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:
Keavon Chambers
2026-08-18 15:28:58 -07:00
committed by GitHub
parent 8f1b2bed5f
commit e3b968f7e2
43 changed files with 961 additions and 1291 deletions

View File

@@ -53,10 +53,6 @@ pub mod artboard {
pub use graphic_types::artboard::*;
}
pub mod subpath {
pub use vector_types::subpath::*;
}
pub mod gradient {
pub use vector_types::{Gradient, GradientStop};
}

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@@ -1,16 +1,15 @@
use core_types::list::{ATTR_APPEARANCE, Item, List, NodeIdPath};
use core_types::{ATTR_EDITOR_LAYER_PATH, ATTR_EDITOR_MERGED_LAYERS, ATTR_OPACITY, ATTR_OPACITY_FILL, ATTR_TRANSFORM, Ctx};
use glam::{DAffine2, DVec2};
use glam::DAffine2;
use graphic_types::Appearance;
use graphic_types::graphic::bake_paint_transforms;
use graphic_types::vector_types::subpath::{ManipulatorGroup, Subpath};
use graphic_types::vector_types::vector::PointId;
use graphic_types::vector_types::vector::VectorExt;
use graphic_types::vector_types::vector::algorithms::merge_by_distance::MergeByDistanceExt;
use graphic_types::{Graphic, Vector};
use linesweeper::topology::Topology;
use linesweeper::{BinaryOp, FillRule, binary_op};
use smallvec::SmallVec;
use vector_types::kurbo::{Affine, BezPath, CubicBez, Line, ParamCurve, PathSeg, Point, QuadBez};
use vector_types::kurbo::{Affine, BezPath, CubicBez, Line, ParamCurve, PathEl, PathSeg, Point, QuadBez};
pub use vector_types::vector::misc::BooleanOperation;
// TODO: Fix boolean ops to work by removing .transform() and .one_instance_*() calls,
@@ -168,8 +167,8 @@ fn boolean_operation_on_vector_list(vector: &List<Vector>, boolean_operation: Bo
}
};
let contours = top.contours(|winding| winding.is_inside(boolean_operation));
for subpath in from_bez_paths(contours.contours().map(|c| &c.path)) {
row.element_mut().append_subpath(subpath, false);
for contour in contours.contours() {
row.element_mut().append_bezpath(closed(contour.path.clone()));
}
list.push(row);
@@ -292,65 +291,36 @@ fn quantize_segment(seg: PathSeg) -> PathSeg {
}
}
fn to_bez_path(vector: &Vector, transform: DAffine2) -> BezPath {
let mut path = BezPath::new();
for subpath in vector.stroke_bezier_paths() {
push_subpath(&mut path, &subpath, transform);
/// Every operand and result region is treated as closed, so an open path gets its closing segment here.
fn closed(mut path: BezPath) -> BezPath {
if !path.elements().is_empty() && path.elements().last() != Some(&PathEl::ClosePath) {
path.close_path();
}
path
}
fn push_subpath(path: &mut BezPath, subpath: &Subpath<PointId>, transform: DAffine2) {
fn to_bez_path(vector: &Vector, transform: DAffine2) -> BezPath {
let transform = Affine::new(transform.to_cols_array());
let mut first = true;
let mut path = BezPath::new();
for seg in subpath.iter_closed() {
let quantized = quantize_segment(transform * seg);
if first {
first = false;
path.move_to(quantized.start());
for subpath in vector.stroke_bezpath_iter() {
let mut first = true;
for segment in closed(subpath).segments() {
let quantized = quantize_segment(transform * segment);
if first {
first = false;
path.move_to(quantized.start());
}
path.push(quantized.as_path_el());
}
path.push(quantized.as_path_el());
}
path.close_path();
}
