//! What the viewport draws: the model's display data in the chosen style and the theme's //! 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, //! muted over a results plot. use fieldcraft_render::glyphs::{GlyphShow, Glyphs}; use fieldcraft_render::{Aabb3, Camera, DisplayMesh, Scene, SceneLine, ScenePoint, SceneTri, Vec3}; use serde::{Deserialize, Serialize}; use crate::theme::{Tokens, rgb}; /// How the model is drawn. #[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash, Serialize, Deserialize)] #[serde(rename_all = "snake_case")] pub enum Style { /// Lit faces with the element edges on them. #[default] ShadedEdges, /// Lit faces only. Shaded, /// Element edges only. Wireframe, } impl Style { pub const ALL: [Style; 3] = [Style::ShadedEdges, Style::Shaded, Style::Wireframe]; pub fn label(self) -> &'static str { match self { Style::ShadedEdges => "Shaded with edges", Style::Shaded => "Shaded", Style::Wireframe => "Wireframe", } } } /// Mesh edge width, geometry edge width, line element width and node size, in points. const EDGE_WIDTH: f64 = 1.0; const GEOMETRY_EDGE_WIDTH: f64 = 1.5; const LINE_ELEMENT_WIDTH: f64 = 3.0; const NODE_SIZE: f64 = 5.0; /// What is shown (the browser's eye toggles). #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] pub struct Show { /// The open design and imported surfaces. pub geometry: bool, /// Elements. pub mesh: bool, pub nodes: bool, /// Boundary conditions and loads. pub loads: bool, /// Reference points, couplings and rigid walls. pub interactions: bool, } impl Show { /// Geometry, mesh and the analysis setup, without nodes. pub const DEFAULT: Show = Show { geometry: true, mesh: true, nodes: false, loads: true, interactions: true }; } /// Draw the analysis setup's symbols into `s` at the nodes' positions `pos`, muted over a /// results plot; returns the box around them. pub fn symbols(s: &mut Scene, glyphs: &Glyphs, pos: impl Fn(u32) -> Option, show: Show, results: bool, t: &Tokens) -> Aabb3 { let colors = t.glyph_colors(); let colors = if results { colors.over_results(rgb(t.viewport_bottom)) } else { colors }; glyphs.draw(pos, GlyphShow { loads: show.loads, interactions: show.interactions }, &colors, s) } /// The scene for `display` drawn in `style`. pub fn build(display: &DisplayMesh, style: Style, show: Show, t: &Tokens) -> Scene { let mut s = Scene { background: Some((rgb(t.viewport_top), rgb(t.viewport_bottom))), ..Default::default() }; // Geometry faces draw where no element faces cover them. let mesh_faces = show.mesh && !display.tris.is_empty(); if style != Style::Wireframe { if show.mesh { s.tris = display.tris.iter().map(|d| SceneTri { p: d.p, normal: d.normal, color: rgb(t.element(d.kind)) }).collect(); } if !mesh_faces && show.geometry { s.tris.extend(display.surface_tris.iter().map(|d| SceneTri { p: d.p, normal: d.normal, color: rgb(display.body_color(d, t.geometry, &t.bodies)), })); } } if style != Style::Shaded && show.mesh { // Without faces behind them the edges take the element colour, so they read on the // background. 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. 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, })); } 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 })); } if show.nodes { s.points = display.nodes.iter().map(|n| ScenePoint { p: n.p, color: rgb(t.node), size: NODE_SIZE }).collect(); } s } /// The radius around the camera target that holds the bounds (for the clipping planes). pub fn radius(b: &Aabb3, cam: &Camera) -> f64 { if b.is_empty() { 1.0 } else { (cam.target.dist(b.center()) + b.diagonal() * 0.5).max(1e-3) } } #[cfg(test)] mod tests { use fieldcraft_model::{ElementKind, Model}; use super::*; #[test] fn styles_choose_faces_edges_and_nodes() { let mut m = Model::default(); for (i, p) in [[0., 0., 0.], [1., 0., 0.], [0., 1., 0.], [0., 0., 1.]].into_iter().enumerate() { m.set_node(i as u32 + 1, p).unwrap(); } m.set_element(1, ElementKind::Tet4, vec![1, 2, 3, 4]).unwrap(); let d = DisplayMesh::from_model(&m); let t = Tokens::dark(); let s = build(&d, Style::ShadedEdges, Show::DEFAULT, &t); assert_eq!((s.tris.len(), s.lines.len(), s.points.len()), (4, 6, 0)); let s = build(&d, Style::Shaded, Show { nodes: true, ..Show::DEFAULT }, &t); assert_eq!((s.tris.len(), s.lines.len(), s.points.len()), (4, 0, 4)); let s = build(&d, Style::ShadedEdges, Show { mesh: false, ..Show::DEFAULT }, &t); assert_eq!((s.tris.len(), s.lines.len()), (0, 0), "a hidden mesh draws nothing"); let s = build(&d, Style::Wireframe, Show::DEFAULT, &t); assert_eq!((s.tris.len(), s.lines.len()), (0, 6)); assert_eq!(s.tris.first().map(|t| t.color), None); assert!(radius(&d.bounds, &Camera::default()) > 0.5); } }