Port all remaining Subpath producers to BezPath and delete the legacy subpath module (#4457)

This commit is contained in:
Keavon Chambers
2026-09-15 20:52:14 +02:00
committed by Dennis Kobert
parent 89617462b6
commit 9fbd44d21d
43 changed files with 973 additions and 1300 deletions

View File

@@ -3,7 +3,9 @@ use core_types::{CacheHash, Ctx};
use dyn_any::DynAny;
use glam::DVec2;
use graphic_types::Vector;
use vector_types::subpath;
use vector_types::vector::VectorExt;
use vector_types::vector::algorithms::shapes;
use vector_types::vector::misc::BezierHandles;
use vector_types::vector::misc::{ArcType, AsU64, BoxCorners, GridType};
use vector_types::vector::misc::{HandleId, SpiralType};
use vector_types::vector::{PointId, SegmentId, StrokeId};
@@ -18,7 +20,7 @@ fn circle(
radius: f64,
) -> Vector {
let radius = radius.abs();
Vector::from_subpath(subpath::Subpath::new_ellipse(DVec2::splat(-radius), DVec2::splat(radius)))
Vector::from_bezpath(shapes::ellipse_bezpath(DVec2::splat(-radius), DVec2::splat(radius)))
}
/// Generates an arc shape forming a portion of a circle which may be open, closed, or a pie slice.
@@ -36,7 +38,7 @@ fn arc(
sweep_angle: Angle,
arc_type: ArcType,
) -> Vector {
Vector::from_subpath(subpath::Subpath::new_arc(
Vector::from_bezpath(shapes::arc_bezpath(
radius,
start_angle / 360. * std::f64::consts::TAU,
sweep_angle / 360. * std::f64::consts::TAU,
@@ -56,7 +58,7 @@ fn spiral(
#[default(25)] outer_radius: f64,
#[default(90.)] angular_resolution: f64,
) -> Vector {
Vector::from_subpath(subpath::Subpath::new_spiral(
Vector::from_bezpath(shapes::spiral_bezpath(
inner_radius,
outer_radius,
turns,
@@ -82,7 +84,7 @@ fn ellipse(
let corner1 = -radius;
let corner2 = radius;
let mut ellipse = Vector::from_subpath(subpath::Subpath::new_ellipse(corner1, corner2));
let mut ellipse = Vector::from_bezpath(shapes::ellipse_bezpath(corner1, corner2));
let len = ellipse.segment_domain.ids().len();
for i in 0..len {
@@ -130,7 +132,7 @@ fn rectangle(
radii
};
Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., radii))
Vector::from_bezpath(shapes::rounded_rectangle_bezpath(size / -2., size / 2., radii))
}
/// Builds a set of four corner values, such as a rectangle's corner radii, from a list of one, two, three, or four values.
@@ -158,8 +160,7 @@ fn regular_polygon<T: AsU64>(
radius: f64,
) -> Vector {
let points = sides.as_u64();
let radius: f64 = radius * 2.;
Vector::from_subpath(subpath::Subpath::new_regular_polygon(DVec2::splat(-radius), points, radius))
Vector::from_bezpath(shapes::regular_polygon_bezpath(DVec2::ZERO, points, radius))
}
/// Generates an n-pointed star shape with inner and outer points at chosen radii from the center.
@@ -179,10 +180,7 @@ fn star<T: AsU64>(
radius_2: f64,
) -> Vector {
let points = sides.as_u64();
let diameter: f64 = radius_1 * 2.;
let inner_diameter = radius_2 * 2.;
Vector::from_subpath(subpath::Subpath::new_star_polygon(DVec2::splat(-diameter), points, diameter, inner_diameter))
Vector::from_bezpath(shapes::star_polygon_bezpath(DVec2::ZERO, points, radius_1, radius_2))
}
#[cfg_attr(feature = "wasm", derive(tsify::Tsify))]
@@ -235,11 +233,7 @@ fn qr_code(
for x in 0..dimension {
if qr_code.get_module(x as i32, y as i32) {
let corner1 = DVec2::new(x as f64, y as f64);
let corner2 = corner1 + DVec2::splat(1.);
vector.append_subpath(
subpath::Subpath::from_anchors([corner1, DVec2::new(corner2.x, corner1.y), corner2, DVec2::new(corner1.x, corner2.y)], true),
false,
);
vector.append_bezpath(shapes::rectangle_bezpath(corner1, corner1 + DVec2::splat(1.)));
}
}
}
@@ -266,12 +260,12 @@ fn arrow(
#[default(30)] head_width: PixelLength,
#[default(20)] head_length: PixelLength,
) -> Vector {
Vector::from_subpath(subpath::Subpath::new_arrow(DVec2::ZERO, arrow_to, shaft_width, head_width, head_length))
Vector::from_bezpath(shapes::arrow_bezpath(DVec2::ZERO, arrow_to, shaft_width, head_width, head_length))
}
#[node_macro::node(category("Vector: Shape"))]
fn line(_: impl Ctx, _primary: (), #[default(100., 100.)] line_to: PixelSize) -> Vector {
Vector::from_subpath(subpath::Subpath::new_line(DVec2::ZERO, line_to))
Vector::from_bezpath(shapes::line_bezpath(DVec2::ZERO, line_to))
}
trait GridSpacing {
@@ -353,9 +347,7 @@ fn grid<T: GridSpacing>(
// Helper function to connect points with line segments.
let mut push_segment = |to_index: Option<usize>| {
if let Some(other_index) = to_index {
vector
.segment_domain
.push(segment_id.next_id(), other_index, current_index, subpath::BezierHandles::Linear, StrokeId::ZERO);
vector.segment_domain.push(segment_id.next_id(), other_index, current_index, BezierHandles::Linear, StrokeId::ZERO);
}
};

