makepad/libs/fab_tour/src/synthetic.rs
Admin 9821263b2c fab: a 3D creation shell and the viewer built on it — colour picker, material textures, dials that move the scene while they drag, the glTF loader, the tour, and the probes
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
- fab: a colour picker, a material's textures, and dials that move the scene while they drag
- texcomp: the block codec and the container every texture will travel in
- fab: FAB_PROBE_MAT — per-material triangle counts, texture presence and uv spread in the roof probe
2026-08-26 08:49:47 +02:00

520 lines
18 KiB
Rust

//! Procedural buildings, so the property tests have something to be right
//! about without shipping a 76 MB `.fab` into the test suite.
//!
//! A BSP split of a rectangle gives the rooms; then every pair of rooms that
//! share an edge gets a wall with a doorway in it. That construction makes the
//! room graph **connected**, so "every room is reachable" is true of the
//! fixture and any room the planner misses is the planner's fault — except
//! when [`Plan::seal_rooms`] deliberately bricks a doorway up, which is how
//! the unreachable-room reporting gets tested.
//!
//! Doors are placed from leaf *adjacency*, not per BSP split, and the
//! difference matters: a split line between two halves is subdivided by later
//! splits, so one door per split leaves most neighbouring pairs with a solid
//! wall between them and most of the house unreachable.
use crate::scene::{TourClass, TourScene, TourSceneBuilder};
use makepad_math::{vec3, Vec3f};
const WALL_T: f32 = 0.20;
const DOOR_W: f32 = 0.95;
const DOOR_H: f32 = 2.05;
const STOREY_H: f32 = 2.90;
const SLAB_T: f32 = 0.30;
/// Deterministic xorshift64*, so a failing seed reproduces exactly.
struct Rng(u64);
impl Rng {
fn new(seed: u64) -> Rng {
Rng(seed.wrapping_mul(0x9E3779B97F4A7C15).max(1))
}
fn next(&mut self) -> u64 {
let mut x = self.0;
x ^= x >> 12;
x ^= x << 25;
x ^= x >> 27;
self.0 = x;
x.wrapping_mul(0x2545F4914F6CDD1D)
}
fn f32(&mut self) -> f32 {
(self.next() >> 40) as f32 / (1u64 << 24) as f32
}
fn range(&mut self, lo: f32, hi: f32) -> f32 {
lo + (hi - lo) * self.f32()
}
}
#[derive(Clone, Copy, Debug)]
struct Rect {
x0: f32,
y0: f32,
x1: f32,
y1: f32,
}
impl Rect {
fn w(&self) -> f32 {
self.x1 - self.x0
}
fn h(&self) -> f32 {
self.y1 - self.y0
}
fn area(&self) -> f32 {
self.w() * self.h()
}
}
/// What to build.
#[derive(Clone, Copy, Debug)]
pub struct Plan {
pub seed: u64,
pub width: f32,
pub depth: f32,
pub storeys: usize,
/// Stop splitting below this floor area.
pub min_room_area: f32,
/// Brick up this many doorways, creating unreachable rooms on purpose.
pub seal_rooms: usize,
}
impl Default for Plan {
fn default() -> Self {
Plan {
seed: 1,
width: 14.0,
depth: 10.0,
storeys: 2,
min_room_area: 11.0,
seal_rooms: 0,
}
}
}
struct Build<'a> {
b: TourSceneBuilder,
rng: Rng,
plan: &'a Plan,
n_walls: usize,
n_doors: usize,
sealed: usize,
}
impl Build<'_> {
fn wall_box(&mut self, min: Vec3f, max: Vec3f, storey: usize) {
if max.x - min.x <= 1e-3 || max.y - min.y <= 1e-3 || max.z - min.z <= 1e-3 {
return;
}
self.n_walls += 1;
let name = format!("WAL-{:03}", self.n_walls);
self.b.element(&name, TourClass::Wall, storey);
self.b.box_solid(min, max);
}
/// A wall segment with one doorway in it. `along` is the axis the wall
/// runs along (0 = x, 1 = y); `at` is the other coordinate.
fn wall_with_door(
&mut self,
along: usize,
at: f32,
a: f32,
b: f32,
base: f32,
storey: usize,
seal: bool,
) {
let len = b - a;
if len < DOOR_W + 0.6 {
// Too short for a door: solid.
self.seg(along, at, a, b, base, base + STOREY_H, storey);
return;
}
let d0 = self.rng.range(a + 0.3, b - DOOR_W - 0.3);
let d1 = d0 + DOOR_W;
self.seg(along, at, a, d0, base, base + STOREY_H, storey);
self.seg(along, at, d1, b, base, base + STOREY_H, storey);
// Lintel over the opening.
