Allocate memory for efficiently.

This should generally improve rendering time.
This commit is contained in:
dongar committed 2025-09-06 12:57:33 -05:00
1 parent 8ba6d56512
commit d84e78b29a
3 files changed
+33 -58

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+12 -38
View File
@@ -23,14 +23,6 @@ fn new_triangle(p1: &Vertex, p2: &Vertex, p3: &Vertex) -> stl_io::Triangle {
}
}
/// N steps around a circle, measured in radians.
fn radian_steps(steps: u32) -> Vec<f32> {
let counter = 0..steps;
let stepsize = std::f64::consts::TAU / steps as f64;
counter.map(|i| (i as f64 * stepsize) as f32).collect()
}
/// Find a point on the cirle at a given angle (in radians).
fn vertex_on_circle(center: &Vertex, radius: f32, angle: f32) -> Vertex {
let x = center[0] + (radius * angle.cos());
@@ -41,10 +33,14 @@ fn vertex_on_circle(center: &Vertex, radius: f32, angle: f32) -> Vertex {
}
fn vertexes_on_circle(layer: &Layer, steps: u32) -> Vec<Vertex> {
radian_steps(steps)
.iter()
.map(|angle| vertex_on_circle(&layer.center, layer.radius, *angle))
.collect()
let mut result = Vec::with_capacity(steps as usize);
let stepsize = std::f64::consts::TAU / steps as f64;
for i in 0..steps {
let angle = (i as f64 * stepsize) as f32;
result.push(vertex_on_circle(&layer.center, layer.radius, angle));
}
result
}
fn tube_base(center: &Vertex, edge: &[Vertex]) -> Vec<Triangle> {
@@ -88,13 +84,15 @@ pub fn render(layers: &Layers, resolution: f32) -> Vec<Triangle> {
let circle_steps =
((layers.max_radius() * std::f32::consts::TAU) / resolution).max(64.0) as u32;
let mut layer_vertexes: Vec<Vec<Vertex>> = Vec::new();
let mut layer_vertexes: Vec<Vec<Vertex>> = Vec::with_capacity(layers.layers.len());
for layer in &layers.layers {
layer_vertexes.push(vertexes_on_circle(layer, circle_steps));
}
let mut result: Vec<Triangle> = Vec::new();
// Estimate triangle count: base + sides + top
let estimated_triangles = layers.layers.len() * circle_steps as usize * 2;
let mut result: Vec<Triangle> = Vec::with_capacity(estimated_triangles as usize);
result.append(&mut tube_base(&layers.base, &layer_vertexes[0]));
for i in 0..layer_vertexes.len() - 1 {
@@ -137,30 +135,6 @@ mod tests {
assert_eq!(tri_big.normal, Normal::new([0.0, 0.0, 18.0]));
}
#[test]
fn radian_steps_basic() {
assert_eq!(radian_steps(0), []);
assert_eq!(radian_steps(1), [0.0]);
assert_eq!(radian_steps(2), [0.0, std::f32::consts::PI]);
assert_eq!(
radian_steps(3),
[
0.0,
std::f32::consts::PI * 2.0 / 3.0,
std::f32::consts::PI * 4.0 / 3.0
]
);
assert_eq!(
radian_steps(4),
[
0.0,
std::f32::consts::PI * 0.5,
std::f32::consts::PI,
std::f32::consts::PI * 1.5,
]
);
}
fn validate_vec_vertex_relative_eq(val: &Vec<Vertex>, expected: &Vec<Vertex>) {
let mut pass = true;
+3 -1
View File
@@ -35,7 +35,9 @@ fn generate_binary_stl(mushroom: mushroom::Mushroom) -> Vec<u8> {
let mesh = render::render(&layers, 0.1);
// Generate / return the byte array.
let mut binary_stl = Vec::<u8>::new();
// Estimate STL file size: ~80 bytes per triangle + 80 byte header
let estimated_size = mesh.len() * 80 + 80;
let mut binary_stl = Vec::<u8>::with_capacity(estimated_size);
stl_io::write_stl(&mut binary_stl, mesh.iter()).unwrap();
binary_stl
}
+18 -19
View File
@@ -6,33 +6,31 @@ use crate::mushroom::{CapStyle, Mushroom};
fn stalk_layers(mushroom: &Mushroom, base: &Vertex, _resolution: f32) -> Vec<layers::Layer> {
let stalk_top = Vertex::new([base[0], base[1], base[2] + mushroom.stalk_h]);
[
layers::Layer {
let mut result = Vec::with_capacity(2);
result.push(layers::Layer {
center: *base,
radius: mushroom.stalk_r,
},
layers::Layer {
});
result.push(layers::Layer {
center: stalk_top,
radius: mushroom.stalk_r,
},
]
.to_vec()
});
result
}
fn cap_layers_cylinder(mushroom: &Mushroom, base: &Vertex) -> Vec<layers::Layer> {
let top = Vertex::new([base[0], base[1], base[2] + mushroom.cap_h]);
[
layers::Layer {
let mut result = Vec::with_capacity(2);
result.push(layers::Layer {
center: *base,
radius: mushroom.cap_r,
},
layers::Layer {
});
result.push(layers::Layer {
center: top,
radius: mushroom.cap_r,
},
]
.to_vec()
});
result
}
fn cap_layers_dome(mushroom: &Mushroom, base: &Vertex, resolution: f32) -> Vec<layers::Layer> {
@@ -129,11 +127,11 @@ pub fn mushroom(mushroom: &Mushroom, resolution: f32) -> layers::Layers {
let base = Vertex::new([0.0, 0.0, 0.0]);
// Get layers for the stalk.
let mut stalk_layers = stalk_layers(mushroom, &base, resolution);
let stalk_layers = stalk_layers(mushroom, &base, resolution);
// Get layers for the cap.
let cap_base = stalk_layers.last().unwrap().center;
let mut cap_layers = cap_layers(mushroom, &cap_base, resolution);
let cap_layers = cap_layers(mushroom, &cap_base, resolution);
// The very top of the mushroom is directly above the top layer of the cap (or even with it)
// at the exact height of the total mushroom.
@@ -141,8 +139,9 @@ pub fn mushroom(mushroom: &Mushroom, resolution: f32) -> layers::Layers {
let top = Vertex::new([cap_top[0], cap_top[1], base[2] + mushroom.height()]);
// Assemble the final Layers object.
let mut layers: Vec<layers::Layer> = Vec::new();
layers.append(&mut stalk_layers);
layers.append(&mut cap_layers);
let growth = stalk_layers.len() + cap_layers.len();
let mut layers: Vec<layers::Layer> = Vec::with_capacity(growth);
layers.extend(stalk_layers);
layers.extend(cap_layers);
layers::Layers { base, top, layers }
}