mirror of
https://github.com/GraphiteEditor/Graphite.git
synced 2026-09-16 06:38:03 +08:00
Port all remaining Subpath producers to BezPath and delete the legacy subpath module (#4457)
* Port all remaining Subpath producers to BezPath and delete the legacy subpath module * Reset contour state at each MoveTo so an open contour's segments don't leak into the next region * Give the polygon and star constructors a true center and radius instead of compensated arguments
This commit is contained in:
@@ -1,47 +1,35 @@
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use glam::DVec2;
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use vector_types::subpath::{ManipulatorGroup, Subpath};
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use vector_types::vector::PointId;
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use kurbo::{BezPath, Point};
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pub fn convert_usvg_path(path: &usvg::Path) -> Vec<Subpath<PointId>> {
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let mut subpaths = Vec::new();
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let mut manipulators_list = Vec::new();
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pub fn convert_usvg_path(path: &usvg::Path) -> BezPath {
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let mut bezpath = BezPath::new();
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let mut points = path.data().points().iter();
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let to_vec = |p: &usvg::tiny_skia_path::Point| DVec2::new(p.x as f64, p.y as f64);
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let to_point = |p: &usvg::tiny_skia_path::Point| Point::new(p.x as f64, p.y as f64);
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for verb in path.data().verbs() {
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match verb {
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usvg::tiny_skia_path::PathVerb::Move => {
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subpaths.push(Subpath::new(std::mem::take(&mut manipulators_list), false));
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let Some(start) = points.next().map(to_vec) else { continue };
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manipulators_list.push(ManipulatorGroup::new(start, Some(start), Some(start)));
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let Some(start) = points.next().map(to_point) else { continue };
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bezpath.move_to(start);
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}
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usvg::tiny_skia_path::PathVerb::Line => {
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let Some(end) = points.next().map(to_vec) else { continue };
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manipulators_list.push(ManipulatorGroup::new(end, Some(end), Some(end)));
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let Some(end) = points.next().map(to_point) else { continue };
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bezpath.line_to(end);
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}
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usvg::tiny_skia_path::PathVerb::Quad => {
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let Some(handle) = points.next().map(to_vec) else { continue };
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let Some(end) = points.next().map(to_vec) else { continue };
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if let Some(last) = manipulators_list.last_mut() {
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last.out_handle = Some(last.anchor + (2. / 3.) * (handle - last.anchor));
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}
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manipulators_list.push(ManipulatorGroup::new(end, Some(end + (2. / 3.) * (handle - end)), Some(end)));
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let Some(handle) = points.next().map(to_point) else { continue };
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let Some(end) = points.next().map(to_point) else { continue };
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bezpath.quad_to(handle, end);
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}
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usvg::tiny_skia_path::PathVerb::Cubic => {
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let Some(first_handle) = points.next().map(to_vec) else { continue };
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let Some(second_handle) = points.next().map(to_vec) else { continue };
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let Some(end) = points.next().map(to_vec) else { continue };
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if let Some(last) = manipulators_list.last_mut() {
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last.out_handle = Some(first_handle);
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}
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manipulators_list.push(ManipulatorGroup::new(end, Some(second_handle), Some(end)));
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}
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usvg::tiny_skia_path::PathVerb::Close => {
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subpaths.push(Subpath::new(std::mem::take(&mut manipulators_list), true));
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let Some(first_handle) = points.next().map(to_point) else { continue };
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let Some(second_handle) = points.next().map(to_point) else { continue };
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let Some(end) = points.next().map(to_point) else { continue };
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bezpath.curve_to(first_handle, second_handle, end);
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}
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usvg::tiny_skia_path::PathVerb::Close => bezpath.close_path(),
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}
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}
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subpaths.push(Subpath::new(manipulators_list, false));
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subpaths
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bezpath
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}
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@@ -24,7 +24,6 @@ use graphene_hash::CacheHashWrapper;
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use graphene_resource::Resource;
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use graphic_types::raster_types::{BitmapMut, CPU, GPU, Image, Raster, Texture};
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use graphic_types::vector_types::gradient::{Gradient, GradientForm};
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use graphic_types::vector_types::subpath::Subpath;
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use graphic_types::vector_types::vector::click_target::{ClickTarget, FreePoint};
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use graphic_types::vector_types::vector::misc::dvec2_to_point;
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use graphic_types::vector_types::vector::style::{RenderMode, StrokeAlign, StrokeCap, StrokeJoin};
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@@ -476,11 +475,9 @@ fn get_outline_styles(render_params: &RenderParams) -> (kurbo::Stroke, peniko::C
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}
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fn draw_raster_outline(scene: &mut Scene, outline_transform: &DAffine2, render_params: &RenderParams) {
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use graphic_types::vector_types::vector::PointId;
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let (outline_stroke, outline_color_peniko) = get_outline_styles(render_params);
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let mut outline_path = Subpath::<PointId>::new_rectangle(DVec2::ZERO, DVec2::ONE).to_bezpath();
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let mut outline_path = rectangle_path(DVec2::ZERO, DVec2::ONE);
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outline_path.apply_affine(Affine::new(outline_transform.to_cols_array()));
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scene.stroke(&outline_stroke, Affine::IDENTITY, outline_color_peniko, None, &outline_path);
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@@ -1486,7 +1483,7 @@ fn render_vector_shape_svg(item: ItemRef<'_, Vector>, vector: &Vector, render: &
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MaskType::Mask
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};
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let path_is_closed = vector.stroke_bezier_paths().all(|path| path.closed());
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let path_is_closed = vector.stroke_bezpath_iter().all(|path| matches!(path.elements().last(), Some(PathEl::ClosePath)));
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let can_draw_aligned_stroke = path_is_closed
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&& stroke_params.as_ref().is_some_and(|stroke| stroke.has_renderable_stroke() && stroke.align.is_not_centered())
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&& stroke_paint.is_some_and(|graphic| !graphic.is_guaranteed_fully_transparent());
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@@ -1750,7 +1747,9 @@ fn render_vector_item_to_vello(
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// the function ignores the arg for Center align) and the `SrcIn`/`SrcOut` aligned-stroke branch further down.
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let stroke = stroke_params.as_ref();
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let stroke_fully_transparent = stroke_paint.is_none_or(|paint| paint.is_guaranteed_fully_transparent());
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let can_draw_aligned_stroke = !stroke_fully_transparent && stroke.is_some_and(|s| s.has_renderable_stroke() && s.align.is_not_centered()) && element.stroke_bezier_paths().all(|p| p.closed());
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let can_draw_aligned_stroke = !stroke_fully_transparent
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&& stroke.is_some_and(|s| s.has_renderable_stroke() && s.align.is_not_centered())
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&& element.stroke_bezpath_iter().all(|p| matches!(p.elements().last(), Some(PathEl::ClosePath)));
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let opacity = (opacity_attr * if render_params.for_mask { 1. } else { opacity_fill_attr }) as f32;
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let needs_blend_layer = opacity < 1. || blend_mode_attr != BlendMode::default();
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@@ -3,14 +3,12 @@ extern crate log;
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pub mod gradient;
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pub mod math;
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pub mod subpath;
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pub mod vector;
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// Re-export commonly used types at the crate root
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pub use core_types as gcore;
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pub use gradient::{Gradient, GradientForm, GradientHueDirection, GradientInterpolation, GradientRamp, GradientSettings, GradientSpace, GradientSpread, GradientStop};
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pub use math::QuadExt;
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pub use subpath::Subpath;
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pub use vector::Vector;
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pub use vector::reference_point::ReferencePoint;
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@@ -1,4 +0,0 @@
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// Implementation constants
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/// Constant used to determine if `f64`s are equivalent.
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pub const MAX_ABSOLUTE_DIFFERENCE: f64 = 1e-3;
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@@ -1,386 +0,0 @@
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use super::*;
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use crate::vector::misc::{ArcType, SpiralType, point_to_dvec2};
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use glam::DVec2;
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use kurbo::PathSeg;
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use std::f64::consts::TAU;
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pub struct PathSegPoints {
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pub p0: DVec2,
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pub p1: Option<DVec2>,
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pub p2: Option<DVec2>,
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pub p3: DVec2,
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}
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impl PathSegPoints {
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pub fn new(p0: DVec2, p1: Option<DVec2>, p2: Option<DVec2>, p3: DVec2) -> Self {
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Self { p0, p1, p2, p3 }
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}
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}
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pub fn pathseg_points(segment: PathSeg) -> PathSegPoints {
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match segment {
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PathSeg::Line(line) => PathSegPoints::new(point_to_dvec2(line.p0), None, None, point_to_dvec2(line.p1)),
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PathSeg::Quad(quad) => PathSegPoints::new(point_to_dvec2(quad.p0), None, Some(point_to_dvec2(quad.p1)), point_to_dvec2(quad.p2)),
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PathSeg::Cubic(cube) => PathSegPoints::new(point_to_dvec2(cube.p0), Some(point_to_dvec2(cube.p1)), Some(point_to_dvec2(cube.p2)), point_to_dvec2(cube.p3)),
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}
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}
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/// Functionality relating to core `Subpath` operations, such as constructors and `iter`.
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impl<PointId: Identifier> Subpath<PointId> {
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/// Create a new `Subpath` using a list of [ManipulatorGroup]s.
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/// A `Subpath` with less than 2 [ManipulatorGroup]s may not be closed.
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#[track_caller]
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pub fn new(manipulator_groups: Vec<ManipulatorGroup<PointId>>, closed: bool) -> Self {
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assert!(!closed || !manipulator_groups.is_empty(), "A closed Subpath must contain more than 0 ManipulatorGroups.");
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Self { manipulator_groups, closed }
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}
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/// Returns true if the `Subpath` contains no [ManipulatorGroup].
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pub fn is_empty(&self) -> bool {
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self.manipulator_groups.is_empty()
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}
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/// Returns the number of [ManipulatorGroup]s contained within the `Subpath`.
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pub fn len(&self) -> usize {
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self.manipulator_groups.len()
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}
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/// Returns an iterator of the [Bezier]s along the `Subpath`.
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pub fn iter(&self) -> SubpathIter<'_, PointId> {
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SubpathIter {
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subpath: self,
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index: 0,
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is_always_closed: false,
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}
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}
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/// Returns an iterator of the [Bezier]s along the `Subpath` always considering it as a closed subpath.
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pub fn iter_closed(&self) -> SubpathIter<'_, PointId> {
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SubpathIter {
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subpath: self,
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index: 0,
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is_always_closed: true,
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}
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}
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/// Returns a slice of the [ManipulatorGroup]s in the `Subpath`.
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pub fn manipulator_groups(&self) -> &[ManipulatorGroup<PointId>] {
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&self.manipulator_groups
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}
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/// Returns a mutable reference to the [ManipulatorGroup]s in the `Subpath`.
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pub fn manipulator_groups_mut(&mut self) -> &mut Vec<ManipulatorGroup<PointId>> {
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&mut self.manipulator_groups
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}
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pub fn from_anchors(anchor_positions: impl IntoIterator<Item = DVec2>, closed: bool) -> Self {
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Self::new(anchor_positions.into_iter().map(|anchor| ManipulatorGroup::new_anchor(anchor)).collect(), closed)
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}
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/// Constructs a rectangle with `corner1` and `corner2` as the two corners.
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pub fn new_rectangle(corner1: DVec2, corner2: DVec2) -> Self {
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Self::from_anchors([corner1, DVec2::new(corner2.x, corner1.y), corner2, DVec2::new(corner1.x, corner2.y)], true)
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}
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/// Constructs a rounded rectangle with `corner1` and `corner2` as the two corners and `corner_radii` as the radii of the corners: `[top_left, top_right, bottom_right, bottom_left]`.
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pub fn new_rounded_rectangle(corner1: DVec2, corner2: DVec2, corner_radii: [f64; 4]) -> Self {
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if corner_radii.iter().all(|radii| radii.abs() < f64::EPSILON * 100.) {
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return Self::new_rectangle(corner1, corner2);
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}
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use std::f64::consts::{FRAC_1_SQRT_2, PI};
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let new_arc = |center: DVec2, corner: DVec2, radius: f64| -> Vec<ManipulatorGroup<PointId>> {
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let point1 = center + DVec2::from_angle(-PI * 0.25).rotate(corner - center) * FRAC_1_SQRT_2;
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let point2 = center + DVec2::from_angle(PI * 0.25).rotate(corner - center) * FRAC_1_SQRT_2;
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if radius == 0. {
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return vec![ManipulatorGroup::new_anchor(point1), ManipulatorGroup::new_anchor(point2)];
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}
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// Constant from https://pomax.github.io/bezierinfo/#circles_cubic
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const HANDLE_OFFSET_FACTOR: f64 = 0.551784777779014;
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let handle_offset = radius * HANDLE_OFFSET_FACTOR;
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vec![
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ManipulatorGroup::new(point1, None, Some(point1 + handle_offset * (corner - point1).normalize())),
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ManipulatorGroup::new(point2, Some(point2 + handle_offset * (corner - point2).normalize()), None),
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]
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};
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Self::new(
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[
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new_arc(DVec2::new(corner1.x + corner_radii[0], corner1.y + corner_radii[0]), DVec2::new(corner1.x, corner1.y), corner_radii[0]),
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new_arc(DVec2::new(corner2.x - corner_radii[1], corner1.y + corner_radii[1]), DVec2::new(corner2.x, corner1.y), corner_radii[1]),
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new_arc(DVec2::new(corner2.x - corner_radii[2], corner2.y - corner_radii[2]), DVec2::new(corner2.x, corner2.y), corner_radii[2]),
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new_arc(DVec2::new(corner1.x + corner_radii[3], corner2.y - corner_radii[3]), DVec2::new(corner1.x, corner2.y), corner_radii[3]),
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]
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.concat(),
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true,
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)
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}
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/// Constructs an ellipse with `corner1` and `corner2` as the two corners of the bounding box.
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pub fn new_ellipse(corner1: DVec2, corner2: DVec2) -> Self {
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let size = (corner1 - corner2).abs();
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let center = (corner1 + corner2) / 2.;
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let top = DVec2::new(center.x, corner1.y);
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let bottom = DVec2::new(center.x, corner2.y);
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let left = DVec2::new(corner1.x, center.y);
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let right = DVec2::new(corner2.x, center.y);
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// Based on https://pomax.github.io/bezierinfo/#circles_cubic
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const HANDLE_OFFSET_FACTOR: f64 = 0.551784777779014;
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let handle_offset = size * HANDLE_OFFSET_FACTOR * 0.5;
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let manipulator_groups = vec![
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ManipulatorGroup::new(top, Some(top - handle_offset * DVec2::X), Some(top + handle_offset * DVec2::X)),
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ManipulatorGroup::new(right, Some(right - handle_offset * DVec2::Y), Some(right + handle_offset * DVec2::Y)),
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ManipulatorGroup::new(bottom, Some(bottom + handle_offset * DVec2::X), Some(bottom - handle_offset * DVec2::X)),
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ManipulatorGroup::new(left, Some(left + handle_offset * DVec2::Y), Some(left - handle_offset * DVec2::Y)),
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];
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Self::new(manipulator_groups, true)
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}
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/// Constructs an arc by a `radius`, `angle_start` and `angle_size`. Angles must be in radians. Slice option makes it look like pie or pacman.
