render: quadratic elements draw through their mid-side nodes; geometry edges over the mesh follow it

Zoomed in on the hex20 crank arm, the element edges and the shaded faces
did not meet (#260). The mesh is conforming; the display drew each hex20
face and edge as straight chords between corners while the mid-side
nodes lie on the curved surface (up to 0.44 mm off the chord at 3 mm),
and drew the geometry's face boundaries from the design tessellation,
off both.

Now a quadratic face is cut into triangles whose vertices are its
corners and mid-side nodes, each edge is drawn as its two halves, and
over the mesh the geometry's edges (and a hovered design edge) are drawn
as the element edges on geometry edges (`DisplayEdge::feature`), so
faces, edges, feature lines and the highlight share their vertices.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
This commit is contained in:
jyvikoandClaude Opus 5.5 authored and Irakli Kourtis committed 2026-10-14 22:13:15 -04:00
1 parent 9e38fe866d
commit a0f48c7207
4 files changed
+233 -78

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+8 -2
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@@ -141,8 +141,14 @@ fn model_scene(d: &DisplayMesh, p: &Palette) -> Scene {
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) }));
}
s.lines = d.edges.iter().map(|e| SceneLine { a: e.p[0], b: e.p[1], color: p.mesh_edge, width: EDGE_WIDTH }).collect();
let edge = if faces_drawn { p.mesh_edge } else { p.geometry_edge };
s.lines.extend(d.surface_edges.iter().map(|[a, b]| SceneLine { a: *a, b: *b, color: edge, width: GEOMETRY_EDGE_WIDTH }));
if faces_drawn {
s.lines.extend(d.surface_edges.iter().map(|[a, b]| SceneLine { a: *a, b: *b, color: p.mesh_edge, width: GEOMETRY_EDGE_WIDTH }));
} else {
// Over the mesh the geometry's edges are drawn along it (the element edges on them), so
// they lie on the element faces.
let edge = p.geometry_edge;
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 }));
}
s.lines.extend(d.lines.iter().map(|l| SceneLine { a: l.a, b: l.b, color: p.element(l.kind), width: LINE_ELEMENT_WIDTH }));
s
}
+177 -64
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@@ -3,9 +3,12 @@
//! Finite elements: the faces nobody shares (the skin of the solid elements, and every shell),
//! the element edges on those faces, line elements and nodes. Faces shared by two solid elements
//! are inside the mesh and are left out, so a model of a million elements draws its surface, not
//! its interior. Higher-order elements (tet10, hex20, tri6, quad8) draw through their corner
//! nodes. Every element primitive keeps its node labels, so results (displacements, contours)
//! can be drawn on it ([`DisplayMesh::displaced`]).
//! its interior. Higher-order elements (tet10, hex20, tri6, quad8) draw through all their nodes:
//! a face is cut into triangles whose vertices are its corners and mid-side nodes, and each
//! edge is drawn as its two halves through its mid-side node, so the faces, the edges, the
//! feature lines and a highlight all share the same vertices and meet exactly at any zoom.
//! Every element primitive keeps its node labels, so results (displacements, contours) can be
//! drawn on it ([`DisplayMesh::displaced`]).
//!
//! Geometry: triangulated boundary surfaces (tessellated bodies, imported surfaces) added with
//! [`DisplayMesh::add_surface`], drawn with the edges between their faces.
@@ -40,11 +43,16 @@ impl DisplayTri {
}
}
/// An element edge.
/// A drawn segment of an element edge: the whole edge of a linear element, a half (corner to
/// mid-side node) of a quadratic one, so edges bend with the faces they bound.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct DisplayEdge {
pub p: [Vec3; 2],
pub nodes: [u32; 2],
/// The corner nodes of the element edge it is (part of), lower first.
pub corners: [u32; 2],
/// The element edge lies on a geometry edge: a feature line of the mesh.
pub feature: bool,
}
/// A line element.
