//! What a model looks like on screen. //! //! Finite elements: the faces nobody shares (the skin of the solid elements, and every shell), //! the element edges on those faces, line elements and nodes. Faces shared by two solid elements //! are inside the mesh and are left out, so a model of a million elements draws its surface, not //! its interior. Higher-order elements (tet10, hex20, tri6, quad8) draw through all their nodes: //! a face is cut into triangles whose vertices are its corners and mid-side nodes, and each //! edge is drawn as its two halves through its mid-side node, so the faces, the edges, the //! feature lines and a highlight all share the same vertices and meet exactly at any zoom. //! Every element primitive keeps its node labels, so results (displacements, contours) can be //! drawn on it ([`DisplayMesh::displaced`]). //! //! Geometry: triangulated boundary surfaces (tessellated bodies, imported surfaces) added with //! [`DisplayMesh::add_surface`], drawn with the edges between their faces. //! //! The output is deterministic: elements come out in label order, edges sorted. use fieldcraft_model::{ElementKind, Model}; use crate::pick::{Hit, first_hit}; use crate::{Aabb3, Vec3}; /// One drawn triangle of an element face. #[derive(Clone, Copy, Debug, PartialEq)] pub struct DisplayTri { pub p: [Vec3; 3], /// The node labels at the corners. pub nodes: [u32; 3], /// The face's unit normal, pointing out of its element (a shell's own orientation). pub normal: Vec3, pub kind: ElementKind, /// The element it is a face of, and the face's number (from 1, as /// [`ElementKind::faces`] numbers them; a shell's is 1, its top side). pub element: u32, pub face: u8, } impl DisplayTri { /// The element face seen looking along `dir`: a shell's top side (1) from in front and its /// bottom side (2) from behind; a solid's face as it is. pub fn seen_face(&self, dir: Vec3) -> u8 { if self.kind.dimension() == 2 && self.normal.dot(dir) > 0.0 { 2 } else { self.face } } } /// A drawn segment of an element edge: the whole edge of a linear element, a half (corner to /// mid-side node) of a quadratic one, so edges bend with the faces they bound. #[derive(Clone, Copy, Debug, PartialEq)] pub struct DisplayEdge { pub p: [Vec3; 2], pub nodes: [u32; 2], /// The corner nodes of the element edge it is (part of), lower first. pub corners: [u32; 2], /// The element edge lies on a geometry edge: a feature line of the mesh. pub feature: bool, } /// A line element. #[derive(Clone, Copy, Debug, PartialEq)] pub struct DisplayLine { pub a: Vec3, pub b: Vec3, pub nodes: [u32; 2], pub kind: ElementKind, pub element: u32, } /// A node. #[derive(Clone, Copy, Debug, PartialEq)] pub struct DisplayNode { pub label: u32, pub p: Vec3, } /// A triangle of a geometry surface. #[derive(Clone, Copy, Debug, PartialEq)] pub struct SurfaceTri { pub p: [Vec3; 3], pub normal: Vec3, /// Which surface (body) it belongs to: the order [`DisplayMesh::add_surface`] got them in. pub body: u32, /// The face of that surface it lies on (its `tri_face` tag; `u32::MAX` when it has none). pub face: u32, } /// A segment of a geometry surface's B-rep edge (a named design edge), for picking and