fn from_bez_paths<'a>(paths: impl Iterator<Item = &'a BezPath>) -> Vec<Subpath<PointId>> {
let mut all_subpaths = Vec::new();
for path in paths {
let cubics: Vec<CubicBez> = path.segments().map(|segment| segment.to_cubic()).collect();
let mut manipulators_list = Vec::new();
let mut current_start = None;
for (index, cubic) in cubics.iter().enumerate() {
let d = |p: Point| DVec2::new(p.x, p.y);
let [start, handle1, handle2, end] = [d(cubic.p0), d(cubic.p1), d(cubic.p2), d(cubic.p3)];
if current_start.is_none() {
// Use the correct in-handle (None) and out-handle for the start point
manipulators_list.push(ManipulatorGroup::new(start, None, Some(handle1)));
} else {
// Update the out-handle of the previous point
if let Some(last) = manipulators_list.last_mut() {
last.out_handle = Some(handle1);
}
}
// Add the end point with the correct in-handle and out-handle (None)
manipulators_list.push(ManipulatorGroup::new(end, Some(handle2), None));
current_start = Some(end);
// Check if this is the last segment
if index == cubics.len() - 1 {
all_subpaths.push(Subpath::new(manipulators_list, true));
manipulators_list = Vec::new(); // Reset manipulators for the next path
}
if !first {
path.close_path();
}
}
all_subpaths
path
}
pub fn boolean_intersect(a: &BezPath, b: &BezPath) -> Vec<BezPath> {

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@@ -245,7 +245,6 @@ mod test {
use std::future::Future;
use std::pin::Pin;
use vector_nodes::generator_nodes::RectangleNode;
use vector_types::subpath::Subpath;
use vector_types::vector::misc::BoxCorners;
fn vector_node_from_bezpath(bezpath: BezPath) -> List<Vector> {
@@ -294,7 +293,12 @@ mod test {
);
let positions = [DVec2::new(40., 20.), DVec2::ONE, DVec2::new(-42., 9.), DVec2::new(10., 345.)];
let points = List::new_from_element(Vector::from_subpath(Subpath::from_anchors(positions, false)));
let mut polyline = BezPath::new();
polyline.move_to((positions[0].x, positions[0].y));
for position in &positions[1..] {
polyline.line_to((position.x, position.y));
}
let points = vector_node_from_bezpath(polyline);
let generated = super::repeat_on_points(context, points, &RaiseToListNode(rect), Item::new_from_element(false)).await;
assert_eq!(generated.len(), positions.len());
for (position, index) in positions.into_iter().zip(0..generated.len()) {

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@@ -7,13 +7,13 @@ use skrifa::instance::{LocationRef, NormalizedCoord, Size};
use skrifa::outline::{DrawSettings, OutlinePen};
use skrifa::raw::FontRef as ReadFontsRef;
use skrifa::{MetadataProvider, OutlineGlyph};
use vector_types::subpath::{ManipulatorGroup, Subpath};
use vector_types::vector::{PointId, Vector};
use vector_types::kurbo::{Affine, BezPath, Point, Rect, Shape};
use vector_types::vector::{Vector, VectorExt};
pub struct PathBuilder {
current_subpath: Subpath<PointId>,
origin: DVec2,
glyph_subpaths: Vec<Subpath<PointId>>,
/// Contours of the glyph currently being drawn, accumulated as a single path.
glyph_bezpath: BezPath,
pub vector_list: List<Vector>,
/// Per-glyph AABBs collected in single-item mode, published as `ATTR_EDITOR_CLICK_TARGET` in `finalize()`.
merged_click_target_bboxes: Vec<[DVec2; 2]>,
@@ -27,14 +27,12 @@ pub struct PathBuilder {
/// `local_transforms` stays stable when all glyphs are clipped during a resize drag.
