Got rid of EmptyRule
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7fd89b63b8
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94dabbee25
@ -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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173
src/rule.rs
173
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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@ -84,42 +81,27 @@ 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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return (rs.final_geom, 1);
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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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// 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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let subgeom: Vec<(OpenMesh, &Vec<usize>)> = rs.children.iter().map(|sub| {
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// Get sub-geometry (still un-transformed):
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let (submesh, eval) = sub.rule.to_mesh(arg, iters_left - 1);
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// Tally up eval count:
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evals += eval;
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let subgeom: Vec<(OpenMesh, &Vec<usize>)> = rs.children.iter().map(|sub| {
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// Get sub-geometry (still un-transformed):
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let (submesh, eval) = sub.rule.to_mesh(arg, iters_left - 1);
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// Tally up eval count:
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evals += eval;
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let m2 = submesh.transform(&sub.xf);
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let m2 = submesh.transform(&sub.xf);
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(m2, &sub.vmap)
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}).collect();
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(m2, &sub.vmap)
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}).collect();
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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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// 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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/// This should be identical to to_mesh, but implemented
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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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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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// Set up the stack's initial state - evaluate our own rule
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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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// Number of times we've evaluated a Rule:
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let mut eval_count = 1;
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@ -193,63 +167,56 @@ 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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eval_count += 1;
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// Evaluate the rule:
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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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let xf = s.xf * child.xf; // TODO: Check order on this
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// Make an updated world transform:
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let xf = s.xf * child.xf; // TODO: Check order on this
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// This rule produced some geometry which we'll
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// combine with the 'global' geometry:
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let new_geom = eval.geom.transform(&xf);
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println!("DEBUG: Connecting {} faces, vmap={:?}, faces={:?}",
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new_geom.verts.len(), child.vmap, new_geom.faces);
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let (g, offsets) = geom.connect(&vec![(new_geom, &child.vmap)]);
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geom = g;
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// This rule produced some geometry which we'll
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// combine with the 'global' geometry:
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let new_geom = eval.geom.transform(&xf);
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println!("DEBUG: Connecting {} faces, vmap={:?}, faces={:?}",
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new_geom.verts.len(), child.vmap, new_geom.faces);
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let (g, offsets) = geom.connect(&vec![(new_geom, &child.vmap)]);
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geom = g;
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// 'new_geom' may itself be parent geometry for
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// something in 'eval.children' (via Tag::Parent),
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// and vmap is there to resolve those Tag::Parent
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// references to the right vertices in 'new_geom'.
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//
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// However, we connect() on the global geometry
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// which we merged 'new_geom' into, not 'new_geom'
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// directly. To account for this, we must shift
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// vmap by the offset that 'geom.connect' gave us:
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for (offset, child) in offsets.iter().zip(eval.children.iter_mut()) {
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child.vmap = child.vmap.iter().map(|n| {
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n + offset
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}).collect();
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}
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// TODO: Why does below work?
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if (s.next + 1) >= s.rules.len() {
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let m = stack.len();
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if m >= 2 {
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stack[m-2].next += 1;
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}
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stack.pop();
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n -= 1;
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}
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// I guess we are "done" with the rule after we've
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// evaluated it, and it is then safe to increment
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// s.next.
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// Recurse further (i.e. put more onto stack):
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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: 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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// 'new_geom' may itself be parent geometry for
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// something in 'eval.children' (via Tag::Parent),
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// and vmap is there to resolve those Tag::Parent
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// references to the right vertices in 'new_geom'.
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//
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// However, we connect() on the global geometry
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// which we merged 'new_geom' into, not 'new_geom'
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// directly. To account for this, we must shift
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// vmap by the offset that 'geom.connect' gave us:
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for (offset, child) in offsets.iter().zip(eval.children.iter_mut()) {
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child.vmap = child.vmap.iter().map(|n| {
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n + offset
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}).collect();
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}
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// TODO: Why does below work?
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if (s.next + 1) >= s.rules.len() {
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let m = stack.len();
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if m >= 2 {
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stack[m-2].next += 1;
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}
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stack.pop();
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n -= 1;
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}
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// I guess we are "done" with the rule after we've
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// evaluated it, and it is then safe to increment
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// s.next.
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// Recurse further (i.e. put more onto stack):
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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: xf,
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});
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n += 1;
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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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