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pub fn new_arc(radius: f64, start_angle: f64, sweep_angle: f64, arc_type: ArcType) -> Self {
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// Prevents glitches from numerical imprecision that have been observed during animation playback after about a minute
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let start_angle = start_angle % (std::f64::consts::TAU * 2.);
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let sweep_angle = sweep_angle % (std::f64::consts::TAU * 2.);
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let original_start_angle = start_angle;
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let sweep_angle_sign = sweep_angle.signum();
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let mut start_angle = 0.;
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let mut sweep_angle = sweep_angle.abs();
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if ((sweep_angle / std::f64::consts::TAU).floor() as u32).is_multiple_of(2) {
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sweep_angle %= std::f64::consts::TAU;
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} else {
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start_angle = sweep_angle % std::f64::consts::TAU;
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sweep_angle = std::f64::consts::TAU - start_angle;
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}
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sweep_angle *= sweep_angle_sign;
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start_angle *= sweep_angle_sign;
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start_angle += original_start_angle;
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let closed = arc_type == ArcType::Closed;
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let slice = arc_type == ArcType::PieSlice;
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let center = DVec2::new(0., 0.);
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let segments = (sweep_angle.abs() / (std::f64::consts::PI / 4.)).ceil().max(1.) as usize;
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let step = sweep_angle / segments as f64;
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let factor = 4. / 3. * (step / 2.).sin() / (1. + (step / 2.).cos());
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let mut manipulator_groups = Vec::with_capacity(segments);
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let mut prev_in_handle = None;
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let mut prev_end = DVec2::new(0., 0.);
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for i in 0..segments {
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let start_angle = start_angle + step * i as f64;
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let end_angle = start_angle + step;
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let start_vec = DVec2::from_angle(start_angle);
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let end_vec = DVec2::from_angle(end_angle);
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let start = center + radius * start_vec;
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let end = center + radius * end_vec;
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let handle_start = start + start_vec.perp() * radius * factor;
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let handle_end = end - end_vec.perp() * radius * factor;
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manipulator_groups.push(ManipulatorGroup::new(start, prev_in_handle, Some(handle_start)));
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prev_in_handle = Some(handle_end);
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prev_end = end;
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}
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manipulator_groups.push(ManipulatorGroup::new(prev_end, prev_in_handle, None));
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if slice {
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manipulator_groups.push(ManipulatorGroup::new(center, None, None));
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}
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Self::new(manipulator_groups, closed || slice)
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}
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/// Constructs a regular polygon (ngon). Based on `sides` and `radius`, which is the distance from the center to any vertex.
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pub fn new_regular_polygon(center: DVec2, sides: u64, radius: f64) -> Self {
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let sides = sides.max(3);
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let angle_increment = std::f64::consts::TAU / (sides as f64);
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let anchor_positions = (0..sides).map(|i| {
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let angle = (i as f64) * angle_increment - std::f64::consts::FRAC_PI_2;
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let center = center + DVec2::ONE * radius;
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DVec2::new(center.x + radius * f64::cos(angle), center.y + radius * f64::sin(angle)) * 0.5
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});
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Self::from_anchors(anchor_positions, true)
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}
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/// Constructs a star polygon (n-star). See [new_regular_polygon], but with interspersed vertices at an `inner_radius`.
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pub fn new_star_polygon(center: DVec2, sides: u64, radius: f64, inner_radius: f64) -> Self {
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let sides = sides.max(2);
|
||||
let angle_increment = 0.5 * std::f64::consts::TAU / (sides as f64);
|
||||
let anchor_positions = (0..sides * 2).map(|i| {
|
||||
let angle = (i as f64) * angle_increment - std::f64::consts::FRAC_PI_2;
|
||||
let center = center + DVec2::ONE * radius;
|
||||
let r = if i % 2 == 0 { radius } else { inner_radius };
|
||||
DVec2::new(center.x + r * f64::cos(angle), center.y + r * f64::sin(angle)) * 0.5
|
||||
});
|
||||
Self::from_anchors(anchor_positions, true)
|
||||
}
|
||||
|
||||
/// Constructs a line from `p1` to `p2`
|
||||
pub fn new_line(p1: DVec2, p2: DVec2) -> Self {
|
||||
Self::from_anchors([p1, p2], false)
|
||||
}
|
||||
|
||||
/// Constructs an arrow shape from start and end points with parametric control over dimensions
|
||||
pub fn new_arrow(start: DVec2, end: DVec2, shaft_width: f64, head_width: f64, head_length: f64) -> Self {
|
||||
let delta = end - start;
|
||||
let length = delta.length();
|
||||
|
||||
if length < 1e-10 {
|
||||
// Degenerate case: return a point
|
||||
return Self::from_anchors([start], true);
|
||||
}
|
||||
|
||||
let direction = delta / length;
|
||||
let perpendicular = DVec2::new(-direction.y, direction.x);
|
||||
|
||||
let half_shaft = shaft_width * 0.5;
|
||||
let half_head = head_width * 0.5;
|
||||
let head_base_distance = (length - head_length).max(0.);
|
||||
let head_base = start + direction * head_base_distance;
|
||||
|
||||
// Arrow path starts at the tail, traces around the shape, and returns to the tail
|
||||
let anchors = [
|
||||
start, // Tail center (origin)
|
||||
start + perpendicular * half_shaft, // Tail top
|
||||
head_base + perpendicular * half_shaft, // Head base top (shaft)
|
||||
head_base + perpendicular * half_head, // Head base top (wide)
|
||||
end, // Tip
|
||||
head_base - perpendicular * half_head, // Head base bottom (wide)
|
||||
head_base - perpendicular * half_shaft, // Head base bottom (shaft)
|
||||
start - perpendicular * half_shaft, // Tail bottom
|
||||
];
|
||||
|
||||
Self::from_anchors(anchors, true)
|
||||
}
|
||||
|
||||
pub fn new_spiral(a: f64, outer_radius: f64, turns: f64, start_angle: f64, delta_theta: f64, spiral_type: SpiralType) -> Self {
|
||||
let mut manipulator_groups = Vec::new();
|
||||
let mut prev_in_handle = None;
|
||||
let theta_end = turns * std::f64::consts::TAU + start_angle;
|
||||
|
||||
let a = if spiral_type == SpiralType::Logarithmic { a.max(1e-10) } else { a };
|
||||
let b = calculate_growth_factor(a, turns, outer_radius, spiral_type);
|
||||
|
||||
let mut theta = start_angle;
|
||||
while theta < theta_end {
|
||||
let theta_next = f64::min(theta + delta_theta, theta_end);
|
||||
|
||||
let p0 = spiral_point(theta, a, b, spiral_type);
|
||||
let p3 = spiral_point(theta_next, a, b, spiral_type);
|
||||
let t0 = spiral_tangent(theta, a, b, spiral_type);
|
||||
let t1 = spiral_tangent(theta_next, a, b, spiral_type);
|
||||
|
||||
let arc_len = spiral_arc_length(theta, theta_next, a, b, spiral_type);
|
||||
let d = arc_len / 3.;
|
||||
|
||||
let p1 = p0 + d * t0;
|
||||
let p2 = p3 - d * t1;
|
||||
|
||||
manipulator_groups.push(ManipulatorGroup::new(p0, prev_in_handle, Some(p1)));
|
||||
prev_in_handle = Some(p2);
|
||||
|
||||
// If final segment, end with anchor at theta_end
|
||||
if (theta_next - theta_end).abs() < f64::EPSILON {
|
||||
manipulator_groups.push(ManipulatorGroup::new(p3, prev_in_handle, None));
|
||||
break;
|
||||
}
|
||||
|
||||
theta = theta_next;
|
||||
}
|
||||
|
||||
Self::new(manipulator_groups, false)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn calculate_growth_factor(a: f64, turns: f64, outer_radius: f64, spiral_type: SpiralType) -> f64 {
|
||||
match spiral_type {
|
||||
SpiralType::Archimedean => {
|
||||
let total_theta = turns * TAU;
|
||||
(outer_radius - a) / total_theta
|
||||
}
|
||||
SpiralType::Logarithmic => {
|
||||
let total_theta = turns * TAU;
|
||||
((outer_radius.abs() / a).ln()) / total_theta
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns a point on the given spiral type at angle `theta`.
|
||||
pub fn spiral_point(theta: f64, a: f64, b: f64, spiral_type: SpiralType) -> DVec2 {
|
||||
match spiral_type {
|
||||
SpiralType::Archimedean => archimedean_spiral_point(theta, a, b),
|
||||
SpiralType::Logarithmic => log_spiral_point(theta, a, b),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the tangent direction at angle `theta` for the given spiral type.
|
||||
fn spiral_tangent(theta: f64, a: f64, b: f64, spiral_type: SpiralType) -> DVec2 {
|
||||
match spiral_type {
|
||||
SpiralType::Archimedean => archimedean_spiral_tangent(theta, a, b),
|
||||
SpiralType::Logarithmic => log_spiral_tangent(theta, a, b),
|
||||
}
|
||||
}
|
||||
|
||||
/// Computes arc length between two angles for the given spiral type.
|
||||
fn spiral_arc_length(theta_start: f64, theta_end: f64, a: f64, b: f64, spiral_type: SpiralType) -> f64 {
|
||||
match spiral_type {
|
||||
SpiralType::Archimedean => archimedean_spiral_arc_length(theta_start, theta_end, a, b),
|
||||
SpiralType::Logarithmic => log_spiral_arc_length(theta_start, theta_end, a, b),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns a point on a logarithmic spiral at angle `theta`.
|
||||
fn log_spiral_point(theta: f64, a: f64, b: f64) -> DVec2 {
|
||||
let r = a * (b * theta).exp(); // a * e^(bθ)
|
||||
DVec2::new(r * theta.cos(), -r * theta.sin())
|
||||
}
|
||||
|
||||
/// Computes arc length along a logarithmic spiral between two angles.
|
||||
fn log_spiral_arc_length(theta_start: f64, theta_end: f64, a: f64, b: f64) -> f64 {
|
||||
let factor = (1. + b * b).sqrt();
|
||||
(a / b) * factor * ((b * theta_end).exp() - (b * theta_start).exp())
|
||||
}
|
||||
|
||||
/// Returns the tangent direction of a logarithmic spiral at angle `theta`.
|
||||
fn log_spiral_tangent(theta: f64, a: f64, b: f64) -> DVec2 {
|
||||
let r = a * (b * theta).exp();
|
||||
let dx = r * (b * theta.cos() - theta.sin());
|
||||
let dy = r * (b * theta.sin() + theta.cos());
|
||||
|
||||
DVec2::new(dx, -dy).normalize_or(DVec2::X)
|
||||
}
|
||||
|
||||
/// Returns a point on an Archimedean spiral at angle `theta`.
|
||||
fn archimedean_spiral_point(theta: f64, a: f64, b: f64) -> DVec2 {
|
||||
let r = a + b * theta;
|
||||
DVec2::new(r * theta.cos(), -r * theta.sin())
|
||||
}
|
||||
|
||||
/// Returns the tangent direction of an Archimedean spiral at angle `theta`.
|
||||
fn archimedean_spiral_tangent(theta: f64, a: f64, b: f64) -> DVec2 {
|
||||
let r = a + b * theta;
|
||||
let dx = b * theta.cos() - r * theta.sin();
|
||||
let dy = b * theta.sin() + r * theta.cos();
|
||||
DVec2::new(dx, -dy).normalize_or(DVec2::X)
|
||||
}
|
||||
|
||||
/// Computes arc length along an Archimedean spiral between two angles.
|
||||
fn archimedean_spiral_arc_length(theta_start: f64, theta_end: f64, a: f64, b: f64) -> f64 {
|
||||
archimedean_spiral_arc_length_origin(theta_end, a, b) - archimedean_spiral_arc_length_origin(theta_start, a, b)
|
||||
}
|
||||
|
||||
/// Computes arc length from origin to a point on Archimedean spiral at angle `theta`.
|
||||
fn archimedean_spiral_arc_length_origin(theta: f64, a: f64, b: f64) -> f64 {
|
||||
let r = a + b * theta;
|
||||
let sqrt_term = (r * r + b * b).sqrt();
|
||||
(r * sqrt_term + b * b * ((r + sqrt_term).ln())) / (2. * b)
|
||||
}
|
||||
@@ -1,128 +0,0 @@
|
||||
use super::consts::MAX_ABSOLUTE_DIFFERENCE;
|
||||
use super::*;
|
||||
use crate::vector::algorithms::bezpath_algorithms::pathseg_length_centroid_and_length;
|
||||
use crate::vector::algorithms::intersection::{filtered_all_segment_intersections, pathseg_self_intersections};
|
||||
use core_types::math::polynomial::pathseg_to_parametric_polynomial;
|
||||
use glam::DVec2;
|
||||
|
||||
impl<PointId: Identifier> Subpath<PointId> {
|
||||
/// Returns a list of `t` values that correspond to all the self intersection points of the subpath always considering it as a closed subpath. The index and `t` value of both will be returned that corresponds to a point.
|
||||
/// The points will be sorted based on their index and `t` repsectively.
|
||||
/// - `error` - For intersections with non-linear beziers, `error` defines the threshold for bounding boxes to be considered an intersection point.
|
||||
/// - `minimum_separation`: the minimum difference two adjacent `t`-values must have when comparing adjacent `t`-values in sorted order.
|
||||
///
|
||||
/// If the comparison condition is not satisfied, the function takes the larger `t`-value of the two
|
||||
///
|
||||
/// **NOTE**: if an intersection were to occur within an `error` distance away from an anchor point, the algorithm will filter that intersection out.
