Add convex hull node

This commit is contained in:
Dennis Kobert
2026-03-04 15:18:08 +01:00
committed by Keavon Chambers
parent 6a54dcb5da
commit 0c216d2871
5 changed files with 482 additions and 0 deletions

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@@ -89,6 +89,7 @@ vector-nodes = { path = "node-graph/nodes/vector" }
repeat-nodes = { path = "node-graph/nodes/repeat" }
math-nodes = { path = "node-graph/nodes/math" }
path-bool-nodes = { path = "node-graph/nodes/path-bool" }
convex-hull-nodes = { path = "node-graph/nodes/convex_hull" }
graph-craft = { path = "node-graph/graph-craft" }
graph-storage = { path = "document/graph-storage", default-features = false }
document-format = { path = "document/document-format" }

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@@ -0,0 +1,22 @@
[package]
name = "convex-hull-nodes"
version = "0.1.0"
edition = "2024"
description = "Convex hull computation node for vector data"
authors = ["Graphite Authors <contact@graphite.art>"]
license = "MIT OR Apache-2.0"
[dependencies]
# Local dependencies
dyn-any = { workspace = true }
core-types = { workspace = true }
graphic-types = { workspace = true }
node-macro = { workspace = true }
glam = { workspace = true }
specta = { workspace = true }
log = { workspace = true }
path-bool = { workspace = true }
serde = { workspace = true }
vector-types = { workspace = true }
kurbo = { workspace = true }
convex_hull = { path = "../../../../convex_hull" }

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@@ -0,0 +1,457 @@
use core_types::Ctx;
use core_types::table::{Table, TableRow, TableRowRef};
use glam::{DAffine2, DVec2};
use graphic_types::Vector;
use graphic_types::vector_types::subpath::{ManipulatorGroup, PathSegPoints, Subpath, pathseg_points};
use graphic_types::vector_types::vector::PointId;
use graphic_types::vector_types::vector::algorithms::merge_by_distance::MergeByDistanceExt;
pub use path_bool as path_bool_lib;
use path_bool::{FillRule, PathBooleanOperation};
use std::ops::Mul;
use ::convex_hull::{HullSegment, MonotoneArc, convex_hull as compute_convex_hull, split_at_inflections};
use kurbo::{CubicBez, Line as KurboLine, ParamCurve, PathSeg as KurboPathSeg, Point as KurboPoint};
// ─── Graham's Scan Convex Hull ───
/// Compute the convex hull of a set of 2D points using Graham's scan.
/// Returns points in counter-clockwise order.
fn graham_scan_hull(points: &[DVec2]) -> Vec<DVec2> {
if points.len() <= 2 {
return points.to_vec();
}
// Find the lowest-y point (leftmost if tied)
let mut pivot_idx = 0;
for (i, p) in points.iter().enumerate() {
if p.y < points[pivot_idx].y || (p.y == points[pivot_idx].y && p.x < points[pivot_idx].x) {
pivot_idx = i;
}
}
let pivot = points[pivot_idx];
// Sort remaining points by polar angle from pivot
let mut indexed: Vec<(usize, DVec2)> = points.iter().copied().enumerate().filter(|&(i, _)| i != pivot_idx).collect();
indexed.sort_by(|&(_, a), &(_, b)| {
let da = a - pivot;
let db = b - pivot;
let angle_a = da.y.atan2(da.x);
let angle_b = db.y.atan2(db.x);
angle_a.partial_cmp(&angle_b).unwrap().then_with(|| {
// If same angle, closer point first
da.length_squared().partial_cmp(&db.length_squared()).unwrap()
})
});
// Build hull using cross-product left-turn test
let mut hull = vec![pivot];
for (_, p) in indexed {
while hull.len() >= 2 {
let a = hull[hull.len() - 2];
let b = hull[hull.len() - 1];
let cross = (b - a).perp_dot(p - b);
if cross <= 0.0 {
hull.pop();
} else {
break;
}
}
hull.push(p);
}
hull
}
// ─── Kurbo PathSeg → CubicBez Conversion ───
/// Convert any `kurbo::PathSeg` to a `CubicBez`.