marking. #[derive(Clone, Copy, Debug, PartialEq)] pub struct SurfaceCurve { pub a: Vec3, pub b: Vec3, /// The surface (body) it belongs to, as [`SurfaceTri::body`]. pub body: u32, /// The edge's index in that body's tessellation. pub edge: u32, } /// Display data for a model and its geometry. #[derive(Clone, Debug, Default, PartialEq)] pub struct DisplayMesh { /// Visible element faces as triangles (quads are split in two). pub tris: Vec, /// Element edges on the visible faces, each once. pub edges: Vec, /// Line elements (rods, beams). pub lines: Vec, /// Every node, in label order. pub nodes: Vec, /// Geometry surface triangles. pub surface_tris: Vec, /// Geometry edges: where two faces meet, and open boundaries. pub surface_edges: Vec<[Vec3; 2]>, /// The B-rep edges of the geometry surfaces that have them, segment by segment. pub curves: Vec, /// Geometry surfaces (bodies) added. pub bodies: u32, pub bounds: Aabb3, } /// The faces drawn of an element, as positions in its node list ([`ElementKind::faces`]: the /// corners counter-clockwise seen from outside, then the mid-side nodes of quadratic kinds): a /// solid's faces in their numbering, a shell's top side (face 1). fn drawn_faces(kind: ElementKind) -> &'static [&'static [usize]] { let all = kind.faces(); if kind.dimension() == 2 { all.get(..1).unwrap_or(&[]) } else { all } } /// The corners of a face listed with `n` nodes: a quadratic face (tri6, quad8) has as many /// mid-side nodes as corners. fn face_corner_count(n: usize) -> usize { if n >= 6 { n / 2 } else { n } } /// Triangles (positions in the face's boundary ring) that fill a face whose boundary ring has /// `n` points. A quadratic face's ring alternates corner and mid-side node, and every triangle's /// vertices are nodes: one triangle cut off at each corner, and the polygon of the mid-side /// nodes fanned, so the drawn face passes through every node and its sides are the drawn edges. fn face_triangles(n: usize, quadratic: bool) -> Vec<[usize; 3]> { if !quadratic { return (1..n.saturating_sub(1)).map(|k| [0, k, k + 1]).collect(); } let mut out: Vec<[usize; 3]> = (0..n).step_by(2).map(|c| [c, c + 1, (c + n - 1) % n]).collect(); let mids: Vec = (1..n).step_by(2).collect(); for k in 1..mids.len().saturating_sub(1) { if let (Some(&a), Some(&b), Some(&c)) = (mids.first(), mids.get(k), mids.get(k + 1)) { out.push([a, b, c]); } } out } /// A face's identity regardless of winding and starting corner: its sorted corner labels, a /// triangle padded with `u32::MAX`. fn face_key(e: &[u32], face: &[usize]) -> Option<[u32; 4]> { let mut k = [u32::MAX; 4]; for (slot, &i) in k.iter_mut().zip(face.iter().take(face_corner_count(face.len()))) { *slot = *e.get(i)?; } k.sort_unstable(); Some(k) } /// Newell's normal of a polygon (robust for non-planar quads); `None` when degenerate. pub(crate) fn polygon_normal(p: &[Vec3]) -> Option { let mut n = Vec3::ZERO; for (i, a) in p.iter().enumerate() { let b = p.get((i + 1) % p.len()).copied().unwrap_or(*a); n = n + Vec3::new((a.y - b.y) * (a.z + b.z), (a.z - b.z) * (a.x + b.x), (a.x - b.x) * (a.y + b.y)); } n.normalized() } pub(crate) fn centre(p: &[Vec3]) -> Vec3 { p.iter().fold(Vec3::ZERO, |s, q| s + *q) * (1.0 / p.len().max(1) as f64) } impl DisplayMesh { pub fn from_model(model: &Model) -> DisplayMesh { let mut out = DisplayMesh::default(); let pos = |label: u32| model.node(label).map(|n| Vec3::from(n.xyz)); for (&label, n) in model.nodes() { let p = Vec3::from(n.xyz); out.nodes.push(DisplayNode { label, p }); out.bounds.add(p); } // Faces two solid elements share are inside the mesh: sort every solid face's key and // keep the ones that occur more than once. let mut keys: Vec<[u32; 4]> = model .elements() .values() .filter(|e| e.kind.dimension() == 3) .flat_map(|e| drawn_faces(e.kind).iter().filter_map(|f| face_key(&e.nodes, f))) .collect(); keys.sort_unstable(); let mut inner: Vec<[u32; 4]> = keys.windows(2).filter(|w| w.first() == w.get(1)).filter_map(|w| w.first().copied()).collect(); inner.dedup(); drop(keys); // Element edges on geometry edges (by their corner nodes): the mesh's feature lines. let classification = model.classification(); let mut features: Vec<(u32, u32)> = Vec::new(); for (&element, tags) in classification.elements() { let Some(e) = model.element(element) else { continue }; for (&edge, &tag) in &tags.edges { if classification.entity(tag).is_some_and(|g| g.entity.dimension() == 1) && let Some(local) = e.kind.edges().get(usize::from(edge).wrapping_sub(1)) && let (Some(&a), Some(&b)) = (local.first().and_then(|&i| e.nodes.get(i)), local.get(1).and_then(|&i| e.nodes.get(i))) { features.push((a.min(b), a.max(b))); } } } features.sort_unstable(); features.dedup(); // (segment's nodes, the element edge's corners), each sorted. let mut edges: Vec<((u32, u32), (u32, u32))> = Vec::new(); for (&label, e) in model.elements() { if e.kind.dimension() == 1 { if let (Some(&na), Some(&nb)) = (e.nodes.first(), e.nodes.get(1)) && let (Some(a), Some(b)) = (pos(na), pos(nb)) { out.lines.push(DisplayLine { a, b, nodes: [na, nb], kind: e.kind, element: label }); } continue; } let Some(at) = e.nodes.iter().map(|&n| pos(n)).collect::>>() else { continue }; if at.len() != e.kind.node_count() { continue; } let solid = e.kind.dimension() == 3; let element_centre = centre(at.get(..e.kind.corner_count()).unwrap_or(&at)); for (number, f) in drawn_faces(e.kind).iter().enumerate() { let face = u8::try_from(number + 1).unwrap_or(u8::MAX); if solid && face_key(&e.nodes, f).is_some_and(|k| inner.binary_search(&k).is_ok()) { continue; } // The face's boundary: corner, mid-side node, corner, … (corners only when linear). let corners = face_corner_count(f.len()); let ring: Vec = (0..corners).flat_map(|j| std::iter::once(j).chain((f.len() > corners).then_some(corners + j))).collect(); let Some(ring) = ring.iter().map(|&k| f.get(k).and_then(|&i| Some((*at.get(i)?, *e.nodes.get(i)?)))).collect::>>() else { continue; }; let p: Vec = ring.iter().map(|r| r.0).collect(); let Some(mut normal) = polygon_normal(&p) else { continue }; if solid && normal.dot(centre(&p) - element_centre) < 0.0 { normal = -normal; } for [a, b, c] in face_triangles(ring.len(), corners < ring.len()) { if let (Some(&(pa, la)), Some(&(pb, lb)), Some(&(pc, lc))) = (ring.get(a), ring.get(b), ring.get(c)) { out.tris.push(DisplayTri { p: [pa, pb, pc], nodes: [la, lb, lc], normal, kind: e.kind, element: label, face }); } } let step = ring.len() / corners.max(1); for (k, &(_, a)) in ring.iter().enumerate() { let b = ring.get((k + 1) % ring.len()).map_or(a, |r| r.1); let (c0, c1) = (ring.get(k - k % step).map_or(a, |r| r.1), ring.get((k - k % step + step) % ring.len()).map_or(b, |r| r.1)); edges.push(((a.min(b), a.max(b)), (c0.min(c1), c0.max(c1)))); } } } edges.sort_unstable(); edges.dedup(); out.edges = edges .into_iter() .filter_map(|((a, b), corners)| { let feature = features.binary_search(&corners).is_ok(); Some(DisplayEdge { p: [pos(a)?, pos(b)?], nodes: [a, b], corners: [corners.0, corners.1], feature }) }) .collect(); out } /// Add a triangulated geometry surface: `positions`, counter-clockwise `triangles` seen from /// outside, and the face each triangle lies on. Edges are drawn where triangles of different /// faces meet and along open boundaries; degenerate triangles and out-of-range indices are /// skipped. pub fn add_surface(&mut self, positions: &[[f64; 3]], triangles: &[[u32; 3]], tri_face: &[u32]) { let pos = |i: u32| positions.get(i as usize).map(|p| Vec3::from(*p)).filter(|p| p.is_finite()); // Tessellations may repeat a point for each triangle or face: copies with identical // coordinates are one vertex (the lowest index of the copies). let mut order: Vec = (0..u32::try_from(positions.len()).unwrap_or(u32::MAX)).collect(); let coords = |i: &u32| positions.get(*i as usize).copied().unwrap_or([f64::NAN; 3]); order.sort_by(|a, b| { let (p, q) = (coords(a), coords(b)); p[0].total_cmp(&q[0]).then(p[1].total_cmp(&q[1])).then(p[2].total_cmp(&q[2])).then(a.cmp(b)) }); let mut vertex: Vec = (0..order.len()).map(|i| i as u32).collect(); for run in order.chunk_by(|a, b| coords(a).map(f64::to_bits) == coords(b).map(f64::to_bits)) { let first = run.first().copied().unwrap_or(0); for &i in run { if let Some(v) = vertex.get_mut(i as usize) { *v = first; } } } let vertex = |i: u32| vertex.get(i as usize).copied().unwrap_or(i); // (low vertex, high vertex, face) per triangle side; a side alone, or sides on // different faces, make an edge to draw. let mut sides: Vec<(u32, u32, u32)> = Vec::with_capacity(triangles.len().saturating_mul(3)); for (t, &[i0, i1, i2]) in triangles.iter().enumerate() { let (Some(a), Some(b), Some(c)) = (pos(i0), pos(i1), pos(i2)) else { continue }; let Some(normal) = (b - a).cross(c - a).normalized() else { continue }; for p in [a, b, c] { self.bounds.add(p); } let face = tri_face.get(t).copied().unwrap_or(u32::MAX); self.surface_tris.push(SurfaceTri { p: [a, b, c], normal, body: self.bodies, face }); let [v0, v1, v2] = [vertex(i0), vertex(i1), vertex(i2)]; for (u, v) in [(v0, v1), (v1, v2), (v2, v0)] { sides.push((u.min(v), u.max(v), face)); } } sides.sort_unstable(); for run in sides.chunk_by(|a, b| a.0 == b.0 && a.1 == b.1) { let Some(&(u, v, face)) = run.first() else { continue }; if (run.len() == 1 || run.iter().any(|s| s.2 != face)) && let (Some(a), Some(b)) = (pos(u), pos(v)) { self.surface_edges.push([a, b]); } } self.bodies = self.bodies.saturating_add(1); } /// Add the B-rep edges (polylines, by edge index) of the surface [`DisplayMesh::add_surface`] /// adds next, so they