Convert the generators to element producers

This commit is contained in:
Dennis Kobert
2026-08-22 17:29:51 +00:00
parent e9a18a6437
commit b4346fd47d

View File

@@ -1,6 +1,5 @@
use core_types::list::List;
use core_types::registry::types::{Angle, PixelLength, PixelSize};
use core_types::{CacheHash, Ctx};
use core_types::{CacheHash, Ctx, ExtractIndex, InjectIndex};
use dyn_any::DynAny;
use glam::DVec2;
use graphic_types::Vector;
@@ -9,49 +8,38 @@ use vector_types::vector::misc::{ArcType, AsU64, GridType};
use vector_types::vector::misc::{HandleId, SpiralType};
use vector_types::vector::{PointId, SegmentId, StrokeId};
trait CornerRadius {
fn generate(self, size: DVec2, clamped: bool) -> List<Vector>;
}
impl CornerRadius for f64 {
fn generate(self, size: DVec2, clamped: bool) -> List<Vector> {
let clamped_radius = if clamped { self.clamp(0., size.x.min(size.y).max(0.) / 2.) } else { self };
List::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., [clamped_radius; 4])))
}
}
impl CornerRadius for List<f64> {
fn generate(self, size: DVec2, clamped: bool) -> List<Vector> {
// Expand to four corners using the CSS `border-radius` shorthand rules.
// - `[a]` → `[a, a, a, a]`
// - `[a, b]` → `[a, b, a, b]`
// - `[a, b, c]` → `[a, b, c, b]`
// - `[a, b, c, d, …]` → `[a, b, c, d]`
// - `[]` → `[0, 0, 0, 0]`
let values: Vec<f64> = self.iter_element_values().copied().collect();
let radii: [f64; 4] = match values.as_slice() {
[] => [0., 0., 0., 0.],
&[a] => [a, a, a, a],
&[a, b] => [a, b, a, b],
&[a, b, c] => [a, b, c, b],
&[a, b, c, d, ..] => [a, b, c, d],
};
/// Expands the corner-radius lanes to four corners using the CSS
/// `border-radius` shorthand rules, then builds the rounded rectangle.
/// - `[a]` (also a plain scalar radius) expands to `[a, a, a, a]`
/// - `[a, b]` expands to `[a, b, a, b]`
/// - `[a, b, c]` expands to `[a, b, c, b]`
/// - `[a, b, c, d, …]` truncates to `[a, b, c, d]`
/// - `[]` expands to `[0, 0, 0, 0]`
fn rounded_rectangle(values: &[f64], size: DVec2, clamped: bool) -> Vector {
let radii: [f64; 4] = match values {
[] => [0., 0., 0., 0.],
&[a] => [a, a, a, a],
&[a, b] => [a, b, a, b],
&[a, b, c] => [a, b, c, b],
&[a, b, c, d, ..] => [a, b, c, d],
};
let clamped_radius = if clamped {
// Algorithm follows the CSS spec: <https://drafts.csswg.org/css-backgrounds/#corner-overlap>
let clamped_radius = if clamped {
// Algorithm follows the CSS spec: <https://drafts.csswg.org/css-backgrounds/#corner-overlap>
let mut scale_factor: f64 = 1.;
for i in 0..4 {
let side_length = if i % 2 == 0 { size.x } else { size.y };
let adjacent_corner_radius_sum = radii[i] + radii[(i + 1) % 4];
if side_length < adjacent_corner_radius_sum {
scale_factor = scale_factor.min(side_length / adjacent_corner_radius_sum);
}
let mut scale_factor: f64 = 1.;
for i in 0..4 {
let side_length = if i % 2 == 0 { size.x } else { size.y };
let adjacent_corner_radius_sum = radii[i] + radii[(i + 1) % 4];
if side_length < adjacent_corner_radius_sum {
scale_factor = scale_factor.min(side_length / adjacent_corner_radius_sum);
}
radii.map(|x| x * scale_factor)
} else {
radii
};
List::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., clamped_radius)))
}
}
radii.map(|x| x * scale_factor)
} else {
radii
};
Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., clamped_radius))
}
/// Generates a circle shape with a chosen radius.
@@ -62,9 +50,9 @@ fn circle(
#[unit(" px")]
#[default(50.)]
radius: f64,
) -> List<Vector> {
) -> Vector {
let radius = radius.abs();
List::new_from_element(Vector::from_subpath(subpath::Subpath::new_ellipse(DVec2::splat(-radius), DVec2::splat(radius))))
Vector::from_subpath(subpath::Subpath::new_ellipse(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.
@@ -81,8 +69,8 @@ fn arc(
#[soft(0..360)]
sweep_angle: Angle,
arc_type: ArcType,
) -> List<Vector> {
List::new_from_element(Vector::from_subpath(subpath::Subpath::new_arc(
) -> Vector {
Vector::from_subpath(subpath::Subpath::new_arc(
radius,
start_angle / 360. * std::f64::consts::TAU,
sweep_angle / 360. * std::f64::consts::TAU,
@@ -91,7 +79,7 @@ fn arc(
ArcType::Closed => subpath::ArcType::Closed,
ArcType::PieSlice => subpath::ArcType::PieSlice,
},
)))
))
}
/// Generates a spiral shape that winds from an inner to an outer radius.
@@ -105,15 +93,15 @@ fn spiral(
#[default(0.)] inner_radius: f64,
#[default(25)] outer_radius: f64,
#[default(90.)] angular_resolution: f64,
) -> List<Vector> {
List::new_from_element(Vector::from_subpath(subpath::Subpath::new_spiral(
) -> Vector {
Vector::from_subpath(subpath::Subpath::new_spiral(
inner_radius,
outer_radius,
turns,