@@ -108,29 +116,43 @@ pub struct DisplayMesh {
pub bounds: Aabb3,
}
/// The faces of an element as corner indices (0-based into its node list), each wound
/// counter-clockwise seen from outside for a positively oriented element. A solid's faces come in
/// the order [`ElementKind::faces`] numbers them (with the same corners); a shell draws its top
/// side, face 1.
fn faces(kind: ElementKind) -> &'static [&'static [usize]] {
match kind {
ElementKind::Rod2 | ElementKind::Rod3 | ElementKind::Beam2 => &[],
ElementKind::Tri3 | ElementKind::Tri6 => &[&[0, 1, 2]],
ElementKind::Quad4 | ElementKind::Quad8 => &[&[0, 1, 2, 3]],
ElementKind::Tet4 | ElementKind::Tet10 => &[&[0, 2, 1], &[0, 1, 3], &[1, 2, 3], &[2, 0, 3]],
ElementKind::Wedge6 => &[&[0, 2, 1], &[3, 4, 5], &[0, 1, 4, 3], &[1, 2, 5, 4], &[2, 0, 3, 5]],
ElementKind::Hex8 | ElementKind::Hex20 => &[&[0, 3, 2, 1], &[4, 5, 6, 7], &[0, 1, 5, 4], &[1, 2, 6, 5], &[2, 3, 7, 6], &[3, 0, 4, 7]],
}
/// The faces drawn of an element, as positions in its node list ([`ElementKind::faces`]: the
/// corners counter-clockwise seen from outside, then the mid-side nodes of quadratic kinds): a
/// solid's faces in their numbering, a shell's top side (face 1).
fn drawn_faces(kind: ElementKind) -> &'static [&'static [usize]] {
let all = kind.faces();
if kind.dimension() == 2 { all.get(..1).unwrap_or(&[]) } else { all }
}
/// Most corners of any element (hex).
const MAX_CORNERS: usize = 8;
/// The corners of a face listed with `n` nodes: a quadratic face (tri6, quad8) has as many
/// mid-side nodes as corners.
fn face_corner_count(n: usize) -> usize {
if n >= 6 { n / 2 } else { n }
}
/// A face's identity regardless of winding and starting corner: its sorted node labels, a
/// Triangles (positions in the face's boundary ring) that fill a face whose boundary ring has
/// `n` points. A quadratic face's ring alternates corner and mid-side node, and every triangle's
/// vertices are nodes: one triangle cut off at each corner, and the polygon of the mid-side
/// nodes fanned, so the drawn face passes through every node and its sides are the drawn edges.
fn face_triangles(n: usize, quadratic: bool) -> Vec<[usize; 3]> {
if !quadratic {
return (1..n.saturating_sub(1)).map(|k| [0, k, k + 1]).collect();
}
let mut out: Vec<[usize; 3]> = (0..n).step_by(2).map(|c| [c, c + 1, (c + n - 1) % n]).collect();
let mids: Vec<usize> = (1..n).step_by(2).collect();
for k in 1..mids.len().saturating_sub(1) {
if let (Some(&a), Some(&b), Some(&c)) = (mids.first(), mids.get(k), mids.get(k + 1)) {
out.push([a, b, c]);
}
}
out
}
/// A face's identity regardless of winding and starting corner: its sorted corner labels, a
/// triangle padded with `u32::MAX`.
fn face_key(e: &[u32], face: &[usize]) -> Option<[u32; 4]> {
let mut k = [u32::MAX; 4];
for (slot, &i) in k.iter_mut().zip(face) {
for (slot, &i) in k.iter_mut().zip(face.iter().take(face_corner_count(face.len()))) {
*slot = *e.get(i)?;
}
k.sort_unstable();
@@ -166,65 +188,85 @@ impl DisplayMesh {
.elements()
.values()
.filter(|e| e.kind.dimension() == 3)
.flat_map(|e| faces(e.kind).iter().filter_map(|f| face_key(&e.nodes, f)))
.flat_map(|e| drawn_faces(e.kind).iter().filter_map(|f| face_key(&e.nodes, f)))
.collect();
keys.sort_unstable();
let mut inner: Vec<[u32; 4]> = keys.windows(2).filter(|w| w.first() == w.get(1)).filter_map(|w| w.first().copied()).collect();
inner.dedup();
drop(keys);
let mut edges: Vec<(u32, u32)> = Vec::new();
for (&label, e) in model.elements() {
// Corners: one past the highest face index (line elements: their two ends).
let corners = faces(e.kind).iter().flat_map(|f| f.iter()).max().map_or(2, |m| m + 1).min(MAX_CORNERS);
let mut at = [Vec3::ZERO; MAX_CORNERS];
let mut found = 0;
for (slot, &n) in at.iter_mut().zip(e.nodes.iter().take(corners)) {
if let Some(p) = pos(n) {
*slot = p;
found += 1;
// Element edges on geometry edges (by their corner nodes): the mesh's feature lines.
