isokit: engine core, theme and Rhai scene runtime with prefab library

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grabowski committed 2026-10-22 15:09:46 +07:00
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//! Sprites: the unit of the depth sort. A sprite owns world-space
//! primitives and the extent points its sort box is computed from.
//!
//! Every drawing method takes coordinates in the sprite's frame ([`Xf`]):
//! an object placed at (x, y, z) and turned in 90 degree steps draws around
//! its own origin, and the sprite stores world coordinates.
use crate::prim::{Prim, Style, Zs, P2, P3};
use crate::proj::C;
use serde::{Deserialize, Serialize};
/// Placement frame: translate by (x, y, z) after turning `q` quarter turns
/// counter-clockwise (seen from above).
#[derive(Clone, Copy, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Xf {
pub x: f64,
pub y: f64,
pub z: f64,
pub q: u8,
}
impl Xf {
/// Frame at (x, y, z) turned by `deg` (rounded to a multiple of 90).
pub fn new(x: f64, y: f64, z: f64, deg: f64) -> Self {
let q = ((deg / 90.0).round() as i64).rem_euclid(4) as u8;
Xf { x, y, z, q }
}
/// Turn a plan vector into the world.
#[inline]
pub fn v(&self, x: f64, y: f64) -> P2 {
match self.q {
0 => [x, y],
1 => [-y, x],
2 => [-x, -y],
_ => [y, -x],
}
}
/// World plan vector back into the frame.
#[inline]
pub fn v_inv(&self, x: f64, y: f64) -> P2 {
match self.q {
0 => [x, y],
1 => [y, -x],
2 => [-x, -y],
_ => [-y, x],
}
}
#[inline]
pub fn p(&self, x: f64, y: f64) -> P2 {
let v = self.v(x, y);
[v[0] + self.x, v[1] + self.y]
}
#[inline]
pub fn p3(&self, p: P3) -> P3 {
let q = self.p(p[0], p[1]);
[q[0], q[1], p[2] + self.z]
}
#[inline]
pub fn z(&self, z: f64) -> f64 {
z + self.z
}
/// An axis-aligned rectangle in the frame as a world rectangle.
pub fn rect(&self, x0: f64, y0: f64, x1: f64, y1: f64) -> [f64; 4] {
let a = self.p(x0, y0);
let b = self.p(x1, y1);
[a[0].min(b[0]), a[1].min(b[1]), a[0].max(b[0]), a[1].max(b[1])]
}
pub fn pts(&self, pts: &[P2]) -> Vec<P2> {
pts.iter().map(|q| self.p(q[0], q[1])).collect()
}
/// World point back into the frame.
pub fn inv(&self, x: f64, y: f64) -> P2 {
self.v_inv(x - self.x, y - self.y)
}
}
#[derive(Clone, Debug)]
enum Frame {
Group { cls: String, style: String, items: Vec<Prim> },
Seq { items: Vec<(P2, Vec<Prim>)>, cur: Option<(P2, Vec<Prim>)> },
}
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
pub struct Sprite {
/// Pick id; every element of the sprite carries it unless it has its own.
pub id: String,
/// Extra class on the sprite's `<g>` (e.g. `iso-dim`).
pub cls: String,
/// Where the sprite was created ("scene.rhai:42"), shown by the dev viewer.
pub src: Option<String>,
/// Scene-document object the sprite belongs to (the Studio selects and
/// drags by this, tooltips use `id`).
pub obj: Option<String>,
pub prims: Vec<Prim>,
/// Points that span the sprite's sort box (world coordinates).
pub ext: Vec<P3>,
/// Frame the drawing methods' coordinates are in.
