diff --git a/src/rule.rs b/src/rule.rs
index d3fc82f..ad23be1 100644
--- a/src/rule.rs
+++ b/src/rule.rs
@@ -102,15 +102,16 @@ impl Rule {
// TODO: This logic is more or less right, but it
// could perhaps use some un-tupling or something.
- let subgeom: Vec<(OpenMesh, &Vec)> = rs.children.iter().map(|sub| {
+ let subgeom: Vec<(OpenMesh, Vec)> = rs.children.iter().map(|sub| {
// Get sub-geometry (still un-transformed):
let (submesh, eval) = sub.rule.to_mesh(arg, iters_left - 1);
// Tally up eval count:
evals += eval;
let m2 = submesh.transform(&sub.xf);
-
- (m2, &sub.vmap)
+
+ // TODO: Can I avoid the .clone() here?
+ (m2, sub.vmap.clone())
}).collect();
// Connect geometry from this rule (not child rules):
@@ -133,6 +134,8 @@ impl Rule {
// is, not including any transform of any element of
// 'rules'.
xf: Mat4,
+ // Child geometry for 'rules', waiting to be connected:
+ geom: Vec<(OpenMesh, Vec)>,
}
let mut geom = prim::empty_mesh();
@@ -146,6 +149,7 @@ impl Rule {
rules: eval.children,
next: 0,
xf: nalgebra::geometry::Transform3::identity().to_homogeneous(),
+ geom: vec![],
};
stack.push(s);
geom = eval.geom;
@@ -162,24 +166,18 @@ impl Rule {
// TODO: This, more elegantly?
count += 1;
- if count > max_depth {
- break;
- }
let n = stack.len(); // TODO: Just keep a running total.
println!("DEBUG: stack has len {}", n);
// We can increment/decrement as we push/pop.
let s = &mut stack[n-1];
- if s.next >= s.rules.len() {
+ if s.next >= s.rules.len() || count > max_depth {
+ // Connect the geometry we accumulated:
+ println!("DEBUG: Connecting {} parts", s.geom.len());
+ geom = geom.connect(&s.geom);
// If we've run out of child rules, backtrack:
stack.pop();
- // and have the *parent* node (if one) move on:
- if n >= 2 {
- stack[n-2].next += 1;
- }
- // (if there isn't one, it makes no difference,
- // because the loop will end)
continue;
}
@@ -190,19 +188,22 @@ impl Rule {
let eval = f(arg);
// Compose child transform to new world transform:
- let xf = s.xf * child.xf; // TODO: Check order on this
+ let xf = child.xf * s.xf; // TODO: Check order on this
let new_geom = eval.geom.transform(&xf);
- geom = geom.connect(&vec![(new_geom, &child.vmap)]);
+
+ s.next += 1;
+ s.geom.push((new_geom, child.vmap.clone()));
+ // TODO: this clone() shouldn't be necessary
// Recurse further (i.e. put more onto stack):
let s2 = State {
rules: eval.children,
next: 0,
xf: xf,
+ geom: vec![],
};
stack.push(s2);
-
},
Rule::EmptyRule => {
s.next += 1;
@@ -212,6 +213,8 @@ impl Rule {
// TODO: Recursion depth? What does that even mean here?
// Maybe something more like 'branch depth'?
+ // TODO: Handle final_geom
+
// TODO: Return right number
return (geom, 0);