Allocate memory for efficiently.
This should generally improve rendering time.
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8ba6d56512
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d84e78b29a
3 files changed
+41
-66
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+12
-38
@@ -23,14 +23,6 @@ fn new_triangle(p1: &Vertex, p2: &Vertex, p3: &Vertex) -> stl_io::Triangle {
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}
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}
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/// N steps around a circle, measured in radians.
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fn radian_steps(steps: u32) -> Vec<f32> {
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let counter = 0..steps;
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let stepsize = std::f64::consts::TAU / steps as f64;
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counter.map(|i| (i as f64 * stepsize) as f32).collect()
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}
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/// Find a point on the cirle at a given angle (in radians).
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fn vertex_on_circle(center: &Vertex, radius: f32, angle: f32) -> Vertex {
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let x = center[0] + (radius * angle.cos());
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@@ -41,10 +33,14 @@ fn vertex_on_circle(center: &Vertex, radius: f32, angle: f32) -> Vertex {
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}
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fn vertexes_on_circle(layer: &Layer, steps: u32) -> Vec<Vertex> {
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radian_steps(steps)
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.iter()
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.map(|angle| vertex_on_circle(&layer.center, layer.radius, *angle))
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.collect()
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let mut result = Vec::with_capacity(steps as usize);
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let stepsize = std::f64::consts::TAU / steps as f64;
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for i in 0..steps {
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let angle = (i as f64 * stepsize) as f32;
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result.push(vertex_on_circle(&layer.center, layer.radius, angle));
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}
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result
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}
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fn tube_base(center: &Vertex, edge: &[Vertex]) -> Vec<Triangle> {
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@@ -88,13 +84,15 @@ pub fn render(layers: &Layers, resolution: f32) -> Vec<Triangle> {
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let circle_steps =
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((layers.max_radius() * std::f32::consts::TAU) / resolution).max(64.0) as u32;
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let mut layer_vertexes: Vec<Vec<Vertex>> = Vec::new();
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let mut layer_vertexes: Vec<Vec<Vertex>> = Vec::with_capacity(layers.layers.len());
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for layer in &layers.layers {
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layer_vertexes.push(vertexes_on_circle(layer, circle_steps));
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}
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let mut result: Vec<Triangle> = Vec::new();
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// Estimate triangle count: base + sides + top
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let estimated_triangles = layers.layers.len() * circle_steps as usize * 2;
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let mut result: Vec<Triangle> = Vec::with_capacity(estimated_triangles as usize);
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result.append(&mut tube_base(&layers.base, &layer_vertexes[0]));
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for i in 0..layer_vertexes.len() - 1 {
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@@ -137,30 +135,6 @@ mod tests {
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assert_eq!(tri_big.normal, Normal::new([0.0, 0.0, 18.0]));
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}
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#[test]
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fn radian_steps_basic() {
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assert_eq!(radian_steps(0), []);
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assert_eq!(radian_steps(1), [0.0]);
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assert_eq!(radian_steps(2), [0.0, std::f32::consts::PI]);
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assert_eq!(
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radian_steps(3),
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[
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0.0,
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std::f32::consts::PI * 2.0 / 3.0,
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std::f32::consts::PI * 4.0 / 3.0
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]
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);
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assert_eq!(
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radian_steps(4),
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[
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0.0,
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std::f32::consts::PI * 0.5,
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std::f32::consts::PI,
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std::f32::consts::PI * 1.5,
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]
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);
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}
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fn validate_vec_vertex_relative_eq(val: &Vec<Vertex>, expected: &Vec<Vertex>) {
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let mut pass = true;
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+3
-1
@@ -35,7 +35,9 @@ fn generate_binary_stl(mushroom: mushroom::Mushroom) -> Vec<u8> {
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let mesh = render::render(&layers, 0.1);
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// Generate / return the byte array.
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let mut binary_stl = Vec::<u8>::new();
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// Estimate STL file size: ~80 bytes per triangle + 80 byte header
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let estimated_size = mesh.len() * 80 + 80;
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let mut binary_stl = Vec::<u8>::with_capacity(estimated_size);
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stl_io::write_stl(&mut binary_stl, mesh.iter()).unwrap();
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binary_stl
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}
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+26
-27
@@ -6,33 +6,31 @@ use crate::mushroom::{CapStyle, Mushroom};
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fn stalk_layers(mushroom: &Mushroom, base: &Vertex, _resolution: f32) -> Vec<layers::Layer> {
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let stalk_top = Vertex::new([base[0], base[1], base[2] + mushroom.stalk_h]);
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[
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layers::Layer {
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center: *base,
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radius: mushroom.stalk_r,
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},
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layers::Layer {
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center: stalk_top,
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radius: mushroom.stalk_r,
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},
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]
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.to_vec()
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let mut result = Vec::with_capacity(2);
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result.push(layers::Layer {
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center: *base,
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radius: mushroom.stalk_r,
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});
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result.push(layers::Layer {
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center: stalk_top,
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radius: mushroom.stalk_r,
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});
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result
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}
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fn cap_layers_cylinder(mushroom: &Mushroom, base: &Vertex) -> Vec<layers::Layer> {
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let top = Vertex::new([base[0], base[1], base[2] + mushroom.cap_h]);
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[
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layers::Layer {
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center: *base,
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radius: mushroom.cap_r,
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},
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layers::Layer {
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center: top,
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radius: mushroom.cap_r,
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},
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]
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.to_vec()
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let mut result = Vec::with_capacity(2);
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result.push(layers::Layer {
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center: *base,
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radius: mushroom.cap_r,
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});
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result.push(layers::Layer {
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center: top,
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radius: mushroom.cap_r,
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});
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result
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}
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fn cap_layers_dome(mushroom: &Mushroom, base: &Vertex, resolution: f32) -> Vec<layers::Layer> {
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@@ -129,11 +127,11 @@ pub fn mushroom(mushroom: &Mushroom, resolution: f32) -> layers::Layers {
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let base = Vertex::new([0.0, 0.0, 0.0]);
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// Get layers for the stalk.
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let mut stalk_layers = stalk_layers(mushroom, &base, resolution);
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let stalk_layers = stalk_layers(mushroom, &base, resolution);
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// Get layers for the cap.
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let cap_base = stalk_layers.last().unwrap().center;
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let mut cap_layers = cap_layers(mushroom, &cap_base, resolution);
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let cap_layers = cap_layers(mushroom, &cap_base, resolution);
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// The very top of the mushroom is directly above the top layer of the cap (or even with it)
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// at the exact height of the total mushroom.
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@@ -141,8 +139,9 @@ pub fn mushroom(mushroom: &Mushroom, resolution: f32) -> layers::Layers {
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let top = Vertex::new([cap_top[0], cap_top[1], base[2] + mushroom.height()]);
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// Assemble the final Layers object.
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let mut layers: Vec<layers::Layer> = Vec::new();
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layers.append(&mut stalk_layers);
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layers.append(&mut cap_layers);
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let growth = stalk_layers.len() + cap_layers.len();
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let mut layers: Vec<layers::Layer> = Vec::with_capacity(growth);
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layers.extend(stalk_layers);
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layers.extend(cap_layers);
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layers::Layers { base, top, layers }
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}
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