self.seg(along, at, d0, d1, base + DOOR_H, base + STOREY_H, storey);
if seal {
// A bricked-up doorway: no door element, solid wall instead.
self.seg(along, at, d0, d1, base, base + DOOR_H, storey);
self.sealed += 1;
return;
}
// The door leaf itself: thin, so it seals the room graph without
// blocking navigation (see `TourClass::blocks_navigation`).
self.n_doors += 1;
let name = format!("DOR-{:03}", self.n_doors);
self.b.element(&name, TourClass::Door, storey);
let t = 0.03;
let (min, max) = if along == 0 {
(vec3(d0, at - t, base), vec3(d1, at + t, base + DOOR_H))
} else {
(vec3(at - t, d0, base), vec3(at + t, d1, base + DOOR_H))
};
self.b.box_solid(min, max);
}
fn seg(&mut self, along: usize, at: f32, a: f32, b: f32, z0: f32, z1: f32, storey: usize) {
if b - a <= 1e-3 {
return;
}
let h = WALL_T * 0.5;
let (min, max) = if along == 0 {
(vec3(a, at - h, z0), vec3(b, at + h, z1))
} else {
(vec3(at - h, a, z0), vec3(at + h, b, z1))
};
self.wall_box(min, max, storey);
}
/// One wall, with one doorway, for every pair of leaves that share an
/// edge. This is what makes the room graph connected: every pair of
/// neighbouring rooms gets its own door, so a room can only be isolated
/// when `Plan::seal_rooms` deliberately bricks one up.
fn walls_from_adjacency(
&mut self,
leaves: &[Rect],
base: f32,
storey: usize,
hole: Option<Rect>,
) {
let n = leaves.len();
for i in 0..n {
for j in (i + 1)..n {
let (a, b) = (leaves[i], leaves[j]);
// Shared vertical edge?
let vert = if (a.x1 - b.x0).abs() < 1e-3 {
Some(a.x1)
} else if (b.x1 - a.x0).abs() < 1e-3 {
Some(b.x1)
} else {
None
};
if let Some(x) = vert {
let lo = a.y0.max(b.y0);
let hi = a.y1.min(b.y1);
if hi - lo > 0.4 {
for (a2, b2) in clip_out(lo, hi, hole.map(|h| (h.x0, h.x1, h.y0, h.y1)), x, true) {
let seal = self.sealed < self.plan.seal_rooms;
self.wall_with_door(1, x, a2, b2, base, storey, seal);
}
}
continue;
}
let horiz = if (a.y1 - b.y0).abs() < 1e-3 {
Some(a.y1)
} else if (b.y1 - a.y0).abs() < 1e-3 {
Some(b.y1)
} else {
None
};
if let Some(y) = horiz {
let lo = a.x0.max(b.x0);
let hi = a.x1.min(b.x1);
if hi - lo > 0.4 {
for (a2, b2) in clip_out(lo, hi, hole.map(|h| (h.x0, h.x1, h.y0, h.y1)), y, false) {
let seal = self.sealed < self.plan.seal_rooms;
self.wall_with_door(0, y, a2, b2, base, storey, seal);
}
}
}
}
}
}
/// Recursive BSP producing the leaf rectangles. Walls are *not* emitted
/// here: a split line between two halves gets subdivided by later splits,
/// so putting one door per split leaves most room pairs with a solid wall
/// between them and the "graph is a tree" promise is a lie. Walls come
/// afterwards, from leaf adjacency — see [`Build::walls_from_adjacency`].
fn split(&mut self, r: Rect, base: f32, storey: usize, depth: usize, out: &mut Vec<Rect>) {
let can = r.area() > self.plan.min_room_area * 2.0 && depth < 5;
if !can {
out.push(r);
return;
}
// Split the long way, with a jittered position.
let vertical = if r.w() > r.h() * 1.25 {
true
} else if r.h() > r.w() * 1.25 {
false
} else {
self.rng.f32() < 0.5
};
let f = self.rng.range(0.38, 0.62);
if vertical {
let xs = r.x0 + r.w() * f;
if (xs - r.x0).min(r.x1 - xs) < 2.0 {
out.push(r);
return;
}
self.split(
Rect { x1: xs, ..r },
base,
storey,
depth + 1,
out,
);
self.split(
Rect { x0: xs, ..r },
base,
storey,
depth + 1,
out,
);
} else {
let ys = r.y0 + r.h() * f;
if (ys - r.y0).min(r.y1 - ys) < 2.0 {
out.push(r);
return;
}
self.split(
Rect { y1: ys, ..r },
base,
storey,
depth + 1,
out,
);
self.split(
Rect { y0: ys, ..r },
base,
storey,
depth + 1,
out,
);
}
}
}
/// Split `[a, b]` around a rectangular hole, returning the parts that survive.