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@@ -1,7 +1,8 @@
use glam::DVec2;
use graphic_types::Vector;
use std::collections::VecDeque;
use vector_types::subpath;
use vector_types::vector::VectorExt;
use vector_types::vector::algorithms::shapes;
pub fn merge_qr_squares(qr_code: &qrcodegen::QrCode) -> Vector {
let mut vector = Vector::default();
@@ -106,7 +107,7 @@ pub fn merge_qr_squares(qr_code: &qrcodegen::QrCode) -> Vector {
}
if !simplified.is_empty() {
vector.append_subpath(subpath::Subpath::from_anchors(simplified, true), false);
vector.append_bezpath(shapes::polyline_bezpath(simplified, true));
}
}
}

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@@ -31,14 +31,15 @@ use std::collections::{HashMap, HashSet};
use vector_types::ATTR_GRADIENT_FORM;
use vector_types::GradientForm;
use vector_types::gradient::{build_transform_with_y_preservation, initial_gradient_transform_for_bounding_box};
use vector_types::subpath::{BezierHandles, ManipulatorGroup};
use vector_types::vector::algorithms::bezpath_algorithms::{self, TValue, eval_pathseg_euclidean, evaluate_bezpath, split_bezpath, tangent_on_bezpath};
use vector_types::vector::algorithms::bezpath_algorithms::{
self, TValue, bezpath_area_centroid_and_area, bezpath_length_centroid_and_length, eval_pathseg_euclidean, evaluate_bezpath, split_bezpath, tangent_on_bezpath,
};
use vector_types::vector::algorithms::merge_by_distance::MergeByDistanceExt;
use vector_types::vector::algorithms::offset_subpath::offset_bezpath;
use vector_types::vector::algorithms::spline::{solve_spline_first_handle_closed, solve_spline_first_handle_open};
use vector_types::vector::misc::{
CentroidType, ExtrudeJoiningAlgorithm, HandleId, InterpolationDistribution, MergeByDistanceAlgorithm, PointSpacingType, RowsOrColumns, bezpath_from_manipulator_groups,
bezpath_to_manipulator_groups, handles_to_segment, is_linear, point_to_dvec2, segment_to_handles,
BezierHandles, CentroidType, ExtrudeJoiningAlgorithm, HandleId, InterpolationDistribution, ManipulatorGroup, MergeByDistanceAlgorithm, PointSpacingType, RowsOrColumns,
bezpath_from_manipulator_groups, bezpath_to_manipulator_groups, handles_to_segment, is_linear, point_to_dvec2, segment_to_handles,
};
use vector_types::vector::style::{DashPattern, Gradient, Stroke, StrokeAlign, StrokeCap, StrokeJoin};
use vector_types::vector::{FillId, PointId, RegionId, SegmentDomain, SegmentId, StrokeId, VectorExt};
@@ -734,11 +735,11 @@ pub fn merge_by_distance<'e, V: MapVectorContent + Clone + Send + Sync + CacheHa
pub mod extrude_algorithms {
use glam::DVec2;
use kurbo::{ParamCurve, ParamCurveDeriv};
use vector_types::subpath::BezierHandles;
use vector_types::vector::StrokeId;
use vector_types::vector::misc::BezierHandles;
use vector_types::vector::misc::ExtrudeJoiningAlgorithm;
/// Convert [`kurbo::CubicBez`] to [`vector_types::subpath::BezierHandles`].
/// Convert [`kurbo::CubicBez`] to [`vector_types::vector::misc::BezierHandles`].
fn cubic_to_handles(cubic_bez: kurbo::CubicBez) -> BezierHandles {
BezierHandles::Cubic {
handle_start: DVec2::new(cubic_bez.p1.x, cubic_bez.p1.y),
@@ -1149,20 +1150,22 @@ fn auto_tangents<'e, V: MapVectorContent + Clone + Send + Sync + CacheHash + 'st
let (source, transform) = map_vectors(ctx.arena(), source, *lane_transform, |source, transform| {
let mut result = Vector { ..Default::default() };
for mut subpath in source.stroke_bezier_paths() {
subpath.apply_transform(transform);
for (mut manipulators_list, is_closed) in source.stroke_manipulator_groups() {
for manipulator in &mut manipulators_list {
manipulator.anchor = transform.transform_point2(manipulator.anchor);
manipulator.in_handle = manipulator.in_handle.map(|handle| transform.transform_point2(handle));
manipulator.out_handle = manipulator.out_handle.map(|handle| transform.transform_point2(handle));
}
let manipulators_list = subpath.manipulator_groups();
if manipulators_list.len() < 2 {
// Not enough points for softening or handle removal
result.append_subpath(subpath, true);
result.append_manipulator_groups(&manipulators_list, is_closed, true);
continue;
}
let mut new_manipulators_list = Vec::with_capacity(manipulators_list.len());