let classification = model.classification();
let mut features: Vec<(u32, u32)> = Vec::new();
for (&element, tags) in classification.elements() {
let Some(e) = model.element(element) else { continue };
for (&edge, &tag) in &tags.edges {
if classification.entity(tag).is_some_and(|g| g.entity.dimension() == 1)
&& let Some(local) = e.kind.edges().get(usize::from(edge).wrapping_sub(1))
&& let (Some(&a), Some(&b)) = (local.first().and_then(|&i| e.nodes.get(i)), local.get(1).and_then(|&i| e.nodes.get(i)))
{
features.push((a.min(b), a.max(b)));
}
}
if found < corners {
continue;
}
let at = at.get(..corners).unwrap_or(&[]);
}
features.sort_unstable();
features.dedup();
// (segment's nodes, the element edge's corners), each sorted.
let mut edges: Vec<((u32, u32), (u32, u32))> = Vec::new();
for (&label, e) in model.elements() {
if e.kind.dimension() == 1 {
if let (Some(&a), Some(&b), Some(&na), Some(&nb)) = (at.first(), at.get(1), e.nodes.first(), e.nodes.get(1)) {
if let (Some(&na), Some(&nb)) = (e.nodes.first(), e.nodes.get(1))
&& let (Some(a), Some(b)) = (pos(na), pos(nb))
{
out.lines.push(DisplayLine { a, b, nodes: [na, nb], kind: e.kind, element: label });
}
continue;
}
let Some(at) = e.nodes.iter().map(|&n| pos(n)).collect::<Option<Vec<Vec3>>>() else { continue };
if at.len() != e.kind.node_count() {
continue;
}
let solid = e.kind.dimension() == 3;
let element_centre = centre(at);
for (number, f) in faces(e.kind).iter().enumerate() {
let element_centre = centre(at.get(..e.kind.corner_count()).unwrap_or(&at));
for (number, f) in drawn_faces(e.kind).iter().enumerate() {
let face = u8::try_from(number + 1).unwrap_or(u8::MAX);
if solid && face_key(&e.nodes, f).is_some_and(|k| inner.binary_search(&k).is_ok()) {
continue;
}
let p: Vec<Vec3> = f.iter().filter_map(|&i| at.get(i).copied()).collect();
let labels: Vec<u32> = f.iter().filter_map(|&i| e.nodes.get(i).copied()).collect();
// The face's boundary: corner, mid-side node, corner, … (corners only when linear).
let corners = face_corner_count(f.len());
let ring: Vec<usize> = (0..corners).flat_map(|j| std::iter::once(j).chain((f.len() > corners).then_some(corners + j))).collect();
let Some(ring) =
ring.iter().map(|&k| f.get(k).and_then(|&i| Some((*at.get(i)?, *e.nodes.get(i)?)))).collect::<Option<Vec<(Vec3, u32)>>>()
else {
continue;
};
let p: Vec<Vec3> = ring.iter().map(|r| r.0).collect();
let Some(mut normal) = polygon_normal(&p) else { continue };
if solid && normal.dot(centre(&p) - element_centre) < 0.0 {
normal = -normal;
}
for k in 1..p.len().saturating_sub(1) {
if let (Some(&a), Some(&b), Some(&c), Some(&la), Some(&lb), Some(&lc)) =
(p.first(), p.get(k), p.get(k + 1), labels.first(), labels.get(k), labels.get(k + 1))
{
out.tris.push(DisplayTri { p: [a, b, c], nodes: [la, lb, lc], normal, kind: e.kind, element: label, face });
for [a, b, c] in face_triangles(ring.len(), corners < ring.len()) {
if let (Some(&(pa, la)), Some(&(pb, lb)), Some(&(pc, lc))) = (ring.get(a), ring.get(b), ring.get(c)) {
out.tris.push(DisplayTri { p: [pa, pb, pc], nodes: [la, lb, lc], normal, kind: e.kind, element: label, face });
}
}
for (j, &i) in f.iter().enumerate() {
let i2 = f.get((j + 1) % f.len()).copied().unwrap_or(i);
if let (Some(&a), Some(&b)) = (e.nodes.get(i), e.nodes.get(i2)) {
edges.push((a.min(b), a.max(b)));
}
let step = ring.len() / corners.max(1);
