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https://github.com/GraphiteEditor/Graphite.git
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Initial versions of remap, smoothstep and pack by bounds
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@@ -643,6 +643,116 @@ 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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/// Packs shapes using bounds with Best Fit Decreasing Height (BFDH) algorithm
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/// Algorithm:
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/// - Sort shapes by height (tallest first)
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/// - For each shape, find the existing shelf with minimum remaining space that fits
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/// - Create new shelf only if no existing shelf can accommodate the shape
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/// Works as a reasonable approximation for classic box packing problem
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#[node_macro::node(category("Vector"), path(graphene_core::vector))]
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async fn pack_by_bounds<I: '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<I>,
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#[unit(" px")]
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#[default(10.)]
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spacing: f64,
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#[unit(" px")]
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#[default(1000.)]
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max_width: f64,
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) -> Table<I>
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where
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Graphic: From<Table<I>>,
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Table<I>: BoundingBox,
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{
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use core::cmp::Ordering;
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// Helper structure for shelves
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#[derive(Clone)]
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struct Shelf {
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y: f64,
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height: f64,
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current_x: f64,
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}
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// Prep the rows to be sorted
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let mut items: Vec<(f64, f64, DVec2, TableRow<I>)> = 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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(w, h, top_left, row)
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})
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.collect();
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// Sort by height, tallest 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 shelves: Vec<Shelf> = Vec::new();
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for (w, h, top_left, mut row) in items {
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if w <= 0. {
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result.push(row);
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continue;
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}
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// Find a good shelf, minimum remaining space that can fit this item ideally
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let mut best_shelf_idx = None;
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let mut min_remaining_space = f64::INFINITY;
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for (idx, shelf) in shelves.iter().enumerate() {
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let remaining_space = max_width - shelf.current_x;
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if remaining_space >= w && remaining_space < min_remaining_space {
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min_remaining_space = remaining_space;
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best_shelf_idx = Some(idx);
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}
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}
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if let Some(shelf_idx) = best_shelf_idx {
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// Place on existing shelf
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let shelf = &mut shelves[shelf_idx];
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// Update shelf height if needed
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if h > shelf.height {
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shelf.height = h;
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}
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let target_pos = DVec2::new(shelf.current_x, shelf.y);
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row.transform = DAffine2::from_translation(target_pos - top_left) * row.transform;
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shelf.current_x += w + spacing;
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} else {
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// Create new shelf
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let new_y = shelves.last().map_or(0., |last| last.y + last.height + spacing);
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let target_pos = DVec2::new(0., new_y);
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row.transform = DAffine2::from_translation(target_pos - top_left) * row.transform;
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shelves.push(Shelf {
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y: new_y,
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height: h,
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current_x: w + spacing,
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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(graphene_core::vector))]
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async fn auto_tangents(
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@@ -220,6 +220,97 @@ fn logarithm<T: num_traits::float::Float>(
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}
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}
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/// The Remap function (remap) linearly maps a number from one range to another. If the input range is zero, the output will be the output minimum.
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#[node_macro::node(category("Math: Numeric"))]
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fn remap<U: num_traits::float::Float>(
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_: impl Ctx,
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#[implementations(f64, f32)] value: U,
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#[implementations(f64, f32)]
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#[default(-1.)]
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input_min: U,
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#[implementations(f64, f32)]
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#[default(1.)]
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input_max: U,
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#[implementations(f64, f32)]
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#[default(0.)]
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output_min: U,
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#[implementations(f64, f32)]
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#[default(1.)]
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output_max: U,
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#[default(false)] clamped: bool,
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) -> U {
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let input_range = input_max - input_min;
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// Handle division by zero
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if input_range.abs() < U::epsilon() {
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return output_min;
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}
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let normalized = (value - input_min) / input_range;
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let output_range = output_max - output_min;
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let result = output_min + normalized * output_range;
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if clamped {
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// Handle both normal and inverted ranges, since we want to allow the user to use this node to also reverse a range.
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if output_min <= output_max {
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result.clamp(output_min, output_max)
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} else {
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result.clamp(output_max, output_min)
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}
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} else {
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result
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}
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}
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/// Compute pascal triangle coefficients for use in generalized smoothstep
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fn pascal_triangle<T: num_traits::float::Float>(a: T, b: T) -> T {
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let mut result = T::one();
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let b_int = b.to_usize().unwrap_or(0);
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for i in 1..=b_int {
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let i_t = T::from(i).unwrap();
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result = result * (a - (i_t - T::one())) / i_t;
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}
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result
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}
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/// The smoothstep function creates a smooth interpolation curve between 0 and 1
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/// Order 1 is linear, order 2 is the standard smoothstep (3x² - 2x³), etc
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#[node_macro::node(category("Math: Numeric"))]
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fn smoothstep<T: num_traits::float::Float>(
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_: impl Ctx,
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/// The input value which will be smoothly interpolated, values are automatically clamped to the 0-1 range
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#[implementations(f64, f32)]
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value: T,
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/// Higher values create smoother transitions, minimum value is 1 e.g. linear, maximum is 8 e.g. very smooth
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#[default(2.)]
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#[implementations(f64, f32)]
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#[hard_min(1.)]
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#[hard_max(8.)]
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order: T,
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) -> T {
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// Clamp input
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let value = value.clamp(T::zero(), T::one());
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// For order 1, return linear interpolation
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let order_int = order.to_usize().unwrap_or(1).max(1);
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if order_int == 1 {
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return value;
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}
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// Compute generalized smoothstep using Pascal triangle
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let order_t = T::from(order_int).unwrap();
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let mut result = T::zero();
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for n in 0..order_int {
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let n_t = T::from(n).unwrap();
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let coeff1 = pascal_triangle(-order_t, n_t);
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let coeff2 = pascal_triangle(T::from(2 * order_int - 1).unwrap(), order_t - n_t - T::one());
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let power = value.powf(order_t + n_t);
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result = result + coeff1 * coeff2 * power;
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}
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result
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}
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/// The sine trigonometric function (sin) calculates the ratio of the angle's opposite side length to its hypotenuse length.
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#[node_macro::node(category("Math: Trig"))]
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fn sine<T: num_traits::float::Float>(
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