Got rid of EmptyRule
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@ -11,9 +11,6 @@
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## Important but less critical:
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- Do I actually need `EmptyRule` or can I get rid of a bunch of
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extraneous nesting? `RuleEval` with empty meshes and no children is
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equivalent. I have used `EmptyRule` exactly zero times.
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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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@ -43,12 +43,12 @@ impl CurveHorn {
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final_geom: prim::empty_mesh(),
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children: vec![
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Child {
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rule: Rule::Recurse(Self::recur),
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rule: Rule { eval: Self::recur },
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xf: self.id_xform,
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vmap: vec![0,1,2,3],
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},
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Child {
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rule: Rule::Recurse(Self::recur),
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rule: Rule { eval: Self::recur },
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xf: self.flip180,
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vmap: vec![3,2,1,0],
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},
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@ -94,7 +94,7 @@ impl CurveHorn {
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final_geom: final_geom,
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children: vec![
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Child {
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rule: Rule::Recurse(Self::recur),
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rule: Rule { eval: Self::recur },
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xf: self.incr,
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vmap: vec![0,1,2,3],
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},
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@ -137,7 +137,7 @@ impl CubeThing {
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Matrix4::new_scaling(0.5) *
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geometry::Translation3::new(6.0, 0.0, 0.0).to_homogeneous();
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Child {
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rule: Rule::Recurse(Self::rec),
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rule: Rule { eval: Self::rec },
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xf: m,
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vmap: vec![],
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}
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@ -217,22 +217,22 @@ impl RamHorn {
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final_geom: prim::empty_mesh(),
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children: vec![
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Child {
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rule: Rule::Recurse(Self::ram_horn),
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rule: Rule { eval: Self::ram_horn },
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xf: opening_xform(0.0),
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vmap: vec![5,2,6,8],
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},
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Child {
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rule: Rule::Recurse(Self::ram_horn),
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rule: Rule { eval: Self::ram_horn },
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xf: opening_xform(1.0),
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vmap: vec![4,1,5,8],
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},
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Child {
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rule: Rule::Recurse(Self::ram_horn),
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rule: Rule { eval: Self::ram_horn },
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xf: opening_xform(2.0),
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vmap: vec![7,0,4,8],
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},
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Child {
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rule: Rule::Recurse(Self::ram_horn),
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rule: Rule { eval: Self::ram_horn },
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xf: opening_xform(3.0),
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vmap: vec![6,3,7,8],
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},
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@ -279,7 +279,7 @@ impl RamHorn {
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final_geom: final_geom,
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children: vec![
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Child {
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rule: Rule::Recurse(Self::ram_horn),
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rule: Rule { eval: Self::ram_horn },
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xf: incr,
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vmap: vec![0,1,2,3],
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},
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@ -338,7 +338,7 @@ impl Twist {
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let children: Vec<Child<Twist>> = (0..self.count).map(|i| {
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let xf = xform(i);
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Child {
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rule: Rule::Recurse(Self::recur),
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rule: Rule { eval: Self::recur },
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xf: xf,
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vmap: (n*i..n*(i+self.count)).collect(), // N.B.