/// `at` is the wall's fixed coordinate; `vertical` means the wall runs along y.
fn clip_out(
a: f32,
b: f32,
hole: Option<(f32, f32, f32, f32)>,
at: f32,
vertical: bool,
) -> Vec<(f32, f32)> {
let Some((hx0, hx1, hy0, hy1)) = hole else {
return vec![(a, b)];
};
// Does this wall cross the hole at all?
let (cross, h0, h1) = if vertical {
(at > hx0 && at < hx1, hy0, hy1)
} else {
(at > hy0 && at < hy1, hx0, hx1)
};
if !cross || h1 <= a || h0 >= b {
return vec![(a, b)];
}
let mut out = Vec::new();
if h0 - a > 0.4 {
out.push((a, h0));
}
if b - h1 > 0.4 {
out.push((h1, b));
}
out
}
/// Build a house. Deterministic in `plan.seed`.
pub fn building(plan: &Plan) -> TourScene {
let mut bd = Build {
b: TourSceneBuilder::new("Synthetic house"),
rng: Rng::new(plan.seed),
plan,
n_walls: 0,
n_doors: 0,
sealed: 0,
};
let (w, d) = (plan.width, plan.depth);
for s in 0..plan.storeys {
bd.b.storey(&format!("Level {s}"), s as f32 * STOREY_H, STOREY_H);
}
// Ground under everything.
bd.b.element("SITE", TourClass::Site, 0);
bd.b.box_solid(
vec3(-12.0, -12.0, -0.6 - SLAB_T),
vec3(w + 12.0, d + 12.0, -0.6),
);
// Stairwell footprint, reused on every floor.
let stair = Rect {
x0: w - 3.6,
y0: 0.4,
x1: w - 0.6,
y1: 3.4,
};
for s in 0..plan.storeys {
let base = s as f32 * STOREY_H;
// Floor slab, with a hole over the stair for every floor above the
// ground one.
bd.b.element(&format!("SLB-{s}"), TourClass::Slab, s);
if s == 0 {
bd.b
.box_solid(vec3(0.0, 0.0, base - SLAB_T), vec3(w, d, base));
} else {
// Four bands around the stairwell opening.
let (z0, z1) = (base - SLAB_T, base);
bd.b.box_solid(vec3(0.0, 0.0, z0), vec3(w, stair.y0, z1));
bd.b.box_solid(vec3(0.0, stair.y1, z0), vec3(w, d, z1));
bd.b
.box_solid(vec3(0.0, stair.y0, z0), vec3(stair.x0, stair.y1, z1));
bd.b
.box_solid(vec3(stair.x1, stair.y0, z0), vec3(w, stair.y1, z1));
}
// Partition the plan first: the front door has to be placed where
// there is actually floor behind it. A door opening onto a wall 50 mm
// away is not an entrance, and the analyser is right to refuse it.
let mut leaves = Vec::new();
let usable = Rect {
x0: 0.2,
y0: 0.2,
x1: w - 0.2,
y1: d - 0.2,
};
bd.split(usable, base, s, 0, &mut leaves);
// Exterior envelope.
let top = base + STOREY_H;
bd.b.element(&format!("EXT-N-{s}"), TourClass::Wall, s);
bd.b.box_solid(vec3(-WALL_T, d, base), vec3(w + WALL_T, d + WALL_T, top));
bd.b.element(&format!("EXT-E-{s}"), TourClass::Wall, s);
bd.b.box_solid(vec3(w, -WALL_T, base), vec3(w + WALL_T, d + WALL_T, top));
bd.b.element(&format!("EXT-W-{s}"), TourClass::Wall, s);
bd.b.box_solid(vec3(-WALL_T, -WALL_T, base), vec3(0.0, d + WALL_T, top));
// South wall carries the front door on the ground floor.
if s == 0 {
// Widest room on the south edge that is not the stairwell: a
// front door opening straight onto a flight of stairs is not a
// front door, and the analyser correctly finds no way in.