first_glyph_offset: DVec2,
scale: f64,
id: PointId,
}
impl PathBuilder {
pub fn new(per_glyph_items: bool, scale: f64, text_frame_size: DVec2, first_glyph_offset: DVec2) -> Self {
Self {
current_subpath: Subpath::new(Vec::new(), false),
glyph_subpaths: Vec::new(),
glyph_bezpath: BezPath::new(),
vector_list: if per_glyph_items { List::new() } else { List::new_from_element(Vector::default()) },
merged_click_target_bboxes: Vec::new(),
merged_click_target_baselines: Vec::new(),
@@ -42,13 +40,12 @@ impl PathBuilder {
text_frame_size,
first_glyph_offset,
scale,
id: PointId::ZERO,
origin: DVec2::default(),
}
}
fn point(&self, x: f32, y: f32) -> DVec2 {
DVec2::new(self.origin.x + x as f64, self.origin.y - y as f64) * self.scale
fn point(&self, x: f32, y: f32) -> Point {
Point::new((self.origin.x + x as f64) * self.scale, (self.origin.y - y as f64) * self.scale)
}
#[allow(clippy::too_many_arguments)]
@@ -65,26 +62,23 @@ impl PathBuilder {
let location_ref = LocationRef::new(normalized_coords);
let settings = DrawSettings::unhinted(Size::new(size), location_ref);
glyph.draw(settings, self).unwrap();
let has_geometry = !self.glyph_subpaths.is_empty();
let has_geometry = !self.glyph_bezpath.is_empty();
// Apply transforms in correct order: style-based skew first, then user-requested skew
// This ensures font synthesis (italic) is applied before user transformations
for glyph_subpath in &mut self.glyph_subpaths {
if let Some(style_skew) = style_skew {
glyph_subpath.apply_transform(style_skew);
}
glyph_subpath.apply_transform(skew);
if let Some(style_skew) = style_skew {
self.glyph_bezpath.apply_affine(Affine::new(style_skew.to_cols_array()));
}
self.glyph_bezpath.apply_affine(Affine::new(skew.to_cols_array()));
let glyph_bbox = subpaths_bounding_box(&self.glyph_subpaths);
let glyph_bbox = bezpath_bounding_box(&self.glyph_bezpath);
if per_glyph_items {
// Frame in item-local space: top-left at `-glyph_offset` so the item transform cancels it
// back to the layer-local frame origin, regardless of which glyph survived
let frame_in_item_local = DAffine2::from_scale_angle_translation(self.text_frame_size, 0., -glyph_offset);
let item = Item::new_from_element(Vector::from_subpaths(core::mem::take(&mut self.glyph_subpaths), false))
let item = Item::new_from_element(Vector::from_bezpath(core::mem::take(&mut self.glyph_bezpath)))
.with_attribute(ATTR_TRANSFORM, DAffine2::from_translation(glyph_offset))
.with_attribute(ATTR_EDITOR_TEXT_FRAME, frame_in_item_local);
self.vector_list.push(item);
@@ -92,10 +86,9 @@ impl PathBuilder {
// Defer click target creation to `finalize()` where adjacent AABBs get widened
self.per_glyph_bboxes.push(glyph_bbox);
} else {
for subpath in self.glyph_subpaths.drain(..) {
// Unwrapping here is ok because `self.vector_list` is initialized with a single `List<Vector>` item
self.vector_list.element_mut(0).unwrap().append_subpath(subpath, false);
}
// Unwrapping here is ok because `self.vector_list` is initialized with a single `List<Vector>` item
self.vector_list.element_mut(0).unwrap().append_bezpath(core::mem::take(&mut self.glyph_bezpath));
if let Some(bbox) = glyph_bbox {
self.merged_click_target_bboxes.push(bbox);
self.merged_click_target_baselines.push(glyph_offset.y);
@@ -196,8 +189,8 @@ impl PathBuilder {
// Project back to glyph-local and stamp as click targets
for (entry, widened) in entries.iter().zip(layer_bboxes.iter()) {
let glyph_local = [widened[0] - entry.1, widened[1] - entry.1];
let rect = Subpath::new_rectangle(glyph_local[0], glyph_local[1]);
self.vector_list.set_attribute(ATTR_EDITOR_CLICK_TARGET, entry.0, Vector::from_subpaths([rect], false));
let rect = rectangle_bezpath(glyph_local[0], glyph_local[1]);
self.vector_list.set_attribute(ATTR_EDITOR_CLICK_TARGET, entry.0, Vector::from_bezpath(rect));
}
}
@@ -206,8 +199,11 @@ impl PathBuilder {
let mut bboxes = self.merged_click_target_bboxes;
widen_horizontal_gaps(&mut bboxes, &self.merged_click_target_baselines);
let widened_subpaths: Vec<_> = bboxes.iter().map(|[min, max]| Subpath::new_rectangle(*min, *max)).collect();
self.vector_list.set_attribute(ATTR_EDITOR_CLICK_TARGET, 0, Vector::from_subpaths(widened_subpaths, false));
let mut widened_bezpath = BezPath::new();
for [min, max] in &bboxes {
widened_bezpath.extend(rectangle_bezpath(*min, *max));
}
self.vector_list.set_attribute(ATTR_EDITOR_CLICK_TARGET, 0, Vector::from_bezpath(widened_bezpath));
}
// Fill in text frame for items that don't have one yet (single-item mode, where item 0 = identity)
@@ -252,40 +248,37 @@ fn widen_horizontal_gaps(bboxes: &mut [[DVec2; 2]], baselines: &[f64]) {
}
}
fn subpaths_bounding_box(subpaths: &[Subpath<PointId>]) -> Option<[DVec2; 2]> {
subpaths
.iter()
.filter_map(|subpath| subpath.bounding_box())
.reduce(|[a_min, a_max], [b_min, b_max]| [a_min.min(b_min), a_max.max(b_max)])
fn bezpath_bounding_box(bezpath: &BezPath) -> Option<[DVec2; 2]> {
if bezpath.is_empty() {
return None;
}
let rect = bezpath.bounding_box();
Some([DVec2::new(rect.x0, rect.y0), DVec2::new(rect.x1, rect.y1)])
}
fn rectangle_bezpath(corner1: DVec2, corner2: DVec2) -> BezPath {
Rect::new(corner1.x, corner1.y, corner2.x, corner2.y).to_path(0.)
