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Finalize and unify the design of the 'Morph' and 'Blend' nodes (#3974)
* Fix Morph node transform interpolation and preservation in the table * Fix click target positions for Morph's nested layers by pre-compensating upstream_data transforms * Redesign Morph node (v3) with control path input and uniformly spaced progression, and fix Stroke::lerp interpolation weights * Add migration from Morph node v2 to v3 * Redesign the 'Blend Shapes' node behavior and subgraph definition * Add the Layer > Blend menu entry to easily set up a blend * Optimize the Morph node * Refactor the Morph node to remove the roundtrip through BezPath * Fine-tune Morph node Bezier order promotion and handle interpolation * Add the Layer > Morph menu bar entry * Fix NaN and guard against other potential NaN bugs breaking the editor * Add InterpolationDistribution parameter to Morph with weighted progression, swap parameter orders, and rename shear to skew * Add the Reverse parameter to the Morph node * Update the order of the inputs to Blend Shapes for consistency with Morph * Make Layer > Morph create the Morph Path control layer * Fix migrations * Move 10 to a constant * Avoid division by 0 in the Blend Shapes node internals * Rename nodes 'Blend' -> 'Mix' and 'Blend Shapes' to 'Blend' * Fix a crash encountered while testing * Final code review * Make domain push dupe checks debug-only and use push_unchecked in the Morph node * Pre-allocate for pushes to the vector domains * Add fast path at t=0 * Inline reserve() * Set up the control path layer above not below, and starting collapsed * Review fixes --------- Co-authored-by: Timon <me@timon.zip>
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@@ -1822,10 +1822,7 @@ impl ShapeState {
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/// Find the `t` value along the path segment we have clicked upon, together with that segment ID.
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fn closest_segment(&self, network_interface: &NodeNetworkInterface, layer: LayerNodeIdentifier, position: glam::DVec2, tolerance: f64) -> Option<ClosestSegment> {
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let transform = network_interface.document_metadata().transform_to_viewport_if_feeds(layer, network_interface);
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if transform.matrix2.determinant() == 0. {
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return None;
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}
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let layer_pos = transform.inverse().transform_point2(position);
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let layer_pos = (transform.matrix2.determinant().abs() >= f64::EPSILON).then(|| transform.inverse().transform_point2(position))?;
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let tolerance = tolerance + 0.5;
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