7866 Start drafting engine prototype 2024-01-24 11:16:24 -05:00
18 changed files with 13 additions and 2394 deletions

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@ -1,4 +0,0 @@
target
dist
profiling
Cargo.lock

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@ -1,44 +0,0 @@
[package]
name = "dyna3"
version = "0.1.0"
authors = ["Aaron Fenyes", "Glen Whitney"]
edition = "2021"
[features]
default = ["console_error_panic_hook"]
[dependencies]
itertools = "0.13.0"
js-sys = "0.3.70"
lazy_static = "1.5.0"
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',
'HtmlInputElement',
'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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@ -1,11 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<title>dyna3</title>
<link data-trunk rel="css" href="main.css"/>
<link href="https://fonts.bunny.net/css?family=fira-sans:ital,wght@0,400;1,400&display=swap" rel="stylesheet">
<link href="https://fonts.bunny.net/css?family=noto-emoji:wght@400&text=%f0%9f%94%97%e2%9a%a0&display=swap" rel="stylesheet">
</head>
<body></body>
</html>

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@ -1,175 +0,0 @@
:root {
--text: #fcfcfc; /* almost white */
--text-bright: white;
--text-invalid: #f58fc2; /* bright pink */
--border: #555; /* light gray */
--border-focus: #aaa; /* bright gray */
--border-invalid: #70495c; /* dusky pink */
--selection-highlight: #444; /* medium gray */
--page-background: #222; /* dark gray */
--display-background: #020202; /* almost black */
}
body {
margin: 0px;
color: var(--text);
background-color: var(--page-background);
font-family: 'Fira Sans', sans-serif;
}
/* 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: var(--border);
}
/* add-remove */
#add-remove {
display: flex;
gap: 8px;
margin: 8px;
}
#add-remove > button {
width: 32px;
height: 32px;
font-size: large;
}
/* KLUDGE */
/*
for convenience, we're using emoji as temporary icons for some buttons. these
buttons need to be displayed in an emoji font
*/
#add-remove > button.emoji {
font-family: 'Noto Emoji', sans-serif;
}
/* outline */
#outline {
flex-grow: 1;
margin: 0px;
padding: 0px;
overflow-y: scroll;
}
li {
user-select: none;
}
summary {
display: flex;
}
summary.selected {
color: var(--text-bright);
background-color: var(--selection-highlight);
}
summary > div, .constraint {
padding-top: 4px;
padding-bottom: 4px;
}
.element, .constraint {
display: flex;
flex-grow: 1;
padding-left: 8px;
padding-right: 8px;
}
.element-switch {
width: 18px;
padding-left: 2px;
text-align: center;
}
details:has(li) .element-switch::after {
content: '▸';
}
details[open]:has(li) .element-switch::after {
content: '▾';
}
.element-label {
flex-grow: 1;
}
.constraint-label {
flex-grow: 1;
}
.element-representation {
display: flex;
}
.element-representation > div {
padding: 2px 0px 0px 0px;
font-size: 10pt;
font-variant-numeric: tabular-nums;
text-align: right;
width: 56px;
}
.constraint {
font-style: italic;
}
.constraint.invalid {
color: var(--text-invalid);
}
.constraint > input[type=checkbox] {
margin: 0px 8px 0px 0px;
}
.constraint > input[type=text] {
color: inherit;
background-color: inherit;
border: 1px solid var(--border);
border-radius: 2px;
}
.constraint.invalid > input[type=text] {
border-color: var(--border-invalid);
}
.status {
width: 20px;
padding-left: 4px;
text-align: center;
font-family: 'Noto Emoji';
font-style: normal;
}
.invalid > .status::after, details:has(.invalid):not([open]) .status::after {
content: '⚠';
color: var(--text-invalid);
}
/* display */
canvas {
float: left;
margin-left: 20px;
margin-top: 20px;
background-color: var(--display-background);
border: 1px solid var(--border);
border-radius: 16px;
}
canvas:focus {
border-color: var(--border-focus);
}

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@ -1,8 +0,0 @@
# based on "Enabling print statements in Cargo tests", by Jon Almeida
#
# https://jonalmeida.com/posts/2015/01/23/print-cargo/
#
cargo test -- --nocapture engine::tests::irisawa_hexlet_test
cargo test -- --nocapture engine::tests::three_spheres_example
cargo test -- --nocapture engine::tests::point_on_sphere_example