}
impl OutlinePen for PathBuilder {
fn move_to(&mut self, x: f32, y: f32) {
if !self.current_subpath.is_empty() {
self.glyph_subpaths.push(std::mem::replace(&mut self.current_subpath, Subpath::new(Vec::new(), false)));
}
self.current_subpath.push_manipulator_group(ManipulatorGroup::new_anchor_with_id(self.point(x, y), self.id.next_id()));
self.glyph_bezpath.move_to(self.point(x, y));
}
fn line_to(&mut self, x: f32, y: f32) {
self.current_subpath.push_manipulator_group(ManipulatorGroup::new_anchor_with_id(self.point(x, y), self.id.next_id()));
self.glyph_bezpath.line_to(self.point(x, y));
}
fn quad_to(&mut self, x1: f32, y1: f32, x2: f32, y2: f32) {
let [handle, anchor] = [self.point(x1, y1), self.point(x2, y2)];
self.current_subpath.last_manipulator_group_mut().unwrap().out_handle = Some(handle);
self.current_subpath.push_manipulator_group(ManipulatorGroup::new_with_id(anchor, None, None, self.id.next_id()));
self.glyph_bezpath.quad_to(self.point(x1, y1), self.point(x2, y2));
}
fn curve_to(&mut self, x1: f32, y1: f32, x2: f32, y2: f32, x3: f32, y3: f32) {
let [handle1, handle2, anchor] = [self.point(x1, y1), self.point(x2, y2), self.point(x3, y3)];
self.current_subpath.last_manipulator_group_mut().unwrap().out_handle = Some(handle1);
self.current_subpath
.push_manipulator_group(ManipulatorGroup::new_with_id(anchor, Some(handle2), None, self.id.next_id()));
self.glyph_bezpath.curve_to(self.point(x1, y1), self.point(x2, y2), self.point(x3, y3));
}
fn close(&mut self) {
self.current_subpath.set_closed(true);
self.glyph_subpaths.push(std::mem::replace(&mut self.current_subpath, Subpath::new(Vec::new(), false)));
self.glyph_bezpath.close_path();
}
}

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@@ -4,7 +4,9 @@ use core_types::{CacheHash, Ctx};
use dyn_any::DynAny;
use glam::DVec2;
use graphic_types::Vector;
use vector_types::subpath;
use vector_types::vector::VectorExt;
use vector_types::vector::algorithms::shapes;
use vector_types::vector::misc::BezierHandles;
use vector_types::vector::misc::{ArcType, AsU64, BoxCorners, GridType};
use vector_types::vector::misc::{HandleId, SpiralType};
use vector_types::vector::{PointId, SegmentId, StrokeId};
@@ -19,7 +21,7 @@ fn circle(
radius: Item<f64>,
) -> Item<Vector> {
let radius = radius.element().abs();
Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_ellipse(DVec2::splat(-radius), DVec2::splat(radius))))
Item::new_from_element(Vector::from_bezpath(shapes::ellipse_bezpath(DVec2::splat(-radius), DVec2::splat(radius))))
}
/// Generates an arc shape forming a portion of a circle which may be open, closed, or a pie slice.