fn pathseg_to_cubicbez(seg: KurboPathSeg) -> CubicBez {
match seg {
KurboPathSeg::Cubic(cb) => cb,
KurboPathSeg::Quad(qb) => {
// Degree elevation: quadratic → cubic
let p0 = qb.p0;
let p3 = qb.p2;
let q1 = qb.p1;
let p1 = KurboPoint::new(p0.x + 2.0 / 3.0 * (q1.x - p0.x), p0.y + 2.0 / 3.0 * (q1.y - p0.y));
let p2 = KurboPoint::new(p3.x + 2.0 / 3.0 * (q1.x - p3.x), p3.y + 2.0 / 3.0 * (q1.y - p3.y));
CubicBez::new(p0, p1, p2, p3)
}
KurboPathSeg::Line(l) => {
// Place control points at 1/3 and 2/3 along the line
let p0 = l.p0;
let p3 = l.p1;
let p1 = KurboPoint::new(p0.x + (p3.x - p0.x) / 3.0, p0.y + (p3.y - p0.y) / 3.0);
let p2 = KurboPoint::new(p0.x + 2.0 * (p3.x - p0.x) / 3.0, p0.y + 2.0 * (p3.y - p0.y) / 3.0);
CubicBez::new(p0, p1, p2, p3)
}
}
}
// ─── Subpath → Vec<CubicBez> Conversion ───
/// Check if a CubicBez is degenerate (all control points at essentially the same location).
fn is_degenerate_cubic(cb: &CubicBez) -> bool {
const EPS_SQ: f64 = 1e-20;
let d03 = cb.p3 - cb.p0;
let d01 = cb.p1 - cb.p0;
let d02 = cb.p2 - cb.p0;
(d03.x * d03.x + d03.y * d03.y) < EPS_SQ && (d01.x * d01.x + d01.y * d01.y) < EPS_SQ && (d02.x * d02.x + d02.y * d02.y) < EPS_SQ
}
/// Convert a `Subpath<PointId>` into a `Vec<CubicBez>` for the convex hull library.
/// Filters out degenerate zero-length segments.
fn subpath_to_cubicbez_vec(subpath: &Subpath<PointId>) -> Vec<CubicBez> {
subpath.iter().map(pathseg_to_cubicbez).filter(|cb| !is_degenerate_cubic(cb)).collect()
}
// ─── Winding Direction ───
/// Compute the signed area of a closed cubic bezier path by sampling.
/// Positive = CCW in standard math coords, Negative = CW.
fn signed_area_of_cubic_path(segments: &[CubicBez]) -> f64 {
let mut area = 0.0;
let n = 16;
for seg in segments {
for i in 0..n {
let t0 = i as f64 / n as f64;
let t1 = (i + 1) as f64 / n as f64;
let p0 = seg.eval(t0);
let p1 = seg.eval(t1);
area += p0.x * p1.y - p1.x * p0.y;
}
}
area / 2.0
}
/// Reverse a cubic bezier path (reverse segment order + swap endpoints within each segment).
fn reverse_cubic_path(segments: &[CubicBez]) -> Vec<CubicBez> {
segments.iter().rev().map(|cb| CubicBez::new(cb.p3, cb.p2, cb.p1, cb.p0)).collect()
}
// ─── Select Outer Subpath ───
/// Select the outermost subpath from a Vector by choosing the one with the largest absolute area.
fn select_outer_subpath(vector: &Vector) -> Option<Subpath<PointId>> {
vector.stroke_bezier_paths().max_by(|a, b| {
let area_a = a.area_centroid_and_area(None, None).map(|(_, area)| area.abs()).unwrap_or(0.0);
let area_b = b.area_centroid_and_area(None, None).map(|(_, area)| area.abs()).unwrap_or(0.0);
area_a.partial_cmp(&area_b).unwrap_or(std::cmp::Ordering::Equal)
})
}
// ─── Hull Segments → Subpath ───
/// Convert hull segments back into a `Subpath<PointId>`.
fn hull_segments_to_subpath(segments: &[HullSegment], arcs: &[MonotoneArc]) -> Option<Subpath<PointId>> {
let mut kurbo_segs: Vec<KurboPathSeg> = segments
.iter()
.map(|seg| match seg {
HullSegment::Arc { arc_index, t_start, t_end } => {
let sub = arcs[*arc_index].bezier.subsegment(*t_start..*t_end);
KurboPathSeg::Cubic(sub)
}
HullSegment::Line { start, end, .. } => KurboPathSeg::Line(KurboLine::new(*start, *end)),
})
.collect();
if kurbo_segs.is_empty() {
return None;
}
// Subpath::from_beziers requires at least 2 segments for a closed path.
