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Restructure node crates (#3384)
* Restructure node-graph folder * Fix wasm compilation * Move node definitions out of *-types crates * Cleanup * Fix warnings * Fix warnings * Start adding migrations * Add migrations and move memo nodes to gcore * Move nodes/gsvg-render -> rendering * Replace some hard coded identifiers and fix automatic conversion * Fix Vec2Value node migration * Fix formatting * Add more migrations * Cleanup features * Fix core_types::raster import * Update demo artwork (to make profile ci work) * Move *-types to node-graph/libraries folder * Add missing node migrations * Migrate more nodes * Remove impure memo node * More fixes and remove warning * Migrate context and add a few missing migrations --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
This commit is contained in:
co-authored by
Keavon Chambers
parent
12453d2e61
commit
57b0b9c7ed
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use core_types::Ctx;
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use core_types::registry::types::{Angle, PixelSize};
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use core_types::table::Table;
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use glam::DVec2;
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use graphic_types::Vector;
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use vector_types::subpath;
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use vector_types::vector::misc::{ArcType, AsU64, GridType};
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use vector_types::vector::misc::{HandleId, SpiralType};
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use vector_types::vector::{PointId, SegmentId, StrokeId};
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trait CornerRadius {
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fn generate(self, size: DVec2, clamped: bool) -> Table<Vector>;
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}
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impl CornerRadius for f64 {
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fn generate(self, size: DVec2, clamped: bool) -> Table<Vector> {
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let clamped_radius = if clamped { self.clamp(0., size.x.min(size.y).max(0.) / 2.) } else { self };
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rect(size / -2., size / 2., [clamped_radius; 4])))
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}
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}
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impl CornerRadius for [f64; 4] {
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fn generate(self, size: DVec2, clamped: bool) -> Table<Vector> {
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let clamped_radius = if clamped {
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// Algorithm follows the CSS spec: <https://drafts.csswg.org/css-backgrounds/#corner-overlap>
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let mut scale_factor: f64 = 1.;
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for i in 0..4 {
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let side_length = if i % 2 == 0 { size.x } else { size.y };
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let adjacent_corner_radius_sum = self[i] + self[(i + 1) % 4];
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if side_length < adjacent_corner_radius_sum {
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scale_factor = scale_factor.min(side_length / adjacent_corner_radius_sum);
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}
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}
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self.map(|x| x * scale_factor)
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} else {
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self
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};
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rect(size / -2., size / 2., clamped_radius)))
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}
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}
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/// Generates a circle shape with a chosen radius.
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#[node_macro::node(category("Vector: Shape"))]
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fn circle(
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_: impl Ctx,
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_primary: (),
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#[unit(" px")]
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#[default(50.)]
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radius: f64,
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) -> Table<Vector> {
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let radius = radius.abs();
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_ellipse(DVec2::splat(-radius), DVec2::splat(radius))))
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}
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/// Generates an arc shape forming a portion of a circle which may be open, closed, or a pie slice.
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#[node_macro::node(category("Vector: Shape"))]
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fn arc(
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_: impl Ctx,
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_primary: (),
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#[unit(" px")]
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#[default(50.)]
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radius: f64,
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start_angle: Angle,
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#[default(270.)]
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#[range((0., 360.))]
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sweep_angle: Angle,
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arc_type: ArcType,
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) -> Table<Vector> {
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_arc(
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radius,
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start_angle / 360. * std::f64::consts::TAU,
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sweep_angle / 360. * std::f64::consts::TAU,
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match arc_type {
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ArcType::Open => subpath::ArcType::Open,
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ArcType::Closed => subpath::ArcType::Closed,
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ArcType::PieSlice => subpath::ArcType::PieSlice,
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},
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)))
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}
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/// Generates a spiral shape that winds from an inner to an outer radius.
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#[node_macro::node(category("Vector: Shape"), properties("spiral_properties"))]
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fn spiral(
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_: impl Ctx,
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_primary: (),
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spiral_type: SpiralType,
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#[default(5.)] turns: f64,
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#[default(0.)] start_angle: f64,
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#[default(0.)] inner_radius: f64,
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#[default(25)] outer_radius: f64,
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#[default(90.)] angular_resolution: f64,
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) -> Table<Vector> {
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_spiral(
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inner_radius,
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outer_radius,
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turns,
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start_angle.to_radians(),
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angular_resolution.to_radians(),
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spiral_type,
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)))
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}
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/// Generates an ellipse shape (an oval or stretched circle) with the chosen radii.
