forked from 1b-agent/fieldcraft-upstream
engine: one scene builder for the window and headless pictures
engine::view::build (Style, Show, Palette) is the viewport's builder, moved from ui-egui; ui-egui maps theme::Tokens onto a Palette and calls it. Palette::LIGHT now equals the light theme's tokens. Test: the app's scene and engine::view::frame's are identical for the same session. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
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@@ -14,7 +14,7 @@
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use fieldcraft_model::ElementKind;
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use fieldcraft_render::contour::{bands_color, split_triangle};
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use fieldcraft_render::glyphs::{self, GlyphColors, GlyphShow, GlyphView, Glyphs};
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use fieldcraft_render::{Aabb3, Camera, DisplayMesh, Orientation, Rgb, Scene, SceneLine, SceneTri, Vec3};
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use fieldcraft_render::{Aabb3, Camera, DisplayMesh, Orientation, Rgb, Scene, SceneLine, ScenePoint, SceneTri, Vec3};
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use serde_json::Value;
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use crate::results::{auto_scale, displacements, field_values, range};
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@@ -31,6 +31,8 @@ pub struct Palette {
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pub shell: Rgb,
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pub line_element: Rgb,
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pub mesh_edge: Rgb,
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/// Nodes, when they are shown.
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pub node: Rgb,
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pub geometry: Rgb,
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pub geometry_edge: Rgb,
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/// The bodies of a design with several, in turn.
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@@ -51,17 +53,18 @@ pub struct Palette {
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pub const CONTOUR_OVER: Rgb = Rgb(0x6e, 0x2c, 0x80);
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impl Palette {
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/// The desktop app's light theme.
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/// The desktop app's light theme (its `Tokens::light().palette()`, a test there checks).
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pub const LIGHT: Palette = Palette {
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background: (Rgb(0xf0, 0xf3, 0xf7), Rgb(0xc8, 0xd0, 0xdc)),
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background: (Rgb(240, 243, 247), Rgb(203, 210, 221)),
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hex: Rgb(0x78, 0x9c, 0xc0),
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tet: Rgb(0x80, 0xb4, 0x8a),
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wedge: Rgb(0xc0, 0xaa, 0x78),
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shell: Rgb(0xc0, 0x8c, 0x78),
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line_element: Rgb(0xc8, 0x8c, 0x1e),
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mesh_edge: Rgb(0x1e, 0x23, 0x2a),
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geometry: Rgb(0xb4, 0xba, 0xc4),
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geometry_edge: Rgb(0x2a, 0x30, 0x3a),
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node: Rgb(0xb4, 0x3c, 0x8c),
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geometry: Rgb(176, 186, 198),
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geometry_edge: Rgb(40, 44, 52),
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bodies: [
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Rgb(0x8f, 0xb4, 0xd9),
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Rgb(0xe0, 0xa4, 0x6c),
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@@ -75,7 +78,7 @@ impl Palette {
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no_result: Rgb(0x9a, 0xa0, 0xaa),
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contour: [Rgb(0x2b, 0x4f, 0xd8), Rgb(0x2f, 0xb8, 0xe0), Rgb(0x3c, 0xc8, 0x64), Rgb(0xf0, 0xd2, 0x3c), Rgb(0xe0, 0x40, 0x2e)],
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contour_over: CONTOUR_OVER,
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marked: Rgb(0xe0, 0x2e, 0x2e),
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marked: Rgb(214, 54, 54),
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glyphs: GlyphColors {
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constraint: Rgb(0x00, 0x8a, 0xa8),
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load: Rgb(0xd0, 0x24, 0x24),
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@@ -88,7 +91,8 @@ impl Palette {
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},
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};
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fn element(&self, kind: ElementKind) -> Rgb {
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/// The colour elements of this kind are drawn in.
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pub fn element(&self, kind: ElementKind) -> Rgb {
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match kind {
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ElementKind::Hex8 | ElementKind::Hex20 => self.hex,
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ElementKind::Tet4 | ElementKind::Tet10 => self.tet,
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@@ -99,10 +103,103 @@ impl Palette {
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}
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}
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/// Mesh edge, geometry edge and line element widths, in output pixels.
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/// How the model is drawn.
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash, serde::Serialize, serde::Deserialize)]
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#[serde(rename_all = "snake_case")]
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pub enum Style {
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/// Lit faces with the element edges on them.
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#[default]
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ShadedEdges,
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/// Lit faces only.
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Shaded,
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/// Element edges only.
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Wireframe,
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}
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impl Style {
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pub const ALL: [Style; 3] = [Style::ShadedEdges, Style::Shaded, Style::Wireframe];
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pub fn label(self) -> &'static str {
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match self {
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Style::ShadedEdges => "Shaded with edges",
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Style::Shaded => "Shaded",
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Style::Wireframe => "Wireframe",
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}
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}
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}
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/// What is shown (the browser's eye toggles).
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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pub struct Show {
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/// The open design and imported surfaces.
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pub geometry: bool,
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/// Elements.
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pub mesh: bool,
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pub nodes: bool,
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/// Boundary conditions and loads.
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pub loads: bool,
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/// Reference points, couplings and rigid walls.
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pub interactions: bool,
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}
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impl Show {
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/// Geometry, mesh and the analysis setup, without nodes.
