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New node: Pack Strips (#3246)
* Added basic pack by bounds node Apply suggestion from @Keavon Co-authored-by: Keavon Chambers <keavon@keavon.com> * Add support for choosing rows/columns strip direction --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
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@@ -1,3 +1,4 @@
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use core::cmp::Ordering;
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use core::f64::consts::PI;
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use core::hash::{Hash, Hasher};
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use core_types::bounds::{BoundingBox, RenderBoundingBox};
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@@ -21,7 +22,7 @@ use vector_types::vector::algorithms::bezpath_algorithms::{self, TValue, evaluat
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use vector_types::vector::algorithms::merge_by_distance::MergeByDistanceExt;
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use vector_types::vector::algorithms::offset_subpath::offset_bezpath;
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use vector_types::vector::algorithms::spline::{solve_spline_first_handle_closed, solve_spline_first_handle_open};
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use vector_types::vector::misc::{CentroidType, ExtrudeJoiningAlgorithm, bezpath_from_manipulator_groups, bezpath_to_manipulator_groups, point_to_dvec2};
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use vector_types::vector::misc::{CentroidType, ExtrudeJoiningAlgorithm, RowsOrColumns, bezpath_from_manipulator_groups, bezpath_to_manipulator_groups, point_to_dvec2};
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use vector_types::vector::misc::{MergeByDistanceAlgorithm, PointSpacingType, is_linear};
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use vector_types::vector::misc::{handles_to_segment, segment_to_handles};
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use vector_types::vector::style::{Fill, Gradient, GradientStops, Stroke};
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@@ -871,6 +872,124 @@ fn bilinear_interpolate(t: DVec2, quad: &[DVec2; 4]) -> DVec2 {
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tl * (1. - t.x) * (1. - t.y) + tr * t.x * (1. - t.y) + br * t.x * t.y + bl * (1. - t.x) * t.y
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}
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#[node_macro::node(category("Vector"), path(graphene_core::vector))]
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async fn pack_strips<T: 'n + Send + Clone>(
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_: impl Ctx,
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#[implementations(
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Table<Graphic>,
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Table<Vector>,
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Table<Raster<CPU>>,
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Table<Raster<GPU>>,
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)]
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elements: Table<T>,
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#[default(0.)]
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#[unit(" px")]
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separation: f64,
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#[default(1000.)]
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#[unit(" px")]
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strip_max_length: f64,
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strip_direction: RowsOrColumns,
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) -> Table<T>
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where
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Graphic: From<Table<T>>,
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Table<T>: BoundingBox,
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{
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// Packs shapes using bounds with Best-Fit Decreasing Height (BFDH) algorithm:
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// - Sort shapes by cross-axis size (tallest first for rows, widest first for columns)
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// - For each shape, find the existing strip with minimum remaining space that fits
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// - Create new strip only if no existing strip can accommodate the shape
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struct Strip {
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along_position: f64,
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cross_position: f64,
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cross_extent: f64,
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}
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// Prepare the items to be sorted
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let mut items: Vec<(f64, f64, DVec2, TableRow<T>)> = elements
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.into_iter()
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.map(|row| {
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// Single-element table to query its bounding box
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let single = Table::new_from_row(row.clone());
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let (w, h, top_left) = match single.bounding_box(DAffine2::IDENTITY, false) {
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RenderBoundingBox::Rectangle([min, max]) => {
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let size = max - min;
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(size.x.max(0.), size.y.max(0.), min)
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}
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_ => (0., 0., DVec2::ZERO),
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};
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let (along, cross) = match strip_direction {
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RowsOrColumns::Rows => (w, h),
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RowsOrColumns::Columns => (h, w),
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};
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(along, cross, top_left, row)
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})
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.collect();
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// Sort by cross-axis size, largest first
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items.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap_or(Ordering::Equal));
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let mut result = Table::new();
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let mut strips: Vec<Strip> = Vec::new();
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// This looks n^2 but it is just n*k where k is the number of strips, which is generally much smaller than n
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for (along, cross, top_left, mut row) in items {
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if along <= 0. {
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result.push(row);
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continue;
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}
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// Find a good strip, minimum remaining space that can fit this item ideally
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let mut best_strip_index = None;
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let mut min_remaining_space = f64::INFINITY;
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for (index, strip) in strips.iter().enumerate() {
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let remaining_space = strip_max_length - strip.along_position;
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if remaining_space >= along && remaining_space < min_remaining_space {
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min_remaining_space = remaining_space;
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best_strip_index = Some(index);
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}
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}
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if let Some(strip_index) = best_strip_index {
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// Place on existing strip
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let strip = &mut strips[strip_index];
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// Update strip cross extent if needed
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if cross > strip.cross_extent {
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strip.cross_extent = cross;
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}
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let target_position = match strip_direction {
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RowsOrColumns::Rows => DVec2::new(strip.along_position, strip.cross_position),
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RowsOrColumns::Columns => DVec2::new(strip.cross_position, strip.along_position),
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};
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row.transform = DAffine2::from_translation(target_position - top_left) * row.transform;
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strip.along_position += along + separation;
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} else {
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// Create new strip
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let new_cross = strips.last().map_or(0., |last| last.cross_position + last.cross_extent + separation);
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let target_position = match strip_direction {
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RowsOrColumns::Rows => DVec2::new(0., new_cross),
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RowsOrColumns::Columns => DVec2::new(new_cross, 0.),
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};
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row.transform = DAffine2::from_translation(target_position - top_left) * row.transform;
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strips.push(Strip {
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along_position: along + separation,
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cross_position: new_cross,
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cross_extent: cross,
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});
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}
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result.push(row);
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}
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result
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}
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/// Automatically constructs tangents (Bézier handles) for anchor points in a vector path.
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#[node_macro::node(category("Vector: Modifier"), name("Auto-Tangents"), path(core_types::vector))]
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async fn auto_tangents(
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