// If we have only 1, split it at the midpoint.
if kurbo_segs.len() == 1 {
let seg = kurbo_segs[0];
match seg {
KurboPathSeg::Cubic(cb) => {
let first_half = cb.subsegment(0.0..0.5);
let second_half = cb.subsegment(0.5..1.0);
kurbo_segs = vec![KurboPathSeg::Cubic(first_half), KurboPathSeg::Cubic(second_half)];
}
KurboPathSeg::Line(l) => {
let mid = KurboPoint::new((l.p0.x + l.p1.x) / 2.0, (l.p0.y + l.p1.y) / 2.0);
kurbo_segs = vec![KurboPathSeg::Line(KurboLine::new(l.p0, mid)), KurboPathSeg::Line(KurboLine::new(mid, l.p1))];
}
KurboPathSeg::Quad(qb) => {
let cb = pathseg_to_cubicbez(KurboPathSeg::Quad(qb));
let first_half = cb.subsegment(0.0..0.5);
let second_half = cb.subsegment(0.5..1.0);
kurbo_segs = vec![KurboPathSeg::Cubic(first_half), KurboPathSeg::Cubic(second_half)];
}
}
}
Some(Subpath::from_beziers(&kurbo_segs, true))
}
// ─── Main Node ───
#[node_macro::node(category("Vector: Modifier"), path(core_types::vector))]
async fn convex_hull(_: impl Ctx, content: Table<Vector>) -> Table<Vector> {
// Handle empty input
if content.is_empty() {
return Table::default();
}
// Step 1: Collect one representative point per subpath (in world space)
let mut hull_points: Vec<DVec2> = Vec::new();
for row in content.iter() {
let transform = *row.transform;
for subpath in row.element.stroke_bezier_paths() {
if let Some(first) = subpath.manipulator_groups().first() {
hull_points.push(transform.transform_point2(first.anchor));
}
}
}
// Step 2: Union all input shapes
let mut result_vector_table = union(content.iter());
// Step 3: Flatten union result to world space (apply transform, set to IDENTITY)
let style;
{
let Some(result_row) = result_vector_table.iter_mut().next() else {
return Table::default();
};
let transform = *result_row.transform;
*result_row.transform = DAffine2::IDENTITY;
Vector::transform(result_row.element, transform);
result_row.element.style.set_stroke_transform(DAffine2::IDENTITY);
// Step 4: Save style
style = result_row.element.style.clone();
}
// Step 5: If the union has multiple disjoint subpaths AND we have ≥3 hull points,
// build a polyline convex hull and boolean-union it with the result to connect everything.
let subpath_count = result_vector_table.iter().next().map(|r| r.element.stroke_bezier_paths().count()).unwrap_or(0);
log::debug!("subpath_count: {}", subpath_count);
if subpath_count > 1 && hull_points.len() >= 3 {
let poly_points = graham_scan_hull(&hull_points);
if poly_points.len() >= 3 {
// Build a polyline subpath from the hull points
let poly_subpath = Subpath::<PointId>::from_anchors(poly_points.into_iter(), true);
let poly_vector = Vector::from_subpath(poly_subpath);
// Boolean union the current result with the polyline
let current_vector = &result_vector_table.iter().next().unwrap().element;
let upper_path = to_path(current_vector, DAffine2::IDENTITY);
let lower_path = to_path(&poly_vector, DAffine2::IDENTITY);
#[allow(unused_unsafe)]
let union_result_paths = unsafe { boolean_union(upper_path, lower_path) };
let union_result = from_path(&union_result_paths);
// Replace the result vector's geometry
let result_row = result_vector_table.iter_mut().next().unwrap();
result_row.element.colinear_manipulators = union_result.colinear_manipulators;
result_row.element.point_domain = union_result.point_domain;
result_row.element.segment_domain = union_result.segment_domain;
result_row.element.region_domain = union_result.region_domain;
}
}
// Step 6: Select the outer boundary subpath (largest by area)
let outer_subpath = {
let result_row = result_vector_table.iter().next().unwrap();
select_outer_subpath(result_row.element)
};
let Some(outer_subpath) = outer_subpath else {
return result_vector_table;
};
// Step 7: Convert to Vec<CubicBez>
let cubic_segments = subpath_to_cubicbez_vec(&outer_subpath);
if cubic_segments.is_empty() {
return result_vector_table;
}
// The hull library expects CCW winding. Graphite paths are typically CW in screen coords
// (Y-down), so we reverse if the signed area is negative (CW in math coords).
