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