start_angle.to_radians(),
angular_resolution.to_radians(),
spiral_type,
)))
))
}
/// Generates an ellipse shape (an oval or stretched circle) with the chosen radii.
@@ -127,7 +115,7 @@ fn ellipse(
#[unit(" px")]
#[default(25)]
radius_y: f64,
) -> List<Vector> {
) -> Vector {
let radius = DVec2::new(radius_x, radius_y);
let corner1 = -radius;
let corner2 = radius;
@@ -141,13 +129,13 @@ fn ellipse(
.push([HandleId::end(ellipse.segment_domain.ids()[i]), HandleId::primary(ellipse.segment_domain.ids()[(i + 1) % len])]);
}
List::new_from_element(ellipse)
ellipse
}
/// Generates a rectangle shape with the chosen width and height. It may also have rounded corners if desired.
#[node_macro::node(category("Vector: Shape"), properties("rectangle_properties"))]
fn rectangle<T: CornerRadius>(
_: impl Ctx,
fn rectangle(
_: impl Ctx + ExtractIndex + InjectIndex + Copy,
_primary: (),
#[unit(" px")]
#[default(100)]
@@ -156,10 +144,11 @@ fn rectangle<T: CornerRadius>(
#[default(100)]
height: f64,
_individual_corner_radii: bool, // TODO: Move this to the bottom once we have a migration capability
#[implementations(f64, List<f64>)] corner_radius: T,
corner_radius: IList<f64>,
#[default(true)] clamped: bool,
) -> List<Vector> {
corner_radius.generate(DVec2::new(width, height), clamped)
) -> Vector {
let values: Vec<f64> = (0..corner_radius.len()).map(|index| corner_radius.get(index)).collect();
rounded_rectangle(&values, DVec2::new(width, height), clamped)
}
/// Generates an regular polygon shape like a triangle, square, pentagon, hexagon, heptagon, octagon, or any higher n-gon.
@@ -174,10 +163,10 @@ fn regular_polygon<T: AsU64>(
#[unit(" px")]
#[default(50)]
radius: f64,
) -> List<Vector> {
) -> Vector {
let points = sides.as_u64();
let radius: f64 = radius * 2.;
List::new_from_element(Vector::from_subpath(subpath::Subpath::new_regular_polygon(DVec2::splat(-radius), points, radius)))
Vector::from_subpath(subpath::Subpath::new_regular_polygon(DVec2::splat(-radius), points, radius))
}
/// Generates an n-pointed star shape with inner and outer points at chosen radii from the center.
@@ -195,12 +184,12 @@ fn star<T: AsU64>(
#[unit(" px")]
#[default(25)]
radius_2: f64,
) -> List<Vector> {
) -> Vector {
let points = sides.as_u64();
let diameter: f64 = radius_1 * 2.;
let inner_diameter = radius_2 * 2.;
List::new_from_element(Vector::from_subpath(subpath::Subpath::new_star_polygon(DVec2::splat(-diameter), points, diameter, inner_diameter)))
Vector::from_subpath(subpath::Subpath::new_star_polygon(DVec2::splat(-diameter), points, diameter, inner_diameter))
}
#[cfg_attr(feature = "wasm", derive(tsify::Tsify))]
@@ -234,7 +223,7 @@ fn qr_code(
size: f64,
error_correction: QRCodeErrorCorrectionLevel,
#[default(false)] individual_squares: bool,
) -> List<Vector> {
) -> Vector {
let ecc = match error_correction {
QRCodeErrorCorrectionLevel::Low => qrcodegen::QrCodeEcc::Low,
QRCodeErrorCorrectionLevel::Medium => qrcodegen::QrCodeEcc::Medium,
@@ -242,7 +231,7 @@ fn qr_code(
QRCodeErrorCorrectionLevel::High => qrcodegen::QrCodeEcc::High,
};
let Ok(qr_code) = qrcodegen::QrCode::encode_text(&text, ecc) else { return List::default() };
let Ok(qr_code) = qrcodegen::QrCode::encode_text(&text, ecc) else { return Vector::default() };
let mut vector = match individual_squares {
true => {
@@ -271,7 +260,7 @@ fn qr_code(
vector.transform(glam::DAffine2::from_scale(DVec2::splat(size / qr_code.size() as f64)));
}
List::new_from_element(vector)
vector
}
/// Generates an arrow from the origin to the chosen coordinate.
@@ -283,13 +272,13 @@ fn arrow(
#[default(10)] shaft_width: PixelLength,
#[default(30)] head_width: PixelLength,
#[default(20)] head_length: PixelLength,
) -> List<Vector> {
List::new_from_element(Vector::from_subpath(subpath::Subpath::new_arrow(DVec2::ZERO, arrow_to, shaft_width, head_width, head_length)))
) -> Vector {
Vector::from_subpath(subpath::Subpath::new_arrow(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) -> List<Vector> {
List::new_from_element(Vector::from_subpath(subpath::Subpath::new_line(DVec2::ZERO, line_to)))
fn line(_: impl Ctx, _primary: (), #[default(100., 100.)] line_to: PixelSize) -> Vector {
Vector::from_subpath(subpath::Subpath::new_line(DVec2::ZERO, line_to))
}
trait GridSpacing {
@@ -320,7 +309,7 @@ fn grid<T: GridSpacing>(
#[default(10)] columns: u32,
#[default(10)] rows: u32,
#[default(30., 30.)] angles: DVec2,
) -> List<Vector> {
) -> Vector {
let (x_spacing, y_spacing) = spacing.as_dvec2().into();
let (angle_a, angle_b) = angles.into();
@@ -402,7 +391,7 @@ fn grid<T: GridSpacing>(
}
}
List::new_from_element(vector)
vector
}
#[cfg(test)]