Sprint 9/10 — 지면+선형 시각화 + 피처 선택

Sprint 9 (bridge_scene):
- 지면(Ground plane): 교량 하부 어두운 올리브 색 평면
- 선형(Alignment): 주황색 얇은 봉 (Z축 방향 경간 전체)
- 색상 추가: COL_GROUND, COL_ALIGNMENT

Sprint 10 (selection):
- FeatureDraw: 피처별 GPU 버퍼 + AABB + 선택 상태
- build_selectable_scene(): 거더/슬래브/받침/교대 개별 메시
- ray_aabb(): 레이-AABB 교차 판정 (좌클릭 피킹)
- egui 패널: 선택된 피처 이름 오렌지색 표시
- 선택 하이라이트는 Sprint 11에서 색상 override로 구현

cargo check 통과

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
minsung
2026-04-14 22:49:57 +09:00
parent 419c459074
commit 5d89db5117
2 changed files with 270 additions and 31 deletions

View File

@@ -47,10 +47,12 @@ impl Default for SceneParams {
} }
// ── Part colours (linear sRGB) ────────────────────────────────────────────── // ── Part colours (linear sRGB) ──────────────────────────────────────────────
pub const COL_GIRDER: [f32; 3] = [0.85, 0.82, 0.72]; // light concrete pub const COL_GIRDER: [f32; 3] = [0.85, 0.82, 0.72]; // light concrete
pub const COL_DECK: [f32; 3] = [0.72, 0.70, 0.62]; // slightly darker slab pub const COL_DECK: [f32; 3] = [0.72, 0.70, 0.62]; // slightly darker slab
pub const COL_BEARING: [f32; 3] = [0.30, 0.30, 0.35]; // dark rubber/steel pub const COL_BEARING: [f32; 3] = [0.30, 0.30, 0.35]; // dark rubber/steel
pub const COL_ABUTMENT: [f32; 3] = [0.65, 0.60, 0.50]; // brown concrete pub const COL_ABUTMENT: [f32; 3] = [0.65, 0.60, 0.50]; // brown concrete
pub const COL_GROUND: [f32; 3] = [0.35, 0.38, 0.30]; // dark olive ground
pub const COL_ALIGNMENT: [f32; 3] = [1.00, 0.60, 0.10]; // orange centreline
// ─── Helpers ───────────────────────────────────────────────────────────────── // ─── Helpers ─────────────────────────────────────────────────────────────────
@@ -175,9 +177,133 @@ pub fn build_bridge_scene<K: GeomKernel>(kernel: &K, p: &SceneParams) -> Result<
parts.push(translate(mesh, 0.0, y, z)); parts.push(translate(mesh, 0.0, y, z));
} }
// ── Ground plane ───────────────────────────────────────────────────────────
{
let ground_y = -(BEARING_H + breast_wall_h as f32 + 1_000.0 + 200.0); // footing bottom - margin
let hw = total_w as f32 * 0.5 + 8_000.0; // wider than bridge
let half_z = span_mm * 0.5 + 8_000.0;
let thickness = 500.0_f32;
let profile = vec![
[-hw, -thickness], [hw, -thickness], [hw, 0.0], [-hw, 0.0],
];
let mut ground = cimery_kernel::sweep::sweep_profile_flat(&profile, half_z * 2.0);
ground.recolor(COL_GROUND);
parts.push(translate(ground, 0.0, ground_y, -half_z));
}
// ── Alignment centreline ───────────────────────────────────────────────────
{
let radius = 80.0_f32; // thin rod
let mut align = cimery_kernel::sweep::polygon_prism(0.0, 0.0, radius, 8, span_mm);
align.recolor(COL_ALIGNMENT);
parts.push(translate(align, 0.0, girder_h * 0.5, 0.0));
}
Ok(merge(parts)) Ok(merge(parts))
} }
// ─── Selectable scene (per-feature meshes) ────────────────────────────────────
pub struct FeatureMesh {
pub mesh: Mesh,
pub label: String,
}
/// Build bridge scene as a list of individually-selectable feature meshes.
