Adjust to be sandbox wrapper friendly.

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dongar committed 2026-08-27 15:59:08 -05:00
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/target /target
mesh.stl mesh.stl
.bash_history
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[package] [package]
name = "mushroom_generator" name = "mushroom_generator"
version = "0.1.0" version = "0.1.0"
edition = "2021" edition = "2021"
[dependencies] [dependencies]
approx = "0.5.1" approx = "0.5.1"
cached = "0.51.4" cached = "0.51.4"
clap = { version = "4.5.4", features = ["derive"] } clap = { version = "4.5.4", features = ["derive"] }
rocket = "0.5.1" rocket = "0.5.1"
serde = "1.0.203" serde = "1.0.203"
serde_derive = "1.0.203" serde_derive = "1.0.203"
stl_io = "0.8.5" stl_io = "0.8.5"
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use cached::proc_macro::cached; use cached::proc_macro::cached;
use stl_io::{self, Normal, Triangle, Vertex}; use stl_io::{self, Normal, Triangle, Vertex};
use crate::layers::{Layer, Layers}; use crate::layers::{Layer, Layers};
fn new_triangle(p1: &Vertex, p2: &Vertex, p3: &Vertex) -> stl_io::Triangle { fn new_triangle(p1: &Vertex, p2: &Vertex, p3: &Vertex) -> stl_io::Triangle {
// Set Vector U to (Triangle.p2 minus Triangle.p1) // Set Vector U to (Triangle.p2 minus Triangle.p1)
// Set Vector V to (Triangle.p3 minus Triangle.p1) // Set Vector V to (Triangle.p3 minus Triangle.p1)
// Set Normal.x to (multiply U.y by V.z) minus (multiply U.z by V.y) // Set Normal.x to (multiply U.y by V.z) minus (multiply U.z by V.y)
// Set Normal.y to (multiply U.z by V.x) minus (multiply U.x by V.z) // Set Normal.y to (multiply U.z by V.x) minus (multiply U.x by V.z)
// Set Normal.z to (multiply U.x by V.y) minus (multiply U.y by V.x) // Set Normal.z to (multiply U.x by V.y) minus (multiply U.y by V.x)
let u = [p2[0] - p1[0], p2[1] - p1[1], p2[2] - p1[2]]; let u = [p2[0] - p1[0], p2[1] - p1[1], p2[2] - p1[2]];
let v = [p3[0] - p1[0], p3[1] - p1[1], p3[2] - p1[2]]; let v = [p3[0] - p1[0], p3[1] - p1[1], p3[2] - p1[2]];
let n_x = (u[1] * v[2]) - (u[2] * v[1]); let n_x = (u[1] * v[2]) - (u[2] * v[1]);
let n_y = (u[2] * v[0]) - (u[0] * v[2]); let n_y = (u[2] * v[0]) - (u[0] * v[2]);
let n_z = (u[0] * v[1]) - (u[1] * v[0]); let n_z = (u[0] * v[1]) - (u[1] * v[0]);
stl_io::Triangle { stl_io::Triangle {
normal: Normal::new([n_x, n_y, n_z]), normal: Normal::new([n_x, n_y, n_z]),
vertices: [*p1, *p2, *p3], vertices: [*p1, *p2, *p3],
} }
} }
/// Find a point on the cirle at a given angle (in radians). /// Find a point on the cirle at a given angle (in radians).