|
||||
fn all_self_intersections(&self, accuracy: Option<f64>, minimum_separation: Option<f64>) -> Vec<(usize, f64)> {
|
||||
let mut intersections_vec = Vec::new();
|
||||
let err = accuracy.unwrap_or(MAX_ABSOLUTE_DIFFERENCE);
|
||||
let num_curves = self.len();
|
||||
// TODO: optimization opportunity - this for-loop currently compares all intersections with all curve-segments in the subpath list
|
||||
self.iter_closed().enumerate().for_each(|(i, other)| {
|
||||
intersections_vec.extend(pathseg_self_intersections(other, accuracy, minimum_separation).iter().flat_map(|value| [(i, value.0), (i, value.1)]));
|
||||
self.iter_closed().enumerate().skip(i + 1).for_each(|(j, curve)| {
|
||||
intersections_vec.extend(
|
||||
filtered_all_segment_intersections(curve, other, accuracy, minimum_separation)
|
||||
.iter()
|
||||
.filter(|&value| (j != i + 1 || value.0 > err || (1. - value.1) > err) && (j != num_curves - 1 || i != 0 || value.1 > err || (1. - value.0) > err))
|
||||
.flat_map(|value| [(j, value.0), (i, value.1)]),
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
intersections_vec.sort_by(|a, b| a.partial_cmp(b).unwrap());
|
||||
|
||||
intersections_vec
|
||||
}
|
||||
|
||||
/// Return the area centroid, together with the area, of the `Subpath` always considering it as a closed subpath. The area will always be a positive value.
|
||||
///
|
||||
/// The area centroid is the center of mass for the area of a solid shape's interior.
|
||||
/// An infinitely flat material forming the subpath's closed shape would balance at this point.
|
||||
///
|
||||
/// It will return `None` if no manipulator is present. If the area is less than `error`, it will return `Some((DVec2::NAN, 0.))`.
|
||||
///
|
||||
/// Because the calculation of area and centroid for self-intersecting path requires finding the intersections, the following parameters are used:
|
||||
/// - `error` - For intersections with non-linear beziers, `error` defines the threshold for bounding boxes to be considered an intersection point.
|
||||
/// - `minimum_separation` - the minimum difference two adjacent `t`-values must have when comparing adjacent `t`-values in sorted order.
|
||||
///
|
||||
/// If the comparison condition is not satisfied, the function takes the larger `t`-value of the two.
|
||||
///
|
||||
/// **NOTE**: if an intersection were to occur within an `error` distance away from an anchor point, the algorithm will filter that intersection out.
|
||||
pub fn area_centroid_and_area(&self, error: Option<f64>, minimum_separation: Option<f64>) -> Option<(DVec2, f64)> {
|
||||
let all_intersections = self.all_self_intersections(error, minimum_separation);
|
||||
let mut current_sign: f64 = 1.;
|
||||
|
||||
let (x_sum, y_sum, area) = self
|
||||
.iter_closed()
|
||||
.enumerate()
|
||||
.map(|(index, bezier)| {
|
||||
let (f_x, f_y) = pathseg_to_parametric_polynomial(bezier);
|
||||
let (f_x, f_y) = (f_x.as_size::<10>().unwrap(), f_y.as_size::<10>().unwrap());
|
||||
let f_y_prime = f_y.derivative();
|
||||
let f_x_prime = f_x.derivative();
|
||||
let f_xy = &f_x * &f_y;
|
||||
|
||||
let mut x_part = &f_xy * &f_x_prime;
|
||||
let mut y_part = &f_xy * &f_y_prime;
|
||||
let mut area_part = &f_x * &f_y_prime;
|
||||
x_part.antiderivative_mut();
|
||||
y_part.antiderivative_mut();
|
||||
area_part.antiderivative_mut();
|
||||
|
||||
let mut curve_sum_x = -current_sign * x_part.eval(0.);
|
||||
let mut curve_sum_y = -current_sign * y_part.eval(0.);
|
||||
let mut curve_sum_area = -current_sign * area_part.eval(0.);
|
||||
for (_, t) in all_intersections.iter().filter(|(i, _)| *i == index) {
|
||||
curve_sum_x += 2. * current_sign * x_part.eval(*t);
|
||||
curve_sum_y += 2. * current_sign * y_part.eval(*t);
|
||||
curve_sum_area += 2. * current_sign * area_part.eval(*t);
|
||||
current_sign *= -1.;
|
||||
}
|
||||
curve_sum_x += current_sign * x_part.eval(1.);
|
||||
curve_sum_y += current_sign * y_part.eval(1.);
|
||||
curve_sum_area += current_sign * area_part.eval(1.);
|
||||
|
||||
(-curve_sum_x, curve_sum_y, curve_sum_area)
|
||||
})
|
||||
.reduce(|(x1, y1, area1), (x2, y2, area2)| (x1 + x2, y1 + y2, area1 + area2))?;
|
||||
|
||||
if area.abs() < error.unwrap_or(MAX_ABSOLUTE_DIFFERENCE) {
|
||||
return Some((DVec2::NAN, 0.));
|
||||
}
|
||||
|
||||
Some((DVec2::new(x_sum / area, y_sum / area), area.abs()))
|
||||
}
|
||||
|
||||
/// Return the approximation of the length centroid, together with the length, of the `Subpath`.
|
||||
///
|
||||
/// The length centroid is the center of mass for the arc length of the solid shape's perimeter.
|
||||
/// An infinitely thin wire forming the subpath's closed shape would balance at this point.
|
||||
///
|
||||
/// It will return `None` if no manipulator is present.
|
||||
/// - `accuracy` is used to approximate the curve.
|
||||
/// - `always_closed` is to consider the subpath as closed always.
|
||||
pub fn length_centroid_and_length(&self, accuracy: Option<f64>, always_closed: bool) -> Option<(DVec2, f64)> {
|
||||
if always_closed { self.iter_closed() } else { self.iter() }
|
||||
.map(|bezier| pathseg_length_centroid_and_length(bezier, accuracy))
|
||||
.map(|(centroid, length)| (centroid * length, length))
|
||||
.reduce(|(centroid_part1, length1), (centroid_part2, length2)| (centroid_part1 + centroid_part2, length1 + length2))
|
||||
.map(|(centroid_part, length)| (centroid_part / length, length))
|
||||
.map(|(centroid_part, length)| (DVec2::new(centroid_part.x, centroid_part.y), length))
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod test_centroid {
|
||||
use crate::vector::PointId;
|
||||
|
||||
use super::*;
|
||||
#[test]
|
||||
fn centroid_rect() {
|
||||
let rect = Subpath::<PointId>::new_rectangle(DVec2::new(100., 100.), DVec2::new(300., 200.));
|
||||
let (center, area) = rect.area_centroid_and_area(Some(1e-3), Some(1e-3)).unwrap();
|
||||
assert_eq!(area, 200. * 100.);
|
||||
assert_eq!(center, DVec2::new(200., 150.))
|
||||
}
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
// use super::consts::MAX_ABSOLUTE_DIFFERENCE;
|
||||
// use super::utils::{SubpathTValue};
|
||||
use super::*;
|
||||
|
||||
impl<PointId: super::structs::Identifier> Subpath<PointId> {
|
||||
/// Get whether the subpath is closed.
|
||||
pub fn closed(&self) -> bool {
|
||||
self.closed
|
||||
}
|
||||
|
||||
/// Set whether the subpath is closed.
|
||||
pub fn set_closed(&mut self, new_closed: bool) {
|
||||
self.closed = new_closed;
|
||||
}
|
||||
|
||||
/// Push a manipulator group to the end.
|
||||
pub fn push_manipulator_group(&mut self, group: ManipulatorGroup<PointId>) {
|
||||
assert!(group.is_finite(), "Pushing non finite manipulator group");
|
||||
self.manipulator_groups.push(group)
|
||||
}
|
||||
|
||||
/// Get a mutable reference to the last manipulator
|
||||
pub fn last_manipulator_group_mut(&mut self) -> Option<&mut ManipulatorGroup<PointId>> {
|
||||
self.manipulator_groups.last_mut()
|
||||
}
|
||||
}
|
||||
@@ -1,54 +0,0 @@
|
||||
mod consts;
|
||||
mod core;
|
||||
mod lookup;
|
||||
mod manipulators;
|
||||
mod solvers;
|
||||
mod structs;
|
||||
mod transform;
|
||||
|
||||
pub use core::*;
|
||||
use kurbo::PathSeg;
|
||||
use std::fmt::{Debug, Formatter, Result};
|
||||
pub use structs::*;
|
||||
|
||||
/// Structure used to represent a path composed of [Bezier] curves.
|
||||
#[derive(Clone, PartialEq, graphene_hash::CacheHash)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub struct Subpath<PointId: Identifier> {
|
||||
manipulator_groups: Vec<ManipulatorGroup<PointId>>,
|
||||
pub closed: bool,
|
||||
}
|
||||
|
||||
/// Iteration structure for iterating across each curve of a `Subpath`, using an intermediate `Bezier` representation.
|
||||
pub struct SubpathIter<'a, PointId: Identifier> {
|
||||
index: usize,
|
||||
subpath: &'a Subpath<PointId>,
|
||||
is_always_closed: bool,
|
||||
}
|
||||
|
||||
impl<PointId: Identifier> Iterator for SubpathIter<'_, PointId> {
|
||||
type Item = PathSeg;
|
||||
|
||||
// Returns the Bezier representation of each `Subpath` segment, defined between a pair of adjacent manipulator points.
|
||||
fn next(&mut self) -> Option<Self::Item> {
|
||||
if self.subpath.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let closed = if self.is_always_closed { true } else { self.subpath.closed };
|
||||
let len = self.subpath.len() - 1 + if closed { 1 } else { 0 };
|
||||
if self.index >= len {
|
||||
return None;
|
||||
}
|
||||
let start_index = self.index;
|
||||
let end_index = (self.index + 1) % self.subpath.len();
|
||||
self.index += 1;
|
||||
|
||||
Some(self.subpath.manipulator_groups[start_index].to_bezier(&self.subpath.manipulator_groups[end_index]))
|
||||
}
|
||||
}
|
||||
|
||||
impl<PointId: Identifier> Debug for Subpath<PointId> {
|
||||
fn fmt(&self, f: &mut Formatter<'_>) -> Result {
|
||||
f.debug_struct("Subpath").field("closed", &self.closed).field("manipulator_groups", &self.manipulator_groups).finish()
|
||||
}
|
||||
}
|
||||
@@ -1,83 +0,0 @@
|
||||
use crate::subpath::{Identifier, Subpath};
|
||||
use crate::vector::algorithms::bezpath_algorithms::bezpath_is_inside_bezpath;
|
||||
use crate::vector::misc::dvec2_to_point;
|
||||
use glam::DVec2;
|
||||
use kurbo::{Affine, BezPath, Shape};
|
||||
|
||||
impl<PointId: Identifier> Subpath<PointId> {
|
||||
pub fn contains_point(&self, point: DVec2) -> bool {
|
||||
self.to_bezpath().contains(dvec2_to_point(point))
|
||||
}
|
||||
|
||||
pub fn to_bezpath(&self) -> BezPath {
|
||||
let mut bezpath = kurbo::BezPath::new();
|
||||
let mut out_handle;
|
||||
|
||||
let Some(first) = self.manipulator_groups.first() else { return bezpath };
|
||||
bezpath.move_to(dvec2_to_point(first.anchor));
|
||||
out_handle = first.out_handle;
|
||||
|
||||
for manipulator in self.manipulator_groups.iter().skip(1) {
|
||||
match (out_handle, manipulator.in_handle) {
|
||||
(Some(handle_start), Some(handle_end)) => bezpath.curve_to(dvec2_to_point(handle_start), dvec2_to_point(handle_end), dvec2_to_point(manipulator.anchor)),
|
||||
(None, None) => bezpath.line_to(dvec2_to_point(manipulator.anchor)),
|
||||
(None, Some(handle)) => bezpath.quad_to(dvec2_to_point(handle), dvec2_to_point(manipulator.anchor)),
|
||||
(Some(handle), None) => bezpath.quad_to(dvec2_to_point(handle), dvec2_to_point(manipulator.anchor)),
|
||||
}
|
||||
out_handle = manipulator.out_handle;
|
||||
}
|
||||
|
||||
if self.closed {
|
||||
match (out_handle, first.in_handle) {
|
||||
(Some(handle_start), Some(handle_end)) => bezpath.curve_to(dvec2_to_point(handle_start), dvec2_to_point(handle_end), dvec2_to_point(first.anchor)),
|
||||
(None, None) => bezpath.line_to(dvec2_to_point(first.anchor)),
|
||||
(None, Some(handle)) => bezpath.quad_to(dvec2_to_point(handle), dvec2_to_point(first.anchor)),
|
||||
(Some(handle), None) => bezpath.quad_to(dvec2_to_point(handle), dvec2_to_point(first.anchor)),
|
||||
}
|
||||
bezpath.close_path();
|
||||
}
|
||||
bezpath
|
||||
}
|
||||
|
||||
/// Returns `true` if this subpath is completely inside the `other` subpath.
|
||||
pub fn is_inside_subpath(&self, other: &Subpath<PointId>, accuracy: Option<f64>, minimum_separation: Option<f64>) -> bool {
|
||||
bezpath_is_inside_bezpath(&self.to_bezpath(), &other.to_bezpath(), accuracy, minimum_separation)
|
||||
}
|
||||
|
||||
/// Return the min and max corners that represent the bounding box of the subpath. Return `None` if the subpath is empty.
|
||||
pub fn bounding_box(&self) -> Option<[DVec2; 2]> {
|
||||
self.iter()
|
||||
.map(|bezier| bezier.bounding_box())
|
||||
.map(|bbox| [DVec2::new(bbox.min_x(), bbox.min_y()), DVec2::new(bbox.max_x(), bbox.max_y())])
|
||||
.reduce(|bbox1, bbox2| [bbox1[0].min(bbox2[0]), bbox1[1].max(bbox2[1])])
|
||||
}
|
||||
|
||||
/// Return the min and max corners that represent the bounding box of the subpath, after a given affine transform.
|
||||
pub fn bounding_box_with_transform(&self, transform: glam::DAffine2) -> Option<[DVec2; 2]> {
|
||||
self.iter()
|
||||
.map(|bezier| (Affine::new(transform.to_cols_array()) * bezier).bounding_box())
|
||||
.map(|bbox| [DVec2::new(bbox.min_x(), bbox.min_y()), DVec2::new(bbox.max_x(), bbox.max_y())])
|
||||
.reduce(|bbox1, bbox2| [bbox1[0].min(bbox2[0]), bbox1[1].max(bbox2[1])])
|
||||
}
|
||||
|
||||
/// Return the min and max corners that represent the loose bounding box of the subpath (bounding box of all handles and anchors).
|
||||
pub fn loose_bounding_box(&self) -> Option<[DVec2; 2]> {
|
||||
self.manipulator_groups
|
||||
.iter()
|
||||
.flat_map(|group| [group.in_handle, group.out_handle, Some(group.anchor)])
|
||||
.flatten()
|
||||
.map(|pos| [pos, pos])
|
||||
.reduce(|bbox1, bbox2| [bbox1[0].min(bbox2[0]), bbox1[1].max(bbox2[1])])
|
||||
}
|
||||
|
||||
/// Return the min and max corners that represent the loose bounding box of the subpath, after a given affine transform.