are picked as that body's edges; non-finite points are skipped. pub fn add_curves(&mut self, edges: &[Vec<[f64; 3]>]) { let body = self.bodies; for (e, points) in edges.iter().enumerate() { let Ok(edge) = u32::try_from(e) else { break }; for w in points.windows(2) { let (a, b) = (Vec3::from(w[0]), Vec3::from(w[1])); if a.is_finite() && b.is_finite() { self.curves.push(SurfaceCurve { a, b, body, edge }); } } } } /// The colour of a geometry triangle: `single` when there is one body, else body `k`'s /// colour from `palette` (cycling), so the bodies of a design, such as the cells of a /// partitioned part, tell apart. pub fn body_color(&self, tri: &SurfaceTri, single: C, palette: &[C]) -> C { if self.bodies <= 1 || palette.is_empty() { return single; } palette.get(tri.body as usize % palette.len()).copied().unwrap_or(single) } /// Where node `label` is drawn, if it is (nodes are kept in label order). pub fn node_position(&self, label: u32) -> Option { self.nodes.binary_search_by_key(&label, |n| n.label).ok().and_then(|i| self.nodes.get(i)).map(|n| n.p) } /// The element face triangle ([`DisplayMesh::tris`]) a ray (`origin`, `dir`) hits first /// ([`pick::first_hit`]). pub fn hit_element_face(&self, origin: Vec3, dir: Vec3) -> Option { first_hit(origin, dir, self.tris.iter().map(|t| t.p)) } /// The geometry surface triangle ([`DisplayMesh::surface_tris`]) a ray hits first. pub fn hit_surface(&self, origin: Vec3, dir: Vec3) -> Option { first_hit(origin, dir, self.surface_tris.iter().map(|t| t.p)) } /// The node nearest to where a ray (`origin`, `dir`) first hits an element face ahead of /// its origin: the hit face's closest corner, and the hit point. Line elements and geometry /// are not hit. pub fn pick(&self, origin: Vec3, dir: Vec3) -> Option<(u32, Vec3)> { let h = self.hit_element_face(origin, dir)?; let t = self.tris.get(h.index)?; let hit = origin + dir * h.t; let (i, _) = t.p.iter().enumerate().min_by(|a, b| a.1.dist(hit).total_cmp(&b.1.dist(hit)))?; Some((*t.nodes.get(i)?, hit)) } /// The elements moved by `offset(label)` (no offset for a node it has none for): faces, /// edges, line elements and nodes move, face normals follow the deformation. Geometry /// surfaces are left out (they do not deform). pub fn displaced(&self, offset: impl Fn(u32) -> Option) -> DisplayMesh { let at = |p: Vec3, label: u32| p + offset(label).filter(|d| d.is_finite()).unwrap_or(Vec3::ZERO); let tris = self .tris .iter() .map(|t| { let p = [at(t.p[0], t.nodes[0]), at(t.p[1], t.nodes[1]), at(t.p[2], t.nodes[2])]; // The triangle's own normal, on the side its face's normal was. let before = (t.p[1] - t.p[0]).cross(t.p[2] - t.p[0]); let side = if before.dot(t.normal) < 0.0 { -1.0 } else { 1.0 }; let normal = ((p[1] - p[0]).cross(p[2] - p[0]) * side).normalized().unwrap_or(t.normal); DisplayTri { p, normal, ..*t } }) .collect(); let mut out = DisplayMesh { tris, edges: self.edges.iter().map(|e| DisplayEdge { p: [at(e.p[0], e.nodes[0]), at(e.p[1], e.nodes[1])], ..*e }).collect(), lines: self.lines.iter().map(|l| DisplayLine { a: at(l.a, l.nodes[0]), b: at(l.b, l.nodes[1]), ..