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Attribute-based vector format refactor (#1624)
* Initial vector format structure * Click targets * Code review pass * Remove subpaths from vector data * Morph node & vector node tests * Insignificant change --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
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co-authored by
Keavon Chambers
parent
c8ea9e05a6
commit
218e9675fd
@@ -8,6 +8,7 @@ use std::fmt::Write;
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impl<ManipulatorGroupId: crate::Identifier> Subpath<ManipulatorGroupId> {
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/// Create a new `Subpath` using a list of [ManipulatorGroup]s.
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/// A `Subpath` with less than 2 [ManipulatorGroup]s may not be closed.
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#[track_caller]
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pub fn new(manipulator_groups: Vec<ManipulatorGroup<ManipulatorGroupId>>, closed: bool) -> Self {
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assert!(!closed || manipulator_groups.len() > 1, "A closed Subpath must contain more than 1 ManipulatorGroup.");
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Self { manipulator_groups, closed }
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@@ -276,61 +277,71 @@ impl<ManipulatorGroupId: crate::Identifier> Subpath<ManipulatorGroupId> {
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// Number of points = number of points to find handles for
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let len_points = points.len();
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// matrix coefficients a, b and c (see https://mathworld.wolfram.com/CubicSpline.html)
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// because the 'a' coefficients are all 1 they need not be stored
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// this algorithm does a variation of the above algorithm.
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// Instead of using the traditional cubic: a + bt + ct^2 + dt^3, we use the bezier cubic.
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let mut b = vec![DVec2::new(4., 4.); len_points];
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b[0] = DVec2::new(2., 2.);
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b[len_points - 1] = DVec2::new(2., 2.);
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let mut c = vec![DVec2::new(1., 1.); len_points];
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// 'd' is the the second point in a cubic bezier, which is what we solve for
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let mut d = vec![DVec2::ZERO; len_points];
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d[0] = DVec2::new(2. * points[1].x + points[0].x, 2. * points[1].y + points[0].y);
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d[len_points - 1] = DVec2::new(3. * points[len_points - 1].x, 3. * points[len_points - 1].y);
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for idx in 1..(len_points - 1) {
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d[idx] = DVec2::new(4. * points[idx].x + 2. * points[idx + 1].x, 4. * points[idx].y + 2. * points[idx + 1].y);
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}
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// Solve with Thomas algorithm (see https://en.wikipedia.org/wiki/Tridiagonal_matrix_algorithm)
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// do row operations to eliminate `a` coefficients
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c[0] /= -b[0];
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d[0] /= -b[0];
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#[allow(clippy::assign_op_pattern)]
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for i in 1..len_points {
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b[i] += c[i - 1];
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// for some reason the below line makes the borrow checker mad
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//d[i] += d[i-1]
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d[i] = d[i] + d[i - 1];
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c[i] /= -b[i];
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d[i] /= -b[i];
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}
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// at this point b[i] == -a[i + 1], a[i] == 0,
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// do row operations to eliminate 'c' coefficients and solve
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d[len_points - 1] *= -1.;
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#[allow(clippy::assign_op_pattern)]
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for i in (0..len_points - 1).rev() {
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d[i] = d[i] - (c[i] * d[i + 1]);
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d[i] *= -1.; //d[i] /= b[i]
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}
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let out_handles = solve_spline_first_handle(&points);
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let mut subpath = Subpath::new(Vec::new(), false);
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// given the second point in the n'th cubic bezier, the third point is given by 2 * points[n+1] - b[n+1].
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// to find 'handle1_pos' for the n'th point we need the n-1 cubic bezier
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subpath.manipulator_groups.push(ManipulatorGroup::new(points[0], None, Some(d[0])));
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subpath.manipulator_groups.push(ManipulatorGroup::new(points[0], None, Some(out_handles[0])));
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for i in 1..len_points - 1 {
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subpath.manipulator_groups.push(ManipulatorGroup::new(points[i], Some(2. * points[i] - d[i]), Some(d[i])));
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subpath
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.manipulator_groups
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.push(ManipulatorGroup::new(points[i], Some(2. * points[i] - out_handles[i]), Some(out_handles[i])));
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}
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subpath
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.manipulator_groups
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.push(ManipulatorGroup::new(points[len_points - 1], Some(2. * points[len_points - 1] - d[len_points - 1]), None));
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.push(ManipulatorGroup::new(points[len_points - 1], Some(2. * points[len_points - 1] - out_handles[len_points - 1]), None));
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subpath
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}
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}
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pub fn solve_spline_first_handle(points: &[DVec2]) -> Vec<DVec2> {
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let len_points = points.len();
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// matrix coefficients a, b and c (see https://mathworld.wolfram.com/CubicSpline.html)
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// because the 'a' coefficients are all 1 they need not be stored
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// this algorithm does a variation of the above algorithm.
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// Instead of using the traditional cubic: a + bt + ct^2 + dt^3, we use the bezier cubic.
