Rule inlining

Syntax

inline Rule

inline subdivision

inline { operations }

inline(geometryMergeStrategy) Rule

inline(geometryMergeStrategy) subdivision

inline(geometryMergeStrategy) { operations }

Parameters

Description

The inline keyword triggers the immediate derivation of the specified rule, subdivision operation, or shape operation sequence. The resulting shapes are then automatically merged into a single shape that replaces the current shape. In case it results in a single shape, it is taken as is. If it results in multiple shapes, their geometries are combined according to the geometryMergeStrategy. By default (if no strategy is specified) the geometries are just appended.
If the inlined shapes have conflicting material attributes, each shape's material is written to the geometry, meaning that all materials are preserved. For other attributes, the value of the current shape is kept if the inlined shapes have conflicting values or if more than one set operation has occurred.

Concept

Initial shape This is the initial shape.
Shape tree normal

Two rules are applied to the initial shape: Volumes splits the shape and inserts different assets, while Colorize sets a yellow color. The rules modify the input shape independently and do not affect each other.

This can be observed in the Model Hierarchy where both rules represent the root of a separate shape subtree. The leaf shapes in the full shape tree collectively form the visible model.

Init -->
    Volumes
    Colorize

Colorize --> color(1,1,0) Yellow.

Volumes --> split(x) { '0.5: A | '0.5: B }
    
A --> split(z) { '0.5: Sphere   | '0.5: Beethoven }
B --> split(z) { '0.5: Cylinder | '0.5: Cone }
    
Sphere    --> primitiveSphere
Cylinder  --> primitiveCylinder
Cone      --> primitiveCone
Beethoven --> i("beethoven.obj")


Shape tree after inline

Inlining Volumes enables the two rules to be sequentialized, allowing Colorize to take the combined result of Volumes as input.

Essentially, an inlined rule can be used like a built-in shape operation (e.g., extrude) to directly modify the current shape.

Init -->
    inline Volumes
    Colorize
The subtree generated by an inlined rule (e.g., Volumes) is collapsed and removed from the Model Hierarchy, providing control over the derivation order as well as the structure of the shape tree.

Geometry merge strategy

The correct geometryMergeStrategy depends on the modeling objective. Currently, two strategies are offered:
appendDefault. Used to simply collect the geometries of multiple shapes and put them into a single mesh. No geometry cleanup is performed and all components are kept as is.
unifyUsed to combine the geometries of intersecting shapes with Boolean operations. Intersecting faces get topologically connected and inner faces are removed.

Related

Examples

Mesh Topology



Inline append topology.
Init -->
    primitiveCube
    print("start: " + geometry.nVertices)
    inline comp(f) { all: SetColor }
    print("inlined: " + geometry.nVertices)
    cleanupGeometry(vertices, 0)
    print("cleanup: " + geometry.nVertices)
    
rampValue = comp.index/comp.total
SetColor -->
    set(material.opacity, 0.9)
    color(colorRamp("spectrum", rampValue))
Inlining is used to combine the colored faces of a cube back into a single shape. The faces are simply appended and thus do not share vertices. This can be fixed using cleanupGeometry.

F-Shaped Building

F-Shaped Building traditionally
Init -->
    split(z, noAdjust) 
        {  7: split(x) { ~7: House | 7: House }*
        | ~1: split(x) { ~7: NIL   | 7: House }* }

House --> 
    extrude(5)
    comp(f) { side: Fac. | top: roofGable(40) Roof. }
Without inlining: The initial shape is split into an F-shape. Each piece is separately extruded and a separate detached roof is built on top.


F-Shaped Building with inlining
Init -->
    inline FShapePieces
    cleanupGeometry(all, 0)
    House
	
FShapePieces -->
    split(z, noAdjust) 
        {  7: split(x) { ~7: Done. | 7: Done. }*
        | ~1: split(x) { ~7: NIL   | 7: Done. }* }
With inlining: The FShapePieces rule is inlined, which combines all pieces into a single shape. With append the geometry is kept as is, which means the pieces are not connected via shared edges. To connect them and merge them into a single footprint polygon, the cleanupGeometry operation is used. This results in a single extruded mass and a single joint roof.

Best of Two Alternatives

Best of several alternatives
Init --> 
    inline {
        [ tag("LayoutA") LayoutA ]
        [ tag("LayoutB") LayoutB ]
    }
    ChooseLayout

LayoutA --> offset(-15, border)
LayoutB --> split(x) { 15: Lot. | ~10: NIL }*

taggedArea(name) = 
    sum(comp(f) { isTagged(name): geometry.area })

ChooseLayout -->
    case taggedArea("LayoutA") > taggedArea("LayoutB"):
          comp(f) { isTagged("LayoutA")= Mass }
    else: comp(f) { isTagged("LayoutB")= Mass }

Mass --> extrude(30)
Two different and tagged layouts are generated. Using inline(append) they are combined into a single shape. The comp function and tags are then used to compare the area of both layouts and continue only with the larger one.

Unify Spiral Steps

Spiral Stairs
Init --> 
    inline(unify) StepsRec(18)
    color(0, 1, 0, 0.8)

StepsRec(nSteps) -->
    case nSteps > 0: 
        Step
        r(0, 20, 0)
        t(0, 0.18, 0)
        StepsRec(nSteps-1)
    else: 
        NIL
        
Step -->  s(0.4, 0.3, 1) primitiveCube
The StepsRec(nSteps) rule recursively generates the steps of the spiral stairs. When the rule is inlined using unify, the steps are combined into a single shape and their geometries merged into a single watertight mesh using Boolean 3D union operations.

Inline and Tags

Example of inline with tags 3D
Init -->
    inline(unify) split(x) { 3: A | 4: B | 3: C }
    comp(f) { isTagged("A"): Blue
            | isTagged("B"): Yellow
            | isTagged("C"): Red }
	
A --> primitiveCylinder tag("A")
B --> t(-1, 0.5, 0.75)  
      s(6, 2, 1.5)
      primitiveCube
      tag("B")
C --> primitiveSphere tag("C")
The initial shape is split into three parts, with a different primitive geometry asset inserted into each part and then tagged. Inlining the split using unify merges them into a single watertight mesh while preserving the tags on the individual face components.


Example of inline with tags 2D
Init -->
    inline(unify) split(x) { 3: A | 4: B | 3: C }
    comp(f) { isTagged("A") && isTagged("B"): Green 
            | isTagged("B") && isTagged("C"): Orange
            | isTagged("A")                 : Blue
            | isTagged("B")                 : Yellow
            | isTagged("C")                 : Red }

A --> primitiveDisk tag("A")
B --> t(-1, 0, 0.75)  
      s(6, 0, 1.5)
      tag("B")
C --> tag("C")

Blue -->   color("#0399F5")
Green -->  color("#09DE1F")
Yellow --> color("#FADB19")
Red -->    color("#FF360A")
Orange --> color("#FA9100")
The same example in 2D. All original edges and tags are preserved, allowing to identify the intersecting parts using tags.

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