isokit: engine core, theme and Rhai scene runtime with prefab library
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//! World-space primitives. A sprite is a list of these; they are projected,
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//! culled and shaded only when the scene is rendered for a rotation.
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use serde::{Deserialize, Serialize};
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pub type P2 = [f64; 2];
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pub type P3 = [f64; 3];
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/// Height of a prism's bottom or top: one value, or one per footprint vertex
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/// (sloped roofs, stair flights).
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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#[serde(untagged)]
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pub enum Zs {
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One(f64),
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Each(Vec<f64>),
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}
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impl Zs {
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#[inline]
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pub fn at(&self, i: usize) -> f64 {
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match self {
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Zs::One(z) => *z,
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Zs::Each(v) => v.get(i).copied().unwrap_or(f64::NAN),
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}
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}
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}
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impl From<f64> for Zs {
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fn from(z: f64) -> Self {
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Zs::One(z)
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}
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}
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/// Classes and switches of a solid. `mat` is the material class for every
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/// face; `side` / `top` override it for the side faces / the top.
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct Style {
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pub mat: String,
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pub side: Option<String>,
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pub top: Option<String>,
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pub no_side: bool,
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pub no_top: bool,
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/// Pick id on the faces themselves (otherwise the sprite's id applies).
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pub id: Option<String>,
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}
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impl Style {
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pub fn mat(mat: impl Into<String>) -> Self {
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Style { mat: mat.into(), ..Default::default() }
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}
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pub fn id(mut self, id: impl Into<String>) -> Self {
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self.id = Some(id.into());
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self
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}
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pub fn top(mut self, top: impl Into<String>) -> Self {
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self.top = Some(top.into());
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self
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}
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pub fn side(mut self, side: impl Into<String>) -> Self {
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self.side = Some(side.into());
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self
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}
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pub fn no_top(mut self) -> Self {
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self.no_top = true;
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self
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}
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pub fn side_cls(&self) -> &str {
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self.side.as_deref().unwrap_or(&self.mat)
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}
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pub fn top_cls(&self) -> &str {
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self.top.as_deref().unwrap_or(&self.mat)
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}
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum Prim {
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/// Vertical prism over a convex counter-clockwise footprint.
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Prism { pts: Vec<P2>, z0: Zs, z1: Zs, st: Style },
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/// Upright cylinder (two side faces and an elliptic top).
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Cyl { c: P2, r: f64, z0: f64, z1: f64, st: Style },
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/// Frustum (cone) with n sides: radius r0 at z0, r1 at z1.
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Frust { c: P2, r0: f64, r1: f64, z0: f64, z1: f64, n: u32, st: Style },
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/// Openings (windows, doors) on the vertical face through a -> b; the
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/// outward normal is on the right of a -> b. Each entry is
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/// [u0, u1, z0, z1]: distance along the face and heights.
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Open { a: P2, b: P2, list: Vec<[f64; 4]>, cls: String, id: Option<String> },
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/// Flat polygon(s) at height z; later polygons cut holes (even-odd).
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Flat { polys: Vec<Vec<P2>>, z: f64, cls: String, id: Option<String> },
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/// Line segments [x0, y0, x1, y1] at height z.
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Lines { segs: Vec<[f64; 4]>, z: f64, cls: String, id: Option<String> },
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/// Flat ellipse (a circle on the ground plane) at height z.
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Disc { c: P2, z: f64, r: f64, cls: String, id: Option<String> },
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/// Planar polygon in 3D (roof slopes, gables, ramps), shaded by its
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/// normal: mostly upward = top, else left/centre/right by direction.
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/// One-sided faces (counter-clockwise seen from outside) are culled
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/// when turned away; two-sided faces always draw.
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Face { pts: Vec<P3>, mat: String, id: Option<String>, two_sided: bool },
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/// 3D polygons merged into one path with a fixed class (PV modules,
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/// signs, markings on slopes): no shading, no culling.
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Poly { polys: Vec<Vec<P3>>, cls: String, id: Option<String> },
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/// Screen-space circle of radius r (screen units) at a world point,
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/// shifted by off (screen units): heads, lamps, LEDs, tree crowns.
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Circle { at: P3, r: f64, off: P2, cls: String, id: Option<String> },
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/// Screen-space vertical strip of half width w between two heights:
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/// trunks, thin poles.
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Stem { at: P2, z0: f64, z1: f64, w: f64, cls: String, id: Option<String> },
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/// Rising steam or smoke puffs (CSS animation).
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Puffs { at: P3, kind: String, n: u32, dur: f64 },
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/// Spinning fan lying in the plane at height at.z (CSS animation).
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Fan { at: P3, r: f64 },
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/// Raw SVG translated to a world point (or untranslated without one).
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/// `{uid}` in the text is replaced by the view's unique id.
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Raw { at: Option<P3>, svg: String },
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/// `<g class style>` around nested primitives (animation, ghosting).
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Group { cls: String, style: String, items: Vec<Prim> },
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/// Items drawn back to front by the depth of their plan anchor.
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Seq { items: Vec<(P2, Vec<Prim>)> },
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}
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