for (k, &(_, a)) in ring.iter().enumerate() {
let b = ring.get((k + 1) % ring.len()).map_or(a, |r| r.1);
let (c0, c1) = (ring.get(k - k % step).map_or(a, |r| r.1), ring.get((k - k % step + step) % ring.len()).map_or(b, |r| r.1));
edges.push(((a.min(b), a.max(b)), (c0.min(c1), c0.max(c1))));
}
}
}
edges.sort_unstable();
edges.dedup();
out.edges = edges.into_iter().filter_map(|(a, b)| Some(DisplayEdge { p: [pos(a)?, pos(b)?], nodes: [a, b] })).collect();
out.edges = edges
.into_iter()
.filter_map(|((a, b), corners)| {
let feature = features.binary_search(&corners).is_ok();
Some(DisplayEdge { p: [pos(a)?, pos(b)?], nodes: [a, b], corners: [corners.0, corners.1], feature })
})
.collect();
out
}
@@ -351,7 +393,7 @@ impl DisplayMesh {
.collect();
let mut out = DisplayMesh {
tris,
edges: self.edges.iter().map(|e| DisplayEdge { p: [at(e.p[0], e.nodes[0]), at(e.p[1], e.nodes[1])], nodes: e.nodes }).collect(),
edges: self.edges.iter().map(|e| DisplayEdge { p: [at(e.p[0], e.nodes[0]), at(e.p[1], e.nodes[1])], ..*e }).collect(),
lines: self.lines.iter().map(|l| DisplayLine { a: at(l.a, l.nodes[0]), b: at(l.b, l.nodes[1]), ..*l }).collect(),
nodes: self.nodes.iter().map(|n| DisplayNode { label: n.label, p: at(n.p, n.label) }).collect(),
..Default::default()
@@ -509,17 +551,6 @@ mod tests {
/// the element face a set or load refers to.
#[test]
fn drawn_faces_carry_the_models_face_numbers() {
for kind in [ElementKind::Tet4, ElementKind::Tet10, ElementKind::Wedge6, ElementKind::Hex8, ElementKind::Hex20] {
let drawn = faces(kind);
assert_eq!(drawn.len(), kind.faces().len(), "{kind:?}");
for (d, m) in drawn.iter().zip(kind.faces()) {
let corners = d.len();
let (mut a, mut b) = (d.to_vec(), m.get(..corners).unwrap().to_vec());
a.sort_unstable();
b.sort_unstable();
assert_eq!(a, b, "{kind:?}");
}
}
let m = block(2, 1, 1);
let d = DisplayMesh::from_model(&m);
for t in &d.tris {
@@ -532,6 +563,88 @@ mod tests {
assert_eq!((t.element, t.face, h.t), (2, 4, 8.0));
}
/// `block(2, 1, 1)` as hex20: a mid-side node on every edge, the ones on the top face
/// raised by 0.1 (a curved top, as a mesher puts them on a curved surface), and element 1's
/// edge 5 (corners 5 → 6, along the top) on a geometry edge.
fn curved_hex20_block() -> Model {
let linear = block(2, 1, 1);
let mut m = Model::default();
for (&l, n) in linear.nodes() {
m.set_node(l, n.xyz).unwrap();
}
let mut mids = std::collections::BTreeMap::new();
let mut next = 100;
for (&label, e) in linear.elements() {
let mut nodes = e.nodes.clone();
for edge in ElementKind::Hex20.edges() {
let (a, b) = (e.nodes[edge[0]], e.nodes[edge[1]]);
let id = *mids.entry((a.min(b), a.max(b))).or_insert_with(|| {
let (p, q) = (linear.node(a).unwrap().xyz, linear.node(b).unwrap().xyz);
let mut mid = [0.5 * (p[0] + q[0]), 0.5 * (p[1] + q[1]), 0.5 * (p[2] + q[2])];
if p[2] == 1.0 && q[2] == 1.0 {
mid[2] += 0.1;
}
next += 1;
m.set_node(next, mid).unwrap();
next
});
nodes.push(id);
}
m.set_element(label, ElementKind::Hex20, nodes).unwrap();
}
let edge = fieldcraft_model::GeometryRef::new("B", fieldcraft_model::Entity::Edge("top".into())).unwrap();
let tag = m.geometry_tag(&edge).unwrap();
m.tag_element_edge(1, 5, tag).unwrap();
m
}
/// A curved hex20 face is drawn through its mid-side nodes, and its faces, edges and feature
/// lines share their vertices exactly (#260: lines met the faces nowhere when zoomed in).
