vectorcraft/crates/three-d/src/lib.rs

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//! Portable 3D effect geometry: Revolve, Extrude & Bevel, Inflate and Rotate. No windowing, GPU or
//! document dependencies.
//!
//! Open profiles generate uncapped surfaces. Faces are projected and sorted back to front,
//! then flat shaded. This vector preview uses a painter's algorithm, not a depth buffer:
//! intersecting profiles can have ambiguous visibility and are not solid modelling inputs.
#![forbid(unsafe_code)]
mod solid;
mod visibility;
pub use solid::{Bevel, BevelShape, Extrude, Facet, Inflate, View, extrude, inflate, plane};
pub use visibility::{VisibleFace, visible_faces};
use vectorcraft_geom::{BezPath, ParamCurve, PathData, Point, Rect};
/// Resource limits shared by desktop, CLI and browser evaluation.
const MAX_PROFILE_POINTS: usize = 1024;
const MAX_FACES: usize = 32768;
#[derive(Clone, Copy, Debug, Default, PartialEq)]
struct V3(f64, f64, f64);
impl V3 {
fn sub(self, b: Self) -> Self {
Self(self.0 - b.0, self.1 - b.1, self.2 - b.2)
}
fn cross(self, b: Self) -> Self {
Self(self.1 * b.2 - self.2 * b.1, self.2 * b.0 - self.0 * b.2, self.0 * b.1 - self.1 * b.0)
}
fn dot(self, b: Self) -> f64 {
self.0 * b.0 + self.1 * b.1 + self.2 * b.2
}
fn unit(self) -> Self {
let l = self.dot(self).sqrt();
if l < 1e-12 { Self::default() } else { Self(self.0 / l, self.1 / l, self.2 / l) }
}
}
/// The vertical axis is offset outward from the selected edge of the profile's bounds.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub enum Edge {
#[default]
Left,
Right,
}
/// All angles are degrees; offset is in document points, lighting values are 0..1 (ambient 0..2).
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Revolve {
pub angle: f64,
pub offset: f64,
pub edge: Edge,
pub rotation_x: f64,
pub rotation_y: f64,
pub rotation_z: f64,
/// Perspective, 0° (none) to 160°: see [`eye_distance`].
pub perspective: f64,
/// Radial subdivisions for a full turn, clamped to 8..128.
pub segments: usize,
/// The light's Rotation, −180° to 180°: round the object on the page, 0° on its right and
/// counterclockwise.
pub light_rotation: f64,
/// The light's Height, 0° to 90°: from beside the object (0°) to straight in front of it.
pub light_height: f64,
/// The light is behind the object (Move light to the back of object) rather than in front.
pub light_behind: bool,
pub light_intensity: f64,
/// Softness, 0 (a sharp fall-off) to 1: how far round the object the light reaches.
pub light_softness: f64,
/// Ambient Light, 0 to 2.
pub ambient: f64,
pub shade: bool,
}
/// The default light's Rotation and Height: the light of the earlier default direction (45° to the
/// left of the eye and 45° up), to the left of and above the object, 30° in front of it.
pub const DEFAULT_LIGHT: (f64, f64) = (125.264_389_682_754_65, 30.0);
impl Default for Revolve {
fn default() -> Self {
Self {
angle: 360.0,
offset: 0.0,
edge: Edge::Left,
rotation_x: 0.0,
rotation_y: 0.0,
rotation_z: 0.0,
perspective: 0.0,
segments: 64,
light_rotation: DEFAULT_LIGHT.0,
light_height: DEFAULT_LIGHT.1,
light_behind: false,
light_intensity: 0.8,
light_softness: 0.0,
ambient: 0.25,
shade: true,
}
}
}
/// The widest documented Perspective.
pub const MAX_PERSPECTIVE: f64 = 160.0;
/// How far the eye is from the centre of an object of half size `size`, for a Perspective of
/// `angle` degrees: from where a sphere of √3 × `size` about the centre (the box around the object
/// fits inside it) fills that angle of the view. 0° is no perspective (`None`, the eye infinitely
/// far); at 160° the eye is just outside the sphere, so never inside the object.
