Added (broken) twist() example from Python
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@ -2,14 +2,18 @@
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## Highest priority:
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- Clean up my 'parent vertex mapping' thingy, *and* come up with
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meaningful terms to discuss it.
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- Fix `twist` example.
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- Do transforms compose in the *reverse* of automata_scratch? This
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appears to be the case.
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## Important but less critical:
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- Why must I repeat myself so much in these definitions?
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- The notation for transforms is really cumbersome. Some syntactic
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sugar might go far.
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- What patterns can I factor out? I do some things regularly, like:
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the clockwise boundaries, the zigzag connections, the iterating over
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a `Vec<Vertex>` to transform each element and make another vector.
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- Docs on modules
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- Consider trampolining `to_mesh`. My call stack seems needlessly
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deep in spots. Can I make tail-recursive?
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100
src/examples.rs
100
src/examples.rs
@ -264,23 +264,104 @@ fn ram_horn_branch() -> RuleStep {
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}
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*/
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/*
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// Meant to be a copy of twist_from_gen from Python & automata_scratch
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pub fn twist_start() -> RuleStep {
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//let ang=0.1;
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let dz=0.2;
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let dx0=2.0;
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let dy=0.1;
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let count=4;
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// TODO: Factor these out (see twist)
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let seed = vec![
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vertex(-0.5, 0.0, -0.5),
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vertex(-0.5, 0.0, 0.5),
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vertex( 0.5, 0.0, 0.5),
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vertex( 0.5, 0.0, -0.5),
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];
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// TODO: Subdivide method
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// Quarter-turn in radians:
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let qtr = std::f32::consts::FRAC_PI_2;
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let y = &Vector3::y_axis();
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let xform = |i| {
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(geometry::Rotation3::from_axis_angle(y, qtr * (i as f32)).to_homogeneous() *
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geometry::Translation3::new(dx0, 0.0, 0.0).to_homogeneous())
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};
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// First generate 'count' children, each one shifted/rotated
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// differently:
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let children: Vec<Child> = (0..count).map(|i| {
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let xf = xform(i);
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Child {
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rule: Rule::Recurse(twist),
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xf: xf,
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vmap: (4*i..4*(i+count)).collect(), // N.B.
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}
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}).collect();
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// Use byproducts of this to make 'count' copies of 'seed' with
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// this same transform:
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let mut verts = vec![];
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for child in &children {
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verts.extend(seed.iter().map(|v| child.xf * v));
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}
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RuleStep {
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geom: OpenMesh {
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verts: verts,
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faces: vec![],
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// TODO: Close these initial faces off
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},
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final_geom: prim::empty_mesh(),
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children: children,
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}
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}
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pub fn twist() -> RuleStep {
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let ang=0.1;
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let dz=0.2;
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let dx0=2;
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let dx0=2.0;
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let dy=0.1;
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let count=4;
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let scale=0.98;
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// TODO: Factor these out (see twist_start)
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let y = &Vector3::y_axis();
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let incr = geometry::Rotation3::from_axis_angle(y, ang).to_homogeneous() *
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geometry::Translation3::new(0.0, dy, 0.0).to_homogeneous();
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let seed = vec![
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vertex(-0.5, -0.5, 0),
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vertex(-0.5, 0.5, 0),
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vertex( 0.5, 0.5, 0),
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vertex( 0.5, -0.5, 0),
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];
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vertex(-0.5, 0.0, -0.5),
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vertex(-0.5, 0.0, 0.5),
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vertex( 0.5, 0.0, 0.5),
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vertex( 0.5, 0.0, -0.5),
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// TODO: Likewise factor these out
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].iter().map(|v| incr * v).collect();
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RuleStep {
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geom: OpenMesh {
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verts: seed,
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faces: vec![
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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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],
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},
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final_geom: prim::empty_mesh(), // TODO: Close properly
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children: vec![
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Child {
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rule: Rule::Recurse(twist),
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xf: incr,
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vmap: vec![0,1,2,3],
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},
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],
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}
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}
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*/
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pub fn main() {
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@ -299,4 +380,5 @@ pub fn main() {
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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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run_test(Rule::Recurse(ram_horn_start), 200, "ram_horn");
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run_test(Rule::Recurse(twist_start), 200, "twist");
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}
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