pub fn build_selectable_scene<K: GeomKernel>(
kernel: &K,
p: &SceneParams,
) -> Result<Vec<FeatureMesh>, KernelError> {
let span_m = p.span_m;
let span_mm = (p.span_m * 1_000.0) as f32;
let n_girders = p.girder_count.max(1).min(10);
let spacing = p.girder_spacing;
let girder_h = p.girder_height;
const BEARING_H: f32 = 60.0;
let section = PscISectionParams {
total_height: girder_h as f64,
top_flange_width: 600.0,
top_flange_thickness: 150.0,
bottom_flange_width: 700.0,
bottom_flange_thickness: 180.0,
web_thickness: 200.0,
haunch: 50.0,
};
let mut out: Vec<FeatureMesh> = Vec::new();
// Girders
for i in 0..n_girders {
let x = (i as f32 - (n_girders as f32 - 1.0) * 0.5) * spacing;
let ir = GirderIR {
id: FeatureId::new(), station_start: 0.0, station_end: span_m,
offset_from_alignment: x as f64, section_type: SectionType::PscI,
section: SectionParams::PscI(section.clone()),
count: 1, spacing: 0.0, material: MaterialGrade::C50,
};
let mut mesh = kernel.girder_mesh(&ir)?;
mesh.recolor(COL_GIRDER);
for v in &mut mesh.vertices { v[0] += x; }
out.push(FeatureMesh { mesh, label: format!("거더 {}", i + 1) });
}
// Deck Slab (one unit)
let half_w = ((n_girders as f32 - 1.0) * spacing) * 0.5 + 1_000.0;
let deck_ir = DeckSlabIR {
id: FeatureId::new(), station_start: 0.0, station_end: span_m,
width_left: half_w as f64, width_right: half_w as f64,
thickness: p.slab_thickness as f64, haunch_depth: 0.0,
cross_slope: 2.0, material: MaterialGrade::C40,
};
let mut deck = kernel.deck_slab_mesh(&deck_ir)?;
deck.recolor(COL_DECK);
for v in &mut deck.vertices { v[1] += girder_h + p.slab_thickness; }
out.push(FeatureMesh { mesh: deck, label: "바닥판 슬래브".into() });
// Bearings
for &z in &[0.0_f32, span_mm] {
for i in 0..n_girders {
let x = (i as f32 - (n_girders as f32 - 1.0) * 0.5) * spacing;
let bir = BearingIR {
id: FeatureId::new(), station: if z < 1.0 { 0.0 } else { span_m },
bearing_type: BearingType::Elastomeric,
plan_length: 350.0, plan_width: 450.0,
total_height: BEARING_H as f64, capacity_vertical: 1_500.0,
};
let mut mesh = kernel.bearing_mesh(&bir)?;
mesh.recolor(COL_BEARING);
for v in &mut mesh.vertices { v[0] += x; v[2] += z - 225.0; }
let side = if z < 1.0 { "시작" } else { "종점" };
out.push(FeatureMesh { mesh, label: format!("받침 {}-{}", side, i + 1) });
}
}
// Abutments
let total_w = (n_girders as f64 - 1.0) * spacing as f64 + 3_000.0;
let bwh = (girder_h + BEARING_H) as f64;
let wing = WingWallIR { length: 5_000.0, height: 2_500.0, thickness: 500.0 };
for &(station, z) in &[(0.0f64, -800.0_f32), (span_m, span_mm)] {
let air = AbutmentIR {
id: FeatureId::new(), station, skew_angle: 0.0,
abutment_type: AbutmentType::ReverseT,
breast_wall_height: bwh, breast_wall_thickness: 800.0,
breast_wall_width: total_w, footing_length: 4_000.0,
footing_width: total_w + 1_000.0, footing_thickness: 1_000.0,
wing_wall_left: wing.clone(), wing_wall_right: wing.clone(),
material: MaterialGrade::C40,
};
let mut mesh = kernel.abutment_mesh(&air)?;
mesh.recolor(COL_ABUTMENT);
let y = -(BEARING_H + bwh as f32);
for v in &mut mesh.vertices { v[1] += y; v[2] += z; }
let side = if z < 0.0 { "시작" } else { "종점" };
out.push(FeatureMesh { mesh, label: format!("교대 ({})", side) });
}
Ok(out)
}
/// Bounding box of the full bridge scene (for camera setup). /// Bounding box of the full bridge scene (for camera setup).
