forked from 1b-agent/fieldcraft-upstream
The viewport keeps each drawn body's B-rep edges; with Select: Edges a click picks the nearest visible one (before and after meshing), hover and the selection draw it wide, and multi-select works as for faces. Part of #230. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
542 lines
24 KiB
Rust
542 lines
24 KiB
Rust
//! What a model looks like on screen.
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//!
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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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//! 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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//! nodes. Every element primitive keeps its node labels, so results (displacements, contours)
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//! can be drawn on it ([`DisplayMesh::displaced`]).
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//!
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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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//!
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//! The output is deterministic: elements come out in label order, edges sorted.
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use fieldcraft_model::{ElementKind, Model};
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use crate::pick::{Hit, first_hit};
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use crate::{Aabb3, Vec3};
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/// One drawn triangle of an element face.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct DisplayTri {
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pub p: [Vec3; 3],
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/// The node labels at the corners.
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pub nodes: [u32; 3],
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/// The face's unit normal, pointing out of its element (a shell's own orientation).
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pub normal: Vec3,
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pub kind: ElementKind,
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/// The element it is a face of, and the face's number (from 1, as
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/// [`ElementKind::faces`] numbers them; a shell's is 1, its top side).
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pub element: u32,
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pub face: u8,
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}
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impl DisplayTri {
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/// The element face seen looking along `dir`: a shell's top side (1) from in front and its
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/// bottom side (2) from behind; a solid's face as it is.
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pub fn seen_face(&self, dir: Vec3) -> u8 {
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if self.kind.dimension() == 2 && self.normal.dot(dir) > 0.0 { 2 } else { self.face }
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}
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}
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/// An element edge.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct DisplayEdge {
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pub p: [Vec3; 2],
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pub nodes: [u32; 2],
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}
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/// A line element.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct DisplayLine {
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pub a: Vec3,
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pub b: Vec3,
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pub nodes: [u32; 2],
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pub kind: ElementKind,
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pub element: u32,
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}
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/// A node.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct DisplayNode {
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pub label: u32,
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pub p: Vec3,
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}
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/// A triangle of a geometry surface.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct SurfaceTri {
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pub p: [Vec3; 3],
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pub normal: Vec3,
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/// Which surface (body) it belongs to: the order [`DisplayMesh::add_surface`] got them in.
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pub body: u32,
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/// The face of that surface it lies on (its `tri_face` tag; `u32::MAX` when it has none).
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pub face: u32,
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}
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/// A segment of a geometry surface's B-rep edge (a named design edge), for picking and marking.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct SurfaceCurve {
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pub a: Vec3,
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pub b: Vec3,
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/// The surface (body) it belongs to, as [`SurfaceTri::body`].
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pub body: u32,
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/// The edge's index in that body's tessellation.
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pub edge: u32,
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}
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/// Display data for a model and its geometry.
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#[derive(Clone, Debug, Default, PartialEq)]
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pub struct DisplayMesh {
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/// Visible element faces as triangles (quads are split in two).
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pub tris: Vec<DisplayTri>,
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/// Element edges on the visible faces, each once.
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pub edges: Vec<DisplayEdge>,
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/// Line elements (rods, beams).
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pub lines: Vec<DisplayLine>,
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/// Every node, in label order.
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pub nodes: Vec<DisplayNode>,
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/// Geometry surface triangles.
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pub surface_tris: Vec<SurfaceTri>,
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/// Geometry edges: where two faces meet, and open boundaries.
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pub surface_edges: Vec<[Vec3; 2]>,
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/// The B-rep edges of the geometry surfaces that have them, segment by segment.
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pub curves: Vec<SurfaceCurve>,
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/// Geometry surfaces (bodies) added.
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pub bodies: u32,
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pub bounds: Aabb3,
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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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/// counter-clockwise seen from outside for a positively oriented element. A solid's faces come in
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/// the order [`ElementKind::faces`] numbers them (with the same corners); a shell draws its top
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/// side, face 1.
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fn faces(kind: ElementKind) -> &'static [&'static [usize]] {
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match kind {
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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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/// Most corners of any element (hex).