#[test]
fn quadratic_faces_and_edges_share_their_vertices() {
let m = curved_hex20_block();
let d = DisplayMesh::from_model(&m);
let at = |l: u32| Vec3::from(m.node(l).unwrap().xyz);
// Every vertex drawn is a node, exactly where the node is.
for t in &d.tris {
assert!(t.nodes.iter().zip(t.p).all(|(&l, p)| at(l) == p), "{t:?}");
}
for e in &d.edges {
assert!(e.nodes.iter().zip(e.p).all(|(&l, p)| at(l) == p), "{e:?}");
}
// 10 skin faces, 6 triangles each; the 20 element edges in two halves each.
assert_eq!(d.tris.len(), 60);
assert_eq!(d.edges.len(), 40);
// The drawn edges are exactly the sides of the faces' outlines.
let mut sides: Vec<((u32, u8), [u32; 2])> = d
.tris
.iter()
.flat_map(|t| {
[0, 1, 2].map(|k| {
((t.element, t.face), {
let mut s = [t.nodes[k], t.nodes[(k + 1) % 3]];
s.sort_unstable();
s
})
})
})
.collect();
sides.sort_unstable();
let mut outline: Vec<[u32; 2]> = sides.chunk_by(|a, b| a == b).filter(|r| r.len() == 1).map(|r| r[0].1).collect();
outline.sort_unstable();
outline.dedup();
let mut drawn: Vec<[u32; 2]> = d.edges.iter().map(|e| e.nodes).collect();
drawn.sort_unstable();
assert_eq!(outline, drawn);
// A top edge bows up through its mid-side node.
assert!(d.edges.iter().any(|e| e.p.iter().any(|p| (p.z - 1.1).abs() < 1e-12)));
// The edge on the geometry edge is a feature line, both halves; the rest are not.
let feature: Vec<[u32; 2]> = d.edges.iter().filter(|e| e.feature).map(|e| e.corners).collect();
let e1 = &m.element(1).unwrap().nodes;
let top = [e1[4].min(e1[5]), e1[4].max(e1[5])];
assert_eq!(feature, vec![top, top]);
}
#[test]
fn empty_and_deterministic() {
assert_eq!(DisplayMesh::from_model(&Model::default()), DisplayMesh::default());
+38 -9
View File
@@ -2,8 +2,9 @@
//! colours. The GPU viewport and the headless render (`ui.render`) draw the same [`Scene`].
//!
//! Geometry (the open design, imported surfaces) draws as faces with their boundaries while
//! the model has no element faces; once it is meshed, as boundaries only, so the mesh is not
//! hidden behind coincident faces. The analysis setup's symbols ([`symbols`]) go over the model,
//! the model has no element faces; once it is meshed, as its boundaries drawn along the mesh
//! (the element edges on geometry edges), so the mesh is not hidden behind coincident faces and
//! every line lies on the element faces. The analysis setup's symbols ([`symbols`]) go over the model,
//! muted over a results plot.
use fieldcraft_render::glyphs::{GlyphShow, Glyphs};
@@ -97,14 +98,16 @@ pub fn build(display: &DisplayMesh, style: Style, show: Show, t: &Tokens) -> Sce
let color = rgb(if style == Style::Wireframe { t.hex } else { t.mesh_edge });
s.lines = display.edges.iter().map(|e| SceneLine { a: e.p[0], b: e.p[1], color, width: EDGE_WIDTH }).collect();
}
// Face boundaries in every style: they are the geometry's outline.
// Face boundaries in every style: they are the geometry's outline. Over the mesh they are
// the element edges on geometry edges, so they lie exactly on the element faces; the
// geometry's own tessellation lies off them by its chord error.
if show.geometry {
s.lines.extend(display.surface_edges.iter().map(|[a, b]| SceneLine {
a: *a,
b: *b,
color: rgb(t.geometry_edge),
width: GEOMETRY_EDGE_WIDTH,
}));
let color = rgb(t.geometry_edge);
if mesh_faces {
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 }));
} else {
s.lines.extend(display.surface_edges.iter().map(|[a, b]| SceneLine { a: *a, b: *b, color, width: GEOMETRY_EDGE_WIDTH }));
}
}
if show.mesh {
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 }));
@@ -181,6 +184,32 @@ mod tests {
assert!(s.points.iter().all(|p| p.p.y == 0.0), "only the seeded edge has ticks");
}
/// Over the mesh the geometry's outline is drawn along the element edges on geometry edges,
/// never the design's tessellation, which lies off the element faces (#260).