pub fn scene_extents(p: &SceneParams) -> ([f32; 3], [f32; 3]) { pub fn scene_extents(p: &SceneParams) -> ([f32; 3], [f32; 3]) {
let span_mm = (p.span_m * 1_000.0) as f32; let span_mm = (p.span_m * 1_000.0) as f32;

View File

@@ -23,7 +23,7 @@ use cimery_kernel::OcctKernel;
use cimery_kernel::PureRustKernel; use cimery_kernel::PureRustKernel;
use camera::{Camera, StandardView}; use camera::{Camera, StandardView};
use glam; use glam;
use bridge_scene::{SceneParams, build_bridge_scene, scene_extents}; use bridge_scene::{SceneParams, build_bridge_scene, build_selectable_scene, scene_extents};
// ─── Vertex ─────────────────────────────────────────────────────────────────── // ─── Vertex ───────────────────────────────────────────────────────────────────
@@ -54,6 +54,62 @@ impl Vertex {
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
// ─── Per-feature draw unit ───────────────────────────────────────────────────
/// One selectable draw unit: a single Feature's GPU buffers + AABB.
struct FeatureDraw {
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
aabb_min: [f32; 3],
aabb_max: [f32; 3],
label: String, // e.g. "거더 2", "교대 (시작)"
selected: bool,
base_color: [f32; 3], // original colour (for deselect)
}
impl FeatureDraw {
fn from_mesh(device: &wgpu::Device, mesh: &cimery_kernel::Mesh, label: &str) -> Self {
let verts: Vec<Vertex> = mesh.vertices.iter()
.zip(mesh.normals.iter()).zip(mesh.colors.iter())
.map(|((p, n), c)| Vertex { position: *p, normal: *n, base_color: *c })
.collect();
let vbuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("feature vbuf"), contents: bytemuck::cast_slice(&verts),
usage: wgpu::BufferUsages::VERTEX,
});
let ibuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("feature ibuf"), contents: bytemuck::cast_slice(&mesh.indices),
usage: wgpu::BufferUsages::INDEX,
});
let (mn, mx) = mesh.aabb();
let base = if mesh.colors.is_empty() { [0.8_f32, 0.76, 0.65] } else { mesh.colors[0] };
Self {
vertex_buffer: vbuf, index_buffer: ibuf,
num_indices: mesh.indices.len() as u32,
aabb_min: mn, aabb_max: mx, label: label.to_owned(),
selected: false, base_color: base,
}
}
}
// ─── Ray casting ─────────────────────────────────────────────────────────────
/// Ray-AABB intersection test (slab method). Returns distance or None.
fn ray_aabb(
ray_origin: glam::Vec3, ray_dir: glam::Vec3,
mn: [f32;3], mx: [f32;3],
) -> Option<f32> {
let mn = glam::Vec3::from(mn);
let mx = glam::Vec3::from(mx);
let inv = 1.0 / ray_dir;
let t1 = (mn - ray_origin) * inv;
let t2 = (mx - ray_origin) * inv;
let tmin = t1.min(t2).max_element();
let tmax = t1.max(t2).min_element();
if tmax >= tmin && tmax > 0.0 { Some(tmin.max(0.0)) } else { None }
}
// ─── RenderState ───────────────────────────────────────────────────────────── // ─── RenderState ─────────────────────────────────────────────────────────────
struct RenderState { struct RenderState {
@@ -63,7 +119,9 @@ struct RenderState {
surface: wgpu::Surface<'static>, surface: wgpu::Surface<'static>,
surface_config: wgpu::SurfaceConfiguration, surface_config: wgpu::SurfaceConfiguration,
render_pipeline: wgpu::RenderPipeline, render_pipeline: wgpu::RenderPipeline,
// Mesh // Per-feature draw units (Sprint 10)
features: Vec<FeatureDraw>,
// Legacy single-mesh (kept for overlay/ground features without selection)
vertex_buffer: wgpu::Buffer, vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer, index_buffer: wgpu::Buffer,
num_indices: u32, num_indices: u32,
@@ -74,9 +132,10 @@ struct RenderState {
// Depth // Depth
