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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@@ -2715,6 +2715,28 @@ mod tests {
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assert!(png.starts_with(&[0x89, b'P', b'N', b'G']));
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}
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/// The window and the headless pictures build one scene: the same session gives the same
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/// faces, lines and points from the app's viewport and from `engine::view` (the light theme
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/// is `Palette::LIGHT`), meshed or not.
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#[test]
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fn the_window_and_headless_pictures_build_one_scene() {
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use fieldcraft_engine::view::{self, Palette};
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assert_eq!(theme::Tokens::light().palette(), Palette::LIGHT);
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let mut app = ModelApp::new(Session::default());
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app.ui.dark = false;
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app.run_script(&fieldcraft_engine::sample::script()).unwrap();
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draw(&mut app, &egui::Context::default(), 1280.0, 800.0);
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let headless =
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view::frame(&app.session, &fieldcraft_render::Orientation::of(fieldcraft_render::StandardView::Iso), 320, 200, &Palette::LIGHT, None);
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let window = app.scene().1.clone();
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assert!(!window.tris.is_empty() && !window.lines.is_empty());
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assert_eq!(window.tris, headless.scene.tris);
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assert_eq!(window.lines, headless.scene.lines);
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assert_eq!(window.points, headless.scene.points);
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assert_eq!(window.fills, headless.scene.fills);
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assert_eq!(window.background, headless.scene.background);
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}
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/// `ui.render` draws with the viewport's pipelines on the window's device when there is one
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/// (here a device the `FIELDCRAFT_GPU` policy opens, as the app's), says so, and draws on
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/// the CPU with the reason when the GPU could not be set up.
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@@ -9,58 +9,10 @@
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use fieldcraft_render::glyphs::{Definition, Drawn, GlyphShow, GlyphView, Glyphs};
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use fieldcraft_render::{Aabb3, Camera, DisplayMesh, Rgb, Scene, SceneFill, SceneLabel, SceneLine, ScenePoint, SceneTri, Vec3};
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use serde::{Deserialize, Serialize};
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use crate::theme::{Tokens, rgb};
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/// How the model is drawn.
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash, Serialize, 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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/// 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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/// 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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pub use fieldcraft_engine::view::{Show, Style};
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/// Draw the analysis setup's symbols into `s` at the nodes' positions `pos` and symbol unit
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/// `unit` (model length, [`fieldcraft_render::glyphs::symbol_unit`]), muted over a results plot,
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@@ -133,47 +85,10 @@ pub fn sphere(s: &mut Scene, c: Vec3, r: f64, color: Rgb) {
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}
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}
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/// The scene for `display` drawn in `style`.
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/// The scene for `display` drawn in `style` in the theme's colours: the engine's builder, which
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/// the headless pictures use too.
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pub fn build(display: &DisplayMesh, style: Style, show: Show, t: &Tokens) -> Scene {
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let mut s = Scene { background: Some((rgb(t.viewport_top), rgb(t.viewport_bottom))), ..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: rgb(t.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: rgb(display.body_color(d, t.geometry, &t.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 = rgb(if style == Style::Wireframe { t.hex } else { t.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 = rgb(t.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: rgb(t.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: rgb(t.node), size: NODE_SIZE }).collect();
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}
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s
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fieldcraft_engine::view::build(display, style, show, &t.palette())
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}
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/// Size of a seed's tick (points).
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@@ -6,6 +6,7 @@
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//! ATTRIBUTION.md. Widget states are coloured with craft-ui's `WidgetPalette`.
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use egui::{Color32, Stroke};
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use fieldcraft_engine::view::Palette;
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use fieldcraft_model::ElementKind;
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use fieldcraft_render::Rgb;
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use fieldcraft_render::glyphs::GlyphColors;
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@@ -257,6 +258,28 @@ impl Tokens {
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}
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}
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/// The viewport's colours for the scene builder ([`fieldcraft_engine::view::build`]).
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pub fn palette(&self) -> Palette {
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Palette {
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background: (rgb(self.viewport_top), rgb(self.viewport_bottom)),
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hex: rgb(self.hex),
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tet: rgb(self.tet),
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wedge: rgb(self.wedge),
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shell: rgb(self.shell),
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line_element: rgb(self.line_element),
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mesh_edge: rgb(self.mesh_edge),
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node: rgb(self.node),
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geometry: rgb(self.geometry),
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geometry_edge: rgb(self.geometry_edge),
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bodies: self.bodies.map(rgb),
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no_result: rgb(self.no_result),
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contour: self.contour_stops(),
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contour_over: rgb(self.contour_over),
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marked: rgb(self.error),
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glyphs: self.glyph_colors(),
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}
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}
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/// The colour elements of this kind are drawn in.
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pub fn element(&self, kind: ElementKind) -> Color32 {
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match kind {
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