*l }).collect(), nodes: self.nodes.iter().map(|n| DisplayNode { label: n.label, p: at(n.p, n.label) }).collect(), ..Default::default() }; for n in &out.nodes { out.bounds.add(n.p); } out } } #[cfg(test)] mod tests { use super::*; /// `nx × ny × nz` unit hex8 cells. fn block(nx: u32, ny: u32, nz: u32) -> Model { let mut m = Model::default(); let id = |i: u32, j: u32, k: u32| 1 + i + j * (nx + 1) + k * (nx + 1) * (ny + 1); for k in 0..=nz { for j in 0..=ny { for i in 0..=nx { m.set_node(id(i, j, k), [i as f64, j as f64, k as f64]).unwrap(); } } } let mut label = 1; for k in 0..nz { for j in 0..ny { for i in 0..nx { let n = vec![ id(i, j, k), id(i + 1, j, k), id(i + 1, j + 1, k), id(i, j + 1, k), id(i, j, k + 1), id(i + 1, j, k + 1), id(i + 1, j + 1, k + 1), id(i, j + 1, k + 1), ]; m.set_element(label, ElementKind::Hex8, n).unwrap(); label += 1; } } } m } #[test] fn a_block_shows_its_skin_only() { let d = DisplayMesh::from_model(&block(3, 2, 2)); // Skin quads: 2·(3·2 + 3·2 + 2·2) = 32, two triangles each. assert_eq!(d.tris.len(), 64); assert_eq!(d.nodes.len(), 4 * 3 * 3); assert_eq!(d.bounds.max, Vec3::new(3.0, 2.0, 2.0)); // Every normal points out of the block. let c = d.bounds.center(); for t in &d.tris { let fc = (t.p[0] + t.p[1] + t.p[2]) * (1.0 / 3.0); assert!(t.normal.dot(fc - c) > 0.0, "{t:?}"); } // Euler on the skin: V - E + F = 2 (two nodes are inside). let skin_nodes = 4 * 3 * 3 - 2; assert_eq!(skin_nodes as i64 - d.edges.len() as i64 + 32, 2); } #[test] fn shells_lines_and_tets_draw() { let mut m = Model::default(); for (i, p) in [[0., 0., 0.], [1., 0., 0.], [0., 1., 0.], [0., 0., 1.], [1., 1., 0.]].into_iter().enumerate() { m.set_node(i as u32 + 1, p).unwrap(); } m.set_element(1, ElementKind::Tet4, vec![1, 2, 3, 4]).unwrap(); m.set_element(2, ElementKind::Tri3, vec![2, 5, 3]).unwrap(); m.set_element(3, ElementKind::Beam2, vec![4, 5]).unwrap(); let d = DisplayMesh::from_model(&m); assert_eq!(d.tris.len(), 5); assert_eq!(d.lines.len(), 1); assert_eq!(d.edges.len(), 6 + 2); let tet_normals: Vec = d.tris.iter().filter(|t| t.kind == ElementKind::Tet4).map(|t| t.normal).collect(); assert!(tet_normals.contains(&Vec3::new(0.0, 0.0, -1.0))); assert_eq!(d.lines[0].nodes, [4, 5]); assert!(d.tris.iter().all(|t| t.nodes.iter().zip(t.p).all(|(&l, p)| Vec3::from(m.node(l).unwrap().xyz) == p))); } #[test] fn surfaces_draw_their_face_boundaries() { // A unit square in two faces (one triangle each), plus a degenerate and an out-of-range // triangle, which are skipped. let p = [[0., 0., 0.], [1., 0., 0.], [1., 1., 0.], [0., 1., 0.]]; let mut d = DisplayMesh::default(); // Its B-rep edges: the diagonal (two segments) and a side; a non-finite point is skipped. d.add_curves(&[vec![p[0], [0.5, 0.5, 0.0], p[2]], vec![p[0], p[1]], vec![[f64::NAN; 3], p[1]]]); d.add_surface(&p, &[[0, 1, 2], [0, 2, 3], [0, 0, 1], [0, 1, 9]], &[0, 1, 1, 1]); assert_eq!(d.curves.iter().map(|c| (c.body, c.edge)).collect::>(), vec![(0, 0), (0, 0), (0, 1)]); assert_eq!(d.surface_tris.len(), 2); // Four open sides and the diagonal between the two faces. assert_eq!(d.surface_edges.len(), 5); let mut one_face = DisplayMesh::default(); one_face.add_surface(&p, &[[0, 1, 2], [0, 2, 3]], &[0, 0]); assert_eq!(one_face.surface_edges.len(), 4); assert_eq!