fn vertex_on_circle(center: &Vertex, radius: f32, angle: f32) -> Vertex { fn vertex_on_circle(center: &Vertex, radius: f32, angle: f32) -> Vertex {
let x = center[0] + (radius * angle.cos()); let x = center[0] + (radius * angle.cos());
let y = center[1] + (radius * angle.sin()); let y = center[1] + (radius * angle.sin());
let z = center[2]; let z = center[2];
Vertex::new([x, y, z]) Vertex::new([x, y, z])
} }
fn vertexes_on_circle(layer: &Layer, steps: u32) -> Vec<Vertex> { fn vertexes_on_circle(layer: &Layer, steps: u32) -> Vec<Vertex> {
let mut result = Vec::with_capacity(steps as usize); let mut result = Vec::with_capacity(steps as usize);
let stepsize = std::f64::consts::TAU / steps as f64; let stepsize = std::f64::consts::TAU / steps as f64;
for i in 0..steps { for i in 0..steps {
let angle = (i as f64 * stepsize) as f32; let angle = (i as f64 * stepsize) as f32;
result.push(vertex_on_circle(&layer.center, layer.radius, angle)); result.push(vertex_on_circle(&layer.center, layer.radius, angle));
} }
result result
} }
fn tube_base(center: &Vertex, edge: &[Vertex]) -> Vec<Triangle> { fn tube_base(center: &Vertex, edge: &[Vertex]) -> Vec<Triangle> {
let mut result = Vec::with_capacity(edge.len()); let mut result = Vec::with_capacity(edge.len());
for i in 0..edge.len() { for i in 0..edge.len() {
result.push(new_triangle(center, &edge[(i + 1) % edge.len()], &edge[i])); result.push(new_triangle(center, &edge[(i + 1) % edge.len()], &edge[i]));
} }
result result
} }
fn tube_sides(botoom_edge: &[Vertex], top_edge: &[Vertex]) -> Vec<Triangle> { fn tube_sides(botoom_edge: &[Vertex], top_edge: &[Vertex]) -> Vec<Triangle> {
assert_eq!(botoom_edge.len(), top_edge.len()); assert_eq!(botoom_edge.len(), top_edge.len());
let mut result = Vec::with_capacity(2 * botoom_edge.len()); let mut result = Vec::with_capacity(2 * botoom_edge.len());
for i in 0..botoom_edge.len() { for i in 0..botoom_edge.len() {
let j = (i + 1) % botoom_edge.len(); let j = (i + 1) % botoom_edge.len();
result.push(new_triangle(&botoom_edge[i], &top_edge[j], &top_edge[i])); result.push(new_triangle(&botoom_edge[i], &top_edge[j], &top_edge[i]));
result.push(new_triangle(&botoom_edge[i], &botoom_edge[j], &top_edge[j])); result.push(new_triangle(&botoom_edge[i], &botoom_edge[j], &top_edge[j]));
} }
result result
} }
fn tube_top(center: &Vertex, edge: &[Vertex]) -> Vec<Triangle> { fn tube_top(center: &Vertex, edge: &[Vertex]) -> Vec<Triangle> {
// The top is the same, except the normals are reversed. We can do that by reversing the order of the vertexes. // The top is the same, except the normals are reversed. We can do that by reversing the order of the vertexes.
let mut edge = edge.to_owned(); let mut edge = edge.to_owned();
edge.reverse(); edge.reverse();
tube_base(center, &edge) tube_base(center, &edge)
} }
#[cached(key = "String", convert = r#"{ format!("{:?}_{}", layers, resolution) }"#)] #[cached(key = "String", convert = r#"{ format!("{:?}_{}", layers, resolution) }"#)]
pub fn render(layers: &Layers, resolution: f32) -> Vec<Triangle> { pub fn render(layers: &Layers, resolution: f32) -> Vec<Triangle> {
// Top and Bottom must be a single point, and must be at least one middle layer. // Top and Bottom must be a single point, and must be at least one middle layer.
assert!(!layers.layers.is_empty()); assert!(!layers.layers.is_empty());
// How many vertexes per circle. IE: the resolution of the circle. // How many vertexes per circle. IE: the resolution of the circle.
let circle_steps = let circle_steps =
((layers.max_radius() * std::f32::consts::TAU) / resolution).max(64.0) as u32; ((layers.max_radius() * std::f32::consts::TAU) / resolution).max(64.0) as u32;
let mut layer_vertexes: Vec<Vec<Vertex>> = Vec::with_capacity(layers.layers.len()); let mut layer_vertexes: Vec<Vec<Vertex>> = Vec::with_capacity(layers.layers.len());
for layer in &layers.layers { for layer in &layers.layers {
layer_vertexes.push(vertexes_on_circle(layer, circle_steps)); layer_vertexes.push(vertexes_on_circle(layer, circle_steps));
} }
// Estimate triangle count: base + sides + top // Estimate triangle count: base + sides + top
let estimated_triangles = layers.layers.len() * circle_steps as usize * 2; let estimated_triangles = layers.layers.len() * circle_steps as usize * 2;
let mut result: Vec<Triangle> = Vec::with_capacity(estimated_triangles); let mut result: Vec<Triangle> = Vec::with_capacity(estimated_triangles);
result.append(&mut tube_base(&layers.base, &layer_vertexes[0])); result.append(&mut tube_base(&layers.base, &layer_vertexes[0]));
for i in 0..layer_vertexes.len() - 1 { for i in 0..layer_vertexes.len() - 1 {
result.append(&mut tube_sides(&layer_vertexes[i], &layer_vertexes[i + 1])); result.append(&mut tube_sides(&layer_vertexes[i], &layer_vertexes[i + 1]));
} }
result.append(&mut tube_top(&layers.top, layer_vertexes.last().unwrap())); result.append(&mut tube_top(&layers.top, layer_vertexes.last().unwrap()));
result result
} }
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use approx::relative_eq; use approx::relative_eq;
use super::*; use super::*;
#[test] #[test]
fn new_triangle_normal() { fn new_triangle_normal() {
// Simple triangle // Simple triangle
let a = Vertex::new([1.0, 0.0, 0.0]); let a = Vertex::new([1.0, 0.0, 0.0]);
let b = Vertex::new([0.0, 1.0, 0.0]); let b = Vertex::new([0.0, 1.0, 0.0]);
let c = Vertex::new([-1.0, 0.0, 0.0]); let c = Vertex::new([-1.0, 0.0, 0.0]);
let tri = new_triangle(&a, &b, &c); let tri = new_triangle(&a, &b, &c);
assert_eq!(tri.normal, Normal::new([0.0, 0.0, 2.0])); assert_eq!(tri.normal, Normal::new([0.0, 0.0, 2.0]));
// Same triangle, reverse order. // Same triangle, reverse order.