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#[node_macro::node(category("Vector: Shape"))]
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fn ellipse(
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_: impl Ctx,
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_primary: (),
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#[unit(" px")]
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#[default(50)]
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radius_x: f64,
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#[unit(" px")]
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#[default(25)]
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radius_y: f64,
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) -> Table<Vector> {
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let radius = DVec2::new(radius_x, radius_y);
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let corner1 = -radius;
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let corner2 = radius;
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let mut ellipse = Vector::from_subpath(subpath::Subpath::new_ellipse(corner1, corner2));
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let len = ellipse.segment_domain.ids().len();
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for i in 0..len {
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ellipse
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.colinear_manipulators
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.push([HandleId::end(ellipse.segment_domain.ids()[i]), HandleId::primary(ellipse.segment_domain.ids()[(i + 1) % len])]);
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}
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Table::new_from_element(ellipse)
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}
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/// Generates a rectangle shape with the chosen width and height. It may also have rounded corners if desired.
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#[node_macro::node(category("Vector: Shape"), properties("rectangle_properties"))]
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fn rectangle<T: CornerRadius>(
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_: impl Ctx,
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_primary: (),
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#[unit(" px")]
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#[default(100)]
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width: f64,
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#[unit(" px")]
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#[default(100)]
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height: f64,
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_individual_corner_radii: bool, // TODO: Move this to the bottom once we have a migration capability
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#[implementations(f64, [f64; 4])] corner_radius: T,
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#[default(true)] clamped: bool,
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) -> Table<Vector> {
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corner_radius.generate(DVec2::new(width, height), clamped)
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}
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/// Generates an regular polygon shape like a triangle, square, pentagon, hexagon, heptagon, octagon, or any higher n-gon.
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#[node_macro::node(category("Vector: Shape"))]
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fn regular_polygon<T: AsU64>(
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_: impl Ctx,
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_primary: (),
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#[default(6)]
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#[hard_min(3.)]
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#[implementations(u32, u64, f64)]
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sides: T,
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#[unit(" px")]
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#[default(50)]
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radius: f64,
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) -> Table<Vector> {
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let points = sides.as_u64();
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let radius: f64 = radius * 2.;
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_regular_polygon(DVec2::splat(-radius), points, radius)))
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}
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/// Generates an n-pointed star shape with inner and outer points at chosen radii from the center.
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#[node_macro::node(category("Vector: Shape"))]
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fn star<T: AsU64>(
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_: impl Ctx,
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_primary: (),
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#[default(5)]
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#[hard_min(2.)]
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#[implementations(u32, u64, f64)]
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sides: T,
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#[unit(" px")]
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#[default(50)]
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radius_1: f64,
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#[unit(" px")]
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#[default(25)]
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radius_2: f64,
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) -> Table<Vector> {
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let points = sides.as_u64();
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let diameter: f64 = radius_1 * 2.;
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let inner_diameter = radius_2 * 2.;
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_star_polygon(DVec2::splat(-diameter), points, diameter, inner_diameter)))
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}
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/// Generates a line with endpoints at the two chosen coordinates.
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#[node_macro::node(category("Vector: Shape"))]
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fn line(
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_: impl Ctx,
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_primary: (),
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/// Coordinate of the line's initial endpoint.
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#[default(0., 0.)]
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start: PixelSize,
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/// Coordinate of the line's terminal endpoint.
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#[default(100., 100.)]
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end: PixelSize,
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) -> Table<Vector> {
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_line(start, end)))
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}
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trait GridSpacing {
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fn as_dvec2(&self) -> DVec2;
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}
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impl GridSpacing for f64 {
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fn as_dvec2(&self) -> DVec2 {
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DVec2::splat(*self)
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}
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}
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impl GridSpacing for DVec2 {
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fn as_dvec2(&self) -> DVec2 {
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*self
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}
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}
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/// Generates a rectangular or isometric grid with the chosen number of columns and rows. Line segments connect the points, forming a vector mesh.
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#[node_macro::node(category("Vector: Shape"), properties("grid_properties"))]
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fn grid<T: GridSpacing>(
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_: impl Ctx,
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_primary: (),
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grid_type: GridType,
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#[unit(" px")]
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#[hard_min(0.)]