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@ -1,240 +0,0 @@
use sycamore::prelude::*;
use web_sys::{console, wasm_bindgen::JsValue};
use crate::{engine, AppState, assembly::{Assembly, Constraint, Element}};
/* DEBUG */
// load an example assembly for testing. this code will be removed once we've
// built a more formal test assembly system
fn load_gen_assemb(assembly: &Assembly) {
let _ = assembly.try_insert_element(
Element::new(
String::from("gemini_a"),
String::from("Castor"),
[1.00_f32, 0.25_f32, 0.00_f32],
engine::sphere(0.5, 0.5, 0.0, 1.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("gemini_b"),
String::from("Pollux"),
[0.00_f32, 0.25_f32, 1.00_f32],
engine::sphere(-0.5, -0.5, 0.0, 1.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("ursa_major"),
String::from("Ursa major"),
[0.25_f32, 0.00_f32, 1.00_f32],
engine::sphere(-0.5, 0.5, 0.0, 0.75)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("ursa_minor"),
String::from("Ursa minor"),
[0.25_f32, 1.00_f32, 0.00_f32],
engine::sphere(0.5, -0.5, 0.0, 0.5)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("moon_deimos"),
String::from("Deimos"),
[0.75_f32, 0.75_f32, 0.00_f32],
engine::sphere(0.0, 0.15, 1.0, 0.25)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("moon_phobos"),
String::from("Phobos"),
[0.00_f32, 0.75_f32, 0.50_f32],
engine::sphere(0.0, -0.15, -1.0, 0.25)
)
);
}
/* DEBUG */
// load an example assembly for testing. this code will be removed once we've
// built a more formal test assembly system
fn load_low_curv_assemb(assembly: &Assembly) {
let a = 0.75_f64.sqrt();
let _ = assembly.try_insert_element(
Element::new(
"central".to_string(),
"Central".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(0.0, 0.0, 0.0, 1.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"assemb_plane".to_string(),
"Assembly plane".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"side1".to_string(),
"Side 1".to_string(),
[1.00_f32, 0.00_f32, 0.25_f32],
engine::sphere_with_offset(1.0, 0.0, 0.0, 1.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"side2".to_string(),
"Side 2".to_string(),
[0.25_f32, 1.00_f32, 0.00_f32],
engine::sphere_with_offset(-0.5, a, 0.0, 1.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"side3".to_string(),
"Side 3".to_string(),
[0.00_f32, 0.25_f32, 1.00_f32],
engine::sphere_with_offset(-0.5, -a, 0.0, 1.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"corner1".to_string(),
"Corner 1".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"corner2".to_string(),
"Corner 2".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("corner3"),
String::from("Corner 3"),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0)
)
);
}
#[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(
class="emoji", /* KLUDGE */ // for convenience, we're using an emoji as a temporary icon for this button
disabled={
let state = use_context::<AppState>();
state.selection.with(|sel| sel.len() != 2)
},
on:click=|_| {
let state = use_context::<AppState>();
let subjects = state.selection.with(
|sel| {
let subject_vec: Vec<_> = sel.into_iter().collect();
(subject_vec[0].clone(), subject_vec[1].clone())
}
);
let lorentz_prod = create_signal(0.0);
let lorentz_prod_valid = create_signal(false);
let active = create_signal(true);
state.assembly.insert_constraint(Constraint {
subjects: subjects,
lorentz_prod: lorentz_prod,
lorentz_prod_text: create_signal(String::new()),
lorentz_prod_valid: lorentz_prod_valid,
active: active,
});
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.subjects.0),
&JsValue::from(cst.subjects.1),
&JsValue::from(":"),
&JsValue::from(cst.lorentz_prod.get_untracked())
);
}
});
// update the realization when the constraint becomes active
// and valid, or is edited while active and valid
create_effect(move || {
console::log_1(&JsValue::from(
format!("Constraint ({}, {}) updated", subjects.0, subjects.1)
));
lorentz_prod.track();
if active.get() && lorentz_prod_valid.get() {
state.assembly.realize();
}
});
}
) { "🔗" }
select(bind:value=assembly_name) { /* DEBUG */ // example assembly chooser
option(value="general") { "General" }
option(value="low-curv") { "Low-curvature" }
option(value="empty") { "Empty" }
}
}
}
}

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@ -1,233 +0,0 @@
use nalgebra::{DMatrix, DVector};
use rustc_hash::FxHashMap;
use slab::Slab;
use std::{collections::BTreeSet, sync::atomic::{AtomicU64, Ordering}};
use sycamore::prelude::*;
use web_sys::{console, wasm_bindgen::JsValue}; /* DEBUG */
use crate::engine::{realize_gram, PartialMatrix};
// the types of the keys we use to access an assembly's elements and constraints
pub type ElementKey = usize;
pub type ConstraintKey = usize;
pub type ElementColor = [f32; 3];
/* KLUDGE */
// we should reconsider this design when we build a system for switching between
// assemblies. at that point, we might want to switch to hierarchical keys,
// where each each element has a key that identifies it within its assembly and
// each assembly has a key that identifies it within the sesssion
static NEXT_ELEMENT_SERIAL: AtomicU64 = AtomicU64::new(0);
#[derive(Clone, PartialEq)]
pub struct Element {
pub id: String,
pub label: String,
pub color: ElementColor,
pub representation: Signal<DVector<f64>>,
pub constraints: Signal<BTreeSet<ConstraintKey>>,
// a serial number, assigned by `Element::new`, that uniquely identifies
// each element
pub serial: u64,
// the configuration matrix column index that was assigned to this element
// last time the assembly was realized
column_index: usize
}
impl Element {
pub fn new(
id: String,
label: String,
color: ElementColor,
representation: DVector<f64>
) -> Element {
// take the next serial number, panicking if that was the last number we
// had left. the technique we use to panic on overflow is taken from
// _Rust Atomics and Locks_, by Mara Bos
//
// https://marabos.nl/atomics/atomics.html#example-handle-overflow
//
let serial = NEXT_ELEMENT_SERIAL.fetch_update(
Ordering::SeqCst, Ordering::SeqCst,
|serial| serial.checked_add(1)
).expect("Out of serial numbers for elements");
Element {
id: id,
label: label,
color: color,
representation: create_signal(representation),
constraints: create_signal(BTreeSet::default()),
serial: serial,
column_index: 0
}
}
}
#[derive(Clone)]
pub struct Constraint {
pub subjects: (ElementKey, ElementKey),
pub lorentz_prod: Signal<f64>,
pub lorentz_prod_text: Signal<String>,
pub lorentz_prod_valid: Signal<bool>,
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, ElementKey>>
}
impl Assembly {
pub fn new() -> Assembly {
Assembly {
elements: create_signal(Slab::new()),
constraints: create_signal(Slab::new()),
elements_by_id: create_signal(FxHashMap::default())
}
}
// --- inserting elements and constraints ---
// 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::new(
id,
format!("Sphere {}", id_num),
[0.75_f32, 0.75_f32, 0.75_f32],
DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.5, -0.5])
)
);
}
pub fn insert_constraint(&self, constraint: Constraint) {
let subjects = constraint.subjects;
let key = self.constraints.update(|csts| csts.insert(constraint));
let subject_constraints = self.elements.with(
|elts| (elts[subjects.0].constraints, elts[subjects.1].constraints)
);
subject_constraints.0.update(|csts| csts.insert(key));
subject_constraints.1.update(|csts| csts.insert(key));
}
// --- realization ---
pub fn realize(&self) {
// index the elements
self.elements.update_silent(|elts| {
for (index, (_, elt)) in elts.into_iter().enumerate() {
elt.column_index = index;
}
});
// set up the Gram matrix and the initial configuration matrix
let (gram, guess) = self.elements.with_untracked(|elts| {
// set up the off-diagonal part of the Gram matrix
let mut gram_to_be = PartialMatrix::new();
self.constraints.with_untracked(|csts| {
for (_, cst) in csts {
if cst.active.get_untracked() && cst.lorentz_prod_valid.get_untracked() {
let subjects = cst.subjects;
let row = elts[subjects.0].column_index;
let col = elts[subjects.1].column_index;
gram_to_be.push_sym(row, col, cst.lorentz_prod.get_untracked());
}
}
});
// set up the initial configuration matrix and the diagonal of the
// Gram matrix
let mut guess_to_be = DMatrix::<f64>::zeros(5, elts.len());
for (_, elt) in elts {
let index = elt.column_index;
gram_to_be.push_sym(index, index, 1.0);
guess_to_be.set_column(index, &elt.representation.get_clone_untracked());
}
(gram_to_be, guess_to_be)
});
/* DEBUG */
// log the Gram matrix
console::log_1(&JsValue::from("Gram matrix:"));
gram.log_to_console();
/* DEBUG */
// log the initial configuration matrix
console::log_1(&JsValue::from("Old configuration:"));
for j in 0..guess.nrows() {
let mut row_str = String::new();
for k in 0..guess.ncols() {
row_str.push_str(format!(" {:>8.3}", guess[(j, k)]).as_str());
}
console::log_1(&JsValue::from(row_str));
}
// look for a configuration with the given Gram matrix
let (config, success, history) = realize_gram(
&gram, guess, &[],
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
/* DEBUG */
// report the outcome of the search
console::log_1(&JsValue::from(
if success {
"Target accuracy achieved!"
} else {
"Failed to reach target accuracy"
}
));
console::log_2(&JsValue::from("Steps:"), &JsValue::from(history.scaled_loss.len() - 1));
console::log_2(&JsValue::from("Loss:"), &JsValue::from(*history.scaled_loss.last().unwrap()));
if success {
// read out the solution
for (_, elt) in self.elements.get_clone_untracked() {
elt.representation.update(
|rep| rep.set_column(0, &config.column(elt.column_index))
);
}
}
}
}

