Use f64 not f32 throughout graph; add Vector2 value node (#1618)

* Use doubles in graph

* Format .graphite files onto one line

* Rename new node to Vector2

* No primary input

---------

Co-authored-by: Keavon Chambers <keavon@keavon.com>
This commit is contained in:
0HyperCube
2024-02-18 22:16:37 +00:00
committed by GitHub
parent 0e0e347435
commit 229b5dbb20
24 changed files with 477 additions and 445 deletions

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@@ -85,28 +85,28 @@ where
// Floor
pub struct FloorNode;
#[node_macro::node_fn(FloorNode)]
fn floor(input: f32) -> f32 {
fn floor(input: f64) -> f64 {
input.floor()
}
// Ceil
pub struct CeilingNode;
#[node_macro::node_fn(CeilingNode)]
fn ceil(input: f32) -> f32 {
fn ceil(input: f64) -> f64 {
input.ceil()
}
// Round
pub struct RoundNode;
#[node_macro::node_fn(RoundNode)]
fn round(input: f32) -> f32 {
fn round(input: f64) -> f64 {
input.round()
}
// Absolute Value
pub struct AbsoluteValue;
#[node_macro::node_fn(AbsoluteValue)]
fn abs(input: f32) -> f32 {
fn abs(input: f64) -> f64 {
input.abs()
}
@@ -122,28 +122,28 @@ fn ln<U: num_traits::float::Float>(first: U, second: U) -> U {
// Natural Log
pub struct NaturalLogarithmNode;
#[node_macro::node_fn(NaturalLogarithmNode)]
fn ln(input: f32) -> f32 {
fn ln(input: f64) -> f64 {
input.ln()
}
// Sine
pub struct SineNode;
#[node_macro::node_fn(SineNode)]
fn ln(input: f32) -> f32 {
fn ln(input: f64) -> f64 {
input.sin()
}
// Cosine
pub struct CosineNode;
#[node_macro::node_fn(CosineNode)]
fn ln(input: f32) -> f32 {
fn ln(input: f64) -> f64 {
input.cos()
}
// Tangent
pub struct TangentNode;
#[node_macro::node_fn(TangentNode)]
fn ln(input: f32) -> f32 {
fn ln(input: f64) -> f64 {
input.tan()
}
@@ -192,6 +192,15 @@ where
first % second
}
pub struct ConstructVector2<X, Y> {
x: X,
y: Y,
}
#[node_macro::node_fn(ConstructVector2)]
fn construct_vector2(_primary: (), x: f64, y: f64) -> glam::DVec2 {
glam::DVec2::new(x, y)
}
// Size Of
#[cfg(feature = "std")]
struct SizeOfNode;