@@ -38,7 +40,7 @@ fn arc(
arc_type: Item<ArcType>,
) -> Item<Vector> {
let (radius, start_angle, sweep_angle, arc_type) = (*radius.element(), *start_angle.element(), *sweep_angle.element(), arc_type.into_element());
Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_arc(
Item::new_from_element(Vector::from_bezpath(shapes::arc_bezpath(
radius,
start_angle / 360. * std::f64::consts::TAU,
sweep_angle / 360. * std::f64::consts::TAU,
@@ -65,7 +67,7 @@ fn spiral(
*outer_radius.element(),
*angular_resolution.element(),
);
Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_spiral(
Item::new_from_element(Vector::from_bezpath(shapes::spiral_bezpath(
inner_radius,
outer_radius,
turns,
@@ -91,7 +93,7 @@ fn ellipse(
let corner1 = -radius;
let corner2 = radius;
let mut ellipse = Vector::from_subpath(subpath::Subpath::new_ellipse(corner1, corner2));
let mut ellipse = Vector::from_bezpath(shapes::ellipse_bezpath(corner1, corner2));
let len = ellipse.segment_domain.ids().len();
for i in 0..len {
@@ -139,7 +141,7 @@ fn rectangle(
radii
};
Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., radii)))
Item::new_from_element(Vector::from_bezpath(shapes::rounded_rectangle_bezpath(size / -2., size / 2., radii)))
}
/// Builds a set of four corner values, such as a rectangle's corner radii, from a list of one, two, three, or four values.
@@ -167,8 +169,7 @@ fn regular_polygon<T: AsU64>(
radius: Item<f64>,
) -> Item<Vector> {
let points = sides.element().as_u64();
let radius: f64 = *radius.element() * 2.;
Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_regular_polygon(DVec2::splat(-radius), points, radius)))
Item::new_from_element(Vector::from_bezpath(shapes::regular_polygon_bezpath(DVec2::ZERO, points, *radius.element())))
}
/// Generates an n-pointed star shape with inner and outer points at chosen radii from the center.
@@ -188,10 +189,7 @@ fn star<T: AsU64>(
radius_2: Item<f64>,
) -> Item<Vector> {
let points = sides.element().as_u64();
let diameter: f64 = *radius_1.element() * 2.;
let inner_diameter = *radius_2.element() * 2.;
Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_star_polygon(DVec2::splat(-diameter), points, diameter, inner_diameter)))
Item::new_from_element(Vector::from_bezpath(shapes::star_polygon_bezpath(DVec2::ZERO, points, *radius_1.element(), *radius_2.element())))
}
#[cfg_attr(feature = "wasm", derive(tsify::Tsify))]
@@ -249,11 +247,7 @@ fn qr_code(
for x in 0..dimension {
if qr_code.get_module(x as i32, y as i32) {
let corner1 = DVec2::new(x as f64, y as f64);
let corner2 = corner1 + DVec2::splat(1.);
vector.append_subpath(
subpath::Subpath::from_anchors([corner1, DVec2::new(corner2.x, corner1.y), corner2, DVec2::new(corner1.x, corner2.y)], true),
false,
);
vector.append_bezpath(shapes::rectangle_bezpath(corner1, corner1 + DVec2::splat(1.)));
}
}
}
@@ -281,12 +275,12 @@ fn arrow(
#[default(20)] head_length: Item<PixelLength>,
) -> Item<Vector> {
let (arrow_to, shaft_width, head_width, head_length) = (*arrow_to.element(), *shaft_width.element(), *head_width.element(), *head_length.element());
Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_arrow(DVec2::ZERO, arrow_to, shaft_width, head_width, head_length)))
Item::new_from_element(Vector::from_bezpath(shapes::arrow_bezpath(DVec2::ZERO, arrow_to, shaft_width, head_width, head_length)))
}
#[node_macro::node(category("Vector: Shape"))]
fn line(_: impl Ctx, _primary: (), #[default(100., 100.)] line_to: Item<PixelSize>) -> Item<Vector> {
Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_line(DVec2::ZERO, *line_to.element())))
Item::new_from_element(Vector::from_bezpath(shapes::line_bezpath(DVec2::ZERO, *line_to.element())))
}
trait GridSpacing {
@@ -370,9 +364,7 @@ fn grid<T: GridSpacing>(
// Helper function to connect points with line segments.