|
||||
pub fn loose_bounding_box_with_transform(&self, transform: glam::DAffine2) -> Option<[DVec2; 2]> {
|
||||
self.manipulator_groups
|
||||
.iter()
|
||||
.flat_map(|group| [group.in_handle, group.out_handle, Some(group.anchor)])
|
||||
.flatten()
|
||||
.map(|pos| transform.transform_point2(pos))
|
||||
.map(|pos| [pos, pos])
|
||||
.reduce(|bbox1, bbox2| [bbox1[0].min(bbox2[0]), bbox1[1].max(bbox2[1])])
|
||||
}
|
||||
}
|
||||
@@ -1,164 +0,0 @@
|
||||
use crate::vector::misc::dvec2_to_point;
|
||||
use glam::{DAffine2, DVec2};
|
||||
use kurbo::{CubicBez, Line, PathSeg, QuadBez};
|
||||
use std::fmt::{Debug, Formatter, Result};
|
||||
use std::hash::Hash;
|
||||
|
||||
/// An id type used for each [ManipulatorGroup].
|
||||
pub trait Identifier: Sized + Clone + PartialEq + Hash + graphene_hash::CacheHash + 'static {
|
||||
fn new() -> Self;
|
||||
}
|
||||
|
||||
/// Structure used to represent a single anchor with up to two optional associated handles along a `Subpath`
|
||||
#[derive(Copy, Clone, PartialEq, graphene_hash::CacheHash)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub struct ManipulatorGroup<PointId: Identifier> {
|
||||
pub anchor: DVec2,
|
||||
pub in_handle: Option<DVec2>,
|
||||
pub out_handle: Option<DVec2>,
|
||||
pub id: PointId,
|
||||
}
|
||||
|
||||
impl<PointId: Identifier> Debug for ManipulatorGroup<PointId> {
|
||||
fn fmt(&self, f: &mut Formatter<'_>) -> Result {
|
||||
f.debug_struct("ManipulatorGroup")
|
||||
.field("anchor", &self.anchor)
|
||||
.field("in_handle", &self.in_handle)
|
||||
.field("out_handle", &self.out_handle)
|
||||
.finish()
|
||||
}
|
||||
}
|
||||
|
||||
impl<PointId: Identifier> ManipulatorGroup<PointId> {
|
||||
/// Construct a new manipulator group from an anchor, in handle and out handle
|
||||
pub fn new(anchor: DVec2, in_handle: Option<DVec2>, out_handle: Option<DVec2>) -> Self {
|
||||
let id = PointId::new();
|
||||
Self { anchor, in_handle, out_handle, id }
|
||||
}
|
||||
|
||||
/// Construct a new manipulator point with just an anchor position
|
||||
pub fn new_anchor(anchor: DVec2) -> Self {
|
||||
Self::new(anchor, None, None)
|
||||
}
|
||||
|
||||
/// Construct a new manipulator group from an anchor, in handle, out handle and an id
|
||||
pub fn new_with_id(anchor: DVec2, in_handle: Option<DVec2>, out_handle: Option<DVec2>, id: PointId) -> Self {
|
||||
Self { anchor, in_handle, out_handle, id }
|
||||
}
|
||||
|
||||
/// Construct a new manipulator point with just an anchor position and an id
|
||||
pub fn new_anchor_with_id(anchor: DVec2, id: PointId) -> Self {
|
||||
Self::new_with_id(anchor, Some(anchor), Some(anchor), id)
|
||||
}
|
||||
|
||||
/// Create a bezier curve that starts at the current manipulator group and finishes in the `end_group` manipulator group.
|
||||
pub fn to_bezier(&self, end_group: &ManipulatorGroup<PointId>) -> PathSeg {
|
||||
let start = self.anchor;
|
||||
let end = end_group.anchor;
|
||||
let out_handle = self.out_handle;
|
||||
let in_handle = end_group.in_handle;
|
||||
|
||||
match (out_handle, in_handle) {
|
||||
(Some(handle1), Some(handle2)) => PathSeg::Cubic(CubicBez::new(dvec2_to_point(start), dvec2_to_point(handle1), dvec2_to_point(handle2), dvec2_to_point(end))),
|
||||
(Some(handle), None) | (None, Some(handle)) => PathSeg::Quad(QuadBez::new(dvec2_to_point(start), dvec2_to_point(handle), dvec2_to_point(end))),
|
||||
(None, None) => PathSeg::Line(Line::new(dvec2_to_point(start), dvec2_to_point(end))),
|
||||
}
|
||||
}
|
||||
|
||||
/// Apply a transformation to all of the [ManipulatorGroup] points
|
||||
pub fn apply_transform(&mut self, affine_transform: DAffine2) {
|
||||
self.anchor = affine_transform.transform_point2(self.anchor);
|
||||
self.in_handle = self.in_handle.map(|in_handle| affine_transform.transform_point2(in_handle));
|
||||
self.out_handle = self.out_handle.map(|out_handle| affine_transform.transform_point2(out_handle));
|
||||
}
|
||||
|
||||
/// Are all handles at finite positions
|
||||
pub fn is_finite(&self) -> bool {
|
||||
self.anchor.is_finite() && self.in_handle.is_none_or(|handle| handle.is_finite()) && self.out_handle.is_none_or(|handle| handle.is_finite())
|
||||
}
|
||||
}
|
||||
|
||||
/// Representation of the handle point(s) in a bezier segment.
|
||||
#[derive(Copy, Clone, PartialEq, Debug, graphene_hash::CacheHash)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub enum BezierHandles {
|
||||
Linear,
|
||||
/// Handles for a quadratic curve.
|
||||
Quadratic {
|
||||
/// Point representing the location of the single handle.
|
||||
handle: DVec2,
|
||||
},
|
||||
/// Handles for a cubic curve.
|
||||
Cubic {
|
||||
/// Point representing the location of the handle associated to the start point.
|
||||
handle_start: DVec2,
|
||||
/// Point representing the location of the handle associated to the end point.
|
||||
handle_end: DVec2,
|
||||
},
|
||||
}
|
||||
|
||||
impl BezierHandles {
|
||||
pub fn is_finite(&self) -> bool {
|
||||
match self {
|
||||
BezierHandles::Linear => true,
|
||||
BezierHandles::Quadratic { handle } => handle.is_finite(),
|
||||
BezierHandles::Cubic { handle_start, handle_end } => handle_start.is_finite() && handle_end.is_finite(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Get the coordinates of the bezier segment's first handle point. This represents the only handle in a quadratic segment.
|
||||
pub fn start(&self) -> Option<DVec2> {
|
||||
match *self {
|
||||
BezierHandles::Cubic { handle_start, .. } | BezierHandles::Quadratic { handle: handle_start } => Some(handle_start),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// Get the coordinates of the second handle point. This will return `None` for a quadratic segment.
|
||||
pub fn end(&self) -> Option<DVec2> {
|
||||
match *self {
|
||||
BezierHandles::Cubic { handle_end, .. } => Some(handle_end),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn move_start(&mut self, delta: DVec2) {
|
||||
if let BezierHandles::Cubic { handle_start, .. } | BezierHandles::Quadratic { handle: handle_start } = self {
|
||||
*handle_start += delta
|
||||
}
|
||||
}
|
||||
|
||||
pub fn move_end(&mut self, delta: DVec2) {
|
||||
if let BezierHandles::Cubic { handle_end, .. } = self {
|
||||
*handle_end += delta
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns a Bezier curve that results from applying the transformation function to each handle point in the Bezier.
|
||||
#[must_use]
|
||||
pub fn apply_transformation(&self, transformation_function: impl Fn(DVec2) -> DVec2) -> Self {
|
||||
match *self {
|
||||
BezierHandles::Linear => Self::Linear,
|
||||
BezierHandles::Quadratic { handle } => {
|
||||
let handle = transformation_function(handle);
|
||||
Self::Quadratic { handle }
|
||||
}
|
||||
BezierHandles::Cubic { handle_start, handle_end } => {
|
||||
let handle_start = transformation_function(handle_start);
|
||||
let handle_end = transformation_function(handle_end);
|
||||
Self::Cubic { handle_start, handle_end }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[must_use]
|
||||
pub fn reversed(self) -> Self {
|
||||
match self {
|
||||
BezierHandles::Cubic { handle_start, handle_end } => Self::Cubic {
|
||||
handle_start: handle_end,
|
||||
handle_end: handle_start,
|
||||
},
|
||||
_ => self,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
use super::structs::Identifier;
|
||||
use super::*;
|
||||
use glam::DAffine2;
|
||||
|
||||
impl<PointId: Identifier> Subpath<PointId> {
|
||||
/// Apply a transformation to all of the [ManipulatorGroup]s in the [Subpath].
|
||||
pub fn apply_transform(&mut self, affine_transform: DAffine2) {
|
||||
for manipulator_group in &mut self.manipulator_groups {
|
||||
manipulator_group.apply_transform(affine_transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
use super::intersection::bezpath_intersections;
|
||||
use super::intersection::{bezpath_intersections, filtered_all_segment_intersections, pathseg_self_intersections};
|
||||
use super::poisson_disk::poisson_disk_sample;
|
||||
use super::util::pathseg_tangent;
|
||||
use crate::vector::misc::{PointSpacingType, dvec2_to_point, point_to_dvec2};
|
||||
@@ -7,6 +7,9 @@ use glam::{DMat2, DVec2};
|
||||
use kurbo::{BezPath, CubicBez, DEFAULT_ACCURACY, Line, ParamCurve, ParamCurveArclen, ParamCurveDeriv, PathEl, PathSeg, Point, QuadBez, Rect, Shape, Vec2};
|
||||
use std::f64::consts::{FRAC_PI_2, PI};
|
||||
|
||||
/// Default threshold for comparing floating point values in intersection and centroid math.
|
||||
const MAX_ABSOLUTE_DIFFERENCE: f64 = 1e-3;
|
||||
|
||||
/// Splits the [`BezPath`] at segment index at `t` value which lie in the range of [0, 1].
|
||||
/// Returns [`None`] if the given [`BezPath`] has no segments or `t` is within f64::EPSILON of 0 or 1.
|
||||
pub fn split_bezpath_at_segment(bezpath: &BezPath, segment_index: usize, t: f64) -> Option<(BezPath, BezPath)> {
|
||||
@@ -414,8 +417,8 @@ pub fn poisson_disk_points(bezpath_index: usize, bezpaths: &[(BezPath, Rect)], s
|
||||
poisson_disk_sample(offset, width, height, separation_disk_diameter, point_in_shape_checker, line_intersect_shape_checker, rng)
|
||||
}
|
||||
|
||||
// TODO: If a segment curls back on itself tightly enough it could intersect again at the portion that should be trimmed. This could cause the Subpaths to be clipped
|
||||
// TODO: at the incorrect location. This can be avoided by first trimming the two Subpaths at any extrema, effectively ignoring loopbacks.
|
||||
// TODO: If a segment curls back on itself tightly enough it could intersect again at the portion that should be trimmed. This could cause the subpaths to be clipped
|
||||
// TODO: at the incorrect location. This can be avoided by first trimming the two subpaths at any extrema, effectively ignoring loopbacks.
|
||||
/// Helper function to clip overlap of two intersecting open BezPaths. Returns an Option because intersections may not exist for certain arrangements and distances.
|
||||
/// Assumes that the BezPaths represents simple Bezier segments, and clips the BezPaths at the last intersection of the first BezPath, and first intersection of the last BezPath.
|
||||
pub fn clip_simple_bezpaths(bezpath1: &BezPath, bezpath2: &BezPath) -> Option<(BezPath, BezPath)> {
|
||||
@@ -565,6 +568,124 @@ pub fn bezpath_is_inside_bezpath(bezpath1: &BezPath, bezpath2: &BezPath, accurac
|
||||
true
|
||||
}
|
||||
|
||||
/// The segments of the [`BezPath`] always considering it as a closed path, synthesizing the closing line when it is open.
|
||||
fn closed_segments(bezpath: &BezPath) -> Vec<PathSeg> {
|
||||
let mut segments = bezpath.segments().collect::<Vec<_>>();
|
||||
|
||||
if let (Some(first), Some(last)) = (segments.first(), segments.last())
|
||||
&& last.end() != first.start()
|
||||
{
|
||||
segments.push(PathSeg::Line(Line::new(last.end(), first.start())));
|
||||
}
|
||||
|
||||
segments
|
||||
}
|
||||
|
||||
/// Returns a list of `t` values that correspond to all the self intersection points of the path always considering it as a closed path.
|
||||
/// The index and `t` value of both will be returned that corresponds to a point, sorted based on their index and `t` respectively.
|
||||
fn closed_bezpath_self_intersections(segments: &[PathSeg], accuracy: Option<f64>, minimum_separation: Option<f64>) -> Vec<(usize, f64)> {
|
||||
let mut intersections_vec = Vec::new();
|
||||
let err = accuracy.unwrap_or(MAX_ABSOLUTE_DIFFERENCE);
|
||||
let num_curves = segments.len();
|
||||
|
||||
// O(n²) in the number of segments, since every segment pair is compared
|
||||
segments.iter().enumerate().for_each(|(i, &other)| {
|
||||
intersections_vec.extend(pathseg_self_intersections(other, accuracy, minimum_separation).iter().flat_map(|value| [(i, value.0), (i, value.1)]));
|
||||
segments.iter().enumerate().skip(i + 1).for_each(|(j, &curve)| {
|
||||
intersections_vec.extend(
|
||||
filtered_all_segment_intersections(curve, other, accuracy, minimum_separation)
|
||||
.iter()
|
||||
.filter(|&value| (j != i + 1 || value.0 > err || (1. - value.1) > err) && (j != num_curves - 1 || i != 0 || value.1 > err || (1. - value.0) > err))
|
||||
.flat_map(|value| [(j, value.0), (i, value.1)]),
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
intersections_vec.sort_by(|a, b| a.partial_cmp(b).unwrap());
|
||||
|
||||
intersections_vec
|
||||
}
|
||||
|
||||
/// Return the area centroid, together with the area, of the [`BezPath`] always considering it as a closed path. The area will always be a positive value.
|
||||
///
|
||||
/// The area centroid is the center of mass for the area of a solid shape's interior.
|
||||
/// An infinitely flat material forming the path's closed shape would balance at this point.
|
||||
///
|
||||
/// It will return `None` if no segment is present. If the area is less than `error`, it will return `Some((DVec2::NAN, 0.))`.