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@@ -297,17 +297,17 @@ pub struct LevelsNode<InputStart, InputMid, InputEnd, OutputStart, OutputEnd> {
// From https://stackoverflow.com/questions/39510072/algorithm-for-adjustment-of-image-levels
#[node_macro::node_fn(LevelsNode)]
fn levels_node(color: Color, input_start: f32, input_mid: f32, input_end: f32, output_start: f32, output_end: f32) -> Color {
fn levels_node(color: Color, input_start: f64, input_mid: f64, input_end: f64, output_start: f64, output_end: f64) -> Color {
let color = color.to_gamma_srgb();
// Input Range (Range: 0-1)
let input_shadows = input_start / 100.;
let input_midtones = input_mid / 100.;
let input_highlights = input_end / 100.;
let input_shadows = (input_start / 100.) as f32;
let input_midtones = (input_mid / 100.) as f32;
let input_highlights = (input_end / 100.) as f32;
// Output Range (Range: 0-1)
let output_minimums = output_start / 100.;
let output_maximums = output_end / 100.;
let output_minimums = (output_start / 100.) as f32;
let output_maximums = (output_end / 100.) as f32;
// Midtones interpolation factor between minimums and maximums (Range: 0-1)
let midtones = output_minimums + (output_maximums - output_minimums) * input_midtones;
@@ -354,15 +354,15 @@ pub struct BlackAndWhiteNode<Tint, Reds, Yellows, Greens, Cyans, Blues, Magentas
// From <https://stackoverflow.com/a/55233732/775283>
// Works the same for gamma and linear color
#[node_macro::node_fn(BlackAndWhiteNode)]
fn black_and_white_color_node(color: Color, tint: Color, reds: f32, yellows: f32, greens: f32, cyans: f32, blues: f32, magentas: f32) -> Color {
fn black_and_white_color_node(color: Color, tint: Color, reds: f64, yellows: f64, greens: f64, cyans: f64, blues: f64, magentas: f64) -> Color {
let color = color.to_gamma_srgb();
let reds = reds / 100.;
let yellows = yellows / 100.;
let greens = greens / 100.;
let cyans = cyans / 100.;
let blues = blues / 100.;
let magentas = magentas / 100.;
let reds = reds as f32 / 100.;
let yellows = yellows as f32 / 100.;
let greens = greens as f32 / 100.;
let cyans = cyans as f32 / 100.;
let blues = blues as f32 / 100.;
let magentas = magentas as f32 / 100.;
let gray_base = color.r().min(color.g()).min(color.b());
@@ -400,17 +400,17 @@ pub struct HueSaturationNode<Hue, Saturation, Lightness> {
}
#[node_macro::node_fn(HueSaturationNode)]
fn hue_shift_color_node(color: Color, hue_shift: f32, saturation_shift: f32, lightness_shift: f32) -> Color {
fn hue_shift_color_node(color: Color, hue_shift: f64, saturation_shift: f64, lightness_shift: f64) -> Color {
let color = color.to_gamma_srgb();
let [hue, saturation, lightness, alpha] = color.to_hsla();
let color = Color::from_hsla(
(hue + hue_shift / 360.) % 1.,
(hue + hue_shift as f32 / 360.) % 1.,
// TODO: Improve the way saturation works (it's slightly off)
(saturation + saturation_shift / 100.).clamp(0., 1.),
(saturation + saturation_shift as f32 / 100.).clamp(0., 1.),
// TODO: Fix the way lightness works (it's very off)
(lightness + lightness_shift / 100.).clamp(0., 1.),
(lightness + lightness_shift as f32 / 100.).clamp(0., 1.),
alpha,
);
@@ -450,9 +450,9 @@ pub struct ThresholdNode<MinLuminance, MaxLuminance, LuminanceCalc> {
}
#[node_macro::node_fn(ThresholdNode)]
fn threshold_node(color: Color, min_luminance: f32, max_luminance: f32, luminance_calc: LuminanceCalculation) -> Color {
let min_luminance = Color::srgb_to_linear(min_luminance / 100.);
let max_luminance = Color::srgb_to_linear(max_luminance / 100.);
fn threshold_node(color: Color, min_luminance: f64, max_luminance: f64, luminance_calc: LuminanceCalculation) -> Color {
let min_luminance = Color::srgb_to_linear(min_luminance as f32 / 100.);
let max_luminance = Color::srgb_to_linear(max_luminance as f32 / 100.);
let luminance = match luminance_calc {
LuminanceCalculation::SRGB => color.luminance_srgb(),
@@ -476,8 +476,8 @@ pub struct BlendNode<BlendMode, Opacity> {
}
#[node_macro::node_fn(BlendNode)]
fn blend_node(input: (Color, Color), blend_mode: BlendMode, opacity: f32) -> Color {
blend_colors(input.0, input.1, blend_mode, opacity / 100.)
fn blend_node(input: (Color, Color), blend_mode: BlendMode, opacity: f64) -> Color {
blend_colors(input.0, input.1, blend_mode, opacity as f32 / 100.)
}
pub fn apply_blend_mode(foreground: Color, background: Color, blend_mode: BlendMode) -> Color {
@@ -540,8 +540,8 @@ pub struct VibranceNode<Vibrance> {
// Modified from https://stackoverflow.com/questions/33966121/what-is-the-algorithm-for-vibrance-filters
// The results of this implementation are very close to correct, but not quite perfect
#[node_macro::node_fn(VibranceNode)]
fn vibrance_node(color: Color, vibrance: f32) -> Color {
let vibrance = vibrance / 100.;
fn vibrance_node(color: Color, vibrance: f64) -> Color {
let vibrance = vibrance as f32 / 100.;
// Slow the effect down by half when it's negative, since artifacts begin appearing past -50%.
// So this scales the 0% to -50% range to 0% to -100%.
let slowed_vibrance = if vibrance >= 0. { vibrance } else { vibrance * 0.5 };
@@ -811,37 +811,37 @@ pub struct ChannelMixerNode<Monochrome, MonochromeR, MonochromeG, MonochromeB, M
fn channel_mixer_node(
color: Color,
monochrome: bool,
monochrome_r: f32,
monochrome_g: f32,
monochrome_b: f32,
monochrome_c: f32,
red_r: f32,
red_g: f32,
red_b: f32,
red_c: f32,
green_r: f32,
green_g: f32,
green_b: f32,
green_c: f32,
blue_r: f32,
blue_g: f32,
blue_b: f32,
blue_c: f32,
monochrome_r: f64,
monochrome_g: f64,
monochrome_b: f64,
monochrome_c: f64,
red_r: f64,
red_g: f64,
red_b: f64,
red_c: f64,
green_r: f64,
green_g: f64,
green_b: f64,
green_c: f64,
blue_r: f64,
blue_g: f64,
blue_b: f64,
blue_c: f64,
) -> Color {
let color = color.to_gamma_srgb();
let (r, g, b, a) = color.components();
let color = if monochrome {
let (monochrome_r, monochrome_g, monochrome_b, monochrome_c) = (monochrome_r / 100., monochrome_g / 100., monochrome_b / 100., monochrome_c / 100.);
let (monochrome_r, monochrome_g, monochrome_b, monochrome_c) = (monochrome_r as f32 / 100., monochrome_g as f32 / 100., monochrome_b as f32 / 100., monochrome_c as f32 / 100.);
let gray = (r * monochrome_r + g * monochrome_g + b * monochrome_b + monochrome_c).clamp(0., 1.);
Color::from_rgbaf32_unchecked(gray, gray, gray, a)
} else {
let (red_r, red_g, red_b, red_c) = (red_r / 100., red_g / 100., red_b / 100., red_c / 100.);
let (green_r, green_g, green_b, green_c) = (green_r / 100., green_g / 100., green_b / 100., green_c / 100.);