let mut push_segment = |to_index: Option<usize>| {
if let Some(other_index) = to_index {
vector
.segment_domain
.push(segment_id.next_id(), other_index, current_index, subpath::BezierHandles::Linear, StrokeId::ZERO);
vector.segment_domain.push(segment_id.next_id(), other_index, current_index, BezierHandles::Linear, StrokeId::ZERO);
}
};

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

View File

@@ -23,14 +23,15 @@ use std::collections::hash_map::DefaultHasher;
use std::collections::{HashMap, HashSet};
use vector_types::GradientForm;
use vector_types::gradient::{build_transform_with_y_preservation, initial_gradient_transform_for_bounding_box};
use vector_types::subpath::{BezierHandles, ManipulatorGroup};
use vector_types::vector::algorithms::bezpath_algorithms::{self, TValue, eval_pathseg_euclidean, evaluate_bezpath, split_bezpath, tangent_on_bezpath};
use vector_types::vector::algorithms::bezpath_algorithms::{
self, TValue, bezpath_area_centroid_and_area, bezpath_length_centroid_and_length, eval_pathseg_euclidean, evaluate_bezpath, split_bezpath, tangent_on_bezpath,
};
use vector_types::vector::algorithms::merge_by_distance::MergeByDistanceExt;
use vector_types::vector::algorithms::offset_subpath::offset_bezpath;
use vector_types::vector::algorithms::spline::{solve_spline_first_handle_closed, solve_spline_first_handle_open};
use vector_types::vector::misc::{
CentroidType, ExtrudeJoiningAlgorithm, HandleId, InterpolationDistribution, MergeByDistanceAlgorithm, PointSpacingType, RowsOrColumns, bezpath_from_manipulator_groups,
bezpath_to_manipulator_groups, handles_to_segment, is_linear, point_to_dvec2, segment_to_handles,
BezierHandles, CentroidType, ExtrudeJoiningAlgorithm, HandleId, InterpolationDistribution, ManipulatorGroup, MergeByDistanceAlgorithm, PointSpacingType, RowsOrColumns,
bezpath_from_manipulator_groups, bezpath_to_manipulator_groups, handles_to_segment, is_linear, point_to_dvec2, segment_to_handles,
};
use vector_types::vector::style::{DashPattern, Gradient, GradientSettings, Stroke, StrokeAlign, StrokeCap, StrokeJoin};
use vector_types::vector::{FillId, PointId, RegionId, SegmentDomain, SegmentId, StrokeId, VectorExt};
@@ -692,11 +693,11 @@ fn merge_by_distance<V: MapVectorItems + Send + Sync + 'static>(
pub mod extrude_algorithms {
use glam::DVec2;
use kurbo::{ParamCurve, ParamCurveDeriv};
use vector_types::subpath::BezierHandles;
use vector_types::vector::StrokeId;
use vector_types::vector::misc::BezierHandles;
use vector_types::vector::misc::ExtrudeJoiningAlgorithm;
/// Convert [`kurbo::CubicBez`] to [`vector_types::subpath::BezierHandles`].
/// Convert [`kurbo::CubicBez`] to [`vector_types::vector::misc::BezierHandles`].
fn cubic_to_handles(cubic_bez: kurbo::CubicBez) -> BezierHandles {
BezierHandles::Cubic {
handle_start: DVec2::new(cubic_bez.p1.x, cubic_bez.p1.y),
@@ -1114,20 +1115,22 @@ async fn auto_tangents<V: MapVectorItems + 'n + Send>(
let mut result = Vector::default();
for mut subpath in source.stroke_bezier_paths() {
subpath.apply_transform(transform);
for (mut manipulators_list, is_closed) in source.stroke_manipulator_groups() {
for manipulator in &mut manipulators_list {
manipulator.anchor = transform.transform_point2(manipulator.anchor);
manipulator.in_handle = manipulator.in_handle.map(|handle| transform.transform_point2(handle));
manipulator.out_handle = manipulator.out_handle.map(|handle| transform.transform_point2(handle));
}
let manipulators_list = subpath.manipulator_groups();
if manipulators_list.len() < 2 {
// Not enough points for softening or handle removal
result.append_subpath(subpath, true);
result.append_manipulator_groups(&manipulators_list, is_closed, true);
continue;
}
let mut new_manipulators_list = Vec::with_capacity(manipulators_list.len());
// Track which manipulator indices were given auto-tangent (colinear) handles
let mut auto_tangented = vec![false; manipulators_list.len()];
let is_closed = subpath.closed();
for i in 0..manipulators_list.len() {
let current = &manipulators_list[i];
@@ -2514,7 +2517,7 @@ async fn morph(
/// Subdivides the last segment of a manipulator group list at its midpoint, adding one new manipulator.