fn eye_distance(angle: f64, size: f64) -> Option<f64> {
let angle = finite(angle, 0.0, 0.0, MAX_PERSPECTIVE);
(angle > 0.0).then(|| 3f64.sqrt() * size / (angle / 2.0).to_radians().sin())
}
/// The scale of a view-space point `z` in front of the object's centre plane, for an eye at
/// `eye`: 1 without perspective. Parts reaching past the eye's sphere (a wide outward bevel at a
/// wide angle) are held just in front of the eye rather than turned inside out.
fn perspective_scale(eye: Option<f64>, z: f64) -> f64 {
eye.map_or(1.0, |e| e / (e - z).max(e * 1e-3))
}
/// The Perspective angle that shows exactly what the earlier 0–1 perspective strength did (files
/// from before the angle). The strength put the eye at 4 × the object's half size / strength, so
/// sin(angle / 2) = √3 × strength / 4: full strength is about 51°.
pub fn perspective_from_strength(strength: f64) -> f64 {
let s = finite(strength, 0.0, 0.0, 1.0);
2.0 * (3f64.sqrt() * s / 4.0).asin().to_degrees()
}
/// The Rotation, Height and side of the light an earlier effect set by its azimuth (degrees round
/// the vertical axis, 0° at the eye) and elevation (degrees up): the same direction, so it lights
/// the object exactly as before.
pub fn light_from_azimuth_elevation(azimuth: f64, elevation: f64) -> (f64, f64, bool) {
let (azimuth, elevation) = (finite(azimuth, -45.0, -360.0, 360.0), finite(elevation, 45.0, -90.0, 90.0));
let (sl, cl) = elevation.to_radians().sin_cos();
let (sa, ca) = azimuth.to_radians().sin_cos();
let [x, y, z] = [cl * sa, -sl, cl * ca];
// Straight in front or behind, any Rotation is the same light.
let rotation = if x.hypot(y) < 1e-12 { 0.0 } else { (-y).atan2(x).to_degrees() + 0.0 };
(rotation, z.abs().min(1.0).asin().to_degrees(), z < 0.0)
}
/// How bright a face with unit normal `n` is under the light `l` (both in view space): the ambient
/// light plus the light's intensity where it reaches. Without softness the light falls off with
/// the cosine to nothing at 90°; softness wraps it further round the object, at 100 % to nothing
/// only straight away from it. Never brighter than the art's own colour.
fn brightness(o: &Revolve, n: V3, l: V3) -> f64 {
if !o.shade {
return 1.0;
}
let s = o.light_softness;
let lit = ((n.dot(l) + s) / (1.0 + s)).max(0.0);
(o.ambient + o.light_intensity * lit).clamp(0.0, 1.0)
}
fn finite(v: f64, fallback: f64, min: f64, max: f64) -> f64 {
if v.is_finite() { v.clamp(min, max) } else { fallback }
}
impl Revolve {
/// Unit bases of the rings that adjust the Euler X, Y and Z view parameters.
/// X turns before Y and Z, Y before Z, and Z turns in the screen plane.
/// Each pair has a cross product pointing along that parameter's rotation axis.
pub fn rotation_planes(self) -> [[[f64; 3]; 2]; 3] {
let o = self.sanitized();
let x_frame = Self { rotation_x: 0.0, ..o };
let y_frame = Self { rotation_x: 0.0, rotation_y: 0.0, ..o };
[
[x_frame.rotate(V3(0.0, 1.0, 0.0)), x_frame.rotate(V3(0.0, 0.0, 1.0))],
[y_frame.rotate(V3(1.0, 0.0, 0.0)), y_frame.rotate(V3(0.0, 0.0, -1.0))],
[V3(1.0, 0.0, 0.0), V3(0.0, 1.0, 0.0)],
]
.map(|plane| plane.map(|v| [v.0, v.1, v.2]))
}
/// The fixed centre of view rotation, in document coordinates.
pub fn rotation_origin(self, bounds: Rect) -> Point {
let o = self.sanitized();
Point::new(if o.edge == Edge::Left { bounds.x0 - o.offset } else { bounds.x1 + o.offset }, bounds.center().y)
}
/// Rotated unit axes for a view-orientation guide (screen Y points down).
