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