Files
isokit/crates/isokit-core/src/prim.rs
T

194 lines
5.1 KiB
Rust

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