(one_face.bounds.max, Vec3::new(1.0, 1.0, 0.0)); // A triangle soup (each triangle with its own copies of the corners) is welded first. let soup = [p[0], p[1], p[2], p[0], p[2], p[3]]; let mut welded = DisplayMesh::default(); welded.add_surface(&soup, &[[0, 1, 2], [3, 4, 5]], &[0, 0]); assert_eq!(welded.surface_edges.len(), 4); let mut hostile = DisplayMesh::default(); let mut two = DisplayMesh::default(); two.add_surface(&p, &[[0, 1, 2]], &[0]); two.add_surface(&p, &[[0, 2, 3]], &[0]); assert_eq!(two.bodies, 2); let colors: Vec = two.surface_tris.iter().map(|t| two.body_color(t, 0u8, &[7, 8])).collect(); assert_eq!(colors, vec![7, 8]); assert_eq!(one_face.body_color(&one_face.surface_tris[0], 0u8, &[7, 8]), 0); hostile.add_surface(&[[f64::NAN, 0., 0.], [1., 0., 0.], [0., 1., 0.]], &[[0, 1, 2], [u32::MAX, 0, 1]], &[]); assert!(hostile.surface_tris.is_empty() && hostile.surface_edges.is_empty()); } #[test] fn displacing_moves_elements_by_node_and_keeps_normals_outward() { let d = DisplayMesh::from_model(&block(2, 1, 1)); // Stretch along x by 50 %: node labels carry the offset to every primitive. let m = block(2, 1, 1); let moved = d.displaced(|label| m.node(label).map(|n| Vec3::new(n.xyz[0] * 0.5, 0.0, 0.0))); assert_eq!(moved.tris.len(), d.tris.len()); assert_eq!(moved.bounds.max, Vec3::new(3.0, 1.0, 1.0)); assert!(moved.edges.iter().all(|e| e.p[0].x == 1.5 * m.node(e.nodes[0]).unwrap().xyz[0])); let c = moved.bounds.center(); for t in &moved.tris { let fc = (t.p[0] + t.p[1] + t.p[2]) * (1.0 / 3.0); assert!(t.normal.dot(fc - c) > 0.0, "{t:?}"); } // No offset, or a non-finite one, leaves a node where it is. let same = d.displaced(|label| (label == 1).then_some(Vec3::new(f64::NAN, 0.0, 0.0))); assert_eq!(same.tris, d.tris); } #[test] fn picking_finds_the_nearest_corner_of_the_face_hit_first() { let m = block(2, 1, 1); let d = DisplayMesh::from_model(&m); // From above, aimed near the corner (2, 1, 1): the top face is hit, not the bottom. let (label, hit) = d.pick(Vec3::new(1.9, 0.9, 10.0), Vec3::new(0.0, 0.0, -1.0)).unwrap(); assert_eq!(m.node(label).unwrap().xyz, [2.0, 1.0, 1.0]); assert!((hit.z - 1.0).abs() < 1e-12); // From below the bottom face wins. let (label, _) = d.pick(Vec3::new(0.1, 0.1, -10.0), Vec3::new(0.0, 0.0, 1.0)).unwrap(); assert_eq!(m.node(label).unwrap().xyz, [0.0, 0.0, 0.0]); assert_eq!(d.pick(Vec3::new(5.0, 5.0, 10.0), Vec3::new(0.0, 0.0, -1.0)), None); assert_eq!(d.pick(Vec3::new(f64::NAN, 0.0, 0.0), Vec3::new(0.0, 0.0, -1.0)), None); } /// A solid's drawn faces are numbered as the model numbers them, so a picked triangle names /// the element face a set or load refers to. #[test] fn drawn_faces_carry_the_models_face_numbers() { let m = block(2, 1, 1); let d = DisplayMesh::from_model(&m); for t in &d.tris { let face = m.face_nodes(fieldcraft_model::ElementFace { element: t.element, face: t.face }).unwrap(); assert!(t.nodes.iter().all(|n| face.contains(n)), "{t:?} {face:?}"); } // The ray from +x hits element 2's face 4 (corners 1, 2, 6, 5: x = 2). let h = d.hit_element_face(Vec3::new(10.0, 0.3, 0.6), Vec3::new(-1.0, 0.0, 0.0)).unwrap(); let t = d.tris[h.index]; assert_eq!