let (blue_r, blue_g, blue_b, blue_c) = (blue_r / 100., blue_g / 100., blue_b / 100., blue_c / 100.);
let (red_r, red_g, red_b, red_c) = (red_r as f32 / 100., red_g as f32 / 100., red_b as f32 / 100., red_c as f32 / 100.);
let (green_r, green_g, green_b, green_c) = (green_r as f32 / 100., green_g as f32 / 100., green_b as f32 / 100., green_c as f32 / 100.);
let (blue_r, blue_g, blue_b, blue_c) = (blue_r as f32 / 100., blue_g as f32 / 100., blue_b as f32 / 100., blue_c as f32 / 100.);
let red = (r * red_r + g * red_g + b * red_b + red_c).clamp(0., 1.);
let green = (r * green_r + g * green_g + b * green_b + green_c).clamp(0., 1.);
@@ -948,42 +948,42 @@ pub struct SelectiveColorNode<Absolute, RC, RM, RY, RK, YC, YM, YY, YK, GC, GM,
fn selective_color_node(
color: Color,
mode: RelativeAbsolute,
r_c: f32,
r_m: f32,
r_y: f32,
r_k: f32,
y_c: f32,
y_m: f32,
y_y: f32,
y_k: f32,
g_c: f32,
g_m: f32,
g_y: f32,
g_k: f32,
c_c: f32,
c_m: f32,
c_y: f32,
c_k: f32,
b_c: f32,
b_m: f32,
b_y: f32,
b_k: f32,
m_c: f32,
m_m: f32,
m_y: f32,
m_k: f32,
w_c: f32,
w_m: f32,
w_y: f32,
w_k: f32,
n_c: f32,
n_m: f32,
n_y: f32,
n_k: f32,
k_c: f32,
k_m: f32,
k_y: f32,
k_k: f32,
r_c: f64,
r_m: f64,
r_y: f64,
r_k: f64,
y_c: f64,
y_m: f64,
y_y: f64,
y_k: f64,
g_c: f64,
g_m: f64,
g_y: f64,
g_k: f64,
c_c: f64,
c_m: f64,
c_y: f64,
c_k: f64,
b_c: f64,
b_m: f64,
b_y: f64,
b_k: f64,
m_c: f64,
m_m: f64,
m_y: f64,
m_k: f64,
w_c: f64,
w_m: f64,
w_y: f64,
w_k: f64,
n_c: f64,
n_m: f64,
n_y: f64,
n_k: f64,
k_c: f64,
k_m: f64,
k_y: f64,
k_k: f64,
) -> Color {
let color = color.to_gamma_srgb();
@@ -1018,15 +1018,15 @@ fn selective_color_node(
};
let (sum_r, sum_g, sum_b) = [
(SelectiveColorChoice::Reds, (r_c, r_m, r_y, r_k)),
(SelectiveColorChoice::Yellows, (y_c, y_m, y_y, y_k)),
(SelectiveColorChoice::Greens, (g_c, g_m, g_y, g_k)),
(SelectiveColorChoice::Cyans, (c_c, c_m, c_y, c_k)),
(SelectiveColorChoice::Blues, (b_c, b_m, b_y, b_k)),
(SelectiveColorChoice::Magentas, (m_c, m_m, m_y, m_k)),
(SelectiveColorChoice::Whites, (w_c, w_m, w_y, w_k)),
(SelectiveColorChoice::Neutrals, (n_c, n_m, n_y, n_k)),
(SelectiveColorChoice::Blacks, (k_c, k_m, k_y, k_k)),
(SelectiveColorChoice::Reds, (r_c as f32, r_m as f32, r_y as f32, r_k as f32)),
(SelectiveColorChoice::Yellows, (y_c as f32, y_m as f32, y_y as f32, y_k as f32)),
(SelectiveColorChoice::Greens, (g_c as f32, g_m as f32, g_y as f32, g_k as f32)),
(SelectiveColorChoice::Cyans, (c_c as f32, c_m as f32, c_y as f32, c_k as f32)),
(SelectiveColorChoice::Blues, (b_c as f32, b_m as f32, b_y as f32, b_k as f32)),
(SelectiveColorChoice::Magentas, (m_c as f32, m_m as f32, m_y as f32, m_k as f32)),
(SelectiveColorChoice::Whites, (w_c as f32, w_m as f32, w_y as f32, w_k as f32)),
(SelectiveColorChoice::Neutrals, (n_c as f32, n_m as f32, n_y as f32, n_k as f32)),
(SelectiveColorChoice::Blacks, (k_c as f32, k_m as f32, k_y as f32, k_k as f32)),
]
.into_iter()
.fold((0., 0., 0.), |acc, (color_parameter_group, (c, m, y, k))| {
@@ -1065,21 +1065,21 @@ pub struct OpacityNode<O> {
}
#[node_macro::node_fn(OpacityNode)]
fn opacity_node(color: Color, opacity_multiplier: f32) -> Color {
let opacity_multiplier = opacity_multiplier / 100.;
fn opacity_node(color: Color, opacity_multiplier: f64) -> Color {
let opacity_multiplier = opacity_multiplier as f32 / 100.;
Color::from_rgbaf32_unchecked(color.r(), color.g(), color.b(), color.a() * opacity_multiplier)
}
#[node_macro::node_impl(OpacityNode)]
fn opacity_node(mut vector_data: VectorData, opacity_multiplier: f32) -> VectorData {
let opacity_multiplier = opacity_multiplier / 100.;
fn opacity_node(mut vector_data: VectorData, opacity_multiplier: f64) -> VectorData {
let opacity_multiplier = opacity_multiplier as f32 / 100.;
vector_data.alpha_blending.opacity *= opacity_multiplier;
vector_data
}
#[node_macro::node_impl(OpacityNode)]
fn opacity_node(mut graphic_group: GraphicGroup, opacity_multiplier: f32) -> GraphicGroup {
let opacity_multiplier = opacity_multiplier / 100.;
fn opacity_node(mut graphic_group: GraphicGroup, opacity_multiplier: f64) -> GraphicGroup {
let opacity_multiplier = opacity_multiplier as f32 / 100.;
graphic_group.alpha_blending.opacity *= opacity_multiplier;
graphic_group
}
@@ -1115,11 +1115,11 @@ pub struct PosterizeNode<P> {
// Based on http://www.axiomx.com/posterize.htm
// This algorithm produces fully accurate output in relation to the industry standard.
#[node_macro::node_fn(PosterizeNode)]
fn posterize(color: Color, posterize_value: f32) -> Color {
fn posterize(color: Color, posterize_value: f64) -> Color {
let color = color.to_gamma_srgb();
let number_of_areas = posterize_value.recip();
let size_of_areas = (posterize_value - 1.).recip();
let number_of_areas = posterize_value.recip() as f32;
let size_of_areas = (posterize_value - 1.).recip() as f32;
let channel = |channel: f32| (channel / number_of_areas).floor() * size_of_areas;
let color = color.map_rgb(channel);
@@ -1135,14 +1135,14 @@ pub struct ExposureNode<Exposure, Offset, GammaCorrection> {
// Based on https://geraldbakker.nl/psnumbers/exposure.html
#[node_macro::node_fn(ExposureNode)]
fn exposure(color: Color, exposure: f32, offset: f32, gamma_correction: f32) -> Color {
fn exposure(color: Color, exposure: f64, offset: f64, gamma_correction: f64) -> Color {
let adjusted = color
// Exposure
.map_rgb(|c: f32| c * 2_f32.powf(exposure))
.map_rgb(|c: f32| c * 2_f32.powf(exposure as f32))
// Offset
.map_rgb(|c: f32| c + offset)
.map_rgb(|c: f32| c + offset as f32)
// Gamma correction
.gamma(gamma_correction);
.gamma(gamma_correction as f32);
adjusted.map_rgb(|c: f32| c.clamp(0., 1.))
}
@@ -1224,8 +1224,8 @@ pub struct ColorOverlayNode<Color, BlendMode, Opacity> {
#[cfg(feature = "alloc")]
#[node_macro::node_fn(ColorOverlayNode)]
pub fn color_overlay_node(mut image: ImageFrame<Color>, color: Color, blend_mode: BlendMode, opacity: f32) -> ImageFrame<Color> {
let opacity = (opacity / 100.).clamp(0., 1.);
pub fn color_overlay_node(mut image: ImageFrame<Color>, color: Color, blend_mode: BlendMode, opacity: f64) -> ImageFrame<Color> {
let opacity = (opacity as f32 / 100.).clamp(0., 1.);
for pixel in &mut image.image.data {
let image = pixel.map_rgb(|channel| channel * (1. - opacity));
@@ -1254,7 +1254,7 @@ fn color_overlay_multiply() {
let overlay_color = Color::GREEN;
// 100% of the output should come from the multiplied value
let opacity = 100_f32;
let opacity = 100_f64;
let result = ColorOverlayNode {
color: ClonedNode(overlay_color),