|
||||
///
|
||||
/// Because the calculation of area and centroid for a self-intersecting path requires finding the intersections, the following parameters are used:
|
||||
/// - `error` - For intersections with non-linear beziers, `error` defines the threshold for bounding boxes to be considered an intersection point.
|
||||
/// - `minimum_separation` - the minimum difference two adjacent `t`-values must have when comparing adjacent `t`-values in sorted order.
|
||||
///
|
||||
/// If the comparison condition is not satisfied, the function takes the larger `t`-value of the two.
|
||||
///
|
||||
/// **NOTE**: if an intersection were to occur within an `error` distance away from an anchor point, the algorithm will filter that intersection out.
|
||||
pub fn bezpath_area_centroid_and_area(bezpath: &BezPath, error: Option<f64>, minimum_separation: Option<f64>) -> Option<(DVec2, f64)> {
|
||||
let segments = closed_segments(bezpath);
|
||||
let all_intersections = closed_bezpath_self_intersections(&segments, error, minimum_separation);
|
||||
let mut current_sign: f64 = 1.;
|
||||
|
||||
let (x_sum, y_sum, area) = segments
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(index, &bezier)| {
|
||||
let (f_x, f_y) = pathseg_to_parametric_polynomial(bezier);
|
||||
let (f_x, f_y) = (f_x.as_size::<10>().unwrap(), f_y.as_size::<10>().unwrap());
|
||||
let f_y_prime = f_y.derivative();
|
||||
let f_x_prime = f_x.derivative();
|
||||
let f_xy = &f_x * &f_y;
|
||||
|
||||
let mut x_part = &f_xy * &f_x_prime;
|
||||
let mut y_part = &f_xy * &f_y_prime;
|
||||
let mut area_part = &f_x * &f_y_prime;
|
||||
x_part.antiderivative_mut();
|
||||
y_part.antiderivative_mut();
|
||||
area_part.antiderivative_mut();
|
||||
|
||||
let mut curve_sum_x = -current_sign * x_part.eval(0.);
|
||||
let mut curve_sum_y = -current_sign * y_part.eval(0.);
|
||||
let mut curve_sum_area = -current_sign * area_part.eval(0.);
|
||||
for (_, t) in all_intersections.iter().filter(|(i, _)| *i == index) {
|
||||
curve_sum_x += 2. * current_sign * x_part.eval(*t);
|
||||
curve_sum_y += 2. * current_sign * y_part.eval(*t);
|
||||
curve_sum_area += 2. * current_sign * area_part.eval(*t);
|
||||
current_sign *= -1.;
|
||||
}
|
||||
curve_sum_x += current_sign * x_part.eval(1.);
|
||||
curve_sum_y += current_sign * y_part.eval(1.);
|
||||
curve_sum_area += current_sign * area_part.eval(1.);
|
||||
|
||||
(-curve_sum_x, curve_sum_y, curve_sum_area)
|
||||
})
|
||||
.reduce(|(x1, y1, area1), (x2, y2, area2)| (x1 + x2, y1 + y2, area1 + area2))?;
|
||||
|
||||
if area.abs() < error.unwrap_or(MAX_ABSOLUTE_DIFFERENCE) {
|
||||
return Some((DVec2::NAN, 0.));
|
||||
}
|
||||
|
||||
Some((DVec2::new(x_sum / area, y_sum / area), area.abs()))
|
||||
}
|
||||
|
||||
/// Return the approximation of the length centroid, together with the length, of the [`BezPath`].
|
||||
///
|
||||
/// The length centroid is the center of mass for the arc length of the solid shape's perimeter.
|
||||
/// An infinitely thin wire forming the path's shape would balance at this point.
|
||||
///
|
||||
/// It will return `None` if no segment is present.
|
||||
/// - `accuracy` is used to approximate the curve.
|
||||
/// - `always_closed` is to consider the path as closed always.
|
||||
pub fn bezpath_length_centroid_and_length(bezpath: &BezPath, accuracy: Option<f64>, always_closed: bool) -> Option<(DVec2, f64)> {
|
||||
let segments = if always_closed { closed_segments(bezpath) } else { bezpath.segments().collect() };
|
||||
|
||||
segments
|
||||
.into_iter()
|
||||
.map(|bezier| pathseg_length_centroid_and_length(bezier, accuracy))
|
||||
.map(|(centroid, length)| (centroid * length, length))
|
||||
.reduce(|(centroid_part1, length1), (centroid_part2, length2)| (centroid_part1 + centroid_part2, length1 + length2))
|
||||
.map(|(centroid_part, length)| (centroid_part / length, length))
|
||||
.map(|(centroid_part, length)| (DVec2::new(centroid_part.x, centroid_part.y), length))
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
// TODO: add more intersection tests
|
||||
@@ -594,4 +715,13 @@ mod tests {
|
||||
let line_inside = Line::new(Point::new(101., 101.5), Point::new(150.2, 499.)).to_path(DEFAULT_ACCURACY);
|
||||
assert!(bezpath_is_inside_bezpath(&line_inside, &boundary_polygon, None, None));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn centroid_rect() {
|
||||
let rect = crate::vector::algorithms::shapes::rectangle_bezpath(glam::DVec2::new(100., 100.), glam::DVec2::new(300., 200.));
|
||||
let (center, area) = super::bezpath_area_centroid_and_area(&rect, Some(1e-3), Some(1e-3)).unwrap();
|
||||
|
||||
assert_eq!(area, 200. * 100.);
|
||||
assert_eq!(center, glam::DVec2::new(200., 150.));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,5 +4,6 @@ pub mod intersection;
|
||||
pub mod merge_by_distance;
|
||||
pub mod offset_subpath;
|
||||
pub mod poisson_disk;
|
||||
pub mod shapes;
|
||||
pub mod spline;
|
||||
pub mod util;
|
||||
|
||||
@@ -49,7 +49,7 @@ pub fn offset_bezpath(bezpath: &BezPath, distance: f64, join: Join, miter_limit:
|
||||
return BezPath::new();
|
||||
}
|
||||
|
||||
// Clip or join consecutive Subpaths
|
||||
// Clip or join consecutive subpaths
|
||||
for i in 0..bezpaths.len() - 1 {
|
||||
let j = i + 1;
|
||||
let bezpath1 = &bezpaths[i];
|
||||
@@ -63,7 +63,7 @@ pub fn offset_bezpath(bezpath: &BezPath, distance: f64, join: Join, miter_limit:
|
||||
continue;
|
||||
}
|
||||
|
||||
// The angle is concave. The Subpath overlap and must be clipped
|
||||
// The angle is concave. The subpaths overlap and must be clipped
|
||||
let mut apply_join = true;
|
||||
|
||||
if let Some((clipped_subpath1, clipped_subpath2)) = clip_simple_bezpaths(bezpath1, bezpath2) {
|
||||
@@ -71,7 +71,7 @@ pub fn offset_bezpath(bezpath: &BezPath, distance: f64, join: Join, miter_limit:
|
||||
bezpaths[j] = clipped_subpath2;
|
||||
apply_join = false;
|
||||
}
|
||||
// The angle is convex. The Subpath must be joined using the specified join type
|
||||
// The angle is convex. The subpaths must be joined using the specified join type
|
||||
if apply_join {
|
||||
match join {
|
||||
Join::Bevel => {
|
||||
|
||||
@@ -0,0 +1,368 @@
|
||||
//! Constructors for the primitive shapes used by the vector generator nodes.
|
||||
//!
|
||||
//! Anchor order and winding direction are load-bearing, since fills rely on every generator agreeing.
|
||||
|
||||
use crate::vector::misc::{ArcType, SpiralType, dvec2_to_point};
|
||||
use glam::DVec2;
|
||||
use kurbo::BezPath;
|
||||
use std::f64::consts::TAU;
|
||||
|
||||
/// Constant from <https://pomax.github.io/bezierinfo/#circles_cubic>
|
||||
const HANDLE_OFFSET_FACTOR: f64 = 0.551784777779014;
|
||||
|
||||
/// An anchor point with its optional incoming and outgoing handle positions, in absolute coordinates.
|
||||
#[derive(Clone)]
|
||||
struct Anchor {
|
||||
position: DVec2,
|
||||
in_handle: Option<DVec2>,
|
||||
out_handle: Option<DVec2>,
|
||||
}
|
||||
|
||||
impl Anchor {
|
||||
fn new(position: DVec2, in_handle: Option<DVec2>, out_handle: Option<DVec2>) -> Self {
|
||||
Self { position, in_handle, out_handle }
|
||||
}
|
||||
|
||||
fn sharp(position: DVec2) -> Self {
|
||||
Self::new(position, None, None)
|
||||
}
|
||||
}
|
||||
|
||||
/// Stitches anchors into a path, emitting a cubic when both facing handles exist, a quadratic when only one does, and a line otherwise.
|
||||
fn bezpath_from_anchors(anchors: &[Anchor], closed: bool) -> BezPath {
|
||||
let mut bezpath = BezPath::new();
|
||||
|
||||
let Some(first) = anchors.first() else { return bezpath };
|
||||
bezpath.move_to(dvec2_to_point(first.position));
|
||||
let mut out_handle = first.out_handle;
|
||||
|
||||
let connect_to = |bezpath: &mut BezPath, out_handle: Option<DVec2>, anchor: &Anchor| match (out_handle, anchor.in_handle) {
|
||||
(Some(handle_start), Some(handle_end)) => bezpath.curve_to(dvec2_to_point(handle_start), dvec2_to_point(handle_end), dvec2_to_point(anchor.position)),
|
||||
(None, None) => bezpath.line_to(dvec2_to_point(anchor.position)),
|
||||
(None, Some(handle)) | (Some(handle), None) => bezpath.quad_to(dvec2_to_point(handle), dvec2_to_point(anchor.position)),
|
||||
};
|
||||
|
||||
for anchor in anchors.iter().skip(1) {
|
||||
connect_to(&mut bezpath, out_handle, anchor);
|
||||
out_handle = anchor.out_handle;
|
||||
}
|
||||
|
||||
if closed {
|
||||
connect_to(&mut bezpath, out_handle, first);
|
||||
bezpath.close_path();
|
||||
}
|
||||
|
||||
bezpath
|
||||
}
|
||||
|
||||
/// Stitches a sequence of sharp (handleless) anchors into a polyline, or a closed polygon.
|
||||
pub fn polyline_bezpath(positions: impl IntoIterator<Item = DVec2>, closed: bool) -> BezPath {
|
||||
let anchors: Vec<Anchor> = positions.into_iter().map(Anchor::sharp).collect();
|
||||
bezpath_from_anchors(&anchors, closed)
|
||||
}
|
||||
|
||||
/// Constructs a rectangle with `corner1` and `corner2` as the two corners.
|
||||
pub fn rectangle_bezpath(corner1: DVec2, corner2: DVec2) -> BezPath {
|
||||
polyline_bezpath([corner1, DVec2::new(corner2.x, corner1.y), corner2, DVec2::new(corner1.x, corner2.y)], true)
|
||||
}
|
||||
|
||||
/// Constructs a rounded rectangle with `corner1` and `corner2` as the two corners and `corner_radii` as the radii of the corners: `[top_left, top_right, bottom_right, bottom_left]`.
|
||||
pub fn rounded_rectangle_bezpath(corner1: DVec2, corner2: DVec2, corner_radii: [f64; 4]) -> BezPath {
|
||||
if corner_radii.iter().all(|radius| radius.abs() < f64::EPSILON * 100.) {
|
||||
return rectangle_bezpath(corner1, corner2);
|
||||
}
|
||||
|
||||
use std::f64::consts::{FRAC_1_SQRT_2, PI};
|
||||
|
||||
// The pair of anchors where one rounded corner's arc leaves and rejoins the straight edges
|
||||
let corner_anchors = |center: DVec2, corner: DVec2, radius: f64| -> Vec<Anchor> {
|
||||
let point1 = center + DVec2::from_angle(-PI * 0.25).rotate(corner - center) * FRAC_1_SQRT_2;
|
||||
let point2 = center + DVec2::from_angle(PI * 0.25).rotate(corner - center) * FRAC_1_SQRT_2;
|
||||
if radius == 0. {
|
||||
return vec![Anchor::sharp(point1), Anchor::sharp(point2)];
|
||||
}
|
||||
|
||||
let handle_offset = radius * HANDLE_OFFSET_FACTOR;
|
||||
vec![
|
||||
Anchor::new(point1, None, Some(point1 + handle_offset * (corner - point1).normalize())),
|
||||
Anchor::new(point2, Some(point2 + handle_offset * (corner - point2).normalize()), None),
|
||||
]
|
||||
};
|
||||
|
||||
let anchors = [
|
||||
corner_anchors(DVec2::new(corner1.x + corner_radii[0], corner1.y + corner_radii[0]), DVec2::new(corner1.x, corner1.y), corner_radii[0]),
|
||||
corner_anchors(DVec2::new(corner2.x - corner_radii[1], corner1.y + corner_radii[1]), DVec2::new(corner2.x, corner1.y), corner_radii[1]),
|
||||
corner_anchors(DVec2::new(corner2.x - corner_radii[2], corner2.y - corner_radii[2]), DVec2::new(corner2.x, corner2.y), corner_radii[2]),
|
||||
corner_anchors(DVec2::new(corner1.x + corner_radii[3], corner2.y - corner_radii[3]), DVec2::new(corner1.x, corner2.y), corner_radii[3]),
|
||||
]
|
||||
.concat();
|
||||
|
||||
bezpath_from_anchors(&anchors, true)
|
||||
}
|
||||
|
||||
/// Constructs an ellipse with `corner1` and `corner2` as the two corners of the bounding box.
|
||||
pub fn ellipse_bezpath(corner1: DVec2, corner2: DVec2) -> BezPath {
|
||||
let size = (corner1 - corner2).abs();
|
||||
let center = (corner1 + corner2) / 2.;
|
||||
let top = DVec2::new(center.x, corner1.y);
|
||||
let bottom = DVec2::new(center.x, corner2.y);
|
||||
let left = DVec2::new(corner1.x, center.y);
|
||||
let right = DVec2::new(corner2.x, center.y);
|
||||
|
||||
let handle_offset = size * HANDLE_OFFSET_FACTOR * 0.5;
|
||||
|
||||
let anchors = [
|
||||
Anchor::new(top, Some(top - handle_offset * DVec2::X), Some(top + handle_offset * DVec2::X)),
|
||||
Anchor::new(right, Some(right - handle_offset * DVec2::Y), Some(right + handle_offset * DVec2::Y)),
|
||||
Anchor::new(bottom, Some(bottom + handle_offset * DVec2::X), Some(bottom - handle_offset * DVec2::X)),
|
||||
Anchor::new(left, Some(left + handle_offset * DVec2::Y), Some(left - handle_offset * DVec2::Y)),
|
||||
];
|
||||
|
||||
bezpath_from_anchors(&anchors, true)
|
||||
}
|
||||
|
||||
/// Constructs an arc by a `radius`, `start_angle` and `sweep_angle`. Angles must be in radians. The arc type makes it look like a pie or pacman.