// Track which manipulator indices were given auto-tangent (colinear) handles
let mut auto_tangented = vec![false; manipulators_list.len()];
let is_closed = subpath.closed();
for i in 0..manipulators_list.len() {
let current = &manipulators_list[i];
@@ -2895,7 +2898,7 @@ fn morph_core(flattened: List<Vector>, snapshot: List<Graphic<'static>>, progres
/// Subdivides the last segment of a manipulator group list at its midpoint, adding one new manipulator.
/// For closed paths, the "last segment" is the closing segment from the last back to the first manipulator.
fn subdivide_last_manipulator_segment(manips: &mut Vec<ManipulatorGroup<PointId>>, closed: bool) {
fn subdivide_last_manipulator_segment(manips: &mut Vec<ManipulatorGroup>, closed: bool) {
let len = manips.len();
if len < 2 {
return;
@@ -2943,7 +2946,7 @@ fn morph_core(flattened: List<Vector>, snapshot: List<Graphic<'static>>, progres
/// Pushes a subpath (list of manipulators) directly into a Vector's point, segment, and region domains,
/// bypassing the BezPath intermediate representation used by `append_bezpath`.
fn push_manipulators_to_vector(vector: &mut Vector, manips: &[ManipulatorGroup<PointId>], closed: bool, point_id: &mut PointId, segment_id: &mut SegmentId) {
fn push_manipulators_to_vector(vector: &mut Vector, manips: &[ManipulatorGroup], closed: bool, point_id: &mut PointId, segment_id: &mut SegmentId) {
let Some(first) = manips.first() else { return };
let first_point_index = vector.point_domain.ids().len();
@@ -3400,7 +3403,7 @@ fn morph_core(flattened: List<Vector>, snapshot: List<Graphic<'static>>, progres
}
// Build interpolated manipulator groups
let mut interpolated: Vec<ManipulatorGroup<PointId>> = source_manips
let mut interpolated: Vec<ManipulatorGroup> = source_manips
.iter()
.zip(target_manips.iter())
.map(|(s, t)| ManipulatorGroup {
@@ -3997,17 +4000,17 @@ fn centroid(_: impl Ctx, vector: IList<Vector>, centroid_type: CentroidType) ->
for index in 0..vector.len() {
let element = vector.element_ref(index);
for subpath in element.stroke_bezier_paths() {
for bezpath in element.stroke_bezpath_iter() {
let partial = match centroid_type {
CentroidType::Area => subpath.area_centroid_and_area(Some(1e-3), Some(1e-3)).filter(|(_, area)| *area > 0.),
CentroidType::Length => subpath.length_centroid_and_length(None, true),
CentroidType::Area => bezpath_area_centroid_and_area(&bezpath, Some(1e-3), Some(1e-3)).filter(|(_, area)| *area > 0.),
CentroidType::Length => bezpath_length_centroid_and_length(&bezpath, None, true),
};
if let Some((subpath_centroid, area_or_length)) = partial {
if let Some((path_centroid, area_or_length)) = partial {
let transform: DAffine2 = vector.lane(index).attr::<TransformAttr>();
let subpath_centroid = transform.transform_point2(subpath_centroid);
let path_centroid = transform.transform_point2(path_centroid);
sum += area_or_length;
centroid += area_or_length * subpath_centroid;
centroid += area_or_length * path_centroid;
}
}
}
@@ -4108,11 +4111,11 @@ mod test {
.collect()
}
// The Rectangle and Ellipse generators define the framework's fill winding convention; each is built from these
// subpath constructors (`Subpath::new_rectangle` / `Subpath::new_ellipse`), so their winding is the source of truth.
use vector_types::subpath::Subpath;
let rectangle = Vector::from_subpath(Subpath::new_rectangle(DVec2::new(-50., -50.), DVec2::new(50., 50.)));
let ellipse = Vector::from_subpath(Subpath::new_ellipse(DVec2::new(-50., -25.), DVec2::new(50., 25.)));
// The Rectangle and Ellipse generators define the framework's fill winding convention, built from these
// shape constructors (`rectangle_bezpath` / `ellipse_bezpath`), so their winding is the source of truth.
use vector_types::vector::algorithms::shapes::{ellipse_bezpath, rectangle_bezpath};
let rectangle = Vector::from_bezpath(rectangle_bezpath(DVec2::new(-50., -50.), DVec2::new(50., 50.)));
let ellipse = Vector::from_bezpath(ellipse_bezpath(DVec2::new(-50., -25.), DVec2::new(50., 25.)));
let expected = subpath_winding_signs(&rectangle)[0];
assert_eq!(subpath_winding_signs(&ellipse)[0], expected, "Rectangle and Ellipse should agree on winding");