Trashed my 'exit group' nonsense for parent vertices.
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cae2d3df10
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@ -11,8 +11,7 @@
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- Grep for all TODOs in code, really.
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- Look at everything in README.md in automata_scratch.
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- Implement some of the tougher examples from the above too, e.g. the
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triple nested spiral
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- Lots of Rust-kosher refactoring (once I understand Rust better)
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triple nested spiral. See `examples.py`.
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- Actual Rust-style docs!
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## If I'm bored:
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126
src/examples.rs
126
src/examples.rs
@ -12,33 +12,21 @@ fn curve_horn_start() -> RuleStep {
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std::f32::consts::PI).to_homogeneous();
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RuleStep {
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geom: OpenMesh {
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verts: vec![],
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faces: vec![
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Tag::Exit(1, 0), Tag::Exit(1, 2), Tag::Exit(0, 1),
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Tag::Exit(1, 2), Tag::Exit(0, 3), Tag::Exit(0, 1),
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Tag::Exit(0, 0), Tag::Exit(0, 2), Tag::Exit(1, 1),
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Tag::Exit(0, 2), Tag::Exit(1, 3), Tag::Exit(1, 1),
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Tag::Exit(0, 3), Tag::Exit(1, 2), Tag::Exit(0, 2),
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Tag::Exit(1, 2), Tag::Exit(1, 3), Tag::Exit(0, 2),
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Tag::Exit(1, 0), Tag::Exit(0, 1), Tag::Exit(0, 0),
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Tag::Exit(1, 1), Tag::Exit(1, 0), Tag::Exit(0, 0),
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// The above is connecting group 0 to group 1,
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// straight across + with diagonal - but with group 1
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// being flipped 180, so we remap vertices (0,1,2,3)
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// to (1,0,3,2) and then flip winding order.
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verts: vec![
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vertex(-0.5, -0.5, 0.0),
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vertex(-0.5, 0.5, 0.0),
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vertex( 0.5, 0.5, 0.0),
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vertex( 0.5, -0.5, 0.0),
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],
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exit_groups: vec![4, 4],
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faces: vec![],
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},
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final_geom: prim::empty_mesh(),
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children: vec![
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(Rule::Recurse(curve_horn_thing_rule), id), // exit group 0
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(Rule::Recurse(curve_horn_thing_rule), flip180), // exit group 1
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(Rule::Recurse(curve_horn_thing_rule), id),
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(Rule::Recurse(curve_horn_thing_rule), flip180),
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],
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}
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// TODO: The starting vertices above are duplicated because I
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// don't have any way for an exit vertex to stand in for multiple
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// child vertices that happen to share the same location. I don't
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// yet know a good way around this, so I am duplicating vertices.
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// TODO: Fix the consequences of the 180 flip
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}
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fn curve_horn_thing_rule() -> RuleStep {
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@ -51,49 +39,45 @@ fn curve_horn_thing_rule() -> RuleStep {
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let verts = vec![
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vertex(-0.5, -0.5, 0.0),
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vertex(0.5, -0.5, 0.0),
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vertex(-0.5, 0.5, 0.0),
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vertex(0.5, 0.5, 0.0),
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vertex( 0.5, 0.5, 0.0),
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vertex( 0.5, -0.5, 0.0),
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];
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let final_verts: Vec<Vertex> = verts.iter().map(|v| m * v).collect();
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let next_verts: Vec<Vertex> = verts.iter().map(|v| m * v).collect();
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let geom = OpenMesh {
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verts: verts,
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verts: next_verts.clone(),
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faces: vec![
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// The below is just connecting two groups of 4 vertices
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// each, straight across and then to the next. Note that
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// since 'verts' doesn't go in a circle, it will look a
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// little strange.
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Tag::Body(1), Tag::Exit(0, 3), Tag::Exit(0, 1),
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Tag::Body(1), Tag::Body(3), Tag::Exit(0, 3),
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Tag::Exit(0, 0), Tag::Body(2), Tag::Body(0),
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Tag::Exit(0, 0), Tag::Exit(0, 2), Tag::Body(2),
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Tag::Body(2), Tag::Exit(0, 3), Tag::Body(3),
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Tag::Body(2), Tag::Exit(0, 2), Tag::Exit(0, 3),
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Tag::Body(0), Tag::Body(1), Tag::Exit(0, 1),
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Tag::Body(0), Tag::Exit(0, 1), Tag::Exit(0, 0),
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// each, straight across and then to the next.