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const MAX_CORNERS: usize = 8;
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/// A face's identity regardless of winding and starting corner: its sorted node labels, a
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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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let mut k = [u32::MAX; 4];
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for (slot, &i) in k.iter_mut().zip(face) {
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*slot = *e.get(i)?;
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}
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k.sort_unstable();
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Some(k)
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}
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/// Newell's normal of a polygon (robust for non-planar quads); `None` when degenerate.
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pub(crate) fn polygon_normal(p: &[Vec3]) -> Option<Vec3> {
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let mut n = Vec3::ZERO;
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for (i, a) in p.iter().enumerate() {
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let b = p.get((i + 1) % p.len()).copied().unwrap_or(*a);
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n = n + Vec3::new((a.y - b.y) * (a.z + b.z), (a.z - b.z) * (a.x + b.x), (a.x - b.x) * (a.y + b.y));
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}
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n.normalized()
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}
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pub(crate) fn centre(p: &[Vec3]) -> Vec3 {
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p.iter().fold(Vec3::ZERO, |s, q| s + *q) * (1.0 / p.len().max(1) as f64)
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}
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impl DisplayMesh {
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pub fn from_model(model: &Model) -> DisplayMesh {
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let mut out = DisplayMesh::default();
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let pos = |label: u32| model.node(label).map(|n| Vec3::from(n.xyz));
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for (&label, n) in model.nodes() {
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let p = Vec3::from(n.xyz);
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out.nodes.push(DisplayNode { label, p });
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out.bounds.add(p);
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}
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// Faces two solid elements share are inside the mesh: sort every solid face's key and
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// keep the ones that occur more than once.
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let mut keys: Vec<[u32; 4]> = model
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.elements()
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.values()
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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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.collect();
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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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inner.dedup();
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drop(keys);
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let mut edges: Vec<(u32, u32)> = Vec::new();
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for (&label, e) in model.elements() {
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// Corners: one past the highest face index (line elements: their two ends).
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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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let mut at = [Vec3::ZERO; MAX_CORNERS];
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let mut found = 0;
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for (slot, &n) in at.iter_mut().zip(e.nodes.iter().take(corners)) {
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if let Some(p) = pos(n) {
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*slot = p;
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found += 1;
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}
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}
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if found < corners {
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continue;
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}
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let at = at.get(..corners).unwrap_or(&[]);
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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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out.lines.push(DisplayLine { a, b, nodes: [na, nb], kind: e.kind, element: label });
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}
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continue;
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}
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let solid = e.kind.dimension() == 3;
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let element_centre = centre(at);
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for (number, f) in faces(e.kind).iter().enumerate() {
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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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continue;
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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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let labels: Vec<u32> = f.iter().filter_map(|&i| e.nodes.get(i).copied()).collect();
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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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normal = -normal;
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}
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for k in 1..p.len().saturating_sub(1) {
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if let (Some(&a), Some(&b), Some(&c), Some(&la), Some(&lb), Some(&lc)) =
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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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{
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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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for (j, &i) in f.iter().enumerate() {
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let i2 = f.get((j + 1) % f.len()).copied().unwrap_or(i);
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if let (Some(&a), Some(&b)) = (e.nodes.get(i), e.nodes.get(i2)) {
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edges.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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edges.sort_unstable();
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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
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}
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/// Add a triangulated geometry surface: `positions`, counter-clockwise `triangles` seen from
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/// outside, and the face each triangle lies on. Edges are drawn where triangles of different
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/// faces meet and along open boundaries; degenerate triangles and out-of-range indices are
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/// skipped.
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pub fn add_surface(&mut self, positions: &[[f64; 3]], triangles: &[[u32; 3]], tri_face: &[u32]) {
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let pos = |i: u32| positions.get(i as usize).map(|p| Vec3::from(*p)).filter(|p| p.is_finite());
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// Tessellations may repeat a point for each triangle or face: copies with identical
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// coordinates are one vertex (the lowest index of the copies).