let tri = new_triangle(&c, &b, &a); let tri = new_triangle(&c, &b, &a);
assert_eq!(tri.normal, Normal::new([0.0, 0.0, -2.0])); assert_eq!(tri.normal, Normal::new([0.0, 0.0, -2.0]));
// Uneven numbers. // Uneven numbers.
let a = Vertex::new([2.0, 0.0, 0.0]); let a = Vertex::new([2.0, 0.0, 0.0]);
let b = Vertex::new([0.0, 3.0, 0.0]); let b = Vertex::new([0.0, 3.0, 0.0]);
let c = Vertex::new([-4.0, 0.0, 0.0]); let c = Vertex::new([-4.0, 0.0, 0.0]);
let tri_big = new_triangle(&a, &b, &c); let tri_big = new_triangle(&a, &b, &c);
assert_eq!(tri_big.normal, Normal::new([0.0, 0.0, 18.0])); assert_eq!(tri_big.normal, Normal::new([0.0, 0.0, 18.0]));
} }
fn validate_vec_vertex_relative_eq(val: &Vec<Vertex>, expected: &Vec<Vertex>) { fn validate_vec_vertex_relative_eq(val: &Vec<Vertex>, expected: &Vec<Vertex>) {
let mut pass = true; let mut pass = true;
if val.len() != expected.len() { if val.len() != expected.len() {
pass = false; pass = false;
} }
for i in 0..val.len() { for i in 0..val.len() {
for j in 0..3 { for j in 0..3 {
if !relative_eq!(val[i][j], expected[i][j]) { if !relative_eq!(val[i][j], expected[i][j]) {
pass = false; pass = false;
} }
} }
} }
if !pass { if !pass {
// We re-compare here (which will always fail) to get the friendly error message, // We re-compare here (which will always fail) to get the friendly error message,
// which I can't figure out how to generate directly. // which I can't figure out how to generate directly.
assert_eq!(val, expected); assert_eq!(val, expected);
} }
} }
#[test] #[test]
fn vertexes_on_circle_basic() { fn vertexes_on_circle_basic() {
let val = vertexes_on_circle( let val = vertexes_on_circle(
&Layer { &Layer {
center: Vertex::new([0.0, 0.0, 0.0]), center: Vertex::new([0.0, 0.0, 0.0]),
radius: 1.0, radius: 1.0,
}, },
4, 4,
); );
let expected = [ let expected = [
Vertex::new([1.0, 0.0, 0.0]), Vertex::new([1.0, 0.0, 0.0]),
Vertex::new([0.0, 1.0, 0.0]), Vertex::new([0.0, 1.0, 0.0]),
Vertex::new([-1.0, 0.0, 0.0]), Vertex::new([-1.0, 0.0, 0.0]),
Vertex::new([0.0, -1.0, 0.0]), Vertex::new([0.0, -1.0, 0.0]),
] ]
.to_vec(); .to_vec();
validate_vec_vertex_relative_eq(&val, &expected); validate_vec_vertex_relative_eq(&val, &expected);
} }
#[test] #[test]
fn vertexes_on_circle_complex() { fn vertexes_on_circle_complex() {
let val = vertexes_on_circle( let val = vertexes_on_circle(
&Layer { &Layer {
center: Vertex::new([4.0, 5.0, 6.0]), center: Vertex::new([4.0, 5.0, 6.0]),
radius: 3.0, radius: 3.0,
}, },
4, 4,
); );
let expected = [ let expected = [
Vertex::new([7.0, 5.0, 6.0]), Vertex::new([7.0, 5.0, 6.0]),
Vertex::new([4.0, 8.0, 6.0]), Vertex::new([4.0, 8.0, 6.0]),
Vertex::new([1.0, 5.0, 6.0]), Vertex::new([1.0, 5.0, 6.0]),
Vertex::new([4.0, 2.0, 6.0]), Vertex::new([4.0, 2.0, 6.0]),
] ]
.to_vec(); .to_vec();
validate_vec_vertex_relative_eq(&val, &expected); validate_vec_vertex_relative_eq(&val, &expected);
} }
#[test] #[test]
fn tube_base_test() { fn tube_base_test() {