((t.element, t.face, h.t), (2, 4, 8.0)); } /// `block(2, 1, 1)` as hex20: a mid-side node on every edge, the ones on the top face /// raised by 0.1 (a curved top, as a mesher puts them on a curved surface), and element 1's /// edge 5 (corners 5 → 6, along the top) on a geometry edge. fn curved_hex20_block() -> Model { let linear = block(2, 1, 1); let mut m = Model::default(); for (&l, n) in linear.nodes() { m.set_node(l, n.xyz).unwrap(); } let mut mids = std::collections::BTreeMap::new(); let mut next = 100; for (&label, e) in linear.elements() { let mut nodes = e.nodes.clone(); for edge in ElementKind::Hex20.edges() { let (a, b) = (e.nodes[edge[0]], e.nodes[edge[1]]); let id = *mids.entry((a.min(b), a.max(b))).or_insert_with(|| { let (p, q) = (linear.node(a).unwrap().xyz, linear.node(b).unwrap().xyz); let mut mid = [0.5 * (p[0] + q[0]), 0.5 * (p[1] + q[1]), 0.5 * (p[2] + q[2])]; if p[2] == 1.0 && q[2] == 1.0 { mid[2] += 0.1; } next += 1; m.set_node(next, mid).unwrap(); next }); nodes.push(id); } m.set_element(label, ElementKind::Hex20, nodes).unwrap(); } let edge = fieldcraft_model::GeometryRef::new("B", fieldcraft_model::Entity::Edge("top".into())).unwrap(); let tag = m.geometry_tag(&edge).unwrap(); m.tag_element_edge(1, 5, tag).unwrap(); m } /// A curved hex20 face is drawn through its mid-side nodes, and its faces, edges and feature /// lines share their vertices exactly (#260: lines met the faces nowhere when zoomed in). #[test] fn quadratic_faces_and_edges_share_their_vertices() { let m = curved_hex20_block(); let d = DisplayMesh::from_model(&m); let at = |l: u32| Vec3::from(m.node(l).unwrap().xyz); // Every vertex drawn is a node, exactly where the node is. for t in &d.tris { assert!(t.nodes.iter().zip(t.p).all(|(&l, p)| at(l) == p), "{t:?}"); } for e in &d.edges { assert!(e.nodes.iter().zip(e.p).all(|(&l, p)| at(l) == p), "{e:?}"); } // 10 skin faces, 6 triangles each; the 20 element edges in two halves each. assert_eq!(d.tris.len(), 60); assert_eq!(d.edges.len(), 40); // The drawn edges are exactly the sides of the faces' outlines. let mut sides: Vec<((u32, u8), [u32; 2])> = d .tris .iter() .flat_map(|t| { [0, 1, 2].map(|k| { ((t.element, t.face), { let mut s = [t.nodes[k], t.nodes[(k + 1) % 3]]; s.sort_unstable(); s }) }) }) .collect(); sides.sort_unstable(); let mut outline: Vec<[u32; 2]> = sides.chunk_by(|a, b| a == b).filter(|r| r.len() == 1).map(|r| r[0].1).collect(); outline.sort_unstable(); outline.dedup(); let mut drawn: Vec<[u32; 2]> = d.edges.iter().map(|e| e.nodes).collect(); drawn.sort_unstable(); assert_eq!(outline, drawn); // A top edge bows up through its mid-side node. assert!(d.edges.iter().any(|e| e.p.iter().any(|p| (p.z - 1.1).abs() < 1e-12))); // The edge on the geometry edge is a feature line, both halves; the rest are not. let feature: Vec<[u32; 2]> = d.edges.iter().filter(|e| e.feature).map(|e| e.corners).collect(); let e1 = &m.element(1).unwrap().nodes; let top = [e1[4].min(e1[5]), e1[4].max(e1[5])]; assert_eq!(feature, vec![top, top]); } #[test] fn empty_and_deterministic() { assert_eq!(DisplayMesh::from_model(&Model::default()), DisplayMesh::default()); let m = block(2, 2, 1); assert_eq!(DisplayMesh::from_model(&m), DisplayMesh::from_model(&m.clone())); } }