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let mut b = vec![DVec2::new(4., 4.); len_points];
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b[0] = DVec2::new(2., 2.);
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b[len_points - 1] = DVec2::new(2., 2.);
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let mut c = vec![DVec2::new(1., 1.); len_points];
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// 'd' is the the second point in a cubic bezier, which is what we solve for
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let mut d = vec![DVec2::ZERO; len_points];
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d[0] = DVec2::new(2. * points[1].x + points[0].x, 2. * points[1].y + points[0].y);
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d[len_points - 1] = DVec2::new(3. * points[len_points - 1].x, 3. * points[len_points - 1].y);
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for idx in 1..(len_points - 1) {
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d[idx] = DVec2::new(4. * points[idx].x + 2. * points[idx + 1].x, 4. * points[idx].y + 2. * points[idx + 1].y);
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}
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// Solve with Thomas algorithm (see https://en.wikipedia.org/wiki/Tridiagonal_matrix_algorithm)
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// do row operations to eliminate `a` coefficients
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c[0] /= -b[0];
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d[0] /= -b[0];
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#[allow(clippy::assign_op_pattern)]
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for i in 1..len_points {
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b[i] += c[i - 1];
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// for some reason the below line makes the borrow checker mad
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//d[i] += d[i-1]
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d[i] = d[i] + d[i - 1];
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c[i] /= -b[i];
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d[i] /= -b[i];
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}
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// at this point b[i] == -a[i + 1], a[i] == 0,
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// do row operations to eliminate 'c' coefficients and solve
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d[len_points - 1] *= -1.;
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#[allow(clippy::assign_op_pattern)]
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for i in (0..len_points - 1).rev() {
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d[i] = d[i] - (c[i] * d[i + 1]);
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d[i] *= -1.; //d[i] /= b[i]
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}
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d
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}
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@@ -1,7 +1,6 @@
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use super::*;
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use crate::consts::{DEFAULT_EUCLIDEAN_ERROR_BOUND, DEFAULT_LUT_STEP_SIZE};
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use crate::utils::{SubpathTValue, TValue, TValueType};
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use crate::ProjectionOptions;
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use glam::DVec2;
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/// Functionality relating to looking up properties of the `Subpath` or points along the `Subpath`.
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@@ -25,10 +24,10 @@ impl<ManipulatorGroupId: crate::Identifier> Subpath<ManipulatorGroupId> {
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}
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/// Return the sum of the approximation of the length of each `Bezier` curve along the `Subpath`.
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/// - `num_subdivisions` - Number of subdivisions used to approximate the curve. The default value is `1000`.
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/// - `tolerance` - Tolerance used to approximate the curve.
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/// <iframe frameBorder="0" width="100%" height="300px" src="https://graphite.rs/libraries/bezier-rs#subpath/length/solo" title="Length Demo"></iframe>
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pub fn length(&self, num_subdivisions: Option<usize>) -> f64 {
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self.iter().map(|bezier| bezier.length(num_subdivisions)).sum()
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pub fn length(&self, tolerance: Option<f64>) -> f64 {
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self.iter().map(|bezier| bezier.length(tolerance)).sum()
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}
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/// Converts from a subpath (composed of multiple segments) to a point along a certain segment represented.
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@@ -98,9 +97,8 @@ impl<ManipulatorGroupId: crate::Identifier> Subpath<ManipulatorGroupId> {
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}
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/// Returns the segment index and `t` value that corresponds to the closest point on the curve to the provided point.
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/// Uses a searching algorithm akin to binary search that can be customized using the [ProjectionOptions] structure.
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/// <iframe frameBorder="0" width="100%" height="300px" src="https://graphite.rs/libraries/bezier-rs#subpath/project/solo" title="Project Demo"></iframe>
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pub fn project(&self, point: DVec2, options: Option<ProjectionOptions>) -> Option<(usize, f64)> {
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pub fn project(&self, point: DVec2) -> Option<(usize, f64)> {
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if self.is_empty() {
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return None;
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}
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@@ -109,7 +107,7 @@ impl<ManipulatorGroupId: crate::Identifier> Subpath<ManipulatorGroupId> {
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let (index, (_, project_t)) = self
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.iter()
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.map(|bezier| {
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let project_t = bezier.project(point, options);
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let project_t = bezier.project(point);
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(bezier.evaluate(TValue::Parametric(project_t)).distance(point), project_t)
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})
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.enumerate()
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@@ -4,6 +4,7 @@ mod manipulators;
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mod solvers;
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mod structs;
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mod transform;
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pub use core::*;
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pub use structs::*;
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use crate::Bezier;
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@@ -296,8 +296,8 @@ impl<ManipulatorGroupId: crate::Identifier> Subpath<ManipulatorGroupId> {
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let start_tangent = second_bezier.non_normalized_tangent(0.);
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// Compute an average unit vector, weighing the segments by a rough estimation of their relative size.
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let segment1_len = first_bezier.length(Some(5));
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let segment2_len = second_bezier.length(Some(5));
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let segment1_len = first_bezier.length(None);
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let segment2_len = second_bezier.length(None);
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let average_unit_tangent = (end_tangent.normalize() * segment1_len + start_tangent.normalize() * segment2_len) / (segment1_len + segment2_len);
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// Adjust start and end handles to fit the average tangent
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