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Tag::Body(1), Tag::Parent(0), Tag::Body(0),
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Tag::Parent(1), Tag::Parent(0), Tag::Body(1),
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Tag::Body(2), Tag::Parent(1), Tag::Body(1),
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Tag::Parent(2), Tag::Parent(1), Tag::Body(2),
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Tag::Body(3), Tag::Parent(2), Tag::Body(2),
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Tag::Parent(3), Tag::Parent(2), Tag::Body(3),
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Tag::Body(0), Tag::Parent(3), Tag::Body(3),
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Tag::Parent(0), Tag::Parent(3), Tag::Body(0),
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// TODO: I should really generate these, not hard-code them.
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],
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exit_groups: vec![4],
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};
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// TODO: This could be made slightly nicer by taking it to a peak
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// instead of just flattening it in XY, but this is a pretty minor
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// change.
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let final_geom = OpenMesh {
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verts: final_verts,
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verts: next_verts,
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faces: vec![
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Tag::Body(0), Tag::Body(1), Tag::Body(3),
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Tag::Body(0), Tag::Body(3), Tag::Body(2),
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],
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exit_groups: vec![],
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};
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RuleStep{
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geom: geom,
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final_geom: final_geom,
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children: vec![
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(Rule::Recurse(curve_horn_thing_rule), m), // exit group 0
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(Rule::Recurse(curve_horn_thing_rule), m),
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],
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}
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}
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@ -127,11 +111,69 @@ fn cube_thing_rule() -> RuleStep {
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RuleStep {
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geom: mesh,
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final_geom: prim::empty_mesh(), // no exit groups
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final_geom: prim::empty_mesh(),
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children: turns.iter().map(gen_rulestep).collect(),
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}
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}
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/*
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// Conversion from Python & automata_scratch
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fn ram_horn_start() -> RuleStep {
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let id = nalgebra::geometry::Transform3::identity().to_homogeneous();
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let flip180 = nalgebra::geometry::Rotation3::from_axis_angle(
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&nalgebra::Vector3::y_axis(),
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std::f32::consts::PI).to_homogeneous();
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RuleStep {
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geom: OpenMesh {
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// 'Bottom' vertices:
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verts: vec![
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vertex(-0.5, -0.5, -0.5),
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vertex(-0.5, 0.5, -0.5),
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vertex( 0.5, 0.5, -0.5),
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vertex( 0.5, -0.5, -0.5),
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],
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faces: vec![
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// bottom face:
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Tag::Body(0), Tag::Body(1), Tag::Body(2),
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Tag::Body(0), Tag::Body(2), Tag::Body(3),
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// two faces straddling edge from vertex 0:
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Tag::Body(0), Tag::Exit(0, 0), Tag::Exit(0, 1),
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Tag::Body(0), Tag::Exit(0, 3), Tag::Exit(0, 0),
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// two faces straddling edge from vertex 1:
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Tag::Body(1), Tag::Exit(1, 0), Tag::Exit(1, 1),
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Tag::Body(1), Tag::Exit(1, 3), Tag::Exit(1, 0),
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// two faces straddling edge from vertex 2:
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Tag::Body(2), Tag::Exit(2, 0), Tag::Exit(2, 1),
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Tag::Body(2), Tag::Exit(2, 3), Tag::Exit(2, 0),
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// two faces straddling edge from vertex 3:
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Tag::Body(3), Tag::Exit(3, 0), Tag::Exit(3, 1),
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Tag::Body(3), Tag::Exit(3, 3), Tag::Exit(3, 0),
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// four faces from edge (0,1), (1,2), (2,3), (3,0):
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Tag::Body(0), Tag::Exit(0, 1)/*=Tag::Exit(1, 3)*/, Tag::Body(1),
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Tag::Body(1), Tag::Exit(1, 1)/*=Tag::Exit(2, 3)*/, Tag::Body(2),
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Tag::Body(2), Tag::Exit(2, 1)/*=Tag::Exit(3, 3)*/, Tag::Body(3),
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Tag::Body(3), Tag::Exit(3, 1)/*=Tag::Exit(0, 3)*/, Tag::Body(0),
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],
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exit_groups: vec![4, 4, 4, 4],
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},
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final_geom: prim::empty_mesh(),
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children: vec![
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(Rule::Recurse(ram_horn), id), // exit group 0
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(Rule::Recurse(ram_horn), id), // exit group 1
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(Rule::Recurse(ram_horn), id), // exit group 2
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(Rule::Recurse(ram_horn), id), // exit group 3
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],
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}
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// TODO: How do I handle *duplicated* exit vertices? In this
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// instance, multiple children connect to some of them - e.g. all
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// Tag::Exit(n,2) are together, and Tag::Exit(n,1) is the same as
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// Tag::Exit((n+1)%4, 3).