pub fn view_axes(self) -> [Point; 3] {
[V3(1.0, 0.0, 0.0), V3(0.0, 1.0, 0.0), V3(0.0, 0.0, 1.0)].map(|v| {
let p = self.sanitized().rotate(v);
Point::new(p.0, p.1)
})
}
/// The same projected vertical axis used by the surface evaluator.
pub fn projected_axis(self, bounds: Rect) -> [Point; 2] {
let o = self.sanitized();
let axis = match o.edge {
Edge::Left => bounds.x0 - o.offset,
Edge::Right => bounds.x1 + o.offset,
};
let center_y = bounds.center().y;
let radius = (bounds.x0 - axis).abs().max((bounds.x1 - axis).abs());
let eye = eye_distance(o.perspective, radius.max(bounds.height().abs()).max(1.0));
[bounds.y0, bounds.y1].map(|y| {
let v = o.rotate(V3(0.0, y - center_y, 0.0));
let factor = perspective_scale(eye, v.2);
Point::new(axis + v.0 * factor, center_y + v.1 * factor)
})
}
/// Directional light in view space, shared by shading and interactive guides.
pub fn light_direction(self) -> [f64; 3] {
let o = self.sanitized();
let (sr, cr) = o.light_rotation.to_radians().sin_cos();
let (sh, ch) = o.light_height.to_radians().sin_cos();
[ch * cr, -ch * sr, if o.light_behind { -sh } else { sh }]
}
/// Light-direction orbits as (centre, cosine basis, sine basis), in view space.
/// The first changes the Rotation at the current Height: a circle on the page. The second
/// changes the Height at the current Rotation; its parameter runs 0..90 degrees.
pub fn light_orbits(self) -> [[[f64; 3]; 3]; 2] {
let o = self.sanitized();
let (sr, cr) = o.light_rotation.to_radians().sin_cos();
let (sh, ch) = o.light_height.to_radians().sin_cos();
let side = if o.light_behind { -1.0 } else { 1.0 };
[[[0.0, 0.0, side * sh], [ch, 0.0, 0.0], [0.0, -ch, 0.0]], [[0.0, 0.0, 0.0], [cr, -sr, 0.0], [0.0, 0.0, side]]]
}
/// The Rotation and Height of a light dragged to `point` on the page (in units of the light
/// guide's radius, y down), on the side it is already on: the further out, the lower. At the
/// centre the Rotation is kept.
pub fn light_at_on_side(self, point: Point) -> [f64; 2] {
let o = self.sanitized();
let point = Point::new(finite(point.x, 0.0, -1e8, 1e8), finite(point.y, 0.0, -1e8, 1e8));
let r = point.x.hypot(point.y);
let rotation = if r < 1e-9 { o.light_rotation } else { (-point.y).atan2(point.x).to_degrees() };
[rotation, r.min(1.0).acos().to_degrees()]
}
fn sanitized(self) -> Self {
Self {
angle: finite(self.angle, 360.0, 0.0, 360.0),
offset: finite(self.offset, 0.0, 0.0, 1e5),
rotation_x: finite(self.rotation_x, 0.0, -360.0, 360.0),
rotation_y: finite(self.rotation_y, 0.0, -360.0, 360.0),
rotation_z: finite(self.rotation_z, 0.0, -360.0, 360.0),
perspective: finite(self.perspective, 0.0, 0.0, MAX_PERSPECTIVE),
segments: self.segments.clamp(8, 128),
light_rotation: (finite(self.light_rotation, DEFAULT_LIGHT.0, -1e6, 1e6) + 180.0).rem_euclid(360.0) - 180.0,
light_height: finite(self.light_height, DEFAULT_LIGHT.1, 0.0, 90.0),
light_intensity: finite(self.light_intensity, 0.8, 0.0, 1.0),
light_softness: finite(self.light_softness, 0.0, 0.0, 1.0),
ambient: finite(self.ambient, 0.25, 0.0, 2.0),
..self
}
}
fn rotate(self, v: V3) -> V3 {
let (sx, cx) = self.rotation_x.to_radians().sin_cos();
let (sy, cy) = self.rotation_y.to_radians().sin_cos();
let (sz, cz) = self.rotation_z.to_radians().sin_cos();
let v = V3(v.0, cx * v.1 - sx * v.2, sx * v.1 + cx * v.2);
let v = V3(cy * v.0 + sy * v.2, v.1, -sy * v.0 + cy * v.2);
V3(cz * v.0 - sz * v.1, sz * v.0 + cz * v.1, v.2)
}
}
/// One opaque vector polygon, already projected. Brightness multiplies the source colour.