#[serde(skip)]
pub xf: Xf,
#[serde(skip)]
frames: Vec<Frame>,
}
/// Points of an axis-aligned rectangle, counter-clockwise from (x0, y0).
pub fn rect(x0: f64, y0: f64, x1: f64, y1: f64) -> Vec<P2> {
vec![[x0, y0], [x1, y0], [x1, y1], [x0, y1]]
}
impl Sprite {
pub fn new(id: impl Into<String>, cls: impl Into<String>) -> Self {
Sprite { id: id.into(), cls: cls.into(), ..Default::default() }
}
pub fn with_frame(mut self, xf: Xf) -> Self {
self.xf = xf;
self
}
/// Add a world-space primitive to the open group / sequence item, or to
/// the sprite.
pub fn push(&mut self, p: Prim) -> &mut Self {
match self.frames.last_mut() {
Some(Frame::Group { items, .. }) => items.push(p),
Some(Frame::Seq { cur, .. }) => match cur {
Some((_, items)) => items.push(p),
// a primitive before the first seq_item starts an item at the origin
None => *cur = Some(([0.0, 0.0], vec![p])),
},
None => self.prims.push(p),
}
self
}
// ---------------------------------------------------------- extents (frame coordinates)
pub fn ext(&mut self, x: f64, y: f64, z: f64) -> &mut Self {
let w = self.xf.p3([x, y, z]);
self.ext.push(w);
self
}
pub fn ext_box(&mut self, x0: f64, y0: f64, x1: f64, y1: f64, z0: f64, z1: f64) -> &mut Self {
for z in [z0, z1] {
self.ext(x0, y0, z).ext(x1, y0, z).ext(x1, y1, z).ext(x0, y1, z);
}
self
}
fn ext_world(&mut self, pts: &[P2], z: f64) {
for p in pts {
self.ext.push([p[0], p[1], z]);
}
}
// ---------------------------------------------------------- solids
/// Axis-aligned box (`box` in scripts; `box` is a Rust keyword).
#[allow(clippy::too_many_arguments)]
pub fn cuboid(&mut self, x0: f64, y0: f64, x1: f64, y1: f64, z0: f64, z1: f64, st: Style) -> &mut Self {
let r = self.xf.rect(x0, y0, x1, y1);
let (z0, z1) = (self.xf.z(z0), self.xf.z(z1));
let pts = rect(r[0], r[1], r[2], r[3]);
self.ext_world(&pts, z0);
self.ext_world(&pts, z1);
self.push(Prim::Prism { pts, z0: Zs::One(z0), z1: Zs::One(z1), st })
}
pub fn prism(&mut self, pts: Vec<P2>, z0: Zs, z1: Zs, st: Style) -> &mut Self {
let pts = self.xf.pts(&pts);
let dz = self.xf.z;
let sh = |z: Zs| match z {
Zs::One(v) => Zs::One(v + dz),
Zs::Each(v) => Zs::Each(v.into_iter().map(|q| q + dz).collect()),
};
let (z0, z1) = (sh(z0), sh(z1));
for (i, p) in pts.iter().enumerate() {
self.ext.push([p[0], p[1], z0.at(i)]);
self.ext.push([p[0], p[1], z1.at(i)]);
}
self.push(Prim::Prism { pts, z0, z1, st })
}
pub fn cyl(&mut self, cx: f64, cy: f64, r: f64, z0: f64, z1: f64, st: Style) -> &mut Self {
self.ext_box(cx - r, cy - r, cx + r, cy + r, z0, z1);
let c = self.xf.p(cx, cy);
let (z0, z1) = (self.xf.z(z0), self.xf.z(z1));
self.push(Prim::Cyl { c, r, z0, z1, st })
}
#[allow(clippy::too_many_arguments)]
pub fn frust(&mut self, cx: f64, cy: f64, r0: f64, r1: f64, z0: f64, z1: f64, n: u32, st: Style) -> &mut Self {
let r = r0.max(r1);
self.ext_box(cx - r, cy - r, cx + r, cy + r, z0, z1);
let c = self.xf.p(cx, cy);
let (z0, z1) = (self.xf.z(z0), self.xf.z(z1));
self.push(Prim::Frust { c, r0, r1, z0, z1, n: n.max(3), st })
}
/// Sloped slab (stair flight, ramp) over x0..x1, rising from y0 (za) to
/// y1 (zb), th thick.