|
||||
pub fn arc_bezpath(radius: f64, start_angle: f64, sweep_angle: f64, arc_type: ArcType) -> BezPath {
|
||||
// Prevents glitches from numerical imprecision that have been observed during animation playback after about a minute
|
||||
let start_angle = start_angle % (TAU * 2.);
|
||||
let sweep_angle = sweep_angle % (TAU * 2.);
|
||||
|
||||
let original_start_angle = start_angle;
|
||||
let sweep_angle_sign = sweep_angle.signum();
|
||||
|
||||
let mut start_angle = 0.;
|
||||
let mut sweep_angle = sweep_angle.abs();
|
||||
|
||||
if ((sweep_angle / TAU).floor() as u32).is_multiple_of(2) {
|
||||
sweep_angle %= TAU;
|
||||
} else {
|
||||
start_angle = sweep_angle % TAU;
|
||||
sweep_angle = TAU - start_angle;
|
||||
}
|
||||
|
||||
sweep_angle *= sweep_angle_sign;
|
||||
start_angle *= sweep_angle_sign;
|
||||
start_angle += original_start_angle;
|
||||
|
||||
let closed = arc_type == ArcType::Closed;
|
||||
let slice = arc_type == ArcType::PieSlice;
|
||||
|
||||
let center = DVec2::new(0., 0.);
|
||||
let segments = (sweep_angle.abs() / (std::f64::consts::PI / 4.)).ceil().max(1.) as usize;
|
||||
let step = sweep_angle / segments as f64;
|
||||
let factor = 4. / 3. * (step / 2.).sin() / (1. + (step / 2.).cos());
|
||||
|
||||
let mut anchors = Vec::with_capacity(segments);
|
||||
let mut prev_in_handle = None;
|
||||
let mut prev_end = DVec2::new(0., 0.);
|
||||
|
||||
for i in 0..segments {
|
||||
let start_angle = start_angle + step * i as f64;
|
||||
let end_angle = start_angle + step;
|
||||
let start_vec = DVec2::from_angle(start_angle);
|
||||
let end_vec = DVec2::from_angle(end_angle);
|
||||
|
||||
let start = center + radius * start_vec;
|
||||
let end = center + radius * end_vec;
|
||||
|
||||
let handle_start = start + start_vec.perp() * radius * factor;
|
||||
let handle_end = end - end_vec.perp() * radius * factor;
|
||||
|
||||
anchors.push(Anchor::new(start, prev_in_handle, Some(handle_start)));
|
||||
prev_in_handle = Some(handle_end);
|
||||
prev_end = end;
|
||||
}
|
||||
anchors.push(Anchor::new(prev_end, prev_in_handle, None));
|
||||
|
||||
if slice {
|
||||
anchors.push(Anchor::sharp(center));
|
||||
}
|
||||
|
||||
bezpath_from_anchors(&anchors, closed || slice)
|
||||
}
|
||||
|
||||
/// Constructs a regular polygon (ngon). Based on `sides` and `radius`, which is the distance from the center to any vertex.
|
||||
pub fn regular_polygon_bezpath(center: DVec2, sides: u64, radius: f64) -> BezPath {
|
||||
let sides = sides.max(3);
|
||||
let angle_increment = TAU / (sides as f64);
|
||||
let positions = (0..sides).map(|i| {
|
||||
let angle = (i as f64) * angle_increment - std::f64::consts::FRAC_PI_2;
|
||||
center + radius * DVec2::new(f64::cos(angle), f64::sin(angle))
|
||||
});
|
||||
|
||||
polyline_bezpath(positions, true)
|
||||
}
|
||||
|
||||
/// Constructs a star polygon (n-star). See [`regular_polygon_bezpath`], but with interspersed vertices at an `inner_radius`.
|
||||
pub fn star_polygon_bezpath(center: DVec2, sides: u64, radius: f64, inner_radius: f64) -> BezPath {
|
||||
let sides = sides.max(2);
|
||||
let angle_increment = 0.5 * TAU / (sides as f64);
|
||||
let positions = (0..sides * 2).map(|i| {
|
||||
let angle = (i as f64) * angle_increment - std::f64::consts::FRAC_PI_2;
|
||||
let radius = if i % 2 == 0 { radius } else { inner_radius };
|
||||
center + radius * DVec2::new(f64::cos(angle), f64::sin(angle))
|
||||
});
|
||||
|
||||
polyline_bezpath(positions, true)
|
||||
}
|
||||
|
||||
/// Constructs a line from `point1` to `point2`.
|
||||
pub fn line_bezpath(point1: DVec2, point2: DVec2) -> BezPath {
|
||||
polyline_bezpath([point1, point2], false)
|
||||
}
|
||||
|
||||
/// Constructs an arrow shape from start and end points with parametric control over dimensions.
|
||||
pub fn arrow_bezpath(start: DVec2, end: DVec2, shaft_width: f64, head_width: f64, head_length: f64) -> BezPath {
|
||||
let delta = end - start;
|
||||
let length = delta.length();
|
||||
|
||||
// Degenerate case: return a point
|
||||
if length < 1e-10 {
|
||||
return polyline_bezpath([start], true);
|
||||
}
|
||||
|
||||
let direction = delta / length;
|
||||
let perpendicular = DVec2::new(-direction.y, direction.x);
|
||||
|
||||
let half_shaft = shaft_width * 0.5;
|
||||
let half_head = head_width * 0.5;
|
||||
let head_base_distance = (length - head_length).max(0.);
|
||||
let head_base = start + direction * head_base_distance;
|
||||
|
||||
// Arrow path starts at the tail, traces around the shape, and returns to the tail
|
||||
let positions = [
|
||||
start, // Tail center (origin)
|
||||
start + perpendicular * half_shaft, // Tail top
|
||||
head_base + perpendicular * half_shaft, // Head base top (shaft)
|
||||
head_base + perpendicular * half_head, // Head base top (wide)
|
||||
end, // Tip
|
||||
head_base - perpendicular * half_head, // Head base bottom (wide)
|
||||
head_base - perpendicular * half_shaft, // Head base bottom (shaft)
|
||||
start - perpendicular * half_shaft, // Tail bottom
|
||||
];
|
||||
|
||||
polyline_bezpath(positions, true)
|
||||
}
|
||||
|
||||
/// Constructs a spiral winding from an inner radius `a` out to `outer_radius`, sampled every `delta_theta` radians.
|
||||
pub fn spiral_bezpath(a: f64, outer_radius: f64, turns: f64, start_angle: f64, delta_theta: f64, spiral_type: SpiralType) -> BezPath {
|
||||
let mut anchors = Vec::new();
|
||||
let mut prev_in_handle = None;
|
||||
let theta_end = turns * TAU + start_angle;
|
||||
|
||||
let a = if spiral_type == SpiralType::Logarithmic { a.max(1e-10) } else { a };
|
||||
let b = calculate_growth_factor(a, turns, outer_radius, spiral_type);
|
||||
|
||||
let mut theta = start_angle;
|
||||
while theta < theta_end {
|
||||
let theta_next = f64::min(theta + delta_theta, theta_end);
|
||||
|
||||
let p0 = spiral_point(theta, a, b, spiral_type);
|
||||
let p3 = spiral_point(theta_next, a, b, spiral_type);
|
||||
let t0 = spiral_tangent(theta, a, b, spiral_type);
|
||||
let t1 = spiral_tangent(theta_next, a, b, spiral_type);
|
||||
|
||||
let arc_length = spiral_arc_length(theta, theta_next, a, b, spiral_type);
|
||||
let handle_distance = arc_length / 3.;
|
||||
|
||||
let p1 = p0 + handle_distance * t0;
|
||||
let p2 = p3 - handle_distance * t1;
|
||||
|
||||
anchors.push(Anchor::new(p0, prev_in_handle, Some(p1)));
|
||||
prev_in_handle = Some(p2);
|
||||
|
||||
// If final segment, end with anchor at theta_end
|
||||
if (theta_next - theta_end).abs() < f64::EPSILON {
|
||||
anchors.push(Anchor::new(p3, prev_in_handle, None));
|
||||
break;
|
||||
}
|
||||
|
||||
theta = theta_next;
|
||||
}
|
||||
|
||||
bezpath_from_anchors(&anchors, false)
|
||||
}
|
||||
|
||||
pub fn calculate_growth_factor(a: f64, turns: f64, outer_radius: f64, spiral_type: SpiralType) -> f64 {
|
||||
match spiral_type {
|
||||
SpiralType::Archimedean => {
|
||||
let total_theta = turns * TAU;
|
||||
(outer_radius - a) / total_theta
|
||||
}
|
||||
SpiralType::Logarithmic => {
|
||||
let total_theta = turns * TAU;
|
||||
((outer_radius.abs() / a).ln()) / total_theta
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns a point on the given spiral type at angle `theta`.
|
||||
pub fn spiral_point(theta: f64, a: f64, b: f64, spiral_type: SpiralType) -> DVec2 {
|
||||
match spiral_type {
|
||||
SpiralType::Archimedean => archimedean_spiral_point(theta, a, b),
|
||||
SpiralType::Logarithmic => log_spiral_point(theta, a, b),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the tangent direction at angle `theta` for the given spiral type.
|
||||
fn spiral_tangent(theta: f64, a: f64, b: f64, spiral_type: SpiralType) -> DVec2 {
|
||||
match spiral_type {
|
||||
SpiralType::Archimedean => archimedean_spiral_tangent(theta, a, b),
|
||||
SpiralType::Logarithmic => log_spiral_tangent(theta, a, b),
|
||||
}
|
||||
}
|
||||
|
||||
/// Computes arc length between two angles for the given spiral type.
|
||||
fn spiral_arc_length(theta_start: f64, theta_end: f64, a: f64, b: f64, spiral_type: SpiralType) -> f64 {
|
||||
match spiral_type {
|
||||
SpiralType::Archimedean => archimedean_spiral_arc_length(theta_start, theta_end, a, b),
|
||||
SpiralType::Logarithmic => log_spiral_arc_length(theta_start, theta_end, a, b),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns a point on a logarithmic spiral at angle `theta`.
|
||||
fn log_spiral_point(theta: f64, a: f64, b: f64) -> DVec2 {
|
||||
let r = a * (b * theta).exp(); // a * e^(bθ)
|
||||
DVec2::new(r * theta.cos(), -r * theta.sin())
|
||||
}
|
||||
|
||||
/// Computes arc length along a logarithmic spiral between two angles.
|
||||
fn log_spiral_arc_length(theta_start: f64, theta_end: f64, a: f64, b: f64) -> f64 {
|
||||
let factor = (1. + b * b).sqrt();
|
||||
(a / b) * factor * ((b * theta_end).exp() - (b * theta_start).exp())
|
||||
}
|
||||
|
||||
/// Returns the tangent direction of a logarithmic spiral at angle `theta`.
|
||||
fn log_spiral_tangent(theta: f64, a: f64, b: f64) -> DVec2 {
|
||||
let r = a * (b * theta).exp();
|
||||
let dx = r * (b * theta.cos() - theta.sin());
|
||||
let dy = r * (b * theta.sin() + theta.cos());
|
||||
|
||||
DVec2::new(dx, -dy).normalize_or(DVec2::X)
|
||||
}
|
||||
|
||||
/// Returns a point on an Archimedean spiral at angle `theta`.
|
||||
fn archimedean_spiral_point(theta: f64, a: f64, b: f64) -> DVec2 {
|
||||
let r = a + b * theta;
|
||||
DVec2::new(r * theta.cos(), -r * theta.sin())
|
||||
}
|
||||
|
||||
/// Returns the tangent direction of an Archimedean spiral at angle `theta`.
|
||||
fn archimedean_spiral_tangent(theta: f64, a: f64, b: f64) -> DVec2 {
|
||||
let r = a + b * theta;
|
||||
let dx = b * theta.cos() - r * theta.sin();
|
||||
let dy = b * theta.sin() + r * theta.cos();
|
||||
DVec2::new(dx, -dy).normalize_or(DVec2::X)
|
||||
}
|
||||
|
||||
/// Computes arc length along an Archimedean spiral between two angles.
|
||||
fn archimedean_spiral_arc_length(theta_start: f64, theta_end: f64, a: f64, b: f64) -> f64 {
|
||||
archimedean_spiral_arc_length_origin(theta_end, a, b) - archimedean_spiral_arc_length_origin(theta_start, a, b)
|
||||
}
|
||||
|
||||
/// Computes arc length from origin to a point on Archimedean spiral at angle `theta`.
|
||||
fn archimedean_spiral_arc_length_origin(theta: f64, a: f64, b: f64) -> f64 {
|
||||
let r = a + b * theta;
|
||||
let sqrt_term = (r * r + b * b).sqrt();
|
||||
(r * sqrt_term + b * b * ((r + sqrt_term).ln())) / (2. * b)
|
||||
}
|
||||
@@ -150,7 +150,7 @@ mod tests {
|
||||
// List of first handle or second point in a cubic bezier curve.
|
||||
let first_handles = solve_spline_first_handle_closed(&points);
|
||||
|
||||
// Construct the Subpath
|
||||
// Construct the subpath
|
||||
let mut bezpath = BezPath::new();
|
||||
bezpath.move_to(dvec2_to_point(points[0]));
|
||||
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
use super::PointId;
|
||||
use super::algorithms::offset_subpath::MAX_ABSOLUTE_DIFFERENCE;
|
||||
use crate::subpath::{BezierHandles, ManipulatorGroup};
|
||||
use crate::vector::{SegmentId, Vector};
|
||||
use core_types::list::{Item, List};
|
||||
use dyn_any::DynAny;
|
||||
use glam::DVec2;
|
||||
use glam::{DAffine2, DVec2};
|
||||
use kurbo::{BezPath, CubicBez, Line, ParamCurve, ParamCurveDeriv, PathSeg, Point, QuadBez};
|
||||
use std::fmt::{Debug, Formatter};
|
||||
use std::ops::Sub;
|
||||
|
||||
#[cfg_attr(feature = "wasm", derive(tsify::Tsify))]
|
||||
@@ -246,7 +246,7 @@ pub fn handles_to_segment(start: DVec2, handles: BezierHandles, end: DVec2) -> P
|
||||
}
|
||||
}
|
||||
|
||||
pub fn bezpath_from_manipulator_groups(manipulator_groups: &[ManipulatorGroup<PointId>], closed: bool) -> BezPath {
|
||||
pub fn bezpath_from_manipulator_groups(manipulator_groups: &[ManipulatorGroup], closed: bool) -> BezPath {
|
||||
let mut bezpath = kurbo::BezPath::new();
|
||||
let mut out_handle;
|
||||
|
||||
@@ -276,8 +276,8 @@ pub fn bezpath_from_manipulator_groups(manipulator_groups: &[ManipulatorGroup<Po
|
||||
bezpath
|
||||
}
|
||||
|
||||
pub fn bezpath_to_manipulator_groups(bezpath: &BezPath) -> (Vec<ManipulatorGroup<PointId>>, bool) {
|
||||
let mut manipulator_groups = Vec::<ManipulatorGroup<PointId>>::new();
|
||||
pub fn bezpath_to_manipulator_groups(bezpath: &BezPath) -> (Vec<ManipulatorGroup>, bool) {
|
||||
let mut manipulator_groups = Vec::<ManipulatorGroup>::new();
|
||||
let mut is_closed = false;
|
||||
|
||||
for element in bezpath.elements() {
|
||||
@@ -653,3 +653,168 @@ graphene_hash::impl_via_hash!(
|
||||
SpiralType,
|
||||
InterpolationDistribution
|
||||
);
|
||||
|
||||
/// Structure used to represent a single anchor with up to two optional associated handles along a path.