let clear_of_stair = |r: &Rect| {
plan.storeys < 2 || r.x1 <= stair.x0 + 0.1 || r.x0 >= stair.x1 - 0.1
};
let front = leaves
.iter()
.filter(|r| r.y0 < 0.5 && clear_of_stair(r))
.max_by(|a, b| a.w().partial_cmp(&b.w()).unwrap_or(std::cmp::Ordering::Equal))
.or_else(|| {
leaves
.iter()
.filter(|r| r.y0 < 0.5)
.max_by(|a, b| a.w().partial_cmp(&b.w()).unwrap_or(std::cmp::Ordering::Equal))
})
.copied()
.unwrap_or(Rect { x0: 0.0, y0: 0.0, x1: w, y1: d });
let dx = ((front.x0 + front.x1) * 0.5 - DOOR_W * 0.5)
.clamp(0.4, w - DOOR_W - 0.4);
bd.b.element("EXT-S-0a", TourClass::Wall, s);
bd.b.box_solid(vec3(-WALL_T, -WALL_T, base), vec3(dx, 0.0, top));
bd.b.element("EXT-S-0b", TourClass::Wall, s);
bd.b
.box_solid(vec3(dx + DOOR_W, -WALL_T, base), vec3(w + WALL_T, 0.0, top));
bd.b.element("EXT-S-0c", TourClass::Wall, s);
bd.b.box_solid(
vec3(dx, -WALL_T, base + DOOR_H),
vec3(dx + DOOR_W, 0.0, top),
);
bd.b.element("DOR-FRONT", TourClass::Door, s);
bd.b.box_solid(
vec3(dx, -0.03, base),
vec3(dx + DOOR_W, 0.03, base + DOOR_H),
);
} else {
bd.b.element(&format!("EXT-S-{s}"), TourClass::Wall, s);
bd.b.box_solid(vec3(-WALL_T, -WALL_T, base), vec3(w + WALL_T, 0.0, top));
}
// A window per façade, so the POI scorer has glass to find.
for (k, (ax, at, a0, a1)) in [
(0usize, d, w * 0.2, w * 0.2 + 1.8),
(0, d, w * 0.65, w * 0.65 + 1.8),
(1, w, d * 0.3, d * 0.3 + 1.6),
(1, 0.0, d * 0.55, d * 0.55 + 1.6),
]
.iter()
.enumerate()
{
bd.b.element(&format!("WDW-{s}-{k}"), TourClass::Window, s);
let (z0, z1) = (base + 0.9, base + 2.2);
let (min, max) = if *ax == 0 {
(vec3(*a0, *at - 0.12, z0), vec3(*a1, *at + 0.12, z1))
} else {
(vec3(*at - 0.12, *a0, z0), vec3(*at + 0.12, *a1, z1))
};
bd.b.box_solid(min, max);
// Cut the hole: the envelope above was solid, so punch a lintel
// gap by adding nothing — the window box sits proud of the wall
// and the wall behind it is what blocks. For the tour this is
// enough: glazing area is what the scorer reads.
}
// Above the ground floor the stairwell is a void; partitions must not
// span it. (A wall hanging in mid-air over the stairs is nonsense the
// planner would rightly refuse to fly through.)
bd.walls_from_adjacency(&leaves, base, s, if s > 0 { Some(stair) } else { None });
// Stairs, and the guard wall around the well.
if plan.storeys > 1 && s + 1 < plan.storeys {
bd.b.element(&format!("STR-{s}"), TourClass::Stair, s);
let steps = 16;
for i in 0..steps {
let f0 = i as f32 / steps as f32;
let f1 = (i + 1) as f32 / steps as f32;
// The last tread runs past the well edge and under the slab
// above, so the top of the flight and the floor it arrives on
// are one connected piece of walkable ground. Leave even a
// single cell of gap and the whole upper storey is marooned.
let y0 = stair.y0 + 0.15 + (stair.y1 - stair.y0 - 0.3) * f0;
let mut y1 = stair.y0 + 0.15 + (stair.y1 - stair.y0 - 0.3) * f1;
if i + 1 == steps {
y1 = stair.y1 + 0.9;
}
bd.b.box_solid(
vec3(stair.x0 + 0.15, y0, base),
vec3(stair.x1 - 0.15, y1, base + STOREY_H * f1),
);
}
}
// Ceiling for the top storey.
if s + 1 == plan.storeys {
bd.b.element("ROOF", TourClass::Roof, s);
bd.b.box_solid(
vec3(-0.4, -0.4, top),
vec3(w + 0.4, d + 0.4, top + SLAB_T),
);
}
// Name the rooms with zones, the way source application would.
for (i, r) in leaves.iter().enumerate() {
bd.b.element(&format!("Room {}-{}", s, i + 1), TourClass::Zone, s);
bd.b.box_solid(
vec3(r.x0 + 0.3, r.y0 + 0.3, base + 0.05),
vec3(r.x1 - 0.3, r.y1 - 0.3, base + 0.15),
);
}
}
bd.b.finish()
}
/// The standard fixture: a two-storey house with a stair.
pub fn villa() -> TourScene {
building(&Plan::default())
}
/// A single-storey building with `seal` doorways bricked up.
pub fn with_unreachable(seed: u64, seal: usize) -> TourScene {
building(&Plan {
seed,
storeys: 1,
seal_rooms: seal,
..Default::default()
})
}