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let mut order: Vec<u32> = (0..u32::try_from(positions.len()).unwrap_or(u32::MAX)).collect();
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let coords = |i: &u32| positions.get(*i as usize).copied().unwrap_or([f64::NAN; 3]);
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order.sort_by(|a, b| {
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let (p, q) = (coords(a), coords(b));
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p[0].total_cmp(&q[0]).then(p[1].total_cmp(&q[1])).then(p[2].total_cmp(&q[2])).then(a.cmp(b))
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});
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let mut vertex: Vec<u32> = (0..order.len()).map(|i| i as u32).collect();
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for run in order.chunk_by(|a, b| coords(a).map(f64::to_bits) == coords(b).map(f64::to_bits)) {
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let first = run.first().copied().unwrap_or(0);
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for &i in run {
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if let Some(v) = vertex.get_mut(i as usize) {
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*v = first;
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}
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}
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}
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let vertex = |i: u32| vertex.get(i as usize).copied().unwrap_or(i);
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// (low vertex, high vertex, face) per triangle side; a side alone, or sides on
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// different faces, make an edge to draw.
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let mut sides: Vec<(u32, u32, u32)> = Vec::with_capacity(triangles.len().saturating_mul(3));
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for (t, &[i0, i1, i2]) in triangles.iter().enumerate() {
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let (Some(a), Some(b), Some(c)) = (pos(i0), pos(i1), pos(i2)) else { continue };
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let Some(normal) = (b - a).cross(c - a).normalized() else { continue };
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for p in [a, b, c] {
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self.bounds.add(p);
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}
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let face = tri_face.get(t).copied().unwrap_or(u32::MAX);
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self.surface_tris.push(SurfaceTri { p: [a, b, c], normal, body: self.bodies, face });
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let [v0, v1, v2] = [vertex(i0), vertex(i1), vertex(i2)];
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for (u, v) in [(v0, v1), (v1, v2), (v2, v0)] {
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sides.push((u.min(v), u.max(v), face));
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}
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}
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sides.sort_unstable();
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for run in sides.chunk_by(|a, b| a.0 == b.0 && a.1 == b.1) {
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let Some(&(u, v, face)) = run.first() else { continue };
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if (run.len() == 1 || run.iter().any(|s| s.2 != face))
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&& let (Some(a), Some(b)) = (pos(u), pos(v))
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{
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self.surface_edges.push([a, b]);
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}
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}
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self.bodies = self.bodies.saturating_add(1);
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}
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/// Add the B-rep edges (polylines, by edge index) of the surface [`DisplayMesh::add_surface`]
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/// adds next, so they are picked as that body's edges; non-finite points are skipped.
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pub fn add_curves(&mut self, edges: &[Vec<[f64; 3]>]) {
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let body = self.bodies;
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for (e, points) in edges.iter().enumerate() {
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let Ok(edge) = u32::try_from(e) else { break };
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for w in points.windows(2) {
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let (a, b) = (Vec3::from(w[0]), Vec3::from(w[1]));
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if a.is_finite() && b.is_finite() {
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self.curves.push(SurfaceCurve { a, b, body, edge });
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}
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}
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}
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}
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/// The colour of a geometry triangle: `single` when there is one body, else body `k`'s
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/// colour from `palette` (cycling), so the bodies of a design, such as the cells of a
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/// partitioned part, tell apart.
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pub fn body_color<C: Copy>(&self, tri: &SurfaceTri, single: C, palette: &[C]) -> C {
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if self.bodies <= 1 || palette.is_empty() {
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return single;
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}
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palette.get(tri.body as usize % palette.len()).copied().unwrap_or(single)
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}
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/// Where node `label` is drawn, if it is (nodes are kept in label order).
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pub fn node_position(&self, label: u32) -> Option<Vec3> {
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self.nodes.binary_search_by_key(&label, |n| n.label).ok().and_then(|i| self.nodes.get(i)).map(|n| n.p)
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}
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/// The element face triangle ([`DisplayMesh::tris`]) a ray (`origin`, `dir`) hits first
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/// ([`pick::first_hit`]).
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pub fn hit_element_face(&self, origin: Vec3, dir: Vec3) -> Option<Hit> {
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first_hit(origin, dir, self.tris.iter().map(|t| t.p))
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}
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/// The geometry surface triangle ([`DisplayMesh::surface_tris`]) a ray hits first.