#[derive(Clone, Debug, PartialEq)]
pub struct Face {
pub points: Vec<Point>,
pub depth: f64,
pub brightness: f64,
}
impl Face {
pub fn path(&self) -> PathData {
let mut bp = BezPath::new();
if let Some(first) = self.points.first() {
bp.move_to(*first);
for p in self.points.iter().skip(1) {
bp.line_to(*p);
}
bp.close_path();
}
PathData::from_bezpath(&bp)
}
}
/// Evaluate a profile in document space. All subpaths share one axis from `bounds`.
/// Invalid or excessively complex inputs return an error, never a partial surface.
pub fn revolve(path: &PathData, bounds: Rect, options: Revolve) -> Result<Vec<Face>, String> {
let o = options.sanitized();
if ![bounds.x0, bounds.y0, bounds.x1, bounds.y1].iter().all(|v| v.is_finite() && v.abs() <= 1e8) {
return Err("Revolve requires finite profile coordinates within 100 million points".into());
}
let axis = match o.edge {
Edge::Left => bounds.x0 - o.offset,
Edge::Right => bounds.x1 + o.offset,
};
let center_y = (bounds.y0 + bounds.y1) * 0.5;
let radius = (bounds.x0 - axis).abs().max((bounds.x1 - axis).abs());
let eye = eye_distance(o.perspective, radius.max(bounds.height().abs()).max(1.0));
let steps = ((o.segments as f64 * o.angle / 360.0).ceil() as usize).max(1);
let sweep = o.angle.to_radians();
let [lx, ly, lz] = o.light_direction();
let light = V3(lx, ly, lz);
let mut faces = Vec::new();
let mut count = 0;
for sp in &path.subpaths {
let mut profile = Vec::new();
if let Some(first) = sp.anchors.first() {
profile.push(first.p);
count += 1;
if count > MAX_PROFILE_POINTS {
return Err("Revolve profile is too complex".into());
}
}
let segments = if sp.closed { sp.anchors.len() } else { sp.anchors.len().saturating_sub(1) };
// Bound work before sampling any data. Curves get sixteen samples, straight edges one.
if segments > MAX_PROFILE_POINTS {
return Err("Revolve profile is too complex".into());
}
for i in 0..segments {
let curve = sp.segment(i);
let samples = if sp.segment_is_line(i) { 1 } else { 16 };
for k in 1..=samples {
profile.push(curve.eval(k as f64 / samples as f64));
count += 1;
if count > MAX_PROFILE_POINTS {
return Err("Revolve profile is too complex".into());
}
}
}
for pair in profile.windows(2) {
let [a, b] = pair else { continue };
if ![a.x, a.y, b.x, b.y].iter().all(|v| v.is_finite() && v.abs() <= 1e8) {
return Err("Revolve profile contains invalid coordinates".into());
}
for j in 0..steps {
let vertex = |p: Point, step: usize| {
let (s, c) = (sweep * step as f64 / steps as f64).sin_cos();
o.rotate(V3((p.x - axis) * c, p.y - center_y, (p.x - axis) * s))
};
let vertices = [vertex(*a, j), vertex(*b, j), vertex(*b, j + 1), vertex(*a, j + 1)];
// The diagonal gives a nonzero normal even when one profile endpoint is on-axis.
let mut normal = vertices[1].sub(vertices[0]).cross(vertices[2].sub(vertices[0])).unit();
if normal.dot(normal) < 0.5 {
normal = vertices[2].sub(vertices[0]).cross(vertices[3].sub(vertices[0])).unit();
}
if normal.dot(normal) < 0.5 {
continue;
}
// Profiles may run up or down. Shade the visible side of this two-sided surface.