let cubic_segments = if signed_area_of_cubic_path(&cubic_segments) < 0.0 {
reverse_cubic_path(&cubic_segments)
} else {
cubic_segments
};
log::debug!("path: {:?}", cubic_segments);
// Step 8: Run the curved convex hull algorithm
let arcs = split_at_inflections(&cubic_segments);
log::debug!("arcs: {:?}", arcs);
let hull_segments = compute_convex_hull(&cubic_segments);
log::debug!("segments: {:?}", hull_segments);
if hull_segments.is_empty() {
// Fallback: return the union result as-is
return result_vector_table;
}
// Step 9: Reconstruct hull as Subpath
let Some(hull_subpath) = hull_segments_to_subpath(&hull_segments, &arcs) else {
return result_vector_table;
};
log::debug!("hull_subpath: {:?}", hull_subpath);
// Step 10: Create Vector from hull subpath, apply saved style
let mut hull_vector = Vector::from_subpath(hull_subpath);
hull_vector.style = style;
// Step 11: Build result table
let mut result: Table<Vector> = Table::new_from_element(hull_vector);
if let Some(row) = result.iter_mut().next() {
// Step 11: Clean up with merge_by_distance_spatial
row.element.merge_by_distance_spatial(*row.transform, 0.0001);
}
result
}
// ─── Boolean Operations (shared helpers) ───
fn union<'a>(vector: impl DoubleEndedIterator<Item = TableRowRef<'a, Vector>>) -> Table<Vector> {
// Reverse the vector table rows so that the result style is the style of the first vector row
let mut vector_reversed = vector.rev();
let mut result_vector_table = Table::new_from_row(vector_reversed.next().map(|x| x.into_cloned()).unwrap_or_default());
let mut first_row = result_vector_table.iter_mut().next().expect("Expected the one row we just pushed");
// Loop over all vector table rows and union it with the result
let default = TableRow::default();
let mut second_vector = Some(vector_reversed.next().unwrap_or(default.as_ref()));
while let Some(lower_vector) = second_vector {
let transform_of_lower_into_space_of_upper = first_row.transform.inverse() * *lower_vector.transform;
let result = &mut first_row.element;
let upper_path_string = to_path(result, DAffine2::IDENTITY);
let lower_path_string = to_path(lower_vector.element, transform_of_lower_into_space_of_upper);
#[allow(unused_unsafe)]
let boolean_operation_string = unsafe { boolean_union(upper_path_string, lower_path_string) };
let boolean_operation_result = from_path(&boolean_operation_string);
result.colinear_manipulators = boolean_operation_result.colinear_manipulators;
result.point_domain = boolean_operation_result.point_domain;
result.segment_domain = boolean_operation_result.segment_domain;
result.region_domain = boolean_operation_result.region_domain;
second_vector = vector_reversed.next();
}
result_vector_table
}
fn to_path(vector: &Vector, transform: DAffine2) -> Vec<path_bool::PathSegment> {
let mut path = Vec::new();
for subpath in vector.stroke_bezier_paths() {
to_path_segments(&mut path, &subpath, transform);
}
path
}
fn to_path_segments(path: &mut Vec<path_bool::PathSegment>, subpath: &Subpath<PointId>, transform: DAffine2) {
use path_bool::PathSegment;
let mut global_start = None;
let mut global_end = DVec2::ZERO;
for bezier in subpath.iter() {
const EPS: f64 = 1e-8;
let transform_point = |pos: DVec2| transform.transform_point2(pos).mul(EPS.recip()).round().mul(EPS);
let PathSegPoints { p0, p1, p2, p3 } = pathseg_points(bezier);
