use core_types::Ctx; use core_types::table::{Table, TableRow, TableRowRef}; use glam::{DAffine2, DVec2}; use graphic_types::Vector; use graphic_types::vector_types::subpath::{ManipulatorGroup, PathSegPoints, Subpath, pathseg_points}; use graphic_types::vector_types::vector::PointId; use graphic_types::vector_types::vector::algorithms::merge_by_distance::MergeByDistanceExt; pub use path_bool as path_bool_lib; use path_bool::{FillRule, PathBooleanOperation}; use std::ops::Mul; use ::convex_hull::{HullSegment, MonotoneArc, convex_hull as compute_convex_hull, split_at_inflections}; use kurbo::{CubicBez, Line as KurboLine, ParamCurve, PathSeg as KurboPathSeg, Point as KurboPoint}; // ─── Graham's Scan Convex Hull ─── /// Compute the convex hull of a set of 2D points using Graham's scan. /// Returns points in counter-clockwise order. fn graham_scan_hull(points: &[DVec2]) -> Vec { if points.len() <= 2 { return points.to_vec(); } // Find the lowest-y point (leftmost if tied) let mut pivot_idx = 0; for (i, p) in points.iter().enumerate() { if p.y < points[pivot_idx].y || (p.y == points[pivot_idx].y && p.x < points[pivot_idx].x) { pivot_idx = i; } } let pivot = points[pivot_idx]; // Sort remaining points by polar angle from pivot let mut indexed: Vec<(usize, DVec2)> = points.iter().copied().enumerate().filter(|&(i, _)| i != pivot_idx).collect(); indexed.sort_by(|&(_, a), &(_, b)| { let da = a - pivot; let db = b - pivot; let angle_a = da.y.atan2(da.x); let angle_b = db.y.atan2(db.x); angle_a.partial_cmp(&angle_b).unwrap().then_with(|| { // If same angle, closer point first da.length_squared().partial_cmp(&db.length_squared()).unwrap() }) }); // Build hull using cross-product left-turn test let mut hull = vec![pivot]; for (_, p) in indexed { while hull.len() >= 2 { let a = hull[hull.len() - 2]; let b = hull[hull.len() - 1]; let cross = (b - a).perp_dot(p - b); if cross <= 0.0 { hull.pop(); } else { break; } } hull.push(p); } hull } // ─── Kurbo PathSeg → CubicBez Conversion ─── /// Convert any `kurbo::PathSeg` to a `CubicBez`. fn pathseg_to_cubicbez(seg: KurboPathSeg) -> CubicBez { match seg { KurboPathSeg::Cubic(cb) => cb, KurboPathSeg::Quad(qb) => { // Degree elevation: quadratic → cubic let p0 = qb.p0; let p3 = qb.p2; let q1 = qb.p1; let p1 = KurboPoint::new(p0.x + 2.0 / 3.0 * (q1.x - p0.x), p0.y + 2.0 / 3.0 * (q1.y - p0.y)); let p2 = KurboPoint::new(p3.x + 2.0 / 3.0 * (q1.x - p3.x), p3.y + 2.0 / 3.0 * (q1.y - p3.y)); CubicBez::new(p0, p1, p2, p3) } KurboPathSeg::Line(l) => { // Place control points at 1/3 and 2/3 along the line let p0 = l.p0; let p3 = l.p1; let p1 = KurboPoint::new(p0.x + (p3.x - p0.x) / 3.0, p0.y + (p3.y - p0.y) / 3.0); let p2 = KurboPoint::new(p0.x + 2.0 * (p3.x - p0.x) / 3.0, p0.y + 2.0 * (p3.y - p0.y) / 3.0); CubicBez::new(p0, p1, p2, p3) } } } // ─── Subpath → Vec Conversion ─── /// Check if a CubicBez is degenerate (all control points at essentially the same location). fn is_degenerate_cubic(cb: &CubicBez) -> bool { const EPS_SQ: f64 = 1e-20; let d03 = cb.p3 - cb.p0; let d01 = cb.p1 - cb.p0; let d02 = cb.p2 - cb.p0; (d03.x * d03.x + d03.y * d03.y) < EPS_SQ && (d01.x * d01.x + d01.y * d01.y) < EPS_SQ && (d02.x * d02.x + d02.y * d02.y) < EPS_SQ } /// Convert a `Subpath` into a `Vec` for the convex hull library. /// Filters out degenerate zero-length segments. fn subpath_to_cubicbez_vec(subpath: &Subpath) -> Vec { subpath.iter().map(pathseg_to_cubicbez).filter(|cb| !is_degenerate_cubic(cb)).collect() } // ─── Winding Direction ─── /// Compute the signed area of a closed cubic bezier path by