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pub fn hit_surface(&self, origin: Vec3, dir: Vec3) -> Option<Hit> {
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first_hit(origin, dir, self.surface_tris.iter().map(|t| t.p))
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}
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/// The node nearest to where a ray (`origin`, `dir`) first hits an element face ahead of
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/// its origin: the hit face's closest corner, and the hit point. Line elements and geometry
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/// are not hit.
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pub fn pick(&self, origin: Vec3, dir: Vec3) -> Option<(u32, Vec3)> {
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let h = self.hit_element_face(origin, dir)?;
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let t = self.tris.get(h.index)?;
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let hit = origin + dir * h.t;
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let (i, _) = t.p.iter().enumerate().min_by(|a, b| a.1.dist(hit).total_cmp(&b.1.dist(hit)))?;
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Some((*t.nodes.get(i)?, hit))
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}
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/// The elements moved by `offset(label)` (no offset for a node it has none for): faces,
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/// edges, line elements and nodes move, face normals follow the deformation. Geometry
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/// surfaces are left out (they do not deform).
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pub fn displaced(&self, offset: impl Fn(u32) -> Option<Vec3>) -> DisplayMesh {
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let at = |p: Vec3, label: u32| p + offset(label).filter(|d| d.is_finite()).unwrap_or(Vec3::ZERO);
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let tris = self
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.tris
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.iter()
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.map(|t| {
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let p = [at(t.p[0], t.nodes[0]), at(t.p[1], t.nodes[1]), at(t.p[2], t.nodes[2])];
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// The triangle's own normal, on the side its face's normal was.
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let before = (t.p[1] - t.p[0]).cross(t.p[2] - t.p[0]);
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let side = if before.dot(t.normal) < 0.0 { -1.0 } else { 1.0 };
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let normal = ((p[1] - p[0]).cross(p[2] - p[0]) * side).normalized().unwrap_or(t.normal);
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DisplayTri { p, normal, ..*t }
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})
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.collect();
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let mut out = DisplayMesh {
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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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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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..Default::default()
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};
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for n in &out.nodes {
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out.bounds.add(n.p);
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}
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out
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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/// `nx × ny × nz` unit hex8 cells.
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fn block(nx: u32, ny: u32, nz: u32) -> Model {
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let mut m = Model::default();
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let id = |i: u32, j: u32, k: u32| 1 + i + j * (nx + 1) + k * (nx + 1) * (ny + 1);
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for k in 0..=nz {
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for j in 0..=ny {
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for i in 0..=nx {
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m.set_node(id(i, j, k), [i as f64, j as f64, k as f64]).unwrap();
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}
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}
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}
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let mut label = 1;
|
||
for k in 0..nz {
|
||
for j in 0..ny {
|
||
for i in 0..nx {
|
||
let n = vec![
|
||
id(i, j, k),
|
||
id(i + 1, j, k),
|
||
id(i + 1, j + 1, k),
|
||
id(i, j + 1, k),
|
||
id(i, j, k + 1),
|
||
id(i + 1, j, k + 1),
|
||
id(i + 1, j + 1, k + 1),
|
||
id(i, j + 1, k + 1),
|
||
];
|
||
m.set_element(label, ElementKind::Hex8, n).unwrap();
|
||
label += 1;
|
||
}
|
||
}
|
||
}
|
||
m
|
||
}
|
||
|
||
#[test]
|
||
fn a_block_shows_its_skin_only() {
|
||
let d = DisplayMesh::from_model(&block(3, 2, 2));
|
||
// Skin quads: 2·(3·2 + 3·2 + 2·2) = 32, two triangles each.
|
||
assert_eq!(d.tris.len(), 64);
|
||
assert_eq!(d.nodes.len(), 4 * 3 * 3);
|
||
assert_eq!(d.bounds.max, Vec3::new(3.0, 2.0, 2.0));
|
||
// Every normal points out of the block.
|
||
let c = d.bounds.center();
|
||
for t in &d.tris {
|
||
let fc = (t.p[0] + t.p[1] + t.p[2]) * (1.0 / 3.0);
|
||
assert!(t.normal.dot(fc - c) > 0.0, "{t:?}");
|
||
}
|
||
// Euler on the skin: V - E + F = 2 (two nodes are inside).