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#[default(10)]
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#[implementations(f64, DVec2)]
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spacing: T,
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#[default(10)] columns: u32,
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#[default(10)] rows: u32,
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#[default(30., 30.)] angles: DVec2,
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) -> Table<Vector> {
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let (x_spacing, y_spacing) = spacing.as_dvec2().into();
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let (angle_a, angle_b) = angles.into();
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let mut vector = Vector::default();
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let mut segment_id = SegmentId::ZERO;
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let mut point_id = PointId::ZERO;
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match grid_type {
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GridType::Rectangular => {
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// Create rectangular grid points and connect them with line segments
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for y in 0..rows {
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for x in 0..columns {
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// Add current point to the grid
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let current_index = vector.point_domain.ids().len();
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vector.point_domain.push(point_id.next_id(), DVec2::new(x_spacing * x as f64, y_spacing * y as f64));
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// Helper function to connect points with line segments
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let mut push_segment = |to_index: Option<usize>| {
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if let Some(other_index) = to_index {
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vector
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.segment_domain
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.push(segment_id.next_id(), other_index, current_index, subpath::BezierHandles::Linear, StrokeId::ZERO);
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}
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};
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// Connect to the point to the left (horizontal connection)
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push_segment((x > 0).then(|| current_index - 1));
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// Connect to the point above (vertical connection)
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push_segment(current_index.checked_sub(columns as usize));
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}
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}
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}
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GridType::Isometric => {
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// Calculate isometric grid spacing based on angles
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let tan_a = angle_a.to_radians().tan();
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let tan_b = angle_b.to_radians().tan();
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let spacing = DVec2::new(y_spacing / (tan_a + tan_b), y_spacing);
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// Create isometric grid points and connect them with line segments
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for y in 0..rows {
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for x in 0..columns {
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// Add current point to the grid with offset for odd columns
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let current_index = vector.point_domain.ids().len();
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let a_angles_eaten = x.div_ceil(2) as f64;
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let b_angles_eaten = (x / 2) as f64;
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let offset_y_fraction = b_angles_eaten * tan_b - a_angles_eaten * tan_a;
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let position = DVec2::new(spacing.x * x as f64, spacing.y * y as f64 + offset_y_fraction * spacing.x);
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vector.point_domain.push(point_id.next_id(), position);
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// Helper function to connect points with line segments
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let mut push_segment = |to_index: Option<usize>| {
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if let Some(other_index) = to_index {
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vector
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.segment_domain
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.push(segment_id.next_id(), other_index, current_index, subpath::BezierHandles::Linear, StrokeId::ZERO);
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}
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};
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// Connect to the point to the left
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push_segment((x > 0).then(|| current_index - 1));
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// Connect to the point directly above
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push_segment(current_index.checked_sub(columns as usize));
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// Additional diagonal connections for odd columns (creates hexagonal pattern)
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if x % 2 == 1 {
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// Connect to the point diagonally up-right (if not at right edge)
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push_segment(current_index.checked_sub(columns as usize - 1).filter(|_| x + 1 < columns));
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// Connect to the point diagonally up-left
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push_segment(current_index.checked_sub(columns as usize + 1));
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}
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}
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}
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}
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}
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Table::new_from_element(vector)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn isometric_grid_test() {
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// Doesn't crash with weird angles
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grid((), (), GridType::Isometric, 0., 5, 5, (0., 0.).into());
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grid((), (), GridType::Isometric, 90., 5, 5, (90., 90.).into());
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// Works properly
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let grid = grid((), (), GridType::Isometric, 10., 5, 5, (30., 30.).into());
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assert_eq!(grid.iter().next().unwrap().element.point_domain.ids().len(), 5 * 5);
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assert_eq!(grid.iter().next().unwrap().element.segment_bezier_iter().count(), 4 * 5 + 4 * 9);
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for (_, bezier, _, _) in grid.iter().next().unwrap().element.segment_bezier_iter() {
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assert_eq!(bezier.handles, subpath::BezierHandles::Linear);
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assert!(
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((bezier.start - bezier.end).length() - 10.).abs() < 1e-5,
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"Length of {} should be 10",
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(bezier.start - bezier.end).length()
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);
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}
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}
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#[test]
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fn skew_isometric_grid_test() {
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let grid = grid((), (), GridType::Isometric, 10., 5, 5, (40., 30.).into());
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assert_eq!(grid.iter().next().unwrap().element.point_domain.ids().len(), 5 * 5);
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assert_eq!(grid.iter().next().unwrap().element.segment_bezier_iter().count(), 4 * 5 + 4 * 9);
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for (_, bezier, _, _) in grid.iter().next().unwrap().element.segment_bezier_iter() {
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assert_eq!(bezier.handles, subpath::BezierHandles::Linear);
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let vector = bezier.start - bezier.end;
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let angle = (vector.angle_to(DVec2::X).to_degrees() + 180.) % 180.;
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assert!([90., 150., 40.].into_iter().any(|target| (target - angle).abs() < 1e-10), "unexpected angle of {angle}")
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}
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}
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}
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