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@ -1,464 +0,0 @@
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.with(|elts| {
for (_, elt) in elts {
elt.representation.track();
}
});
state.selection.track();
scene_changed.set(true);
});
/* INSTRUMENTS */
const SAMPLE_PERIOD: i32 = 60;
let mut last_sample_time = 0.0;
let mut frames_since_last_sample = 0;
let mean_frame_interval = create_signal(0.0);
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 (
elt_cnt,
reps_world,
colors,
highlights
) = state.assembly.elements.with(|elts| {
(
// number of elements
elts.len() as i32,
// representation vectors in world coordinates
elts.iter().map(
|(_, elt)| elt.representation.with(|rep| &assembly_to_world * rep)
).collect::<Vec<_>>(),
// colors
elts.iter().map(|(key, elt)| {
if state.selection.with(|sel| sel.contains(&key)) {
elt.color.map(|ch| 0.2 + 0.8*ch)
} else {
elt.color
}
}).collect::<Vec<_>>(),
// highlight levels
elts.iter().map(|(key, _)| {
if state.selection.with(|sel| sel.contains(&key)) {
1.0_f32
} else {
HIGHLIGHT
}
}).collect::<Vec<_>>()
)
});
// 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(), elt_cnt);
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);
}
)
}
}

View File

@ -1,540 +0,0 @@
use lazy_static::lazy_static;
use nalgebra::{Const, DMatrix, DVector, Dyn};
use web_sys::{console, wasm_bindgen::JsValue}; /* DEBUG */
// --- elements ---
#[cfg(test)]
pub fn point(x: f64, y: f64, z: f64) -> DVector<f64> {
DVector::from_column_slice(&[x, y, z, 0.5, 0.5*(x*x + y*y + z*z)])
}
// 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)
])
}
// --- partial matrices ---
struct MatrixEntry {
index: (usize, usize),
value: f64
}
pub struct PartialMatrix(Vec<MatrixEntry>);
impl PartialMatrix {
pub fn new() -> PartialMatrix {
PartialMatrix(Vec::<MatrixEntry>::new())
}
pub fn push_sym(&mut self, row: usize, col: usize, value: f64) {
let PartialMatrix(entries) = self;
entries.push(MatrixEntry { index: (row, col), value: value });
if row != col {
entries.push(MatrixEntry { index: (col, row), value: value });
}
}
/* DEBUG */
pub fn log_to_console(&self) {
let PartialMatrix(entries) = self;
for ent in entries {
let ent_str = format!(" {} {} {}", ent.index.0, ent.index.1, ent.value);
console::log_1(&JsValue::from(ent_str.as_str()));
}
}
fn proj(&self, a: &DMatrix<f64>) -> DMatrix<f64> {
let mut result = DMatrix::<f64>::zeros(a.nrows(), a.ncols());
let PartialMatrix(entries) = self;
for ent in entries {
result[ent.index] = a[ent.index];
}
result
}
fn sub_proj(&self, rhs: &DMatrix<f64>) -> DMatrix<f64> {
let mut result = DMatrix::<f64>::zeros(rhs.nrows(), rhs.ncols());
let PartialMatrix(entries) = self;
for ent in entries {
result[ent.index] = ent.value - rhs[ent.index];
}
result
}
}
// --- descent history ---
pub struct DescentHistory {
pub config: Vec<DMatrix<f64>>,
pub scaled_loss: Vec<f64>,
pub neg_grad: Vec<DMatrix<f64>>,
pub min_eigval: Vec<f64>,
pub base_step: Vec<DMatrix<f64>>,
pub backoff_steps: Vec<i32>
}
impl DescentHistory {
fn new() -> DescentHistory {
DescentHistory {
config: Vec::<DMatrix<f64>>::new(),
scaled_loss: Vec::<f64>::new(),
neg_grad: Vec::<DMatrix<f64>>::new(),
min_eigval: Vec::<f64>::new(),
base_step: Vec::<DMatrix<f64>>::new(),
backoff_steps: Vec::<i32>::new(),
}
}
}
// --- gram matrix realization ---
// the Lorentz form
lazy_static! {
static ref Q: DMatrix<f64> = DMatrix::from_row_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, 0.0,
0.0, 0.0, 0.0, 0.0, -2.0,
0.0, 0.0, 0.0, -2.0, 0.0
]);
}
struct SearchState {
config: DMatrix<f64>,
err_proj: DMatrix<f64>,
loss: f64
}
impl SearchState {
fn from_config(gram: &PartialMatrix, config: DMatrix<f64>) -> SearchState {
let err_proj = gram.sub_proj(&(config.tr_mul(&*Q) * &config));
let loss = err_proj.norm_squared();
SearchState {
config: config,
err_proj: err_proj,
loss: loss
}
}
}
fn basis_matrix(index: (usize, usize), nrows: usize, ncols: usize) -> DMatrix<f64> {
let mut result = DMatrix::<f64>::zeros(nrows, ncols);
result[index] = 1.0;
result
}
// use backtracking line search to find a better configuration
fn seek_better_config(
gram: &PartialMatrix,
state: &SearchState,
base_step: &DMatrix<f64>,
base_target_improvement: f64,
min_efficiency: f64,
backoff: f64,
max_backoff_steps: i32
) -> Option<(SearchState, i32)> {
let mut rate = 1.0;
for backoff_steps in 0..max_backoff_steps {
let trial_config = &state.config + rate * base_step;
let trial_state = SearchState::from_config(gram, trial_config);
let improvement = state.loss - trial_state.loss;
if improvement >= min_efficiency * rate * base_target_improvement {
return Some((trial_state, backoff_steps));
}
rate *= backoff;
}
None
}
// seek a matrix `config` for which `config' * Q * config` matches the partial