#[allow(clippy::too_many_arguments)]
pub fn slope(&mut self, x0: f64, x1: f64, y0: f64, y1: f64, za: f64, zb: f64, th: f64, mat: &str) -> &mut Self {
let zt = vec![za, za, zb, zb];
let zb_: Vec<f64> = zt.iter().map(|z| z - th).collect();
self.prism(rect(x0, y0, x1, y1), Zs::Each(zb_), Zs::Each(zt), Style::mat(mat))
}
// ---------------------------------------------------------- surfaces
/// Openings on the vertical face a -> b (outward normal on the right).
pub fn open(&mut self, a: P2, b: P2, list: Vec<[f64; 4]>, cls: &str, id: Option<String>) -> &mut Self {
let (a, b) = (self.xf.p(a[0], a[1]), self.xf.p(b[0], b[1]));
let dz = self.xf.z;
let list: Vec<[f64; 4]> = list.into_iter().map(|q| [q[0], q[1], q[2] + dz, q[3] + dz]).collect();
let (dx, dy) = (b[0] - a[0], b[1] - a[1]);
let l = (dx * dx + dy * dy).sqrt().max(1e-9);
let (ux, uy) = (dx / l, dy / l);
for q in &list {
self.ext.push([a[0] + ux * q[0], a[1] + uy * q[0], q[2]]);
self.ext.push([a[0] + ux * q[1], a[1] + uy * q[1], q[3]]);
}
self.push(Prim::Open { a, b, list, cls: cls.into(), id })
}
pub fn flat(&mut self, polys: Vec<Vec<P2>>, z: f64, cls: &str, id: Option<String>) -> &mut Self {
let polys: Vec<Vec<P2>> = polys.iter().map(|p| self.xf.pts(p)).collect();
let z = self.xf.z(z);
for p in &polys {
self.ext_world(p, z);
}
self.push(Prim::Flat { polys, z, cls: cls.into(), id })
}
pub fn lines(&mut self, segs: Vec<[f64; 4]>, z: f64, cls: &str) -> &mut Self {
let segs: Vec<[f64; 4]> = segs
.into_iter()
.map(|s| {
let a = self.xf.p(s[0], s[1]);
let b = self.xf.p(s[2], s[3]);
[a[0], a[1], b[0], b[1]]
})
.collect();
let z = self.xf.z(z);
for s in &segs {
self.ext.push([s[0], s[1], z]);
self.ext.push([s[2], s[3], z]);
}
self.push(Prim::Lines { segs, z, cls: cls.into(), id: None })
}
pub fn disc(&mut self, cx: f64, cy: f64, z: f64, r: f64, cls: &str, id: Option<String>) -> &mut Self {
self.ext_box(cx - r, cy - r, cx + r, cy + r, z, z);
let c = self.xf.p(cx, cy);
let z = self.xf.z(z);
self.push(Prim::Disc { c, z, r, cls: cls.into(), id })
}
/// Planar 3D polygon shaded by its normal (see [`Prim::Face`]).
pub fn face(&mut self, pts: Vec<P3>, mat: &str, id: Option<String>, two_sided: bool) -> &mut Self {
let pts: Vec<P3> = pts.into_iter().map(|p| self.xf.p3(p)).collect();
self.ext.extend(pts.iter().copied());
self.push(Prim::Face { pts, mat: mat.into(), id, two_sided })
}
/// 3D polygons as one path with a fixed class.
pub fn poly(&mut self, polys: Vec<Vec<P3>>, cls: &str, id: Option<String>) -> &mut Self {
let polys: Vec<Vec<P3>> = polys.into_iter().map(|p| p.into_iter().map(|q| self.xf.p3(q)).collect()).collect();
for p in &polys {
self.ext.extend(p.iter().copied());
}
self.push(Prim::Poly { polys, cls: cls.into(), id })
}
// ---------------------------------------------------------- screen-space details
/// Circle of r screen units (not part of the sort box: add `ext` if it
/// sticks out of the sprite).
