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Update dependencies and lock files (#1841)
* Bump lock files * Fix glam mismatch version * Add tokio feature * Update all deps * Fix gpu-compiler not able to reference the root workspace * Bump a few more deps --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
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@@ -51,7 +51,7 @@ impl Quad {
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let offset = |index_before, index, index_after| {
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let [point_before, point, point_after]: [DVec2; 3] = [self.0[index_before], self.0[index], self.0[index_after]];
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let [line_in, line_out] = [point - point_before, point_after - point];
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let angle = line_in.angle_between(-line_out);
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let angle = line_in.angle_to(-line_out);
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let offset_length = offset / (std::f64::consts::FRAC_PI_2 - angle / 2.).cos();
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point + (line_in.perp().normalize_or_zero() + line_out.perp().normalize_or_zero()).normalize_or_zero() * offset_length
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};
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@@ -203,7 +203,7 @@ fn construct_vector2(_primary: (), x: f64, y: f64) -> glam::DVec2 {
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// Size Of
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#[cfg(feature = "std")]
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struct SizeOfNode;
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pub struct SizeOfNode;
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#[cfg(feature = "std")]
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#[node_macro::node_fn(SizeOfNode)]
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fn flat_map(ty: crate::Type) -> Option<usize> {
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@@ -81,7 +81,7 @@ impl<T: Linear + Debug + Copy> LinearChannel for T {}
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use num_derive::*;
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#[derive(Copy, Clone, Debug, PartialEq, PartialOrd, Num, NumCast, NumOps, One, Zero, ToPrimitive, FromPrimitive)]
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struct SRGBGammaFloat(f32);
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pub struct SRGBGammaFloat(f32);
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impl Channel for SRGBGammaFloat {
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#[inline(always)]
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@@ -178,7 +178,7 @@ impl Gradient {
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let (start, end) = (transform.transform_point2(self.start), transform.transform_point2(self.end));
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// Calculate the new position by finding the closest point on the line
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let new_position = ((end - start).angle_between(mouse - start)).cos() * start.distance(mouse) / start.distance(end);
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let new_position = ((end - start).angle_to(mouse - start)).cos() * start.distance(mouse) / start.distance(end);
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// Don't insert point past end of line
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if !(0. ..=1.).contains(&new_position) {
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@@ -638,7 +638,7 @@ mod test {
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for (index, (_, subpath)) in repeated.region_bezier_paths().enumerate() {
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let expected_angle = (index as f64 + 1.) * 45.;
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let center = (subpath.manipulator_groups()[0].anchor + subpath.manipulator_groups()[2].anchor) / 2.;
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let actual_angle = DVec2::Y.angle_between(center).to_degrees();
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let actual_angle = DVec2::Y.angle_to(center).to_degrees();
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assert!((actual_angle - expected_angle).abs() % 360. < 1e-5);
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}
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}
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