let p0 = transform_point(p0);
let p1 = p1.map(transform_point);
let p2 = p2.map(transform_point);
let p3 = transform_point(p3);
if global_start.is_none() {
global_start = Some(p0);
}
global_end = p3;
let segment = match (p1, p2) {
(None, None) => PathSegment::Line(p0, p3),
(None, Some(p2)) | (Some(p2), None) => PathSegment::Quadratic(p0, p2, p3),
(Some(p1), Some(p2)) => PathSegment::Cubic(p0, p1, p2, p3),
};
path.push(segment);
}
if let Some(start) = global_start {
path.push(PathSegment::Line(global_end, start));
}
}
fn from_path(path_data: &[Path]) -> Vector {
const EPSILON: f64 = 1e-5;
fn is_close(a: DVec2, b: DVec2) -> bool {
(a - b).length_squared() < EPSILON * EPSILON
}
let mut all_subpaths = Vec::new();
for path in path_data.iter().filter(|path| !path.is_empty()) {
let cubics: Vec<[DVec2; 4]> = path.iter().map(|segment| segment.to_cubic()).collect();
let mut manipulators_list = Vec::new();
let mut current_start = None;
for (index, cubic) in cubics.iter().enumerate() {
let [start, handle1, handle2, end] = *cubic;
if current_start.is_none() || !is_close(start, current_start.unwrap()) {
// Start a new subpath
if !manipulators_list.is_empty() {
all_subpaths.push(Subpath::new(std::mem::take(&mut manipulators_list), true));
}
// Use the correct in-handle (None) and out-handle for the start point
manipulators_list.push(ManipulatorGroup::new(start, None, Some(handle1)));
} else {
// Update the out-handle of the previous point
if let Some(last) = manipulators_list.last_mut() {
last.out_handle = Some(handle1);
}
}
// Add the end point with the correct in-handle and out-handle (None)
manipulators_list.push(ManipulatorGroup::new(end, Some(handle2), None));
current_start = Some(end);
// Check if this is the last segment
if index == cubics.len() - 1 {
all_subpaths.push(Subpath::new(manipulators_list, true));
manipulators_list = Vec::new(); // Reset manipulators for the next path
}
}
}
Vector::from_subpaths(all_subpaths, false)
}
type Path = Vec<path_bool::PathSegment>;
fn boolean_union(a: Path, b: Path) -> Vec<Path> {
path_bool(a, b, PathBooleanOperation::Union)
}
fn path_bool(a: Path, b: Path, op: PathBooleanOperation) -> Vec<Path> {
match path_bool::path_boolean(&a, FillRule::NonZero, &b, FillRule::NonZero, op) {
Ok(results) => results,
Err(e) => {
let a_path = path_bool::path_to_path_data(&a, 0.001);
let b_path = path_bool::path_to_path_data(&b, 0.001);
log::error!("Boolean error {e:?} encountered while processing {a_path}\n {op:?}\n {b_path}");
Vec::new()
}
}
}
pub fn boolean_intersect(a: Path, b: Path) -> Vec<Path> {
path_bool(a, b, PathBooleanOperation::Intersection)
}

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@@ -44,6 +44,7 @@ text-nodes = { workspace = true }
transform-nodes = { workspace = true }
vector-nodes = { workspace = true }
path-bool-nodes = { workspace = true }
convex-hull-nodes = { workspace = true }
math-nodes = { workspace = true }
rendering = { workspace = true }
graphene-application-io = { workspace = true }

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@@ -7,6 +7,7 @@ pub mod render_pixel_preview;
pub mod text;
pub use blending_nodes;
pub use brush_nodes as brush;
pub use convex_hull_nodes;
pub use core_types::*;
pub use graphene_application_io as application_io;
pub use graphene_core;