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@@ -27,10 +27,10 @@ pub struct GenerateBrightnessContrastLegacyMapperNode<Brightness, Contrast> {
}
#[node_macro::node_fn(GenerateBrightnessContrastLegacyMapperNode)]
fn brightness_contrast_legacy_node(_primary: (), brightness: f32, contrast: f32) -> BrightnessContrastLegacyMapperNode {
let brightness = brightness / 255.;
fn brightness_contrast_legacy_node(_primary: (), brightness: f64, contrast: f64) -> BrightnessContrastLegacyMapperNode {
let brightness = brightness as f32 / 255.;
let contrast = contrast / 100.;
let contrast = contrast as f32 / 100.;
let contrast = if contrast > 0. { (contrast * core::f32::consts::FRAC_PI_2 - 0.01).tan() } else { contrast };
let combined = brightness * contrast + brightness - contrast / 2.;
@@ -68,10 +68,10 @@ pub struct GenerateBrightnessContrastMapperNode<Brightness, Contrast> {
// TODO: Replace this node implementation with one that reuses the more generalized Curves adjustment node.
// TODO: It will be necessary to ensure the tests below are faithfully translated in a way that ensures identical results.
#[node_macro::node_fn(GenerateBrightnessContrastMapperNode)]
fn brightness_contrast_node(_primary: (), brightness: f32, contrast: f32) -> BrightnessContrastMapperNode {
fn brightness_contrast_node(_primary: (), brightness: f64, contrast: f64) -> BrightnessContrastMapperNode {
// Brightness LUT
let brightness_is_negative = brightness < 0.;
let brightness = brightness.abs() / 100.;
let brightness = brightness.abs() as f32 / 100.;
let brightness_curve_points = CubicSplines {
x: [0., 130. - brightness * 26., 233. - brightness * 48., 255.].map(|x| x / 255.),
y: [0., 130. + brightness * 51., 233. + brightness * 10., 255.].map(|x| x / 255.),
@@ -93,7 +93,7 @@ fn brightness_contrast_node(_primary: (), brightness: f32, contrast: f32) -> Bri
}
// Contrast LUT
let contrast = contrast / 100.;
let contrast = contrast as f32 / 100.;
let contrast_curve_points = CubicSplines {
x: [0., 64., 192., 255.].map(|x| x / 255.),
y: [0., 64. - contrast * 30., 192. + contrast * 30., 255.].map(|x| x / 255.),