// matrix `gram`. use gradient descent starting from `guess`
pub fn realize_gram(
gram: &PartialMatrix,
guess: DMatrix<f64>,
frozen: &[(usize, usize)],
scaled_tol: f64,
min_efficiency: f64,
backoff: f64,
reg_scale: f64,
max_descent_steps: i32,
max_backoff_steps: i32
) -> (DMatrix<f64>, bool, DescentHistory) {
// start the descent history
let mut history = DescentHistory::new();
// find the dimension of the search space
let element_dim = guess.nrows();
let assembly_dim = guess.ncols();
let total_dim = element_dim * assembly_dim;
// scale the tolerance
let scale_adjustment = (gram.0.len() as f64).sqrt();
let tol = scale_adjustment * scaled_tol;
// convert the frozen indices to stacked format
let frozen_stacked: Vec<usize> = frozen.into_iter().map(
|index| index.1*element_dim + index.0
).collect();
// use Newton's method with backtracking and gradient descent backup
let mut state = SearchState::from_config(gram, guess);
for _ in 0..max_descent_steps {
// stop if the loss is tolerably low
history.config.push(state.config.clone());
history.scaled_loss.push(state.loss / scale_adjustment);
if state.loss < tol { break; }
// find the negative gradient of the loss function
let neg_grad = 4.0 * &*Q * &state.config * &state.err_proj;
let mut neg_grad_stacked = neg_grad.clone().reshape_generic(Dyn(total_dim), Const::<1>);
history.neg_grad.push(neg_grad.clone());
// find the negative Hessian of the loss function
let mut hess_cols = Vec::<DVector<f64>>::with_capacity(total_dim);
for col in 0..assembly_dim {
for row in 0..element_dim {
let index = (row, col);
let basis_mat = basis_matrix(index, element_dim, assembly_dim);
let neg_d_err =
basis_mat.tr_mul(&*Q) * &state.config
+ state.config.tr_mul(&*Q) * &basis_mat;
let neg_d_err_proj = gram.proj(&neg_d_err);
let deriv_grad = 4.0 * &*Q * (
-&basis_mat * &state.err_proj
+ &state.config * &neg_d_err_proj
);
hess_cols.push(deriv_grad.reshape_generic(Dyn(total_dim), Const::<1>));
}
}
let mut hess = DMatrix::from_columns(hess_cols.as_slice());
// regularize the Hessian
let min_eigval = hess.symmetric_eigenvalues().min();
if min_eigval <= 0.0 {
hess -= reg_scale * min_eigval * DMatrix::identity(total_dim, total_dim);
}
history.min_eigval.push(min_eigval);
// project the negative gradient and negative Hessian onto the
// orthogonal complement of the frozen subspace
let zero_col = DVector::zeros(total_dim);
let zero_row = zero_col.transpose();
for &k in &frozen_stacked {
neg_grad_stacked[k] = 0.0;
hess.set_row(k, &zero_row);
hess.set_column(k, &zero_col);
hess[(k, k)] = 1.0;
}
// compute the Newton step
/*
we need to either handle or eliminate the case where the minimum
eigenvalue of the Hessian is zero, so the regularized Hessian is
singular. right now, this causes the Cholesky decomposition to return
`None`, leading to a panic when we unrap
*/
let base_step_stacked = hess.cholesky().unwrap().solve(&neg_grad_stacked);
let base_step = base_step_stacked.reshape_generic(Dyn(element_dim), Dyn(assembly_dim));
history.base_step.push(base_step.clone());
// use backtracking line search to find a better configuration
match seek_better_config(
gram, &state, &base_step, neg_grad.dot(&base_step),
min_efficiency, backoff, max_backoff_steps
) {
Some((better_state, backoff_steps)) => {
state = better_state;
history.backoff_steps.push(backoff_steps);
},
None => return (state.config, false, history)
};
}
(state.config, state.loss < tol, history)
}
// --- tests ---
#[cfg(test)]
mod tests {
use std::{array, f64::consts::PI};
use super::*;
#[test]
fn sub_proj_test() {
let target = PartialMatrix(vec![
MatrixEntry { index: (0, 0), value: 19.0 },
MatrixEntry { index: (0, 2), value: 39.0 },
MatrixEntry { index: (1, 1), value: 59.0 },
MatrixEntry { index: (1, 2), value: 69.0 }
]);
let attempt = DMatrix::<f64>::from_row_slice(2, 3, &[
1.0, 2.0, 3.0,
4.0, 5.0, 6.0
]);
let expected_result = DMatrix::<f64>::from_row_slice(2, 3, &[
18.0, 0.0, 36.0,
0.0, 54.0, 63.0
]);
assert_eq!(target.sub_proj(&attempt), expected_result);
}
#[test]
fn zero_loss_test() {
let gram = PartialMatrix({
let mut entries = Vec::<MatrixEntry>::new();
for j in 0..3 {
for k in 0..3 {
entries.push(MatrixEntry {
index: (j, k),
value: if j == k { 1.0 } else { -1.0 }
});
}
}
entries
});
let config = {
let a: f64 = 0.75_f64.sqrt();
DMatrix::from_columns(&[
sphere(1.0, 0.0, 0.0, a),
sphere(-0.5, a, 0.0, a),
sphere(-0.5, -a, 0.0, a)
])
};
let state = SearchState::from_config(&gram, config);
assert!(state.loss.abs() < f64::EPSILON);
}
// this problem is from a sangaku by Irisawa Shintarō Hiroatsu. the article
// below includes a nice translation of the problem statement, which was
// recorded in Uchida Itsumi's book _Kokon sankan_ (_Mathematics, Past and
// Present_)
//
// "Japan's 'Wasan' Mathematical Tradition", by Abe Haruki