pub fn circle(&mut self, at: P3, r: f64, off: P2, cls: &str) -> &mut Self {
let at = self.xf.p3(at);
self.push(Prim::Circle { at, r, off, cls: cls.into(), id: None })
}
pub fn stem(&mut self, x: f64, y: f64, z0: f64, z1: f64, w: f64, cls: &str) -> &mut Self {
self.ext(x, y, z0).ext(x, y, z1);
let at = self.xf.p(x, y);
let (z0, z1) = (self.xf.z(z0), self.xf.z(z1));
self.push(Prim::Stem { at, z0, z1, w, cls: cls.into(), id: None })
}
/// A head (ball of radius r metres) centred at z.
pub fn head(&mut self, x: f64, y: f64, z: f64, r: f64) -> &mut Self {
self.ext(x, y, z + r);
self.circle([x, y, z], r * C * 1.2, [0.0, 0.0], "iso-headc")
}
/// Standing figure: torso cylinder and head.
pub fn person(&mut self, x: f64, y: f64, z: f64, cls: &str) -> &mut Self {
self.cyl(x, y, 0.2, z, z + 1.2, Style::mat(cls).no_top());
self.ext(x, y, z + 1.65);
self.circle([x, y, z + 1.45], 0.2 * C * 1.2, [0.0, 0.0], "iso-headc")
}
/// Seated figure: torso and head.
pub fn sit(&mut self, x: f64, y: f64, z: f64, cls: &str) -> &mut Self {
self.cyl(x, y, 0.21, z + 0.42, z + 1.12, Style::mat(cls).no_top());
self.head(x, y, z + 1.32, 0.2)
}
pub fn led(&mut self, x: f64, y: f64, z: f64, cls: &str) -> &mut Self {
let c = if cls.is_empty() { "iso-led".to_string() } else { format!("iso-led {cls}") };
self.circle([x, y, z], 0.9, [0.0, 0.0], &c)
}
pub fn puffs(&mut self, x: f64, y: f64, z: f64, kind: &str, n: u32, dur: f64) -> &mut Self {
let at = self.xf.p3([x, y, z]);
self.push(Prim::Puffs { at, kind: kind.into(), n: n.max(1), dur })
}
pub fn fan(&mut self, x: f64, y: f64, z: f64, r: f64) -> &mut Self {
let at = self.xf.p3([x, y, z]);
self.push(Prim::Fan { at, r })
}
pub fn raw(&mut self, at: Option<P3>, svg: impl Into<String>) -> &mut Self {
let at = at.map(|a| self.xf.p3(a));
self.push(Prim::Raw { at, svg: svg.into() })
}
// ---------------------------------------------------------- structure
/// Open a `<g class style>`; close it with [`Sprite::end_group`].
pub fn begin_group(&mut self, cls: &str, style: &str) -> &mut Self {
self.frames.push(Frame::Group { cls: cls.into(), style: style.into(), items: vec![] });
self
}
pub fn end_group(&mut self) -> &mut Self {
if let Some(Frame::Group { cls, style, items }) = self.frames.pop() {
self.push(Prim::Group { cls, style, items });
}
self
}
/// Start a back-to-front sequence; each [`Sprite::seq_item`] starts an
/// item anchored at a plan point; [`Sprite::end_seq`] closes it.
pub fn begin_seq(&mut self) -> &mut Self {
self.frames.push(Frame::Seq { items: vec![], cur: None });
self
}
pub fn seq_item(&mut self, at: P2) -> &mut Self {
let at = self.xf.p(at[0], at[1]);
if let Some(Frame::Seq { items, cur }) = self.frames.last_mut() {
if let Some(c) = cur.take() {
items.push(c);
}
*cur = Some((at, vec![]));
}
self
}
pub fn end_seq(&mut self) -> &mut Self {
if let Some(Frame::Seq { mut items, cur }) = self.frames.pop() {
if let Some(c) = cur {
items.push(c);
}
self.push(Prim::Seq { items });
}
self
}
/// Draw items back to front by the depth of their anchor.