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@@ -15,7 +15,7 @@ pub struct TextGeneratorNode<Text, FontName, Size> {
}
#[node_fn(TextGeneratorNode)]
fn generate_text<'a: 'input, T>(editor: EditorApi<'a, T>, text: String, font_name: Font, font_size: f32) -> crate::vector::VectorData {
fn generate_text<'a: 'input, T>(editor: EditorApi<'a, T>, text: String, font_name: Font, font_size: f64) -> crate::vector::VectorData {
let buzz_face = editor.font_cache.get(&font_name).map(|data| load_face(data));
crate::vector::VectorData::from_subpaths(to_path(&text, buzz_face, font_size as f64, None))
}

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@@ -236,7 +236,7 @@ pub(crate) async fn transform_vector_data<Fut: Future>(
mut footprint: Footprint,
transform_target: impl Node<Footprint, Output = Fut>,
translate: DVec2,
rotate: f32,
rotate: f64,
scale: DVec2,
shear: DVec2,
pivot: DVec2,
@@ -245,7 +245,7 @@ where
Fut::Output: TransformMut,
{
// TODO: This is hack and might break for Vector data because the pivot may be incorrect
let transform = DAffine2::from_scale_angle_translation(scale, rotate as f64, translate) * DAffine2::from_cols_array(&[1., shear.y, shear.x, 1., 0., 0.]);
let transform = DAffine2::from_scale_angle_translation(scale, rotate, translate) * DAffine2::from_cols_array(&[1., shear.y, shear.x, 1., 0., 0.]);
if !footprint.ignore_modifications {
let pivot_transform = DAffine2::from_translation(pivot);
let modification = pivot_transform * transform * pivot_transform.inverse();