#[test]
fn geometry_edges_over_the_mesh_follow_its_element_edges() {
let mut m = Model::default();
for (i, p) in
[[0., 0., 0.], [1., 0., 0.], [1., 1., 0.], [0., 1., 0.], [0., 0., 1.], [1., 0., 1.], [1., 1., 1.], [0., 1., 1.]].into_iter().enumerate()
{
m.set_node(i as u32 + 1, p).unwrap();
}
m.set_element(1, ElementKind::Hex8, (1..=8).collect()).unwrap();
let edge = fieldcraft_model::GeometryRef::new("B", fieldcraft_model::Entity::Edge("e".into())).unwrap();
let tag = m.geometry_tag(&edge).unwrap();
m.tag_element_edge(1, 1, tag).unwrap();
let mut d = DisplayMesh::from_model(&m);
// The design's own edge, a little off the element edge (its chord error).
d.add_surface(&[[0.0, -0.01, 0.0], [1.0, -0.01, 0.0], [0.5, -0.01, 1.0]], &[[0, 1, 2]], &[0]);
let t = Tokens::dark();
let geometry = |s: &Scene| s.lines.iter().filter(|l| l.color == rgb(t.geometry_edge)).map(|l| [l.a, l.b]).collect::<Vec<_>>();
let s = build(&d, Style::ShadedEdges, Show::DEFAULT, &t);
assert_eq!(geometry(&s), vec![[Vec3::new(0.0, 0.0, 0.0), Vec3::new(1.0, 0.0, 0.0)]]);
// Without the mesh the design's edges are drawn.
let s = build(&d, Style::ShadedEdges, Show { mesh: false, ..Show::DEFAULT }, &t);
assert_eq!(geometry(&s).len(), 3);
}
#[test]
fn styles_choose_faces_edges_and_nodes() {
let mut m = Model::default();
+10 -3
View File
@@ -389,6 +389,11 @@ impl Picker<'_> {
}
}
/// Element faces are drawn: the geometry is drawn along the mesh.
fn elements_drawn(&self) -> bool {
self.elements && !self.display.tris.is_empty()
}
/// The drawn faces' triangles (for a depth map).
fn drawn(&self) -> impl Iterator<Item = [Vec3; 3]> + '_ {
let e = self.display.tris.iter().filter(|_| self.elements).map(|t| t.p);
@@ -519,7 +524,7 @@ impl Picker<'_> {
.display
.edges
.iter()
.filter_map(|e| Some((e.p[0], e.p[1], *self.index.edge_tag.get(&edge_key(e.nodes[0], e.nodes[1]))?)))
.filter_map(|e| Some((e.p[0], e.p[1], *self.index.edge_tag.get(&edge_key(e.corners[0], e.corners[1]))?)))
.collect();
tagged.extend(self.display.lines.iter().zip(&self.index.line_tag).filter_map(|(l, t)| Some((l.a, l.b, (*t)?))));
let near = tagged.iter().enumerate().filter_map(|(i, (a, b, _))| {
@@ -658,7 +663,9 @@ impl Picker<'_> {
}
}
outline(s, first, color);
if m.edges && self.curves {
// Over element faces a design edge is marked along the mesh's edges on it (below), which
// lie on the faces; its own polyline lies off them by the tessellation's chord error.
if m.edges && self.curves && !self.elements_drawn() {
// Which edges of each drawn body are marked, worked out once per edge.
let marked: Vec<Vec<bool>> = self
.names
@@ -677,7 +684,7 @@ impl Picker<'_> {
}
if m.edges {
for e in &self.display.edges {
if on(self.index.edge_tag.get(&edge_key(e.nodes[0], e.nodes[1])).copied()) {
if on(self.index.edge_tag.get(&edge_key(e.corners[0], e.corners[1])).copied()) {
s.lines.push(SceneLine { a: e.p[0], b: e.p[1], color, width: EDGE_WIDTH });
}
}