depth_view: wgpu::TextureView, depth_view: wgpu::TextureView,
// Mouse / keyboard state // Mouse / keyboard state
mid_pressed: bool, mid_pressed: bool,
shift_pressed: bool, shift_pressed: bool,
last_mouse: winit::dpi::PhysicalPosition<f64>, left_just_pressed: bool,
last_mouse: winit::dpi::PhysicalPosition<f64>,
// Scene extents for ZoomExtents // Scene extents for ZoomExtents
scene_mn: [f32; 3], scene_mn: [f32; 3],
scene_mx: [f32; 3], scene_mx: [f32; 3],
@@ -325,13 +384,15 @@ impl RenderState {
camera_buffer, camera_buffer,
camera_bind_group, camera_bind_group,
depth_view, depth_view,
mid_pressed: false, features: vec![], // filled by first rebuild_mesh
shift_pressed: false, mid_pressed: false,
last_mouse: winit::dpi::PhysicalPosition { x: 0.0, y: 0.0 }, shift_pressed: false,
left_just_pressed:false,
last_mouse: winit::dpi::PhysicalPosition { x: 0.0, y: 0.0 },
scene_mn, scene_mn,
scene_mx, scene_mx,
params, params,
dirty: false, dirty: true, // trigger initial feature build
egui_ctx, egui_ctx,
egui_state, egui_state,
egui_renderer, egui_renderer,
@@ -362,36 +423,46 @@ impl RenderState {
.create_view(&wgpu::TextureViewDescriptor::default()) .create_view(&wgpu::TextureViewDescriptor::default())
} }
/// Rebuild GPU buffers from current SceneParams. Called when `dirty` is set. /// Rebuild GPU buffers from current SceneParams.
fn rebuild_mesh(&mut self) { fn rebuild_mesh(&mut self) {
// Build merged mesh (ground + alignment, for background draw)
#[cfg(feature = "occt")] #[cfg(feature = "occt")]
let mesh = build_bridge_scene(&OcctKernel, &self.params); let full_mesh = build_bridge_scene(&OcctKernel, &self.params);
#[cfg(not(feature = "occt"))] #[cfg(not(feature = "occt"))]
let mesh = build_bridge_scene(&PureRustKernel, &self.params); let full_mesh = build_bridge_scene(&PureRustKernel, &self.params);
if let Ok(mesh) = mesh { if let Ok(mesh) = full_mesh {
let verts: Vec<Vertex> = mesh.vertices.iter() let verts: Vec<Vertex> = mesh.vertices.iter()
.zip(mesh.normals.iter()).zip(mesh.colors.iter()) .zip(mesh.normals.iter()).zip(mesh.colors.iter())
.map(|((p, n), c)| Vertex { position: *p, normal: *n, base_color: *c }) .map(|((p, n), c)| Vertex { position: *p, normal: *n, base_color: *c })
.collect(); .collect();
self.vertex_buffer = self.device.create_buffer_init( self.vertex_buffer = self.device.create_buffer_init(
&wgpu::util::BufferInitDescriptor { &wgpu::util::BufferInitDescriptor {
label: Some("mesh vertex buffer"), label: Some("merged vbuf"), contents: bytemuck::cast_slice(&verts),
contents: bytemuck::cast_slice(&verts), usage: wgpu::BufferUsages::VERTEX,
usage: wgpu::BufferUsages::VERTEX,
}); });
self.index_buffer = self.device.create_buffer_init( self.index_buffer = self.device.create_buffer_init(
&wgpu::util::BufferInitDescriptor { &wgpu::util::BufferInitDescriptor {
label: Some("mesh index buffer"), label: Some("merged ibuf"), contents: bytemuck::cast_slice(&mesh.indices),
contents: bytemuck::cast_slice(&mesh.indices), usage: wgpu::BufferUsages::INDEX,
usage: wgpu::BufferUsages::INDEX,
}); });
self.num_indices = mesh.indices.len() as u32; self.num_indices = mesh.indices.len() as u32;
// Update camera extents
let (mn, mx) = scene_extents(&self.params);
self.scene_mn = mn;
self.scene_mx = mx;
} }
// Build per-feature meshes for selection (Sprint 10)
#[cfg(feature = "occt")]
let sel = build_selectable_scene(&OcctKernel, &self.params);
#[cfg(not(feature = "occt"))]
let sel = build_selectable_scene(&PureRustKernel, &self.params);
if let Ok(feature_meshes) = sel {
self.features = feature_meshes.into_iter()