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@@ -12,7 +12,7 @@ pub struct CircleGenerator<Radius> {
}
#[node_macro::node_fn(CircleGenerator)]
fn circle_generator(_input: (), radius: f32) -> VectorData {
fn circle_generator(_input: (), radius: f64) -> VectorData {
let radius: f64 = radius.into();
super::VectorData::from_subpath(Subpath::new_ellipse(DVec2::splat(-radius), DVec2::splat(radius)))
}
@@ -24,7 +24,7 @@ pub struct EllipseGenerator<RadiusX, RadiusY> {
}
#[node_macro::node_fn(EllipseGenerator)]
fn ellipse_generator(_input: (), radius_x: f32, radius_y: f32) -> VectorData {
fn ellipse_generator(_input: (), radius_x: f64, radius_y: f64) -> VectorData {
let radius = DVec2::new(radius_x as f64, radius_y as f64);
let corner1 = -radius;
let corner2 = radius;
@@ -38,7 +38,7 @@ pub struct RectangleGenerator<SizeX, SizeY> {
}
#[node_macro::node_fn(RectangleGenerator)]
fn square_generator(_input: (), size_x: f32, size_y: f32) -> VectorData {
fn square_generator(_input: (), size_x: f64, size_y: f64) -> VectorData {
let size = DVec2::new(size_x as f64, size_y as f64);
let corner1 = -size / 2.;
let corner2 = size / 2.;
@@ -53,7 +53,7 @@ pub struct RegularPolygonGenerator<Points, Radius> {
}
#[node_macro::node_fn(RegularPolygonGenerator)]
fn regular_polygon_generator(_input: (), points: u32, radius: f32) -> VectorData {
fn regular_polygon_generator(_input: (), points: u32, radius: f64) -> VectorData {
let points = points.into();
let radius: f64 = (radius * 2.).into();
super::VectorData::from_subpath(Subpath::new_regular_polygon(DVec2::splat(-radius), points, radius))
@@ -67,7 +67,7 @@ pub struct StarGenerator<Points, Radius, InnerRadius> {
}
#[node_macro::node_fn(StarGenerator)]
fn star_generator(_input: (), points: u32, radius: f32, inner_radius: f32) -> VectorData {
fn star_generator(_input: (), points: u32, radius: f64, inner_radius: f64) -> VectorData {
let points = points.into();
let diameter: f64 = (radius * 2.).into();
let inner_diameter = (inner_radius * 2.).into();