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}
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@ -380,7 +380,7 @@ impl Twist {
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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(Self::recur),
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rule: Rule { eval: Self::recur },
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xf: incr,
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vmap: (0..n).collect(),
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},
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@ -406,7 +406,7 @@ pub fn main() {
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fn run_test<A>(a: A, r: Rule<A>, iters: u32, name: &str) {
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println!("Running {}...", name);
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let (mesh, nodes) = r.to_mesh(&a, iters);
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println!("Merged {} nodes", nodes);
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println!("Evaluated {} rules", nodes);
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let fname = format!("{}.stl", name);
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println!("Writing {}...", fname);
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mesh.write_stl_file(&fname).unwrap();
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@ -415,19 +415,19 @@ pub fn main() {
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fn run_test_iter<A>(a: A, r: Rule<A>, iters: usize, name: &str) {
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println!("Running {}...", name);
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let (mesh, nodes) = r.to_mesh_iter(&a, iters);
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println!("Merged {} nodes", nodes);
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println!("Evaluated {} rules", nodes);
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let fname = format!("{}.stl", name);
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println!("Writing {}...", fname);
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mesh.write_stl_file(&fname).unwrap();
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}
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run_test(CubeThing::init(), Rule::Recurse(CubeThing::rec), 3, "cube_thing");
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run_test(CubeThing::init(), Rule { eval: CubeThing::rec }, 3, "cube_thing");
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// this can't work on its own because the resultant OpenMesh still
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// has parent references:
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//run_test(Rule::Recurse(recur), 100, "curve_horn_thing");
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run_test(CurveHorn::init(), Rule::Recurse(CurveHorn::start), 100, "curve_horn2");
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run_test(RamHorn::init(), Rule::Recurse(RamHorn::start), 200, "ram_horn");
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run_test(Twist::init(), Rule::Recurse(Twist::start), 200, "twist");
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//run_test(Rule { eval: recur }, 100, "curve_horn_thing");
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run_test(CurveHorn::init(), Rule { eval: CurveHorn::start }, 100, "curve_horn2");
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run_test(RamHorn::init(), Rule { eval: RamHorn::start }, 200, "ram_horn");
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run_test(Twist::init(), Rule { eval: Twist::start }, 200, "twist");
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run_test_iter(CurveHorn::init(), Rule::Recurse(CurveHorn::start), 100, "curve_horn2_iter");
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run_test_iter(CurveHorn::init(), Rule { eval: CurveHorn::start }, 100, "curve_horn2_iter");
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}
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43
src/rule.rs
43
src/rule.rs
@ -6,11 +6,8 @@ use crate::prim;
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/// - produces geometry when it is evaluated
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/// - tells what other rules to invoke, and what to do with their
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/// geometry
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pub enum Rule<A> {
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/// Produce some geometry, and possibly recurse further.
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Recurse(fn (&A) -> RuleEval<A>),
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/// Produce nothing and recurse no further.
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EmptyRule,
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pub struct Rule<A> {
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pub eval: fn (&A) -> RuleEval<A>,
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}
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// TODO: Rename rules?
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// TODO: It may be possible to have just a 'static' rule that requires
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@ -84,21 +81,11 @@ impl<A> Rule<A> {
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let mut evals = 1;
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let rs: RuleEval<A> = (self.eval)(arg);
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if iters_left <= 0 {
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match self {
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Rule::Recurse(f) => {
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let rs: RuleEval<A> = f(arg);
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return (rs.final_geom, 1);
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}
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Rule::EmptyRule => {
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return (prim::empty_mesh(), evals);
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}
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}
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}
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match self {
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Rule::Recurse(f) => {
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let rs: RuleEval<A> = f(arg);
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// TODO: This logic is more or less right, but it
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// could perhaps use some un-tupling or something.
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@ -116,11 +103,6 @@ impl<A> Rule<A> {
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// Connect geometry from this rule (not child rules):
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return (rs.geom.connect(&subgeom).0, evals);
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}
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Rule::EmptyRule => {
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return (prim::empty_mesh(), evals);
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}
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}
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}
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/// This should be identical to to_mesh, but implemented
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/// iteratively with an explicit stack rather than with recursive
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@ -146,22 +128,14 @@ impl<A> Rule<A> {
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let mut stack: Vec<State<A>> = vec![];
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let mut geom = prim::empty_mesh();
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match self {
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Rule::Recurse(f) => {
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// Set up the stack's initial state - evaluate our own rule
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let eval = f(arg);
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let eval = (self.eval)(arg);
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stack.push(State {
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rules: eval.children,
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next: 0,
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xf: nalgebra::geometry::Transform3::identity().to_homogeneous(),
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});
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geom = eval.geom;
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},
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Rule::EmptyRule => {
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// Empty rule and no geometry: quit now.
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return (geom, 0);
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},
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}
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// Number of times we've evaluated a Rule:
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let mut eval_count = 1;
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@ -193,10 +167,8 @@ impl<A> Rule<A> {
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}
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let child = &s.rules[s.next];
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match child.rule {
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Rule::Recurse(f) => {
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// Evaluate the rule:
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let mut eval = f(arg);
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let mut eval = (child.rule.eval)(arg);
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eval_count += 1;
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// Make an updated world transform:
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@ -245,11 +217,6 @@ impl<A> Rule<A> {
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xf: xf,
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});
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n += 1;
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},
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Rule::EmptyRule => {
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s.next += 1;
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},
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}
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}
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// TODO: Recursion depth? What does that even mean here?
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// Maybe something more like 'branch depth'?
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