// https://www.nippon.com/en/japan-topics/c12801/
//
#[test]
fn irisawa_hexlet_test() {
let gram = PartialMatrix({
let mut entries = Vec::<MatrixEntry>::new();
for s in 0..9 {
// each sphere is represented by a spacelike vector
entries.push(MatrixEntry { index: (s, s), value: 1.0 });
// the circumscribing sphere is tangent to all of the other
// spheres, with matching orientation
if s > 0 {
entries.push(MatrixEntry { index: (0, s), value: 1.0 });
entries.push(MatrixEntry { index: (s, 0), value: 1.0 });
}
if s > 2 {
// each chain sphere is tangent to the "sun" and "moon"
// spheres, with opposing orientation
for n in 1..3 {
entries.push(MatrixEntry { index: (s, n), value: -1.0 });
entries.push(MatrixEntry { index: (n, s), value: -1.0 });
}
// each chain sphere is tangent to the next chain sphere,
// with opposing orientation
let s_next = 3 + (s-2) % 6;
entries.push(MatrixEntry { index: (s, s_next), value: -1.0 });
entries.push(MatrixEntry { index: (s_next, s), value: -1.0 });
}
}
entries
});
let guess = DMatrix::from_columns(
[
sphere(0.0, 0.0, 0.0, 15.0),
sphere(0.0, 0.0, -9.0, 5.0),
sphere(0.0, 0.0, 11.0, 3.0)
].into_iter().chain(
(1..=6).map(
|k| {
let ang = (k as f64) * PI/3.0;
sphere(9.0 * ang.cos(), 9.0 * ang.sin(), 0.0, 2.5)
}
)
).collect::<Vec<_>>().as_slice()
);
let frozen: [(usize, usize); 4] = array::from_fn(|k| (3, k));
const SCALED_TOL: f64 = 1.0e-12;
let (config, success, history) = realize_gram(
&gram, guess, &frozen,
SCALED_TOL, 0.5, 0.9, 1.1, 200, 110
);
let entry_tol = SCALED_TOL.sqrt();
let solution_diams = [30.0, 10.0, 6.0, 5.0, 15.0, 10.0, 3.75, 2.5, 2.0 + 8.0/11.0];
for (k, diam) in solution_diams.into_iter().enumerate() {
assert!((config[(3, k)] - 1.0 / diam).abs() < entry_tol);
}
print!("\nCompleted Gram matrix:{}", config.tr_mul(&*Q) * &config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
if success {
println!("\nChain diameters:");
println!(" {} sun (given)", 1.0 / config[(3, 3)]);
for k in 4..9 {
println!(" {} sun", 1.0 / config[(3, k)]);
}
}
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.into_iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
}
// --- process inspection examples ---
// these tests are meant for human inspection, not automated use. run them
// one at a time in `--nocapture` mode and read through the results and
// optimization histories that they print out. the `run-examples` script
// will run all of them
#[test]
fn three_spheres_example() {
let gram = PartialMatrix({
let mut entries = Vec::<MatrixEntry>::new();
for j in 0..3 {
for k in 0..3 {
entries.push(MatrixEntry {
index: (j, k),
value: if j == k { 1.0 } else { -1.0 }
});
}
}
entries
});
let guess = {
let a: f64 = 0.75_f64.sqrt();
DMatrix::from_columns(&[
sphere(1.0, 0.0, 0.0, 1.0),
sphere(-0.5, a, 0.0, 1.0),
sphere(-0.5, -a, 0.0, 1.0)
])
};
println!();
let (config, success, history) = realize_gram(
&gram, guess, &[],
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
print!("\nCompleted Gram matrix:{}", config.tr_mul(&*Q) * &config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.into_iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
}
#[test]
fn point_on_sphere_example() {
let gram = PartialMatrix({
let mut entries = Vec::<MatrixEntry>::new();
for j in 0..2 {
for k in 0..2 {
entries.push(MatrixEntry {
index: (j, k),
value: if (j, k) == (1, 1) { 1.0 } else { 0.0 }
});
}
}
entries
});
let guess = DMatrix::from_columns(&[
point(0.0, 0.0, 2.0),
sphere(0.0, 0.0, 0.0, 1.0)
]);
let frozen = [(3, 0)];
println!();
let (config, success, history) = realize_gram(
&gram, guess, &frozen,
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
print!("\nCompleted Gram matrix:{}", config.tr_mul(&*Q) * &config);
print!("Configuration:{}", config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.into_iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
}
/* TO DO */
// --- new test placed here to avoid merge conflict ---
// at the frozen indices, the optimization steps should have exact zeros,
// and the realized configuration should match the initial guess
#[test]
fn frozen_entry_test() {
let gram = {
let mut gram_to_be = PartialMatrix::new();
for j in 0..2 {
for k in j..2 {
gram_to_be.push_sym(j, k, if (j, k) == (1, 1) { 1.0 } else { 0.0 });
}
}
gram_to_be
};
let guess = DMatrix::from_columns(&[
point(0.0, 0.0, 2.0),
sphere(0.0, 0.0, 0.0, 1.0)
]);
let frozen = [(3, 0), (3, 1)];
println!();
let (config, success, history) = realize_gram(
&gram, guess.clone(), &frozen,
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
assert_eq!(success, true);
for base_step in history.base_step.into_iter() {
for index in frozen {
assert_eq!(base_step[index], 0.0);
}
}
for index in frozen {
assert_eq!(config[index], guess[index]);
}
}
}