pub fn seq(&mut self, items: Vec<(P2, Box<dyn FnOnce(&mut Sprite) + '_>)>) -> &mut Self {
self.begin_seq();
for (at, f) in items {
self.seq_item(at);
f(self);
}
self.end_seq()
}
/// Close any group or sequence left open (returns how many were open).
pub fn finish(&mut self) -> usize {
let n = self.frames.len();
while let Some(f) = self.frames.last() {
match f {
Frame::Group { .. } => {
self.end_group();
}
Frame::Seq { .. } => {
self.end_seq();
}
}
}
n
}
pub fn is_empty(&self) -> bool {
self.prims.is_empty()
}
/// World bounding box of the extent points: [x0, y0, z0, x1, y1, z1].
pub fn world_box(&self) -> Option<[f64; 6]> {
if self.ext.is_empty() {
return None;
}
let mut b = [f64::MAX, f64::MAX, f64::MAX, f64::MIN, f64::MIN, f64::MIN];
for e in &self.ext {
for k in 0..3 {
b[k] = b[k].min(e[k]);
b[k + 3] = b[k + 3].max(e[k]);
}
}
Some(b)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn box_extents_span_eight_corners() {
let mut s = Sprite::new("a", "");
s.cuboid(0.0, 0.0, 2.0, 3.0, 0.0, 4.0, Style::mat("iso-wall"));
assert_eq!(s.ext.len(), 8);
assert_eq!(s.prims.len(), 1);
}
#[test]
fn frame_moves_and_turns_a_box() {
let mut s = Sprite::new("a", "").with_frame(Xf::new(10.0, 20.0, 1.0, 90.0));
// 4 m along local x, 2 m along local y, centred: after a quarter turn 2 m along x, 4 m along y
s.cuboid(-2.0, -1.0, 2.0, 1.0, 0.0, 3.0, Style::mat("x"));
let b = s.world_box().unwrap();
assert_eq!(b, [9.0, 18.0, 1.0, 11.0, 22.0, 4.0]);
}
#[test]
fn frame_round_trips_points() {
for deg in [0.0, 90.0, 180.0, 270.0, -90.0, 450.0] {
let f = Xf::new(3.0, -4.0, 0.0, deg);
let w = f.p(1.5, 2.5);
let l = f.inv(w[0], w[1]);
assert!((l[0] - 1.5).abs() < 1e-12 && (l[1] - 2.5).abs() < 1e-12, "{deg}");
}
}
#[test]
fn groups_and_sequences_nest() {
let mut s = Sprite::new("a", "");
s.begin_group("iso-a", "");
s.begin_seq();
s.seq_item([0.0, 0.0]);
s.cuboid(0.0, 0.0, 1.0, 1.0, 0.0, 1.0, Style::mat("x"));
s.seq_item([5.0, 0.0]);
s.cuboid(5.0, 0.0, 6.0, 1.0, 0.0, 1.0, Style::mat("x"));
s.end_seq();
s.end_group();
assert_eq!(s.prims.len(), 1);
match &s.prims[0] {
Prim::Group { items, .. } => match &items[0] {
Prim::Seq { items } => assert_eq!(items.len(), 2),
p => panic!("{p:?}"),
},
p => panic!("{p:?}"),
}
}
#[test]
fn finish_closes_open_frames() {
let mut s = Sprite::new("a", "");
s.begin_group("g", "");
s.cuboid(0.0, 0.0, 1.0, 1.0, 0.0, 1.0, Style::mat("x"));
assert_eq!(s.finish(), 1);
assert!(matches!(s.prims[0], Prim::Group { .. }));
}
}