if normal.2 < 0.0 {
normal = V3(-normal.0, -normal.1, -normal.2);
}
let brightness = brightness(&o, normal, light);
let points: Vec<_> = vertices
.iter()
.map(|v| {
let factor = perspective_scale(eye, v.2);
Point::new(axis + v.0 * factor, center_y + v.1 * factor)
})
.collect();
if points.iter().any(|p| !p.x.is_finite() || !p.y.is_finite()) {
return Err("Revolve projection is not finite".into());
}
let area = points
.iter()
.zip(points.iter().cycle().skip(1))
.take(4)
.map(|(a, b)| (a.x - axis) * (b.y - center_y) - (b.x - axis) * (a.y - center_y))
.sum::<f64>();
if area.abs() < 1e-10 {
continue;
}
faces.push(Face { points, depth: vertices.iter().map(|v| v.2).sum::<f64>() / 4.0, brightness });
if faces.len() > MAX_FACES {
return Err("Revolve surface is too complex; reduce Segments or simplify the profile".into());
}
}
}
}
faces.sort_by(|a, b| a.depth.total_cmp(&b.depth));
Ok(faces)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn light_orbits_and_handle_projection_match_the_shading_direction_on_both_sides() {
for rotation in [-170.0f64, -45.0, 0.0, 83.0, 167.0] {
for height in [0.0f64, 15.0, 45.0, 80.0] {
for behind in [false, true] {
let o = Revolve { light_rotation: rotation, light_height: height, light_behind: behind, ..Default::default() };
let direction = o.light_direction();
assert!((direction[0].hypot(direction[1]).hypot(direction[2]) - 1.0).abs() < 1e-12);
assert_eq!(direction[2] < 0.0, behind && height > 0.0);
for ([center, u, v], angle) in o.light_orbits().into_iter().zip([rotation, height]) {
let (s, c) = angle.to_radians().sin_cos();
for i in 0..3 {
assert!((center[i] + u[i] * c + v[i] * s - direction[i]).abs() < 1e-12);
}
}
let [r, h] = o.light_at_on_side(Point::new(direction[0], direction[1]));
assert!((r - rotation).abs() < 1e-9 && (h - height).abs() < 1e-6, "{rotation}, {height} -> {r}, {h}");
}
}
}
// Dragged to the centre: straight in front, the Rotation kept; past the rim: at 0°.
let o = Revolve { light_rotation: 135.0, ..Default::default() };
assert_eq!(o.light_at_on_side(Point::new(0.0, 0.0)), [135.0, 90.0]);
let [r, h] = o.light_at_on_side(Point::new(0.0, -3.0));
assert!((r - 90.0).abs() < 1e-12 && h == 0.0);
let [r, h] = o.light_at_on_side(Point::new(f64::NAN, f64::INFINITY));
assert!(r.is_finite() && h.is_finite());
}
/// An effect from before Rotation and Height (azimuth and elevation) gets the same light:
/// the same direction, so the same shading.
#[test]
fn an_earlier_azimuth_and_elevation_give_the_same_light() {
let old = |azimuth: f64, elevation: f64| {
let (sl, cl) = elevation.to_radians().sin_cos();
let (sa, ca) = azimuth.to_radians().sin_cos();
[cl * sa, -sl, cl * ca]
};
for azimuth in [-360.0f64, -170.0, -45.0, 0.0, 90.0, 135.0, 179.0] {
for elevation in [-90.0f64, -60.0, -1.0, 0.0, 30.0, 45.0, 89.0, 90.0] {
let (light_rotation, light_height, light_behind) = light_from_azimuth_elevation(azimuth, elevation);
assert!((-180.0..=180.0).contains(&light_rotation) && (0.0..=90.0).contains(&light_height));
let new = Revolve { light_rotation, light_height, light_behind, ..Default::default() }.light_direction();
let want = old(azimuth, elevation);
for i in 0..3 {
assert!((new[i] - want[i]).abs() < 1e-12, "{azimuth}, {elevation}: {new:?} against {want:?}");
}
}
}
// The default light is the earlier default's.
let (r, h, behind) = light_from_azimuth_elevation(-45.0, 45.0);
assert!((r - DEFAULT_LIGHT.0).abs() < 1e-12 && (h - DEFAULT_LIGHT.1).abs() < 1e-12 && !behind, "{r} {h}");
}
/// Softness wraps the light further round the object; without it, the earlier shading. Ambient
/// Light runs to 200 %, never past the art's own colour.
