Files
OneCAD-Simulation/crates/ui-egui/src/scene.rs
T
jyvikoandClaude Opus 5.5 98d2f55407 render: the bodies of a design with several in their own colours
Geometry triangles remember their surface (body); the viewport and the
headless pictures draw each body of a multi-body design, such as the
cells of a partitioned part, in its own colour from the theme (eight in
turn), and a single body in the geometry colour as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm
2026-10-14 04:56:46 -04:00

145 lines
5.9 KiB
Rust

//! 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<Vec3>, 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);
}
}