|
||||
#[derive(Copy, Clone, PartialEq, graphene_hash::CacheHash)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub struct ManipulatorGroup {
|
||||
pub anchor: DVec2,
|
||||
pub in_handle: Option<DVec2>,
|
||||
pub out_handle: Option<DVec2>,
|
||||
pub id: PointId,
|
||||
}
|
||||
|
||||
impl Debug for ManipulatorGroup {
|
||||
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
|
||||
f.debug_struct("ManipulatorGroup")
|
||||
.field("anchor", &self.anchor)
|
||||
.field("in_handle", &self.in_handle)
|
||||
.field("out_handle", &self.out_handle)
|
||||
.finish()
|
||||
}
|
||||
}
|
||||
|
||||
impl ManipulatorGroup {
|
||||
/// Construct a new manipulator group from an anchor, in handle and out handle
|
||||
pub fn new(anchor: DVec2, in_handle: Option<DVec2>, out_handle: Option<DVec2>) -> Self {
|
||||
let id = PointId::generate();
|
||||
Self { anchor, in_handle, out_handle, id }
|
||||
}
|
||||
|
||||
/// Construct a new manipulator group from an anchor, in handle, out handle and an id
|
||||
pub fn new_with_id(anchor: DVec2, in_handle: Option<DVec2>, out_handle: Option<DVec2>, id: PointId) -> Self {
|
||||
Self { anchor, in_handle, out_handle, id }
|
||||
}
|
||||
|
||||
/// Create a bezier curve that starts at the current manipulator group and finishes in the `end_group` manipulator group.
|
||||
pub fn to_bezier(&self, end_group: &ManipulatorGroup) -> PathSeg {
|
||||
let start = self.anchor;
|
||||
let end = end_group.anchor;
|
||||
let out_handle = self.out_handle;
|
||||
let in_handle = end_group.in_handle;
|
||||
|
||||
match (out_handle, in_handle) {
|
||||
(Some(handle1), Some(handle2)) => PathSeg::Cubic(CubicBez::new(dvec2_to_point(start), dvec2_to_point(handle1), dvec2_to_point(handle2), dvec2_to_point(end))),
|
||||
(Some(handle), None) | (None, Some(handle)) => PathSeg::Quad(QuadBez::new(dvec2_to_point(start), dvec2_to_point(handle), dvec2_to_point(end))),
|
||||
(None, None) => PathSeg::Line(Line::new(dvec2_to_point(start), dvec2_to_point(end))),
|
||||
}
|
||||
}
|
||||
|
||||
/// Apply a transformation to all of the [ManipulatorGroup] points
|
||||
pub fn apply_transform(&mut self, affine_transform: DAffine2) {
|
||||
self.anchor = affine_transform.transform_point2(self.anchor);
|
||||
self.in_handle = self.in_handle.map(|in_handle| affine_transform.transform_point2(in_handle));
|
||||
self.out_handle = self.out_handle.map(|out_handle| affine_transform.transform_point2(out_handle));
|
||||
}
|
||||
|
||||
/// Are all handles at finite positions
|
||||
pub fn is_finite(&self) -> bool {
|
||||
self.anchor.is_finite() && self.in_handle.is_none_or(|handle| handle.is_finite()) && self.out_handle.is_none_or(|handle| handle.is_finite())
|
||||
}
|
||||
}
|
||||
|
||||
/// Representation of the handle point(s) in a bezier segment.
|
||||
#[derive(Copy, Clone, PartialEq, Debug, graphene_hash::CacheHash)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub enum BezierHandles {
|
||||
Linear,
|
||||
/// Handles for a quadratic curve.
|
||||
Quadratic {
|
||||
/// Point representing the location of the single handle.
|
||||
handle: DVec2,
|
||||
},
|
||||
/// Handles for a cubic curve.
|
||||
Cubic {
|
||||
/// Point representing the location of the handle associated to the start point.
|
||||
handle_start: DVec2,
|
||||
/// Point representing the location of the handle associated to the end point.
|
||||
handle_end: DVec2,
|
||||
},
|
||||
}
|
||||
|
||||
impl BezierHandles {
|
||||
pub fn is_finite(&self) -> bool {
|
||||
match self {
|
||||
BezierHandles::Linear => true,
|
||||
BezierHandles::Quadratic { handle } => handle.is_finite(),
|
||||
BezierHandles::Cubic { handle_start, handle_end } => handle_start.is_finite() && handle_end.is_finite(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Get the coordinates of the bezier segment's first handle point. This represents the only handle in a quadratic segment.
|
||||
pub fn start(&self) -> Option<DVec2> {
|
||||
match *self {
|
||||
BezierHandles::Cubic { handle_start, .. } | BezierHandles::Quadratic { handle: handle_start } => Some(handle_start),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// Get the coordinates of the second handle point. This will return `None` for a quadratic segment.
|
||||
pub fn end(&self) -> Option<DVec2> {
|
||||
match *self {
|
||||
BezierHandles::Cubic { handle_end, .. } => Some(handle_end),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn move_start(&mut self, delta: DVec2) {
|
||||
if let BezierHandles::Cubic { handle_start, .. } | BezierHandles::Quadratic { handle: handle_start } = self {
|
||||
*handle_start += delta
|
||||
}
|
||||
}
|
||||
|
||||
pub fn move_end(&mut self, delta: DVec2) {
|
||||
if let BezierHandles::Cubic { handle_end, .. } = self {
|
||||
*handle_end += delta
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns a Bezier curve that results from applying the transformation function to each handle point in the Bezier.
|
||||
#[must_use]
|
||||
pub fn apply_transformation(&self, transformation_function: impl Fn(DVec2) -> DVec2) -> Self {
|
||||
match *self {
|
||||
BezierHandles::Linear => Self::Linear,
|
||||
BezierHandles::Quadratic { handle } => {
|
||||
let handle = transformation_function(handle);
|
||||
Self::Quadratic { handle }
|
||||
}
|
||||
BezierHandles::Cubic { handle_start, handle_end } => {
|
||||
let handle_start = transformation_function(handle_start);
|
||||
let handle_end = transformation_function(handle_end);
|
||||
Self::Cubic { handle_start, handle_end }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[must_use]
|
||||
pub fn reversed(self) -> Self {
|
||||
match self {
|
||||
BezierHandles::Cubic { handle_start, handle_end } => Self::Cubic {
|
||||
handle_start: handle_end,
|
||||
handle_end: handle_start,
|
||||
},
|
||||
_ => self,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PathSegPoints {
|
||||
pub p0: DVec2,
|
||||
pub p1: Option<DVec2>,
|
||||
pub p2: Option<DVec2>,
|
||||
pub p3: DVec2,
|
||||
}
|
||||
|
||||
impl PathSegPoints {
|
||||
pub fn new(p0: DVec2, p1: Option<DVec2>, p2: Option<DVec2>, p3: DVec2) -> Self {
|
||||
Self { p0, p1, p2, p3 }
|
||||
}
|
||||
}
|
||||
|
||||
pub fn pathseg_points(segment: PathSeg) -> PathSegPoints {
|
||||
match segment {
|
||||
PathSeg::Line(line) => PathSegPoints::new(point_to_dvec2(line.p0), None, None, point_to_dvec2(line.p1)),
|
||||
PathSeg::Quad(quad) => PathSegPoints::new(point_to_dvec2(quad.p0), None, Some(point_to_dvec2(quad.p1)), point_to_dvec2(quad.p2)),
|
||||
PathSeg::Cubic(cube) => PathSegPoints::new(point_to_dvec2(cube.p0), Some(point_to_dvec2(cube.p1)), Some(point_to_dvec2(cube.p2)), point_to_dvec2(cube.p3)),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
use crate::subpath::{BezierHandles, Identifier, ManipulatorGroup, Subpath};
|
||||
use crate::vector::misc::{HandleId, Tangent, dvec2_to_point};
|
||||
use crate::vector::misc::{BezierHandles, HandleId, ManipulatorGroup, Tangent, dvec2_to_point};
|
||||
use crate::vector::vector_types::Vector;
|
||||
use dyn_any::DynAny;
|
||||
use fixedbitset::FixedBitSet;
|
||||
@@ -984,8 +983,8 @@ impl Vector {
|
||||
}
|
||||
}
|
||||
|
||||
/// Construct a [`Subpath`] from an iterator of segments with (handles, start point, end point) independently of discontinuities.
|
||||
pub fn subpath_from_segments_ignore_discontinuities(&self, segments: impl Iterator<Item = (BezierHandles, usize, usize)>) -> Option<Subpath<PointId>> {
|
||||
/// Construct a [`kurbo::BezPath`] from an iterator of segments with (handles, start point, end point) independently of discontinuities.
|
||||
pub fn bezpath_from_segments_ignore_discontinuities(&self, segments: impl Iterator<Item = (BezierHandles, usize, usize)>) -> Option<kurbo::BezPath> {
|
||||
let mut first_point = None;
|
||||
let mut manipulators_list = Vec::new();
|
||||
let mut last: Option<(usize, BezierHandles)> = None;
|
||||
@@ -1018,7 +1017,7 @@ impl Vector {
|
||||
}
|
||||
}
|
||||
|
||||
Some(Subpath::new(manipulators_list, closed))
|
||||
Some(crate::vector::misc::bezpath_from_manipulator_groups(&manipulators_list, closed))
|
||||
}
|
||||
|
||||
pub fn build_stroke_path_iter(&self) -> StrokePathIter<'_> {
|
||||
@@ -1036,14 +1035,9 @@ impl Vector {
|
||||
}
|
||||
}
|
||||
|
||||
/// Construct a [`Subpath`] for each stroke path.
|
||||
pub fn stroke_bezier_paths(&self) -> impl Iterator<Item = Subpath<PointId>> {
|
||||
self.build_stroke_path_iter().map(|(manipulators_list, closed)| Subpath::new(manipulators_list, closed))
|
||||
}
|
||||
|
||||
/// Construct and return an iterator of Vec of `(ManipulatorGroup<PointId>], bool)` for stroke.
|
||||
/// Construct and return an iterator of `(Vec<ManipulatorGroup>, bool)` for each stroke.
|
||||
/// The boolean in the tuple indicates if the path is closed.
|
||||
pub fn stroke_manipulator_groups(&self) -> impl Iterator<Item = (Vec<ManipulatorGroup<PointId>>, bool)> {
|
||||
pub fn stroke_manipulator_groups(&self) -> impl Iterator<Item = (Vec<ManipulatorGroup>, bool)> {
|
||||
self.build_stroke_path_iter()
|
||||
}
|
||||
|
||||
@@ -1257,7 +1251,7 @@ pub struct StrokePathIter<'a> {
|
||||
}
|
||||
|
||||
impl Iterator for StrokePathIter<'_> {
|
||||
type Item = (Vec<ManipulatorGroup<PointId>>, bool);
|
||||
type Item = (Vec<ManipulatorGroup>, bool);
|
||||
|
||||
fn next(&mut self) -> Option<Self::Item> {
|
||||
let mut current_start = None;
|
||||
@@ -1326,12 +1320,6 @@ impl Iterator for StrokePathIter<'_> {
|
||||
}
|
||||
}
|
||||
|
||||
impl Identifier for PointId {
|
||||
fn new() -> Self {
|
||||
Self::generate()
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents the conversion of IDs used when concatenating vector paths with conflicting IDs.