.map(|fm| FeatureDraw::from_mesh(&self.device, &fm.mesh, &fm.label))
.collect();
}
let (mn, mx) = scene_extents(&self.params);
self.scene_mn = mn;
self.scene_mx = mx;
self.dirty = false; self.dirty = false;
} }
@@ -416,11 +487,38 @@ impl RenderState {
fn render(&mut self) -> Result<(), wgpu::SurfaceError> { fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
// ── egui UI (use local copies to avoid self-borrow in closure) ─────── // ── egui UI (use local copies to avoid self-borrow in closure) ───────
// Handle pick on left click (before egui, so egui can consume)
if self.left_just_pressed {
self.left_just_pressed = false;
let mx = self.last_mouse.x as f32;
let my = self.last_mouse.y as f32;
let w = self.surface_config.width as f32;
let h = self.surface_config.height as f32;
// Compute ray from camera through pixel
let ndc_x = (mx / w) * 2.0 - 1.0;
let ndc_y = -(my / h) * 2.0 + 1.0;
let vp_inv = self.camera.view_proj().inverse();
let near = vp_inv.project_point3(glam::Vec3::new(ndc_x, ndc_y, 0.0));
let far = vp_inv.project_point3(glam::Vec3::new(ndc_x, ndc_y, 1.0));
let ray_dir = (far - near).normalize();
// Hit test against each feature AABB
let mut best: Option<(f32, usize)> = None;
for (i, feat) in self.features.iter().enumerate() {
if let Some(t) = ray_aabb(near, ray_dir, feat.aabb_min, feat.aabb_max) {
if best.map_or(true, |(bt, _)| t < bt) { best = Some((t, i)); }
}
}
// Update selection
for feat in &mut self.features { feat.selected = false; }
if let Some((_, idx)) = best { self.features[idx].selected = true; }
}
let raw_input = self.egui_state.take_egui_input(&self.window); let raw_input = self.egui_state.take_egui_input(&self.window);
let mut p = self.params.clone(); let mut p = self.params.clone();
let mut dirty = self.dirty; let p_features = &self.features; // borrow for egui display only
let was_dirty = dirty; let mut dirty = self.dirty;
let mut apply = false; let was_dirty = dirty;
let mut apply = false;
let full_output = self.egui_ctx.run(raw_input, |ctx| { let full_output = self.egui_ctx.run(raw_input, |ctx| {
egui::SidePanel::left("properties") egui::SidePanel::left("properties")
@@ -452,6 +550,15 @@ impl RenderState {
ui.label("✓ 최신 상태"); ui.label("✓ 최신 상태");
} }
ui.separator();
// Selected feature info
if let Some(idx) = p_features.iter().position(|f| f.selected) {
ui.colored_label(egui::Color32::from_rgb(255, 170, 50),
format!("{}", p_features[idx].label));
} else {
ui.small("(클릭으로 피처 선택)");
}
ui.separator(); ui.separator();
ui.label("카메라 단축키"); ui.label("카메라 단축키");
ui.small("E: 전체뷰 7: 평면도"); ui.small("E: 전체뷰 7: 평면도");
@@ -642,6 +749,12 @@ impl ApplicationHandler for CimeryApp {
// ── Resize ──────────────────────────────────────────────────────── // ── Resize ────────────────────────────────────────────────────────
WindowEvent::Resized(sz) => state.resize(sz), WindowEvent::Resized(sz) => state.resize(sz),
// ── Left click: pick feature ──────────────────────────────────────
WindowEvent::MouseInput { button: MouseButton::Left, state: btn_state, .. } => {
if btn_state == ElementState::Pressed {
state.left_just_pressed = true;
}
}
// ── Mouse orbit / pan (middle button drag) ──────────────────────── // ── Mouse orbit / pan (middle button drag) ────────────────────────
WindowEvent::MouseInput { button: MouseButton::Middle, state: btn_state, .. } => { WindowEvent::MouseInput { button: MouseButton::Middle, state: btn_state, .. } => {
state.mid_pressed = btn_state == ElementState::Pressed; state.mid_pressed = btn_state == ElementState::Pressed;