View File

@@ -307,7 +307,7 @@ pub struct Stroke {
pub color: Option<Color>,
/// Line thickness
pub weight: f64,
pub dash_lengths: Vec<f32>,
pub dash_lengths: Vec<f64>,
pub dash_offset: f64,
pub line_cap: LineCap,
pub line_join: LineJoin,
@@ -344,7 +344,7 @@ impl Stroke {
Self {
color: self.color.map(|color| color.lerp(&other.color.unwrap_or(color), time as f32)),
weight: self.weight + (other.weight - self.weight) * time,
dash_lengths: self.dash_lengths.iter().zip(other.dash_lengths.iter()).map(|(a, b)| a + (b - a) * time as f32).collect(),
dash_lengths: self.dash_lengths.iter().zip(other.dash_lengths.iter()).map(|(a, b)| a + (b - a) * time).collect(),
dash_offset: self.dash_offset + (other.dash_offset - self.dash_offset) * time,
line_cap: if time < 0.5 { self.line_cap } else { other.line_cap },
line_join: if time < 0.5 { self.line_join } else { other.line_join },
@@ -420,7 +420,7 @@ impl Stroke {
dash_lengths
.split(&[',', ' '])
.filter(|x| !x.is_empty())
.map(str::parse::<f32>)
.map(str::parse::<f64>)
.collect::<Result<Vec<_>, _>>()
.ok()
.map(|lengths| {