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pub const DEFAULT: Show = Show { geometry: true, mesh: true, nodes: false, loads: true, interactions: true };
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}
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/// Mesh edge width, geometry edge width, line element width and node size, in points.
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const EDGE_WIDTH: f64 = 1.0;
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const GEOMETRY_EDGE_WIDTH: f64 = 1.5;
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const LINE_ELEMENT_WIDTH: f64 = 3.0;
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const NODE_SIZE: f64 = 5.0;
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/// The scene for `display` drawn in `style` with `p`'s colours: the one builder of the window's
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/// viewport and the headless pictures, so both draw the same model.
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///
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/// Geometry (the open design, imported surfaces) draws as faces with their boundaries while
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/// the model has no element faces; once it is meshed, as its boundaries drawn along the mesh
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/// (the element edges on geometry edges), so the mesh is not hidden behind coincident faces and
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/// every line lies on the element faces.
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pub fn build(display: &DisplayMesh, style: Style, show: Show, p: &Palette) -> Scene {
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let mut s = Scene { background: Some(p.background), ..Default::default() };
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// Geometry faces draw where no element faces cover them.
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let mesh_faces = show.mesh && !display.tris.is_empty();
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if style != Style::Wireframe {
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if show.mesh {
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s.tris = display.tris.iter().map(|d| SceneTri { p: d.p, normal: d.normal, color: p.element(d.kind) }).collect();
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}
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if !mesh_faces && show.geometry {
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s.tris.extend(display.surface_tris.iter().map(|d| SceneTri {
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p: d.p,
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normal: d.normal,
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color: display.body_color(d, p.geometry, &p.bodies),
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}));
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}
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}
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if style != Style::Shaded && show.mesh {
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// Without faces behind them the edges take the element colour, so they read on the
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// background.
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let color = if style == Style::Wireframe { p.hex } else { p.mesh_edge };
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s.lines = display.edges.iter().map(|e| SceneLine { a: e.p[0], b: e.p[1], color, width: EDGE_WIDTH }).collect();
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}
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// Face boundaries in every style: they are the geometry's outline. Over the mesh they are
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// the element edges on geometry edges, so they lie exactly on the element faces; the
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// geometry's own tessellation lies off them by its chord error.
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if show.geometry {
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let color = p.geometry_edge;
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if mesh_faces {
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s.lines.extend(display.edges.iter().filter(|e| e.feature).map(|e| SceneLine { a: e.p[0], b: e.p[1], color, width: GEOMETRY_EDGE_WIDTH }));
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} else {
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s.lines.extend(display.surface_edges.iter().map(|[a, b]| SceneLine { a: *a, b: *b, color, width: GEOMETRY_EDGE_WIDTH }));
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}
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}
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if show.mesh {
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s.lines.extend(display.lines.iter().map(|l| SceneLine { a: l.a, b: l.b, color: p.element(l.kind), width: LINE_ELEMENT_WIDTH }));
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}
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if show.nodes {
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s.points = display.nodes.iter().map(|n| ScenePoint { p: n.p, color: p.node, size: NODE_SIZE }).collect();
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}
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s
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}
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/// The chordal tolerance geometry is tessellated with for display: a thousandth of its size.
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fn display_tolerance(b: &Aabb3) -> f64 {
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@@ -270,25 +367,9 @@ fn display_parts(s: &Session, section: Option<Section>, toward: Vec3) -> (Displa
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(d, failed, bodies)
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}
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/// The model drawn as the viewport draws it (shaded with element edges).
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/// The model drawn as the viewport draws it by default (shaded with element edges).
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fn model_scene(d: &DisplayMesh, p: &Palette) -> Scene {
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let mut s = Scene { background: Some(p.background), ..Default::default() };
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s.tris = d.tris.iter().map(|t| SceneTri { p: t.p, normal: t.normal, color: p.element(t.kind) }).collect();
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let faces_drawn = d.tris.is_empty();
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if faces_drawn {
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s.tris.extend(d.surface_tris.iter().map(|t| SceneTri { p: t.p, normal: t.normal, color: d.body_color(t, p.geometry, &p.bodies) }));
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}
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s.lines = d.edges.iter().map(|e| SceneLine { a: e.p[0], b: e.p[1], color: p.mesh_edge, width: EDGE_WIDTH }).collect();
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if faces_drawn {
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s.lines.extend(d.surface_edges.iter().map(|[a, b]| SceneLine { a: *a, b: *b, color: p.mesh_edge, width: GEOMETRY_EDGE_WIDTH }));
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} else {
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// Over the mesh the geometry's edges are drawn along it (the element edges on them), so
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// they lie on the element faces.
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let edge = p.geometry_edge;
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s.lines.extend(d.edges.iter().filter(|e| e.feature).map(|e| SceneLine { a: e.p[0], b: e.p[1], color: edge, width: GEOMETRY_EDGE_WIDTH }));
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}
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s.lines.extend(d.lines.iter().map(|l| SceneLine { a: l.a, b: l.b, color: p.element(l.kind), width: LINE_ELEMENT_WIDTH }));
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s
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build(d, Style::ShadedEdges, Show::DEFAULT, p)
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}
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/// The elements `mesh.quality.mark` marked (its set), drawn in the marker colour.
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