sampling. /// Positive = CCW in standard math coords, Negative = CW. fn signed_area_of_cubic_path(segments: &[CubicBez]) -> f64 { let mut area = 0.0; let n = 16; for seg in segments { for i in 0..n { let t0 = i as f64 / n as f64; let t1 = (i + 1) as f64 / n as f64; let p0 = seg.eval(t0); let p1 = seg.eval(t1); area += p0.x * p1.y - p1.x * p0.y; } } area / 2.0 } /// Reverse a cubic bezier path (reverse segment order + swap endpoints within each segment). fn reverse_cubic_path(segments: &[CubicBez]) -> Vec { segments.iter().rev().map(|cb| CubicBez::new(cb.p3, cb.p2, cb.p1, cb.p0)).collect() } // ─── Select Outer Subpath ─── /// Select the outermost subpath from a Vector by choosing the one with the largest absolute area. fn select_outer_subpath(vector: &Vector) -> Option> { vector.stroke_bezier_paths().max_by(|a, b| { let area_a = a.area_centroid_and_area(None, None).map(|(_, area)| area.abs()).unwrap_or(0.0); let area_b = b.area_centroid_and_area(None, None).map(|(_, area)| area.abs()).unwrap_or(0.0); area_a.partial_cmp(&area_b).unwrap_or(std::cmp::Ordering::Equal) }) } // ─── Hull Segments → Subpath ─── /// Convert hull segments back into a `Subpath`. fn hull_segments_to_subpath(segments: &[HullSegment], arcs: &[MonotoneArc]) -> Option> { let mut kurbo_segs: Vec = segments .iter() .map(|seg| match seg { HullSegment::Arc { arc_index, t_start, t_end } => { let sub = arcs[*arc_index].bezier.subsegment(*t_start..*t_end); KurboPathSeg::Cubic(sub) } HullSegment::Line { start, end, .. } => KurboPathSeg::Line(KurboLine::new(*start, *end)), }) .collect(); if kurbo_segs.is_empty() { return None; } // Subpath::from_beziers requires at least 2 segments for a closed path. // If we have only 1, split it at the midpoint. if kurbo_segs.len() == 1 { let seg = kurbo_segs[0]; match seg { KurboPathSeg::Cubic(cb) => { let first_half = cb.subsegment(0.0..0.5); let second_half = cb.subsegment(0.5..1.0); kurbo_segs = vec![KurboPathSeg::Cubic(first_half), KurboPathSeg::Cubic(second_half)]; } KurboPathSeg::Line(l) => { let mid = KurboPoint::new((l.p0.x + l.p1.x) / 2.0, (l.p0.y + l.p1.y) / 2.0); kurbo_segs = vec![KurboPathSeg::Line(KurboLine::new(l.p0, mid)), KurboPathSeg::Line(KurboLine::new(mid, l.p1))]; } KurboPathSeg::Quad(qb) => { let cb = pathseg_to_cubicbez(KurboPathSeg::Quad(qb)); let first_half = cb.subsegment(0.0..0.5); let second_half = cb.subsegment(0.5..1.0); kurbo_segs = vec![KurboPathSeg::Cubic(first_half), KurboPathSeg::Cubic(second_half)]; } } } Some(Subpath::from_beziers(&kurbo_segs, true)) } // ─── Main Node ─── #[node_macro::node(category("Vector: Modifier"), path(core_types::vector))] async fn convex_hull(_: impl Ctx, content: Table) -> Table { // Handle empty input if content.is_empty() { return Table::default(); } // Step 1: Collect one representative point per subpath (in world space) let mut hull_points: Vec = Vec::new(); for row in content.iter() { let transform = *row.transform; for subpath in row.element.stroke_bezier_paths() { if let Some(first) = subpath.manipulator_groups().first() { hull_points.push(transform.transform_point2(first.anchor)); } } } // Step 2: Union all input shapes let mut result_vector_table = union(content.iter()); // Step 3: Flatten union result to world space (apply transform, set to IDENTITY) let style; { let Some(result_row) = result_vector_table.iter_mut().next() else { return Table::default(); }; let transform = *result_row.transform; *result_row.transform = DAffine2::IDENTITY; Vector::transform(result_row.element, transform); result_row.element.style.set_stroke_transform(DAffine2::IDENTITY); // Step 4: Save style style = result_row.element.style.clone(); } // Step 5: If the union has multiple disjoint subpaths AND we have ≥3 hull points, // build a polyline convex hull and boolean-union it with the result to connect everything. let subpath_count = result_vector_table.iter().next().map(|r| r.element.stroke_bezier_paths().count()).unwrap_or(0); log::debug!