View File

@@ -59,21 +59,21 @@ pub struct SetStrokeNode<Color, Weight, DashLengths, DashOffset, LineCap, LineJo
fn set_vector_data_stroke(
mut vector_data: VectorData,
color: Option<Color>,
weight: f32,
dash_lengths: Vec<f32>,
dash_offset: f32,
weight: f64,
dash_lengths: Vec<f64>,
dash_offset: f64,
line_cap: super::style::LineCap,
line_join: super::style::LineJoin,
miter_limit: f32,
miter_limit: f64,
) -> VectorData {
vector_data.style.set_stroke(Stroke {
color,
weight: weight as f64,
weight,
dash_lengths,
dash_offset: dash_offset as f64,
dash_offset,
line_cap,
line_join,
line_join_miter_limit: miter_limit as f64,
line_join_miter_limit: miter_limit,
});
vector_data
}
@@ -112,16 +112,16 @@ pub struct CircularRepeatNode<AngleOffset, Radius, Count> {
}
#[node_macro::node_fn(CircularRepeatNode)]
fn circular_repeat_vector_data(mut vector_data: VectorData, angle_offset: f32, radius: f32, count: u32) -> VectorData {
fn circular_repeat_vector_data(mut vector_data: VectorData, angle_offset: f64, radius: f64, count: u32) -> VectorData {
let mut new_subpaths: Vec<Subpath<_>> = Vec::with_capacity(vector_data.subpaths.len() * count as usize);
let Some(bounding_box) = vector_data.bounding_box() else { return vector_data };
let center = (bounding_box[0] + bounding_box[1]) / 2.;
let base_transform = DVec2::new(0., radius as f64) - center;
let base_transform = DVec2::new(0., radius) - center;
for i in 0..count {
let angle = (2. * std::f64::consts::PI / count as f64) * i as f64 + angle_offset.to_radians() as f64;
let angle = (2. * std::f64::consts::PI / count as f64) * i as f64 + angle_offset.to_radians();
let rotation = DAffine2::from_angle(angle);
let transform = DAffine2::from_translation(center) * rotation * DAffine2::from_translation(base_transform);
for mut subpath in vector_data.subpaths.clone() {
@@ -189,18 +189,14 @@ async fn copy_to_points<I: GraphicElementRendered + Default + ConcatElement + Tr
footprint: Footprint,
points: impl Node<Footprint, Output = FP>,
instance: impl Node<Footprint, Output = FI>,
random_scale_min: f32,
random_scale_max: f32,
random_scale_bias: f32,
random_rotation: f32,
random_scale_min: f64,
random_scale_max: f64,
random_scale_bias: f64,
random_rotation: f64,
) -> I {
let points = self.points.eval(footprint).await;
let instance = self.instance.eval(footprint).await;
let random_scale_min = random_scale_min as f64;
let random_scale_max = random_scale_max as f64;
let random_scale_difference = random_scale_max - random_scale_min;
let random_scale_bias = random_scale_bias as f64;
let random_rotation = random_rotation as f64;
let points_list = points.subpaths.iter().flat_map(|s| s.anchors());
@@ -260,17 +256,14 @@ pub struct SamplePoints<VectorData, Spacing, StartOffset, StopOffset, AdaptiveSp
async fn sample_points<FV: Future<Output = VectorData>, FL: Future<Output = Vec<Vec<f64>>>>(
footprint: Footprint,
mut vector_data: impl Node<Footprint, Output = FV>,
spacing: f32,
start_offset: f32,
stop_offset: f32,
spacing: f64,
start_offset: f64,
stop_offset: f64,
adaptive_spacing: bool,
lengths_of_segments_of_subpaths: impl Node<Footprint, Output = FL>,
) -> VectorData {
let mut vector_data = self.vector_data.eval(footprint).await;
let lengths_of_segments_of_subpaths = self.lengths_of_segments_of_subpaths.eval(footprint).await;
let spacing = spacing as f64;
let start_offset = start_offset as f64;
let stop_offset = stop_offset as f64;
for (index, subpath) in &mut vector_data.subpaths.iter_mut().enumerate() {
if subpath.is_empty() || !spacing.is_finite() || spacing <= 0. {
@@ -326,7 +319,7 @@ pub struct PoissonDiskPoints<SeparationDiskDiameter> {
}
#[node_macro::node_fn(PoissonDiskPoints)]
fn poisson_disk_points(mut vector_data: VectorData, separation_disk_diameter: f32) -> VectorData {
fn poisson_disk_points(mut vector_data: VectorData, separation_disk_diameter: f64) -> VectorData {
let mut rng = rand::rngs::StdRng::seed_from_u64(0);
for subpath in &mut vector_data.subpaths.iter_mut() {
if subpath.manipulator_groups().len() < 3 {
@@ -335,7 +328,7 @@ fn poisson_disk_points(mut vector_data: VectorData, separation_disk_diameter: f3
subpath.apply_transform(vector_data.transform);
let points = subpath.poisson_disk_points(separation_disk_diameter as f64, || rng.gen::<f64>()).into_iter().map(|point| point.into());
let points = subpath.poisson_disk_points(separation_disk_diameter, || rng.gen::<f64>()).into_iter().map(|point| point.into());
*subpath = Subpath::from_anchors(points, false);
subpath.apply_transform(vector_data.transform.inverse());
@@ -391,10 +384,8 @@ async fn morph<SourceFuture: Future<Output = VectorData>, TargetFuture: Future<O
source: impl Node<Footprint, Output = SourceFuture>,
target: impl Node<Footprint, Output = TargetFuture>,
start_index: u32,
time: f32,
time: f64,
) -> VectorData {
let time = time as f64;
let mut source = self.source.eval(footprint).await;
let mut target = self.target.eval(footprint).await;