View File

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

View File

@ -1,234 +0,0 @@
#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.);
}

View File

@ -1,42 +0,0 @@
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, ElementKey};
use display::Display;
use outline::Outline;
#[derive(Clone)]
struct AppState {
assembly: Assembly,
selection: Signal<FxHashSet<ElementKey>>
}
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 {}
}
});
}

View File

@ -1,207 +0,0 @@
use itertools::Itertools;
use sycamore::prelude::*;
use web_sys::{
Event,
HtmlInputElement,
KeyboardEvent,
MouseEvent,
wasm_bindgen::JsCast
};
use crate::{AppState, assembly, assembly::{Constraint, ConstraintKey, ElementKey}};
// an editable view of the Lorentz product representing a constraint
#[component(inline_props)]
fn LorentzProductInput(constraint: Constraint) -> View {
view! {
input(
r#type="text",
bind:value=constraint.lorentz_prod_text,
on:change=move |event: Event| {
let target: HtmlInputElement = event.target().unwrap().unchecked_into();
match target.value().parse::<f64>() {
Ok(lorentz_prod) => batch(|| {
constraint.lorentz_prod.set(lorentz_prod);
constraint.lorentz_prod_valid.set(true);
}),
Err(_) => constraint.lorentz_prod_valid.set(false)
};
}
)
}
}
// a list item that shows a constraint in an outline view of an element
#[component(inline_props)]
fn ConstraintOutlineItem(constraint_key: ConstraintKey, element_key: ElementKey) -> View {
let state = use_context::<AppState>();
let assembly = &state.assembly;
let constraint = assembly.constraints.with(|csts| csts[constraint_key].clone());
let other_subject = if constraint.subjects.0 == element_key {
constraint.subjects.1
} else {
constraint.subjects.0
};
let other_subject_label = assembly.elements.with(|elts| elts[other_subject].label.clone());
let class = constraint.lorentz_prod_valid.map(
|&lorentz_prod_valid| if lorentz_prod_valid { "constraint" } else { "constraint invalid" }
);
view! {
li(class=class.get()) {
input(r#type="checkbox", bind:checked=constraint.active)
div(class="constraint-label") { (other_subject_label) }
LorentzProductInput(constraint=constraint)
div(class="status")
}
}
}
// a list item that shows an element in an outline view of an assembly
#[component(inline_props)]
fn ElementOutlineItem(key: ElementKey, element: assembly::Element) -> View {
let state = use_context::<AppState>();
let class = state.selection.map(
move |sel| if sel.contains(&key) { "selected" } else { "" }
);
let label = element.label.clone();
let rep_components = element.representation.map(
|rep| rep.iter().map(
|u| format!("{:.3}", u).replace("-", "\u{2212}")
).collect()
);
let constrained = element.constraints.map(|csts| csts.len() > 0);
let constraint_list = element.constraints.map(
|csts| csts.clone().into_iter().collect()
);
let details_node = create_node_ref();
view! {
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.get() => {
let _ = details_node
.get()
.unchecked_into::<web_sys::Element>()
.set_attribute("open", "");
},
"ArrowLeft" => {
let _ = details_node
.get()
.unchecked_into::<web_sys::Element>()
.remove_attribute("open");
},
_ => ()
}
}
}
) {
div(
class="element-switch",
on:click=|event: MouseEvent| event.stop_propagation()
)
div(
class="element",
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="element-label") { (label) }
div(class="element-representation") {
Indexed(
list=rep_components,
view=|coord_str| view! {
div { (coord_str) }
}
)
}
div(class="status")
}
}
ul(class="constraints") {
Keyed(
list=constraint_list,
view=move |cst_key| view! {
ConstraintOutlineItem(
constraint_key=cst_key,
element_key=key
)
},
key=|cst_key| cst_key.clone()
)
}
}
}
}
}
// a component that lists the elements of the current 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 {
let state = use_context::<AppState>();
// list the elements alphabetically by ID
let element_list = state.assembly.elements.map(
|elts| elts
.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=element_list,
view=|(key, elt)| view! {
ElementOutlineItem(key=key, element=elt)
},
key=|(_, elt)| elt.serial
)
}
}
}