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}
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fn ram_horn() -> RuleStep {
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}
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*/
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pub fn main() {
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let run_test = |r: Rule, iters, name| {
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@ -144,6 +186,6 @@ pub fn main() {
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};
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run_test(Rule::Recurse(cube_thing_rule), 3, "cube_thing");
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run_test(Rule::Recurse(curve_horn_thing_rule), 100, "curve_horn_thing");
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//run_test(Rule::Recurse(curve_horn_thing_rule), 100, "curve_horn_thing");
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run_test(Rule::Recurse(curve_horn_start), 100, "curve_horn2");
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}
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@ -16,7 +16,7 @@ pub fn vertex(x: f32, y: f32, z: f32) -> Vertex {
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#[derive(Clone, Debug)]
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pub enum Tag {
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Body(usize),
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Exit(usize, usize), // (group, vertex)
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Parent(usize),
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}
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#[derive(Clone, Debug)]
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@ -26,7 +26,6 @@ pub struct OpenMesh {
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// Triangles, taken as every 3 values, treated each as indices
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// into 'verts':
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pub faces: Vec<Tag>,
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pub exit_groups: Vec<usize>,
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}
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impl OpenMesh {
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@ -37,7 +36,6 @@ impl OpenMesh {
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// TODO: Is the above faster if I pack vectors into a
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// bigger matrix, and transform that?
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faces: self.faces.clone(), // TODO: Use Rc?
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exit_groups: self.exit_groups.clone(),
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}
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}
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@ -59,7 +57,7 @@ impl OpenMesh {
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let get_vert = |j| {
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match self.faces[j] {
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Tag::Body(n) => self.verts[n].xyz(),
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Tag::Exit(_, _) => panic!("Cannot write_stl() if mesh has exit groups!"),
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Tag::Parent(_) => panic!("Cannot write_stl() if mesh has parent references!"),
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}
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};
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// TODO: Handle this behavior
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@ -92,49 +90,31 @@ impl OpenMesh {
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let mut verts: Vec<Vertex> = self.verts.clone();
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let mut faces = self.faces.clone();
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let mut exit_groups: Vec<usize> = vec![];
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for other in others {
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let mut body_offset = self.verts.len();
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let mut exit_offset = 0;
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let mut offsets: Vec<usize> = vec![0; others.len()];
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for (i,other) in others.iter().enumerate() {
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// body_offset corresponds to the position in 'verts' at
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// which we're appending everything in 'other.verts' -
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// thus, the offset we shift all indices in 'others' by.
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let body_offset = verts.len();
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// Append body vertices & exit vertices directly:
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// Copy all vertices from 'other':
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verts.append(&mut other.verts.clone());
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// Append faces, shifting each kind by respective offset:
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// Append its faces:
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faces.extend(other.faces.iter().map(|t| {
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match t {
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// Apply aforementioned shift to its body vertices:
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Tag::Body(n) => Tag::Body(n + body_offset),
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Tag::Exit(g, n) => Tag::Exit(g + exit_groups.len(), n + exit_offset),
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// Since 'self' vertices are in the same order,
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// parent vertex references retain same index:
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Tag::Parent(n) => Tag::Body(*n),
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}
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}));
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if i < self.exit_groups.len() {
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exit_offset += self.exit_groups[i];
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}
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exit_groups.append(&mut other.exit_groups.clone());
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offsets[i] = body_offset;
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// Increase offsets by the number of elements we appended:
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body_offset += other.verts.len();
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}
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// All of the Exit face indices from 'self' need to be
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// modified to refer to Body vertices of something in
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// 'others':
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for i in 0..faces.len() {
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match faces[i] {
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Tag::Exit(g, n) => {
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faces[i] = Tag::Body(n + offsets[g]);
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},
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_ => { },
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};
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}
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OpenMesh {
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verts: verts,
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faces: faces,
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exit_groups: exit_groups,
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}
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}
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}
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@ -6,7 +6,6 @@ pub fn empty_mesh() -> OpenMesh {
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OpenMesh {
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verts: vec![],
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faces: vec![],
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exit_groups: vec![],
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}
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}
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@ -36,6 +35,5 @@ pub fn cube() -> OpenMesh {
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Tag::Body(0), Tag::Body(1), Tag::Body(5),
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Tag::Body(0), Tag::Body(5), Tag::Body(4),
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],
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exit_groups: vec![],
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}.transform(geometry::Translation3::new(-0.5, -0.5, -0.5).to_homogeneous())
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}
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@ -40,8 +40,6 @@ impl Rule {
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pub fn to_mesh(&self, iters_left: u32) -> (OpenMesh, u32) {
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let mut nodes: u32 = 1;
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if iters_left <= 0 {
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