("subpath_count: {}", subpath_count); if subpath_count > 1 && hull_points.len() >= 3 { let poly_points = graham_scan_hull(&hull_points); if poly_points.len() >= 3 { // Build a polyline subpath from the hull points let poly_subpath = Subpath::::from_anchors(poly_points.into_iter(), true); let poly_vector = Vector::from_subpath(poly_subpath); // Boolean union the current result with the polyline let current_vector = &result_vector_table.iter().next().unwrap().element; let upper_path = to_path(current_vector, DAffine2::IDENTITY); let lower_path = to_path(&poly_vector, DAffine2::IDENTITY); #[allow(unused_unsafe)] let union_result_paths = unsafe { boolean_union(upper_path, lower_path) }; let union_result = from_path(&union_result_paths); // Replace the result vector's geometry let result_row = result_vector_table.iter_mut().next().unwrap(); result_row.element.colinear_manipulators = union_result.colinear_manipulators; result_row.element.point_domain = union_result.point_domain; result_row.element.segment_domain = union_result.segment_domain; result_row.element.region_domain = union_result.region_domain; } } // Step 6: Select the outer boundary subpath (largest by area) let outer_subpath = { let result_row = result_vector_table.iter().next().unwrap(); select_outer_subpath(result_row.element) }; let Some(outer_subpath) = outer_subpath else { return result_vector_table; }; // Step 7: Convert to Vec let cubic_segments = subpath_to_cubicbez_vec(&outer_subpath); if cubic_segments.is_empty() { return result_vector_table; } // The hull library expects CCW winding. Graphite paths are typically CW in screen coords // (Y-down), so we reverse if the signed area is negative (CW in math coords). let cubic_segments = if signed_area_of_cubic_path(&cubic_segments) < 0.0 { reverse_cubic_path(&cubic_segments) } else { cubic_segments }; log::debug!("path: {:?}", cubic_segments); // Step 8: Run the curved convex hull algorithm let arcs = split_at_inflections(&cubic_segments); log::debug!("arcs: {:?}", arcs); let hull_segments = compute_convex_hull(&cubic_segments); log::debug!("segments: {:?}", hull_segments); if hull_segments.is_empty() { // Fallback: return the union result as-is return result_vector_table; } // Step 9: Reconstruct hull as Subpath let Some(hull_subpath) = hull_segments_to_subpath(&hull_segments, &arcs) else { return result_vector_table; }; log::debug!("hull_subpath: {:?}", hull_subpath); // Step 10: Create Vector from hull subpath, apply saved style let mut hull_vector = Vector::from_subpath(hull_subpath); hull_vector.style = style; // Step 11: Build result table let mut result: Table = Table::new_from_element(hull_vector); if let Some(row) = result.iter_mut().next() { // Step 11: Clean up with merge_by_distance_spatial row.element.merge_by_distance_spatial(*row.transform, 0.0001); } result } // ─── Boolean Operations (shared helpers) ─── fn union<'a>(vector: impl DoubleEndedIterator>) -> Table { // Reverse the vector table rows so that the result style is the style of the first vector row let mut vector_reversed = vector.rev(); let mut result_vector_table = Table::new_from_row(vector_reversed.next().map(|x| x.into_cloned()).unwrap_or_default()); let