// fn tube_base(center: &Vertex, edge: &Vec<Vertex>) -> Vec<Triangle> { // fn tube_base(center: &Vertex, edge: &Vec<Vertex>) -> Vec<Triangle> {
let center = Vertex::new([0.0, 0.0, 0.0]); let center = Vertex::new([0.0, 0.0, 0.0]);
let edge = vertexes_on_circle( let edge = vertexes_on_circle(
&Layer { &Layer {
center: center.clone(), center: center.clone(),
radius: 1.0, radius: 1.0,
}, },
4, 4,
); );
let triangles = tube_base(&center, &edge); let triangles = tube_base(&center, &edge);
assert_eq!(triangles.len(), edge.len()); assert_eq!(triangles.len(), edge.len());
for t in triangles { for t in triangles {
// All of these triangles should have the same normal (down). // All of these triangles should have the same normal (down).
assert_eq!(t.normal, Vertex::new([0.0, 0.0, -1.0])); assert_eq!(t.normal, Vertex::new([0.0, 0.0, -1.0]));
} }
} }
#[test] #[test]
fn tube_top_test() { fn tube_top_test() {
let center = Vertex::new([0.0, 0.0, 0.0]); let center = Vertex::new([0.0, 0.0, 0.0]);
let edge = vertexes_on_circle( let edge = vertexes_on_circle(
&Layer { &Layer {
center: center.clone(), center: center.clone(),
radius: 1.0, radius: 1.0,
}, },
4, 4,
); );
let triangles = tube_top(&center, &edge); let triangles = tube_top(&center, &edge);
assert_eq!(triangles.len(), edge.len()); assert_eq!(triangles.len(), edge.len());
for t in triangles { for t in triangles {
// All of these triangles should have the same normal (up). // All of these triangles should have the same normal (up).
assert_eq!(t.normal, Vertex::new([0.0, 0.0, 1.0])); assert_eq!(t.normal, Vertex::new([0.0, 0.0, 1.0]));
} }
} }
#[test] #[test]
fn render_test() { fn render_test() {
let layers = Layers { let layers = Layers {
base: Vertex::new([0.0, 0.0, 0.0]), base: Vertex::new([0.0, 0.0, 0.0]),
layers: [ layers: [
Layer { Layer {
center: Vertex::new([0.0, 0.0, 1.0]), center: Vertex::new([0.0, 0.0, 1.0]),
radius: 1.0, radius: 1.0,
}, },
Layer { Layer {
center: Vertex::new([0.0, 0.0, 2.0]), center: Vertex::new([0.0, 0.0, 2.0]),
radius: 1.0, radius: 1.0,
}, },
] ]
.to_vec(), .to_vec(),
top: Vertex::new([0.0, 0.0, 3.0]), top: Vertex::new([0.0, 0.0, 3.0]),
}; };
let mesh = render(&layers, 10.0); // Large resolution ensures minimum steps of 64. let mesh = render(&layers, 10.0); // Large resolution ensures minimum steps of 64.
// 64 triangles for top, 128 for sides, 64 for bottom. // 64 triangles for top, 128 for sides, 64 for bottom.
assert_eq!(mesh.len(), 64 + 128 + 64); assert_eq!(mesh.len(), 64 + 128 + 64);
for i in 0..mesh.len() { for i in 0..mesh.len() {
if i < 64 { if i < 64 {
assert!(mesh[i].normal[2] < 0.0) // Bottom triangles point down. assert!(mesh[i].normal[2] < 0.0) // Bottom triangles point down.
} else if i < (64 + 128) { } else if i < (64 + 128) {
assert!(mesh[i].normal[2] == 0.0) // side triangles point out. assert!(mesh[i].normal[2] == 0.0) // side triangles point out.
} else { } else {
assert!(mesh[i].normal[2] > 0.0) // top triangles point up. assert!(mesh[i].normal[2] > 0.0) // top triangles point up.
} }
} }
} }
} }