|
||
let skin_nodes = 4 * 3 * 3 - 2;
|
||
assert_eq!(skin_nodes as i64 - d.edges.len() as i64 + 32, 2);
|
||
}
|
||
|
||
#[test]
|
||
fn shells_lines_and_tets_draw() {
|
||
let mut m = Model::default();
|
||
for (i, p) in [[0., 0., 0.], [1., 0., 0.], [0., 1., 0.], [0., 0., 1.], [1., 1., 0.]].into_iter().enumerate() {
|
||
m.set_node(i as u32 + 1, p).unwrap();
|
||
}
|
||
m.set_element(1, ElementKind::Tet4, vec![1, 2, 3, 4]).unwrap();
|
||
m.set_element(2, ElementKind::Tri3, vec![2, 5, 3]).unwrap();
|
||
m.set_element(3, ElementKind::Beam2, vec![4, 5]).unwrap();
|
||
let d = DisplayMesh::from_model(&m);
|
||
assert_eq!(d.tris.len(), 5);
|
||
assert_eq!(d.lines.len(), 1);
|
||
assert_eq!(d.edges.len(), 6 + 2);
|
||
let tet_normals: Vec<Vec3> = d.tris.iter().filter(|t| t.kind == ElementKind::Tet4).map(|t| t.normal).collect();
|
||
assert!(tet_normals.contains(&Vec3::new(0.0, 0.0, -1.0)));
|
||
assert_eq!(d.lines[0].nodes, [4, 5]);
|
||
assert!(d.tris.iter().all(|t| t.nodes.iter().zip(t.p).all(|(&l, p)| Vec3::from(m.node(l).unwrap().xyz) == p)));
|
||
}
|
||
|
||
#[test]
|
||
fn surfaces_draw_their_face_boundaries() {
|
||
// A unit square in two faces (one triangle each), plus a degenerate and an out-of-range
|
||
// triangle, which are skipped.
|
||
let p = [[0., 0., 0.], [1., 0., 0.], [1., 1., 0.], [0., 1., 0.]];
|
||
let mut d = DisplayMesh::default();
|
||
// Its B-rep edges: the diagonal (two segments) and a side; a non-finite point is skipped.
|
||
d.add_curves(&[vec![p[0], [0.5, 0.5, 0.0], p[2]], vec![p[0], p[1]], vec![[f64::NAN; 3], p[1]]]);
|
||
d.add_surface(&p, &[[0, 1, 2], [0, 2, 3], [0, 0, 1], [0, 1, 9]], &[0, 1, 1, 1]);
|
||
assert_eq!(d.curves.iter().map(|c| (c.body, c.edge)).collect::<Vec<_>>(), vec![(0, 0), (0, 0), (0, 1)]);
|
||
assert_eq!(d.surface_tris.len(), 2);
|
||
// Four open sides and the diagonal between the two faces.
|
||
assert_eq!(d.surface_edges.len(), 5);
|
||
let mut one_face = DisplayMesh::default();
|
||
one_face.add_surface(&p, &[[0, 1, 2], [0, 2, 3]], &[0, 0]);
|
||
assert_eq!(one_face.surface_edges.len(), 4);
|
||
assert_eq!(one_face.bounds.max, Vec3::new(1.0, 1.0, 0.0));
|
||
// A triangle soup (each triangle with its own copies of the corners) is welded first.
|
||
let soup = [p[0], p[1], p[2], p[0], p[2], p[3]];
|
||
let mut welded = DisplayMesh::default();
|
||
welded.add_surface(&soup, &[[0, 1, 2], [3, 4, 5]], &[0, 0]);
|
||
assert_eq!(welded.surface_edges.len(), 4);
|
||
let mut hostile = DisplayMesh::default();
|
||
let mut two = DisplayMesh::default();
|
||
two.add_surface(&p, &[[0, 1, 2]], &[0]);
|
||
two.add_surface(&p, &[[0, 2, 3]], &[0]);
|
||
assert_eq!(two.bodies, 2);
|
||
let colors: Vec<u8> = two.surface_tris.iter().map(|t| two.body_color(t, 0u8, &[7, 8])).collect();
|
||
assert_eq!(colors, vec![7, 8]);
|
||
assert_eq!(one_face.body_color(&one_face.surface_tris[0], 0u8, &[7, 8]), 0);
|
||
hostile.add_surface(&[[f64::NAN, 0., 0.], [1., 0., 0.], [0., 1., 0.]], &[[0, 1, 2], [u32::MAX, 0, 1]], &[]);
|
||
assert!(hostile.surface_tris.is_empty() && hostile.surface_edges.is_empty());
|
||
}
|
||
|
||
#[test]
|
||
fn displacing_moves_elements_by_node_and_keeps_normals_outward() {
|
||
let d = DisplayMesh::from_model(&block(2, 1, 1));
|
||
// Stretch along x by 50 %: node labels carry the offset to every primitive.