View File

@ -8,8 +8,7 @@ using Optim
export
rand_on_shell, Q, DescentHistory,
realize_gram_gradient, realize_gram_newton, realize_gram_optim,
realize_gram_alt_proj, realize_gram
realize_gram_gradient, realize_gram_newton, realize_gram_optim, realize_gram
# === guessing ===
@ -144,7 +143,7 @@ function realize_gram_gradient(
break
end
# find the negative gradient of the loss function
# find negative gradient of loss function
neg_grad = 4*Q*L*Δ_proj
slope = norm(neg_grad)
dir = neg_grad / slope
@ -233,7 +232,7 @@ function realize_gram_newton(
break
end
# find the negative gradient of the loss function
# find the negative gradient of loss function
neg_grad = 4*Q*L*Δ_proj
# find the negative Hessian of the loss function
@ -314,129 +313,6 @@ function realize_gram_optim(
)
end
# seek a matrix `L` for which `L'QL` matches the sparse matrix `gram` at every
# explicit entry of `gram`. use gradient descent starting from `guess`, with an
# alternate technique for finding the projected base step from the unprojected
# Hessian
function realize_gram_alt_proj(
gram::SparseMatrixCSC{T, <:Any},
guess::Matrix{T},
frozen = CartesianIndex[];
scaled_tol = 1e-30,
min_efficiency = 0.5,
backoff = 0.9,
reg_scale = 1.1,
max_descent_steps = 200,
max_backoff_steps = 110
) where T <: Number
# start history
history = DescentHistory{T}()
# find the dimension of the search space
dims = size(guess)
element_dim, construction_dim = dims
total_dim = element_dim * construction_dim
# list the constrained entries of the gram matrix
J, K, _ = findnz(gram)
constrained = zip(J, K)
# scale the tolerance
scale_adjustment = sqrt(T(length(constrained)))
tol = scale_adjustment * scaled_tol
# convert the frozen indices to stacked format
frozen_stacked = [(index[2]-1)*element_dim + index[1] for index in frozen]
# initialize search state
L = copy(guess)
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
# use Newton's method with backtracking and gradient descent backup
for step in 1:max_descent_steps
# stop if the loss is tolerably low
if loss < tol
break
end
# find the negative gradient of the loss function
neg_grad = 4*Q*L*Δ_proj
# find the negative Hessian of the loss function
hess = Matrix{T}(undef, total_dim, total_dim)
indices = [(j, k) for k in 1:construction_dim for j in 1:element_dim]
for (j, k) in indices
basis_mat = basis_matrix(T, j, k, dims)
neg_dΔ = basis_mat'*Q*L + L'*Q*basis_mat
neg_dΔ_proj = proj_to_entries(neg_dΔ, constrained)
deriv_grad = 4*Q*(-basis_mat*Δ_proj + L*neg_dΔ_proj)
hess[:, (k-1)*element_dim + j] = reshape(deriv_grad, total_dim)
end
hess_sym = Hermitian(hess)
push!(history.hess, hess_sym)
# regularize the Hessian
min_eigval = minimum(eigvals(hess_sym))
push!(history.positive, min_eigval > 0)
if min_eigval <= 0
hess -= reg_scale * min_eigval * I
end
# compute the Newton step
neg_grad_stacked = reshape(neg_grad, total_dim)
for k in frozen_stacked
neg_grad_stacked[k] = 0
hess[k, :] .= 0
hess[:, k] .= 0
hess[k, k] = 1
end
base_step_stacked = Hermitian(hess) \ neg_grad_stacked
base_step = reshape(base_step_stacked, dims)
push!(history.base_step, base_step)
# store the current position, loss, and slope
L_last = L
loss_last = loss
push!(history.scaled_loss, loss / scale_adjustment)
push!(history.neg_grad, neg_grad)
push!(history.slope, norm(neg_grad))
# find a good step size using backtracking line search
push!(history.stepsize, 0)
push!(history.backoff_steps, max_backoff_steps)
empty!(history.last_line_L)
empty!(history.last_line_loss)
rate = one(T)
step_success = false
base_target_improvement = dot(neg_grad, base_step)
for backoff_steps in 0:max_backoff_steps
history.stepsize[end] = rate
L = L_last + rate * base_step
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
improvement = loss_last - loss
push!(history.last_line_L, L)
push!(history.last_line_loss, loss / scale_adjustment)
if improvement >= min_efficiency * rate * base_target_improvement
history.backoff_steps[end] = backoff_steps
step_success = true
break
end
rate *= backoff
end
# if we've hit a wall, quit
if !step_success
return L_last, false, history
end
end
# return the factorization and its history
push!(history.scaled_loss, loss / scale_adjustment)
L, loss < tol, history
end
# seek a matrix `L` for which `L'QL` matches the sparse matrix `gram` at every
# explicit entry of `gram`. use gradient descent starting from `guess`
function realize_gram(
@ -445,6 +321,7 @@ function realize_gram(
frozen = nothing;
scaled_tol = 1e-30,
min_efficiency = 0.5,
init_rate = 1.0,
backoff = 0.9,
reg_scale = 1.1,
max_descent_steps = 200,
@ -475,19 +352,20 @@ function realize_gram(
unfrozen_stacked = reshape(is_unfrozen, total_dim)
end
# initialize search state
# initialize variables
grad_rate = init_rate
L = copy(guess)
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
# use Newton's method with backtracking and gradient descent backup
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
for step in 1:max_descent_steps
# stop if the loss is tolerably low
if loss < tol
break
end
# find the negative gradient of the loss function
# find the negative gradient of loss function
neg_grad = 4*Q*L*Δ_proj
# find the negative Hessian of the loss function
@ -542,7 +420,6 @@ function realize_gram(
empty!(history.last_line_loss)
rate = one(T)
step_success = false
base_target_improvement = dot(neg_grad, base_step)
for backoff_steps in 0:max_backoff_steps
history.stepsize[end] = rate
L = L_last + rate * base_step
@ -551,7 +428,7 @@ function realize_gram(
improvement = loss_last - loss
push!(history.last_line_L, L)
push!(history.last_line_loss, loss / scale_adjustment)
if improvement >= min_efficiency * rate * base_target_improvement
if improvement >= min_efficiency * rate * dot(neg_grad, base_step)
history.backoff_steps[end] = backoff_steps
step_success = true
break