/// For closed paths, the "last segment" is the closing segment from the last back to the first manipulator.
fn subdivide_last_manipulator_segment(manips: &mut Vec<ManipulatorGroup<PointId>>, closed: bool) {
fn subdivide_last_manipulator_segment(manips: &mut Vec<ManipulatorGroup>, closed: bool) {
let len = manips.len();
if len < 2 {
return;
@@ -2562,7 +2565,7 @@ async fn morph(
/// Pushes a subpath (list of manipulators) directly into a Vector's point, segment, and region domains,
/// bypassing the BezPath intermediate representation used by `append_bezpath`.
fn push_manipulators_to_vector(vector: &mut Vector, manips: &[ManipulatorGroup<PointId>], closed: bool, point_id: &mut PointId, segment_id: &mut SegmentId) {
fn push_manipulators_to_vector(vector: &mut Vector, manips: &[ManipulatorGroup], closed: bool, point_id: &mut PointId, segment_id: &mut SegmentId) {
let Some(first) = manips.first() else { return };
let first_point_index = vector.point_domain.ids().len();
@@ -3047,7 +3050,7 @@ async fn morph(
}
// Build interpolated manipulator groups
let mut interpolated: Vec<ManipulatorGroup<PointId>> = source_manips
let mut interpolated: Vec<ManipulatorGroup> = source_manips
.iter()
.zip(target_manips.iter())
.map(|(s, t)| ManipulatorGroup {
@@ -3552,14 +3555,14 @@ fn element_centroid(element: &Vector, transform: DAffine2, centroid_type: Centro
let mut centroid = DVec2::ZERO;
let mut sum = 0.;
for subpath in element.stroke_bezier_paths() {
for bezpath in element.stroke_bezpath_iter() {
let partial = match centroid_type {
CentroidType::Area => subpath.area_centroid_and_area(Some(1e-3), Some(1e-3)).filter(|(_, area)| *area > 0.),
CentroidType::Length => subpath.length_centroid_and_length(None, true),
CentroidType::Area => bezpath_area_centroid_and_area(&bezpath, Some(1e-3), Some(1e-3)).filter(|(_, area)| *area > 0.),
CentroidType::Length => bezpath_length_centroid_and_length(&bezpath, None, true),
};
if let Some((subpath_centroid, area_or_length)) = partial {
if let Some((path_centroid, area_or_length)) = partial {
sum += area_or_length;
centroid += area_or_length * transform.transform_point2(subpath_centroid);
centroid += area_or_length * transform.transform_point2(path_centroid);
}
}
@@ -3671,11 +3674,11 @@ mod test {
.collect()
}
// The Rectangle and Ellipse generators define the framework's fill winding convention; each is built from these
// subpath constructors (`Subpath::new_rectangle` / `Subpath::new_ellipse`), so their winding is the source of truth.
use vector_types::subpath::Subpath;
let rectangle = Vector::from_subpath(Subpath::new_rectangle(DVec2::new(-50., -50.), DVec2::new(50., 50.)));
let ellipse = Vector::from_subpath(Subpath::new_ellipse(DVec2::new(-50., -25.), DVec2::new(50., 25.)));
// The Rectangle and Ellipse generators define the framework's fill winding convention, built from these
// shape constructors (`rectangle_bezpath` / `ellipse_bezpath`), so their winding is the source of truth.
use vector_types::vector::algorithms::shapes::{ellipse_bezpath, rectangle_bezpath};
let rectangle = Vector::from_bezpath(rectangle_bezpath(DVec2::new(-50., -50.), DVec2::new(50., 50.)));
let ellipse = Vector::from_bezpath(ellipse_bezpath(DVec2::new(-50., -25.), DVec2::new(50., 25.)));
let expected = subpath_winding_signs(&rectangle)[0];
assert_eq!(subpath_winding_signs(&ellipse)[0], expected, "Rectangle and Ellipse should agree on winding");