|
||
let m = block(2, 1, 1);
|
||
let moved = d.displaced(|label| m.node(label).map(|n| Vec3::new(n.xyz[0] * 0.5, 0.0, 0.0)));
|
||
assert_eq!(moved.tris.len(), d.tris.len());
|
||
assert_eq!(moved.bounds.max, Vec3::new(3.0, 1.0, 1.0));
|
||
assert!(moved.edges.iter().all(|e| e.p[0].x == 1.5 * m.node(e.nodes[0]).unwrap().xyz[0]));
|
||
let c = moved.bounds.center();
|
||
for t in &moved.tris {
|
||
let fc = (t.p[0] + t.p[1] + t.p[2]) * (1.0 / 3.0);
|
||
assert!(t.normal.dot(fc - c) > 0.0, "{t:?}");
|
||
}
|
||
// No offset, or a non-finite one, leaves a node where it is.
|
||
let same = d.displaced(|label| (label == 1).then_some(Vec3::new(f64::NAN, 0.0, 0.0)));
|
||
assert_eq!(same.tris, d.tris);
|
||
}
|
||
|
||
#[test]
|
||
fn picking_finds_the_nearest_corner_of_the_face_hit_first() {
|
||
let m = block(2, 1, 1);
|
||
let d = DisplayMesh::from_model(&m);
|
||
// From above, aimed near the corner (2, 1, 1): the top face is hit, not the bottom.
|
||
let (label, hit) = d.pick(Vec3::new(1.9, 0.9, 10.0), Vec3::new(0.0, 0.0, -1.0)).unwrap();
|
||
assert_eq!(m.node(label).unwrap().xyz, [2.0, 1.0, 1.0]);
|
||
assert!((hit.z - 1.0).abs() < 1e-12);
|
||
// From below the bottom face wins.
|
||
let (label, _) = d.pick(Vec3::new(0.1, 0.1, -10.0), Vec3::new(0.0, 0.0, 1.0)).unwrap();
|
||
assert_eq!(m.node(label).unwrap().xyz, [0.0, 0.0, 0.0]);
|
||
assert_eq!(d.pick(Vec3::new(5.0, 5.0, 10.0), Vec3::new(0.0, 0.0, -1.0)), None);
|
||
assert_eq!(d.pick(Vec3::new(f64::NAN, 0.0, 0.0), Vec3::new(0.0, 0.0, -1.0)), None);
|
||
}
|
||
|
||
/// A solid's drawn faces are numbered as the model numbers them, so a picked triangle names
|
||
/// 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 {
|
||
let face = m.face_nodes(fieldcraft_model::ElementFace { element: t.element, face: t.face }).unwrap();
|
||
assert!(t.nodes.iter().all(|n| face.contains(n)), "{t:?} {face:?}");
|
||
}
|
||
// The ray from +x hits element 2's face 4 (corners 1, 2, 6, 5: x = 2).
|
||
let h = d.hit_element_face(Vec3::new(10.0, 0.3, 0.6), Vec3::new(-1.0, 0.0, 0.0)).unwrap();
|
||
let t = d.tris[h.index];
|
||
assert_eq!((t.element, t.face, h.t), (2, 4, 8.0));
|
||
}
|
||
|
||
#[test]
|
||
fn empty_and_deterministic() {
|
||
assert_eq!(DisplayMesh::from_model(&Model::default()), DisplayMesh::default());
|
||
let m = block(2, 2, 1);
|
||
assert_eq!(DisplayMesh::from_model(&m), DisplayMesh::from_model(&m.clone()));
|
||
}
|
||
}
|