mut first_row = result_vector_table.iter_mut().next().expect("Expected the one row we just pushed"); // Loop over all vector table rows and union it with the result let default = TableRow::default(); let mut second_vector = Some(vector_reversed.next().unwrap_or(default.as_ref())); while let Some(lower_vector) = second_vector { let transform_of_lower_into_space_of_upper = first_row.transform.inverse() * *lower_vector.transform; let result = &mut first_row.element; let upper_path_string = to_path(result, DAffine2::IDENTITY); let lower_path_string = to_path(lower_vector.element, transform_of_lower_into_space_of_upper); #[allow(unused_unsafe)] let boolean_operation_string = unsafe { boolean_union(upper_path_string, lower_path_string) }; let boolean_operation_result = from_path(&boolean_operation_string); result.colinear_manipulators = boolean_operation_result.colinear_manipulators; result.point_domain = boolean_operation_result.point_domain; result.segment_domain = boolean_operation_result.segment_domain; result.region_domain = boolean_operation_result.region_domain; second_vector = vector_reversed.next(); } result_vector_table } fn to_path(vector: &Vector, transform: DAffine2) -> Vec { let mut path = Vec::new(); for subpath in vector.stroke_bezier_paths() { to_path_segments(&mut path, &subpath, transform); } path } fn to_path_segments(path: &mut Vec, subpath: &Subpath, transform: DAffine2) { use path_bool::PathSegment; let mut global_start = None; let mut global_end = DVec2::ZERO; for bezier in subpath.iter() { const EPS: f64 = 1e-8; let transform_point = |pos: DVec2| transform.transform_point2(pos).mul(EPS.recip()).round().mul(EPS); let PathSegPoints { p0, p1, p2, p3 } = pathseg_points(bezier); let p0 = transform_point(p0); let p1 = p1.map(transform_point); let p2 = p2.map(transform_point); let p3 = transform_point(p3); if global_start.is_none() { global_start = Some(p0); } global_end = p3; let segment = match (p1, p2) { (None, None) => PathSegment::Line(p0, p3), (None, Some(p2)) | (Some(p2), None) => PathSegment::Quadratic(p0, p2, p3), (Some(p1), Some(p2)) => PathSegment::Cubic(p0, p1, p2, p3), }; path.push(segment); } if let Some(start) = global_start { path.push(PathSegment::Line(global_end, start)); } } fn from_path(path_data: &[Path]) -> Vector { const EPSILON: f64 = 1e-5; fn is_close(a: DVec2, b: DVec2) -> bool { (a - b).length_squared() < EPSILON * EPSILON } let mut all_subpaths = Vec::new(); for path in path_data.iter().filter(|path| !path.is_empty()) { let cubics: Vec<[DVec2; 4]> = path.iter().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 [start, handle1, handle2, end] = *cubic; if current_start.is_none() || !is_close(start, current_start.unwrap()) { // Start a new subpath if !manipulators_list.is_empty() { all_subpaths.push(Subpath::new(std::mem::take(&mut manipulators_list), true)); } // 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 } } } Vector::from_subpaths(all_subpaths, false) } type Path = Vec; fn boolean_union(a: Path, b: Path) -> Vec { path_bool(a, b, PathBooleanOperation::Union) } fn path_bool(a: Path, b: Path, op: PathBooleanOperation) -> Vec { match path_bool::path_boolean(&a, FillRule::NonZero, &b, FillRule::NonZero, op) { Ok(results) => results, Err(e) => { let a_path = path_bool::path_to_path_data(&a, 0.001); let b_path = path_bool::path_to_path_data(&b, 0.001); log::error!("Boolean error {e:?} encountered while processing {a_path}\n {op:?}\n {b_path}"); Vec::new() } } } pub fn boolean_intersect(a: Path, b: Path) -> Vec { path_bool(a, b, PathBooleanOperation::Intersection) }