#[test]
fn softness_wraps_the_light_and_ambient_reaches_200_percent() {
let o = Revolve::default().sanitized();
let l = V3(0.0, 0.0, 1.0);
let n = |deg: f64| {
let (s, c) = deg.to_radians().sin_cos();
V3(s, 0.0, c)
};
for deg in [0.0, 30.0, 60.0, 89.0, 120.0] {
let lambert = (o.ambient + o.light_intensity * n(deg).dot(l).max(0.0)).clamp(0.0, 1.0);
assert!((brightness(&o, n(deg), l) - lambert).abs() < 1e-12);
}
let soft = Revolve { light_softness: 1.0, ..o };
assert!(brightness(&soft, n(120.0), l) > brightness(&o, n(120.0), l) + 0.1, "lit past 90°");
assert!((brightness(&soft, n(180.0), l) - o.ambient).abs() < 1e-12, "nothing straight away");
assert!((brightness(&soft, n(0.0), l) - brightness(&o, n(0.0), l)).abs() < 1e-12, "the same facing the light");
let bright = Revolve { ambient: 2.0, ..o };
assert_eq!(brightness(&bright, n(180.0), l), 1.0);
assert_eq!(
Revolve { ambient: 5.0, light_softness: -1.0, light_height: 120.0, ..o }.sanitized(),
Revolve { ambient: 2.0, light_softness: 0.0, light_height: 90.0, ..o }
);
}
#[test]
fn ring_axes_match_euler_parameter_rotation_and_origin_stays_fixed() {
let o = Revolve { rotation_x: 27.0, rotation_y: -39.0, rotation_z: 53.0, ..Default::default() };
let seed = V3(0.3, -0.5, 0.7);
let before = o.rotate(seed);
let planes = o.rotation_planes();
for (axis, [u, v]) in planes.iter().enumerate() {
let normal = V3(u[0], u[1], u[2]).cross(V3(v[0], v[1], v[2]));
assert!((normal.dot(normal) - 1.0).abs() < 1e-12);
let mut changed = o;
match axis {
0 => changed.rotation_x += 0.0001,
1 => changed.rotation_y += 0.0001,
_ => changed.rotation_z += 0.0001,
}
let actual = changed.rotate(seed).sub(before);
let expected = normal.cross(before);
let step = 0.0001f64.to_radians();
for (a, b) in [(actual.0 / step, expected.0), (actual.1 / step, expected.1), (actual.2 / step, expected.2)] {
assert!((a - b).abs() < 1e-5);
}
}
assert_eq!(Revolve { edge: Edge::Right, offset: 12.0, ..o }.rotation_origin(Rect::new(20.0, 30.0, 80.0, 100.0)), Point::new(92.0, 65.0));
}
#[test]
fn guides_match_projection_and_dragged_light_matches_shading_direction() {
let o = Revolve { rotation_x: 0.0, rotation_y: 0.0, rotation_z: 0.0, offset: 10.0, ..Default::default() };
assert_eq!(o.view_axes(), [Point::new(1.0, 0.0), Point::new(0.0, 1.0), Point::new(0.0, 0.0)]);
assert_eq!(o.projected_axis(Rect::new(20.0, 30.0, 80.0, 100.0)), [Point::new(10.0, 30.0), Point::new(10.0, 100.0)]);
let [light_rotation, light_height] = o.light_at_on_side(Point::new(0.3, -0.4));
let [x, y, z] = Revolve { light_rotation, light_height, ..o }.light_direction();
assert!((x - 0.3).abs() < 1e-9 && (y + 0.4).abs() < 1e-9 && z > 0.0);
let [rotation, height] = o.light_at_on_side(Point::new(2.0, -2.0));
assert!(rotation.is_finite() && height == 0.0);
}
fn cylinder() -> (PathData, Rect) {
let mut bp = BezPath::new();
bp.move_to((40.0, 10.0));
bp.line_to((40.0, 90.0));
(PathData::from_bezpath(&bp), Rect::new(0.0, 10.0, 40.0, 90.0))
}
#[test]
fn cylinder_has_expected_silhouette_depth_order_and_shading() {
let (p, b) = cylinder();
let faces = revolve(&p, b, Revolve { rotation_x: 0.0, rotation_y: 0.0, ..Default::default() }).unwrap();