View File

@ -74,13 +74,4 @@ if success
for k in 5:9
println(" ", 1 / L[4,k], " sun")
end
end
# test an alternate technique for finding the projected base step from the
# unprojected Hessian
L_alt, success_alt, history_alt = Engine.realize_gram_alt_proj(gram, guess, frozen)
completed_gram_alt = L_alt'*Engine.Q*L_alt
println("\nDifference in result using alternate projection:\n")
display(completed_gram_alt - completed_gram)
println("\nDifference in steps: ", size(history_alt.scaled_loss, 1) - size(history.scaled_loss, 1))
println("Difference in loss: ", history_alt.scaled_loss[end] - history.scaled_loss[end], "\n")
end

View File

@ -64,13 +64,4 @@ else
println("\nFailed to reach target accuracy")
end
println("Steps: ", size(history.scaled_loss, 1))
println("Loss: ", history.scaled_loss[end], "\n")
# test an alternate technique for finding the projected base step from the
# unprojected Hessian
L_alt, success_alt, history_alt = Engine.realize_gram_alt_proj(gram, guess, frozen)
completed_gram_alt = L_alt'*Engine.Q*L_alt
println("\nDifference in result using alternate projection:\n")
display(completed_gram_alt - completed_gram)
println("\nDifference in steps: ", size(history_alt.scaled_loss, 1) - size(history.scaled_loss, 1))
println("Difference in loss: ", history_alt.scaled_loss[end] - history.scaled_loss[end], "\n")
println("Loss: ", history.scaled_loss[end], "\n")

View File

@ -93,13 +93,4 @@ if success
infty = BigFloat[0, 0, 0, 0, 1]
radius_ratio = dot(infty, Engine.Q * L[:,5]) / dot(infty, Engine.Q * L[:,6])
println("\nCircumradius / inradius: ", radius_ratio)
end
# test an alternate technique for finding the projected base step from the
# unprojected Hessian
L_alt, success_alt, history_alt = Engine.realize_gram_alt_proj(gram, guess, frozen)
completed_gram_alt = L_alt'*Engine.Q*L_alt
println("\nDifference in result using alternate projection:\n")
display(completed_gram_alt - completed_gram)
println("\nDifference in steps: ", size(history_alt.scaled_loss, 1) - size(history.scaled_loss, 1))
println("Difference in loss: ", history_alt.scaled_loss[end] - history.scaled_loss[end], "\n")
end

View File

@ -41,25 +41,3 @@ I will have to work out formulas for the Euclidean distance between two entities
In this vein, it seems as though if J1 and J2 are the reps of two points, then Q(J1,J2) = d^2/2. So then the sphere centered at J1 through J2 is (J1-(2Q(J1,J2),0,0,0,0))/sqrt(2Q(J1,J2)). Ugh has a sqrt in it. Similarly for sphere centered at J3 through J2, (J3-(2Q(J3,J2),0000))/sqrt(2Q(J3,J2)). J1,J2,J3 are collinear if these spheres are tangent, i.e. if those vectors have Q-inner-product 1, which is to say Q(J1,J3) - Q(J1,J2) - Q(J3,J2) = 2sqrt(Q(J1,J2)Q(J2,J3)). But maybe that's not the simplest way of putting it. After all, we can just say that the cross-product of the two differences is 0; that has no square roots in it.
One conceivable way to canonicalize lines is to use the *perpendicular* plane that goes through the origin, that's uniquely defined, and anyway just amounts to I = (0,0,d) where d is the ordinary direction vector of the line; and a point J in that plane that the line goes through, which just amounts to J=(r^2,1,E) with Q(I,J) = 0, i.e. E\dot d = 0. It's also the point on the line closest to the origin. The reason that we don't usually use that point as the companion to the direction vector is that the resulting set of six coordinates is not homogeneous. But here that's not an issue, since we have our standard point coordinates and plane coordinates; and for a plane through the origin, only two of the direction coordinates are really free, and then we have the one dot-product relation, so only two of the point coordinates are really free, giving us the correct dimensionality of 4 for the set of lines. So in some sense this says that we could take naively as coordinates for a line the projection of the unit direction vector to the xy plane and the projection of the line's closest point to the origin to the xy plane. That doesn't seem to have any weird gimbal locks or discontinuities or anything. And with these coordinates, you can test if the point E=x,y,z is on the line (dx,dy,cx,cy) by extending (dx,dy) to d via dz = sqrt(1-dx^2 - dy^2), extending (cx,cy) to c by determining cz via d\dot c = 0, and then checking if d\cross(E-c) = 0. And you can see if two lines are parallel just by checking if they have the same direction vector, and if not, you can see if they are coplanar by projecting both of their closest points perpendicularly onto the line in the direction of the cross product of their directions, and if the projections match they are coplanar.
#### Engine Conventions
The coordinate conventions used in the engine are different from the ones used in these notes. Marking the engine vectors and coordinates with $'$, we have
$$I' = (x', y', z', b', c'),$$
where
$$
\begin{align*}
x' & = x & b' & = b/2 \\
y' & = y & c' & = c/2. \\
z' & = z
\end{align*}
$$
The engine uses the quadratic form $Q' = -Q$, which is expressed in engine coordinates as
$$Q'(I'_1, I'_2) = x'_1 x'_2 + y'_1 y'_2 + z'_1 z'_2 - 2(b'_1c'_2 + c'_1 b'_2).$$
In the `engine` module, the matrix of $Q'$ is encoded in the lazy static variable `Q`.
In the engine's coordinate conventions, a sphere with radius $r > 0$ centered on $P = (P_x, P_y, P_z)$ is represented by the vector
$$I'_s = \left(\frac{P_x}{r}, \frac{P_y}{r}, \frac{P_z}{r}, \frac1{2r}, \frac{\|P\|^2 - r^2}{2r}\right),$$
which has the normalization $Q'(I'_s, I'_s) = 1$. The point $P$ is represented by the vector
$$I'_P = \left(P_x, P_y, P_z, \frac{1}{2}, \frac{\|P\|^2}{2}\right).$$
In the `engine` module, these formulas are encoded in the `sphere` and `point` functions.