|
||||
pub struct IdMap {
|
||||
pub point_offset: usize,
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
use super::*;
|
||||
use crate::subpath::BezierHandles;
|
||||
use crate::vector::misc::BezierHandles;
|
||||
use crate::vector::misc::{HandleId, HandleType, point_to_dvec2, segment_to_handles};
|
||||
use core_types::uuid::generate_uuid;
|
||||
use dyn_any::DynAny;
|
||||
@@ -746,7 +746,11 @@ impl<'a> AppendBezpath<'a> {
|
||||
let close_path = elements.peek().is_some_and(|elm| **elm == PathEl::ClosePath);
|
||||
|
||||
match *element {
|
||||
PathEl::MoveTo(point) => this.append_first_point(point),
|
||||
PathEl::MoveTo(point) => {
|
||||
// Clear any segment state left by a preceding open contour so its segments don't leak into this contour's region
|
||||
this.reset();
|
||||
this.append_first_point(point);
|
||||
}
|
||||
PathEl::LineTo(point) => {
|
||||
let handle = BezierHandles::Linear;
|
||||
if close_path {
|
||||
@@ -814,12 +818,13 @@ impl HandleExt for HandleId {
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
use crate::subpath::{ManipulatorGroup, Subpath};
|
||||
use crate::vector::algorithms::shapes::{ellipse_bezpath, rectangle_bezpath};
|
||||
use kurbo::{PathSeg, QuadBez};
|
||||
|
||||
#[test]
|
||||
fn modify_new() {
|
||||
let vector: Vector = Vector::from_subpaths([Subpath::new_ellipse(DVec2::ZERO, DVec2::ONE), Subpath::new_rectangle(DVec2::NEG_ONE, DVec2::ZERO)], false);
|
||||
let mut vector = Vector::from_bezpath(ellipse_bezpath(DVec2::ZERO, DVec2::ONE));
|
||||
vector.append_bezpath(rectangle_bezpath(DVec2::NEG_ONE, DVec2::ZERO));
|
||||
|
||||
let modify = VectorModification::create_from_vector(&vector);
|
||||
|
||||
@@ -830,19 +835,14 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn modify_existing() {
|
||||
let subpaths = [
|
||||
Subpath::new_ellipse(DVec2::ZERO, DVec2::ONE),
|
||||
Subpath::new_rectangle(DVec2::NEG_ONE, DVec2::ZERO),
|
||||
Subpath::new(
|
||||
vec![
|
||||
ManipulatorGroup::new(DVec2::new(0., 0.), None, None),
|
||||
ManipulatorGroup::new(DVec2::new(10., 0.), Some(DVec2::new(5., 10.)), None),
|
||||
ManipulatorGroup::new(DVec2::new(20., 0.), Some(DVec2::new(15., 10.)), None),
|
||||
],
|
||||
false,
|
||||
),
|
||||
];
|
||||
let mut vector: Vector = Vector::from_subpaths(subpaths, false);
|
||||
let mut open_quads = BezPath::new();
|
||||
open_quads.move_to(Point::new(0., 0.));
|
||||
open_quads.quad_to(Point::new(5., 10.), Point::new(10., 0.));
|
||||
open_quads.quad_to(Point::new(15., 10.), Point::new(20., 0.));
|
||||
|
||||
let mut vector = Vector::from_bezpath(ellipse_bezpath(DVec2::ZERO, DVec2::ONE));
|
||||
vector.append_bezpath(rectangle_bezpath(DVec2::NEG_ONE, DVec2::ZERO));
|
||||
vector.append_bezpath(open_quads);
|
||||
|
||||
let mut modify_new = VectorModification::create_from_vector(&vector);
|
||||
let mut modify_original = VectorModification::default();
|
||||
|
||||
@@ -1,10 +1,9 @@
|
||||
use super::misc::dvec2_to_point;
|
||||
use super::style::{Stroke, StrokeAlign, StrokeCap, StrokeJoin};
|
||||
pub use super::vector_attributes::*;
|
||||
use crate::subpath::{BezierHandles, ManipulatorGroup, Subpath};
|
||||
use crate::vector::misc::{BezierHandles, ManipulatorGroup};
|
||||
use crate::vector::misc::{HandleId, ManipulatorPointId};
|
||||
use crate::vector::vector_modification::VectorExt;
|
||||
use core::borrow::Borrow;
|
||||
use core_types::bounds::{BoundingBox, RenderBoundingBox};
|
||||
use core_types::render_complexity::RenderComplexity;
|
||||
use dyn_any::StaticType;
|
||||
@@ -74,13 +73,12 @@ impl core_types::transform::BakeTransform for Vector {
|
||||
}
|
||||
|
||||
impl Vector {
|
||||
/// Add a subpath to this vector path.
|
||||
pub fn append_subpath(&mut self, subpath: impl Borrow<Subpath<PointId>>, preserve_id: bool) {
|
||||
let subpath: &Subpath<PointId> = subpath.borrow();
|
||||
/// Add a path of manipulator groups to this vector path.
|
||||
pub fn append_manipulator_groups(&mut self, manipulator_groups: &[ManipulatorGroup], closed: bool, preserve_id: bool) {
|
||||
let stroke_id = StrokeId::ZERO;
|
||||
let mut point_id = self.point_domain.next_id();
|
||||
|
||||
let handles = |a: &ManipulatorGroup<_>, b: &ManipulatorGroup<_>| match (a.out_handle, b.in_handle) {
|
||||
let handles = |a: &ManipulatorGroup, b: &ManipulatorGroup| match (a.out_handle, b.in_handle) {
|
||||
(None, None) => BezierHandles::Linear,
|
||||
(Some(handle), None) | (None, Some(handle)) => BezierHandles::Quadratic { handle },
|
||||
(Some(handle_start), Some(handle_end)) => BezierHandles::Cubic { handle_start, handle_end },
|
||||
@@ -91,7 +89,7 @@ impl Vector {
|
||||
let mut first_point = None;
|
||||
|
||||
// Construct a bezier segment from the two manipulators on the subpath.
|
||||
for pair in subpath.manipulator_groups().windows(2) {
|
||||
for pair in manipulator_groups.windows(2) {
|
||||
let start = last_point.unwrap_or_else(|| {
|
||||
let id = if preserve_id && !self.point_domain.ids().contains(&pair[0].id) {
|
||||
pair[0].id
|
||||
@@ -120,8 +118,8 @@ impl Vector {
|
||||
|
||||
let fill_id = FillId::ZERO;
|
||||
|
||||
if subpath.closed() {
|
||||
if let (Some(last), Some(first), Some(first_id), Some(last_id)) = (subpath.manipulator_groups().last(), subpath.manipulator_groups().first(), first_point, last_point) {
|
||||
if closed {
|
||||
if let (Some(last), Some(first), Some(first_id), Some(last_id)) = (manipulator_groups.last(), manipulator_groups.first(), first_point, last_point) {
|
||||
let id = segment_id.next_id();
|
||||
first_seg = Some(first_seg.unwrap_or(id));
|
||||
last_seg = Some(id);
|
||||
@@ -134,11 +132,6 @@ impl Vector {
|
||||
}
|
||||
}
|
||||
|
||||
/// Construct some new vector path from a single subpath with an identity transform and black fill.
|
||||
pub fn from_subpath(subpath: impl Borrow<Subpath<PointId>>) -> Self {
|
||||
Self::from_subpaths([subpath], false)
|
||||
}
|
||||
|
||||
/// Construct some new vector path from a single [`BezPath`] with an identity transform and black fill.
|
||||
pub fn from_bezpath(bezpath: BezPath) -> Self {
|
||||
let mut vector = Self::default();
|
||||
@@ -146,17 +139,6 @@ impl Vector {
|
||||
vector
|
||||
}
|
||||
|
||||
/// Construct some new vector path from subpaths with an identity transform and black fill.
|
||||
pub fn from_subpaths(subpaths: impl IntoIterator<Item = impl Borrow<Subpath<PointId>>>, preserve_id: bool) -> Self {
|
||||
let mut vector = Self::default();
|
||||
|
||||
for subpath in subpaths.into_iter() {
|
||||
vector.append_subpath(subpath, preserve_id);
|
||||
}
|
||||
|
||||
vector
|
||||
}
|
||||
|
||||
/// Compute the bounding boxes of the bezpaths without any transform
|
||||
pub fn bounding_box_rect(&self) -> Option<Rect> {
|
||||
self.bounding_box_with_transform_rect(DAffine2::IDENTITY)
|
||||
@@ -217,7 +199,7 @@ impl Vector {
|
||||
let Some(stroke) = stroke else { return path_bounds };
|
||||
// Stroke alignment is only honored by the renderer when every subpath is closed; open paths fall
|
||||
// back to drawing a Center-aligned `weight`-wide stroke. Match that behavior to keep bounds in sync.
|
||||
let aligned_renders = stroke.align != StrokeAlign::Center && self.stroke_bezier_paths().all(|p| p.closed());
|
||||
let aligned_renders = stroke.align != StrokeAlign::Center && self.stroke_bezpath_iter().all(|path| matches!(path.elements().last(), Some(kurbo::PathEl::ClosePath)));
|
||||
let kurbo_width = if aligned_renders { stroke.effective_width() } else { stroke.weight };
|
||||
// `Inside`-aligned strokes never expand beyond the path bounds; a zero-weight stroke is invisible
|
||||
if kurbo_width <= 0. {
|
||||
@@ -519,75 +501,68 @@ impl RenderComplexity for Vector {
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use crate::vector::algorithms::shapes::ellipse_bezpath;
|
||||
use kurbo::{CubicBez, PathSeg, Point};
|
||||
|
||||
use super::*;
|
||||
|
||||
fn assert_subpath_eq(generated: &[Subpath<PointId>], expected: &[Subpath<PointId>]) {
|
||||
assert_eq!(generated.len(), expected.len());
|
||||
for (generated, expected) in generated.iter().zip(expected) {
|
||||
assert_eq!(generated.manipulator_groups().len(), expected.manipulator_groups().len());
|
||||
assert_eq!(generated.closed(), expected.closed());
|
||||
for (generated, expected) in generated.manipulator_groups().iter().zip(expected.manipulator_groups()) {
|
||||
assert_eq!(generated.in_handle, expected.in_handle);
|
||||
assert_eq!(generated.out_handle, expected.out_handle);
|
||||
assert_eq!(generated.anchor, expected.anchor);
|
||||
}
|
||||
}
|
||||
fn open_curve_bezpath() -> BezPath {
|
||||
let mut bezpath = BezPath::new();
|
||||
bezpath.move_to(Point::ZERO);
|
||||
bezpath.curve_to(Point::new(-1., -1.), Point::new(1., 1.), Point::new(1., 0.));
|
||||
bezpath
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn construct_closed_subpath() {
|
||||
let circle = Subpath::new_ellipse(DVec2::NEG_ONE, DVec2::ONE);
|
||||
let vector: Vector = Vector::from_subpath(&circle);
|
||||
fn construct_closed_path() {
|
||||
let circle = ellipse_bezpath(DVec2::NEG_ONE, DVec2::ONE);
|
||||
let vector = Vector::from_bezpath(circle.clone());
|
||||
assert_eq!(vector.point_domain.ids().len(), 4);
|
||||
let bezier_paths = vector.segment_iter().map(|(_, bezier, _, _)| bezier).collect::<Vec<_>>();
|
||||
assert_eq!(bezier_paths.len(), 4);
|
||||
assert!(bezier_paths.iter().all(|&bezier| circle.iter().any(|original_bezier| original_bezier == bezier)));
|
||||
|
||||
let generated = vector.stroke_bezier_paths().collect::<Vec<_>>();
|
||||
assert_subpath_eq(&generated, &[circle]);
|
||||
let segments = vector.segment_iter().map(|(_, bezier, _, _)| bezier).collect::<Vec<_>>();
|
||||
assert_eq!(segments.len(), 4);
|
||||
assert!(segments.iter().all(|&segment| circle.segments().any(|original| original == segment)));
|
||||
|
||||
let generated = vector.stroke_bezpath_iter().collect::<Vec<_>>();
|
||||
assert_eq!(generated.len(), 1);
|
||||
assert_eq!(generated[0].elements(), circle.elements());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn construct_open_subpath() {
|
||||
let bezier = PathSeg::Cubic(CubicBez::new(Point::ZERO, Point::new(-1., -1.), Point::new(1., 1.), Point::new(1., 0.)));
|
||||
let subpath = Subpath::new(
|
||||
vec![
|
||||
ManipulatorGroup::new(DVec2::ZERO, None, Some(DVec2::new(-1., -1.))),
|
||||
ManipulatorGroup::new(DVec2::new(1., 0.), Some(DVec2::new(1., 1.)), None),
|
||||
],
|
||||
false,
|
||||
);
|
||||
let vector: Vector = Vector::from_subpath(&subpath);
|
||||
fn construct_open_path() {
|
||||
let curve = open_curve_bezpath();
|
||||
let vector = Vector::from_bezpath(curve.clone());
|
||||
assert_eq!(vector.point_domain.ids().len(), 2);
|
||||
let bezier_paths = vector.segment_iter().map(|(_, bezier, _, _)| bezier).collect::<Vec<_>>();
|
||||
assert_eq!(bezier_paths, vec![bezier]);
|
||||
|
||||
let generated = vector.stroke_bezier_paths().collect::<Vec<_>>();
|
||||
assert_subpath_eq(&generated, &[subpath]);
|
||||
let segments = vector.segment_iter().map(|(_, bezier, _, _)| bezier).collect::<Vec<_>>();
|
||||
assert_eq!(segments, vec![PathSeg::Cubic(CubicBez::new(Point::ZERO, Point::new(-1., -1.), Point::new(1., 1.), Point::new(1., 0.)))]);
|
||||
|
||||
let generated = vector.stroke_manipulator_groups().collect::<Vec<_>>();
|
||||
assert_eq!(generated.len(), 1);
|
||||
let (groups, closed) = &generated[0];
|
||||
assert!(!closed);
|
||||
assert_eq!(groups.len(), 2);
|
||||
assert_eq!((groups[0].anchor, groups[0].in_handle, groups[0].out_handle), (DVec2::ZERO, None, Some(DVec2::new(-1., -1.))));
|
||||
assert_eq!((groups[1].anchor, groups[1].in_handle, groups[1].out_handle), (DVec2::new(1., 0.), Some(DVec2::new(1., 1.)), None));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn construct_many_subpath() {
|
||||
let curve = Subpath::new(
|
||||
vec![
|
||||
ManipulatorGroup::new(DVec2::ZERO, None, Some(DVec2::new(-1., -1.))),
|
||||
ManipulatorGroup::new(DVec2::new(1., 0.), Some(DVec2::new(1., 1.)), None),
|
||||
],
|
||||
false,
|
||||
);
|
||||
let circle = Subpath::new_ellipse(DVec2::NEG_ONE, DVec2::ONE);
|
||||
fn construct_many_paths() {
|
||||
let curve = open_curve_bezpath();
|
||||
let circle = ellipse_bezpath(DVec2::NEG_ONE, DVec2::ONE);
|
||||
|
||||
let vector: Vector = Vector::from_subpaths([&curve, &circle], false);
|
||||
let mut vector = Vector::from_bezpath(curve.clone());
|
||||
vector.append_bezpath(circle.clone());
|
||||
assert_eq!(vector.point_domain.ids().len(), 6);
|
||||
|
||||
let bezier_paths = vector.segment_iter().map(|(_, bezier, _, _)| bezier).collect::<Vec<_>>();
|
||||
assert_eq!(bezier_paths.len(), 5);
|
||||
assert!(bezier_paths.iter().all(|&bezier| circle.iter().chain(curve.iter()).any(|original_bezier| original_bezier == bezier)));
|
||||
let segments = vector.segment_iter().map(|(_, bezier, _, _)| bezier).collect::<Vec<_>>();
|
||||
assert_eq!(segments.len(), 5);
|
||||
assert!(segments.iter().all(|&segment| circle.segments().chain(curve.segments()).any(|original| original == segment)));
|
||||
|
||||
let generated = vector.stroke_bezier_paths().collect::<Vec<_>>();
|
||||
assert_subpath_eq(&generated, &[curve, circle]);
|
||||
let generated = vector.stroke_bezpath_iter().collect::<Vec<_>>();
|
||||
assert_eq!(generated.len(), 2);
|
||||
assert_eq!(generated[0].elements(), curve.elements());
|
||||
assert_eq!(generated[1].elements(), circle.elements());
|
||||
}
|
||||
|
||||
// Verifies the `DVec2 -> List<Vector>` conversion that replaced the former "Vec2 to Point" node yields a path
|
||||
|
||||
Reference in New Issue
Block a user