let points: Vec<_> = faces.iter().flat_map(|f| &f.points).collect();
assert!((points.iter().map(|p| p.x).fold(f64::INFINITY, f64::min) + 40.0).abs() < 1e-6);
assert!((points.iter().map(|p| p.x).fold(f64::NEG_INFINITY, f64::max) - 40.0).abs() < 1e-6);
assert!(faces.windows(2).all(|w| w[0].depth <= w[1].depth));
assert!(faces.iter().any(|f| f.brightness > 0.8) && faces.iter().any(|f| f.brightness < 0.4));
}
#[test]
fn edge_offset_sweep_and_rotation_change_the_surface() {
let (p, b) = cylinder();
let base = revolve(&p, b, Revolve::default()).unwrap();
for o in [
Revolve { edge: Edge::Right, offset: 20.0, ..Default::default() },
Revolve { angle: 120.0, ..Default::default() },
Revolve { rotation_z: 60.0, perspective: 40.0, ..Default::default() },
] {
assert_ne!(base, revolve(&p, b, o).unwrap());
}
assert!(revolve(&p, b, Revolve { angle: 0.0, ..Default::default() }).unwrap().is_empty());
}
/// The angle that stands for an earlier perspective strength puts the eye where that strength
/// did (4 × the half size / strength), so files from before the angle look as they did.
#[test]
fn the_angle_for_an_earlier_strength_puts_the_eye_where_it_was() {
for strength in [0.05, 0.3, 0.6, 1.0] {
for size in [1.0, 37.5, 900.0] {
let eye = eye_distance(perspective_from_strength(strength), size).unwrap();
assert!((eye - 4.0 * size / strength).abs() < 1e-9 * eye, "{strength} {size}: {eye}");
}
}
assert_eq!(perspective_from_strength(0.0), 0.0);
assert!((perspective_from_strength(1.0) - 51.318).abs() < 1e-3, "{}", perspective_from_strength(1.0));
}
/// 0° to 160°: none at 0°, beyond either end held there, and at 160° the eye is still outside
/// the sphere the object's box fits in.
#[test]
fn perspective_runs_0_to_160_degrees_with_the_eye_outside_the_object() {
assert_eq!(eye_distance(0.0, 50.0), None);
assert_eq!(eye_distance(-20.0, 50.0), None);
assert_eq!(eye_distance(f64::NAN, 50.0), None);
assert_eq!(eye_distance(500.0, 50.0), eye_distance(160.0, 50.0));
let widest = eye_distance(160.0, 50.0).unwrap();
assert!(widest > 3f64.sqrt() * 50.0 && widest < 1.02 * 3f64.sqrt() * 50.0, "{widest}");
// Wider is closer.
let eyes: Vec<f64> = [10.0, 45.0, 90.0, 160.0].iter().map(|a| eye_distance(*a, 50.0).unwrap()).collect();
assert!(eyes.windows(2).all(|w| w[0] > w[1]), "{eyes:?}");
let (p, b) = cylinder();
let wide = revolve(&p, b, Revolve { rotation_x: -30.0, perspective: 160.0, ..Default::default() }).unwrap();
assert!(wide.iter().flat_map(|f| &f.points).all(|q| q.x.is_finite() && q.y.is_finite()));
assert_eq!(wide, revolve(&p, b, Revolve { rotation_x: -30.0, perspective: 400.0, ..Default::default() }).unwrap());
}
#[test]
fn malformed_and_degenerate_inputs_are_bounded() {
let (p, b) = cylinder();
let f = revolve(&p, b, Revolve { segments: usize::MAX, angle: f64::NAN, offset: f64::INFINITY, ..Default::default() }).unwrap();
assert!(f.len() <= 128);
assert!(revolve(&p, Rect::new(f64::NAN, 0.0, 1.0, 1.0), Revolve::default()).is_err());
assert!(revolve(&PathData::default(), b, Revolve::default()).unwrap().is_empty());
}
}