use core_types::Context; use core_types::context::{CloneVarArgs, ExtractAll}; use core_types::list::{Bundle, Item, List}; use core_types::registry::types::{Fraction, Percentage, PixelSize}; use core_types::transform::Footprint; use core_types::{Color, Ctx, OwnedContextImpl, num_traits}; use glam::{DAffine2, DVec2}; use graphic_types::raster_types::{CPU, GPU, Raster}; use graphic_types::{Artboard, Graphic, Vector}; use log::warn; use math_parser::ast; use math_parser::context::{EvalContext, NothingMap, ValueProvider}; use math_parser::value::{Number, Value}; use rand::{Rng, SeedableRng}; use std::ops::{Add, Mul, Rem, Sub}; use vector_types::Gradient; /// The struct that stores the context for the maths parser. /// This is currently just limited to supplying `a` and `b` until we add better node graph support and UI for variadic inputs. struct MathNodeContext { a: f64, b: f64, } impl ValueProvider for MathNodeContext { fn get_value(&self, name: &str) -> Option { if name.eq_ignore_ascii_case("a") { Some(Value::from_f64(self.a)) } else if name.eq_ignore_ascii_case("b") { Some(Value::from_f64(self.b)) } else { None } } } /// Calculates a mathematical expression with input values "A" and "B". #[node_macro::node(category("Math: Arithmetic"), properties("math_properties"))] fn math( _: impl Ctx, /// The value of "A" when calculating the expression. #[implementations(f64, f32)] operand_a: Item, /// A math expression that may incorporate "A" and/or "B", such as `sqrt(A + B) - B^2`. #[default("A + B")] expression: Item, /// The value of "B" when calculating the expression. #[implementations(f64, f32)] #[default(1.)] operand_b: Item, ) -> Item { let (operand_a, attributes) = operand_a.into_parts(); let (expression, operand_b) = (expression.element(), *operand_b.element()); let (node, _unit) = match ast::Node::try_parse_from_str(expression) { Ok(expr) => expr, Err(e) => { warn!("Invalid expression: `{expression}`\n{e:?}"); return Item::from_parts(T::from(0.).unwrap(), attributes); } }; let context = EvalContext::new( MathNodeContext { a: operand_a.to_f64().unwrap(), b: operand_b.to_f64().unwrap(), }, NothingMap, ); let value = match node.eval(&context) { Ok(value) => value, Err(e) => { warn!("Expression evaluation error: {e:?}"); return Item::from_parts(T::from(0.).unwrap(), attributes); } }; let Value::Number(num) = value; let result = match num { Number::Real(val) => T::from(val).unwrap(), Number::Complex(c) => T::from(c.re).unwrap(), }; Item::from_parts(result, attributes) } /// The addition operation (`+`) calculates the sum of two scalar numbers or vec2s. #[node_macro::node(category("Math: Arithmetic"))] fn add, B>( _: impl Ctx, /// The left-hand side of the addition operation. #[implementations(f64, f32, u32, DVec2, f64, DVec2)] augend: Item, /// The right-hand side of the addition operation. #[implementations(f64, f32, u32, DVec2, DVec2, f64)] addend: Item, ) -> Item<>::Output> { let (augend, attributes) = augend.into_parts(); Item::from_parts(augend + addend.into_element(), attributes) } /// The subtraction operation (`-`) calculates the difference between two scalar numbers or vec2s. #[node_macro::node(category("Math: Arithmetic"))] fn subtract, B>( _: impl Ctx, /// The left-hand side of the subtraction operation. #[implementations(f64, f32, u32, DVec2, f64, DVec2)] minuend: Item, /// The right-hand side of the subtraction operation. #[implementations(f64, f32, u32, DVec2, DVec2, f64)] subtrahend: Item, ) -> Item<>::Output> { let (minuend, attributes) = minuend.into_parts(); Item::from_parts(minuend - subtrahend.into_element(), attributes) } /// The multiplication operation (`×`) calculates the product of two scalar numbers, vec2s, or transforms. #[node_macro::node(category("Math: Arithmetic"))] fn multiply, B>( _: impl Ctx, /// The left-hand side of the multiplication operation. #[implementations(f64, f32, u32, DVec2, f64, DVec2, DAffine2)] multiplier: Item, /// The right-hand side of the multiplication operation. #[default(1.)] #[implementations(f64, f32, u32, DVec2, DVec2, f64, DAffine2)] multiplicand: Item, ) -> Item<>::Output> { let (multiplier, attributes) = multiplier.into_parts(); Item::from_parts(multiplier * multiplicand.into_element(), attributes) } pub trait SafeDivide { type Output; fn safe_divide(self, denominator: Rhs) -> Self::Output; } impl SafeDivide for f64 { type Output = f64; fn safe_divide(self, denominator: f64) -> f64 { if denominator == 0. { 0. } else { self / denominator } } } impl SafeDivide for f32 { type Output = f32; fn safe_divide(self, denominator: f32) -> f32 { if denominator == 0. { 0. } else { self / denominator } } } impl SafeDivide for u32 { type Output = u32; fn safe_divide(self, denominator: u32) -> u32 { self.checked_div(denominator).unwrap_or(0) } } impl SafeDivide for DVec2 { type Output = DVec2; fn safe_divide(self, denominator: DVec2) -> DVec2 { DVec2::new(self.x.safe_divide(denominator.x), self.y.safe_divide(denominator.y)) } } impl SafeDivide for DVec2 { type Output = DVec2; fn safe_divide(self, denominator: f64) -> DVec2 { DVec2::new(self.x.safe_divide(denominator), self.y.safe_divide(denominator)) } } impl SafeDivide for f64 { type Output = DVec2; fn safe_divide(self, denominator: DVec2) -> DVec2 { DVec2::new(self.safe_divide(denominator.x), self.safe_divide(denominator.y)) } } /// The division operation (`÷`) calculates the quotient of two scalar numbers or vec2s. /// /// Produces 0 for any division by 0. With vec2 inputs, this applies separately to the X and Y components. #[node_macro::node(category("Math: Arithmetic"))] fn divide, B>( _: impl Ctx, /// The left-hand side of the division operation. #[implementations(f64, f32, u32, DVec2, DVec2, f64)] numerator: Item, /// The right-hand side of the division operation. #[default(1.)] #[implementations(f64, f32, u32, DVec2, f64, DVec2)] denominator: Item, ) -> Item<>::Output> { let (numerator, attributes) = numerator.into_parts(); Item::from_parts(numerator.safe_divide(denominator.into_element()), attributes) } trait Componentwise { fn componentwise(self, f: impl Fn(f64) -> f64) -> Self; } impl Componentwise for f64 { fn componentwise(self, f: impl Fn(f64) -> f64) -> Self { f(self) } } impl Componentwise for f32 { fn componentwise(self, f: impl Fn(f64) -> f64) -> Self { f(self as f64) as f32 } } impl Componentwise for DVec2 { fn componentwise(self, f: impl Fn(f64) -> f64) -> Self { DVec2::new(f(self.x), f(self.y)) } } /// The reciprocal operation (`1/x`) calculates the multiplicative inverse of a number. /// /// Produces 0 if the input is 0. With a vec2 input, this applies separately to the X and Y components. #[node_macro::node(category("Math: Arithmetic"))] fn reciprocal( _: impl Ctx, /// The number for which the reciprocal is calculated. #[implementations(f64, f32, DVec2)] value: Item, ) -> Item { let (value, attributes) = value.into_parts(); Item::from_parts(value.componentwise(|value| if value == 0. { 0. } else { 1. / value }), attributes) } /// The modulo operation (`%`) calculates the remainder from the division of two scalar numbers or vec2s. /// /// The sign of the result shares the sign of the numerator unless *Always Positive* is enabled. #[node_macro::node(category("Math: Arithmetic"))] fn modulo>>, B: Copy>( _: impl Ctx, /// The left-hand side of the modulo operation. #[implementations(f64, f32, u32, DVec2, DVec2, f64)] numerator: Item, /// The right-hand side of the modulo operation. #[default(2.)] #[implementations(f64, f32, u32, DVec2, f64, DVec2)] modulus: Item, /// Ensures the result is always positive, even if the numerator is negative. #[default(true)] always_positive: Item, ) -> Item<>::Output> { let (numerator, attributes) = numerator.into_parts(); let (modulus, always_positive) = (*modulus.element(), *always_positive.element()); let result = if always_positive { (numerator % modulus + modulus) % modulus } else { numerator % modulus }; Item::from_parts(result, attributes) } pub trait Exponent { type Output; fn power(self, power: Rhs) -> Self::Output; } impl Exponent for f64 { type Output = f64; fn power(self, power: f64) -> f64 { self.powf(power) } } impl Exponent for f32 { type Output = f32; fn power(self, power: f32) -> f32 { self.powf(power) } } impl Exponent for u32 { type Output = u32; fn power(self, power: u32) -> u32 { self.pow(power) } } impl Exponent for DVec2 { type Output = DVec2; fn power(self, power: DVec2) -> DVec2 { DVec2::new(self.x.powf(power.x), self.y.powf(power.y)) } } impl Exponent for DVec2 { type Output = DVec2; fn power(self, power: f64) -> DVec2 { DVec2::new(self.x.powf(power), self.y.powf(power)) } } impl Exponent for f64 { type Output = DVec2; fn power(self, power: DVec2) -> DVec2 { DVec2::new(self.powf(power.x), self.powf(power.y)) } } /// The exponent operation (`^`) calculates the result of raising a number to a power. /// /// With vec2 inputs, this applies separately to the X and Y components. #[node_macro::node(category("Math: Arithmetic"))] fn exponent, B>( _: impl Ctx, /// The base number that is raised to the power. #[implementations(f64, f32, u32, DVec2, DVec2, f64)] base: Item, /// The power to which the base number is raised. #[implementations(f64, f32, u32, DVec2, f64, DVec2)] #[default(2.)] power: Item, ) -> Item<>::Output> { let (base, attributes) = base.into_parts(); Item::from_parts(base.power(power.into_element()), attributes) } fn scalar_nth_root(radicand: f64, degree: f64) -> f64 { if degree == 2. { radicand.sqrt() } else if degree == 3. { radicand.cbrt() } else if degree <= 0. { 0. } else { radicand.powf(1. / degree) } } pub trait NthRoot { type Output; fn nth_root(self, degree: Degree) -> Self::Output; } impl NthRoot for f64 { type Output = f64; fn nth_root(self, degree: f64) -> f64 { scalar_nth_root(self, degree) } } impl NthRoot for f32 { type Output = f32; fn nth_root(self, degree: f32) -> f32 { scalar_nth_root(self as f64, degree as f64) as f32 } } impl NthRoot for DVec2 { type Output = DVec2; fn nth_root(self, degree: DVec2) -> DVec2 { DVec2::new(scalar_nth_root(self.x, degree.x), scalar_nth_root(self.y, degree.y)) } } impl NthRoot for DVec2 { type Output = DVec2; fn nth_root(self, degree: f64) -> DVec2 { DVec2::new(scalar_nth_root(self.x, degree), scalar_nth_root(self.y, degree)) } } impl NthRoot for f64 { type Output = DVec2; fn nth_root(self, degree: DVec2) -> DVec2 { DVec2::new(scalar_nth_root(self, degree.x), scalar_nth_root(self, degree.y)) } } /// The `n`th root operation (`√`) calculates the inverse of exponentiation. Square root inverts squaring, cube root inverts cubing, and so on. /// /// This is equivalent to raising the number to the power of `1/n`. With vec2 inputs, this applies separately to the X and Y components. #[node_macro::node(category("Math: Arithmetic"))] fn root, B>( _: impl Ctx, /// The number inside the radical for which the `n`th root is calculated. #[default(2.)] #[implementations(f64, f32, DVec2, DVec2, f64)] radicand: Item, /// The degree of the root to be calculated. Square root is 2, cube root is 3, and so on. /// Degrees 0 or less are invalid and will produce an output of 0. #[default(2.)] #[implementations(f64, f32, f64, DVec2, DVec2)] degree: Item, ) -> Item<>::Output> { let (radicand, attributes) = radicand.into_parts(); Item::from_parts(radicand.nth_root(degree.into_element()), attributes) } fn scalar_logarithm(value: f64, base: f64) -> f64 { if base == 2. { value.log2() } else if base == 10. { value.log10() } else if (base - std::f64::consts::E).abs() < f64::EPSILON * 1e6 { value.ln() } else { value.log(base) } } pub trait Logarithm { type Output; fn logarithm(self, base: Base) -> Self::Output; } impl Logarithm for f64 { type Output = f64; fn logarithm(self, base: f64) -> f64 { scalar_logarithm(self, base) } } impl Logarithm for f32 { type Output = f32; fn logarithm(self, base: f32) -> f32 { // The f32 representation of e widens inexactly, so match it against e at f32 precision and substitute the exact f64 e let base = if (base - std::f32::consts::E).abs() < f32::EPSILON * 10. { std::f64::consts::E } else { base as f64 }; scalar_logarithm(self as f64, base) as f32 } } impl Logarithm for DVec2 { type Output = DVec2; fn logarithm(self, base: DVec2) -> DVec2 { DVec2::new(scalar_logarithm(self.x, base.x), scalar_logarithm(self.y, base.y)) } } impl Logarithm for DVec2 { type Output = DVec2; fn logarithm(self, base: f64) -> DVec2 { DVec2::new(scalar_logarithm(self.x, base), scalar_logarithm(self.y, base)) } } impl Logarithm for f64 { type Output = DVec2; fn logarithm(self, base: DVec2) -> DVec2 { DVec2::new(scalar_logarithm(self, base.x), scalar_logarithm(self, base.y)) } } /// The logarithmic function (`log`) calculates the logarithm of a number with a specified base. If the natural logarithm function (`ln`) is desired, set the base to "e". /// /// With vec2 inputs, this applies separately to the X and Y components. #[node_macro::node(category("Math: Arithmetic"))] fn logarithm, B>( _: impl Ctx, /// The number for which the logarithm is calculated. #[implementations(f64, f32, DVec2, DVec2, f64)] value: Item, /// The base of the logarithm, such as 2 (binary), 10 (decimal), and e (natural logarithm). #[default(2.)] #[implementations(f64, f32, f64, DVec2, DVec2)] base: Item, ) -> Item<>::Output> { let (value, attributes) = value.into_parts(); Item::from_parts(value.logarithm(base.into_element()), attributes) } /// The sine trigonometric function (`sin`) calculates the ratio of the angle's opposite side length to its hypotenuse length. /// /// With a vec2 input, this applies separately to the X and Y components. #[node_macro::node(category("Math: Trig"))] fn sine( _: impl Ctx, /// The given angle. #[implementations(f64, f32, DVec2)] theta: Item, /// Whether the given angle should be interpreted as radians instead of degrees. radians: Item, ) -> Item { let (theta, attributes) = theta.into_parts(); let radians = *radians.element(); let result = theta.componentwise(|theta| if radians { theta.sin() } else { theta.to_radians().sin() }); Item::from_parts(result, attributes) } /// The cosine trigonometric function (`cos`) calculates the ratio of the angle's adjacent side length to its hypotenuse length. /// /// With a vec2 input, this applies separately to the X and Y components. #[node_macro::node(category("Math: Trig"))] fn cosine( _: impl Ctx, /// The given angle. #[implementations(f64, f32, DVec2)] theta: Item, /// Whether the given angle should be interpreted as radians instead of degrees. radians: Item, ) -> Item { let (theta, attributes) = theta.into_parts(); let radians = *radians.element(); let result = theta.componentwise(|theta| if radians { theta.cos() } else { theta.to_radians().cos() }); Item::from_parts(result, attributes) } /// The tangent trigonometric function (`tan`) calculates the ratio of the angle's opposite side length to its adjacent side length. /// /// With a vec2 input, this applies separately to the X and Y components. #[node_macro::node(category("Math: Trig"))] fn tangent( _: impl Ctx, /// The given angle. #[implementations(f64, f32, DVec2)] theta: Item, /// Whether the given angle should be interpreted as radians instead of degrees. radians: Item, ) -> Item { let (theta, attributes) = theta.into_parts(); let radians = *radians.element(); let result = theta.componentwise(|theta| if radians { theta.tan() } else { theta.to_radians().tan() }); Item::from_parts(result, attributes) } /// The inverse sine trigonometric function (`asin`) calculates the angle whose sine is the input value. #[node_macro::node(category("Math: Trig"))] fn sine_inverse( _: impl Ctx, /// The given value for which the angle is calculated. Must be in the domain `[-1, 1]` (it will be clamped to -1 or 1 otherwise). #[implementations(f64, f32)] value: Item, /// Whether the resulting angle should be given in as radians instead of degrees. radians: Item, ) -> Item { let (value, attributes) = value.into_parts(); let angle = value.clamp(T::from(-1.).unwrap(), T::from(1.).unwrap()).asin(); let result = if *radians.element() { angle } else { angle.to_degrees() }; Item::from_parts(result, attributes) } /// The inverse cosine trigonometric function (`acos`) calculates the angle whose cosine is the input value. #[node_macro::node(category("Math: Trig"))] fn cosine_inverse( _: impl Ctx, /// The given value for which the angle is calculated. Must be in the domain `[-1, 1]` (it will be clamped to -1 or 1 otherwise). #[implementations(f64, f32)] value: Item, /// Whether the resulting angle should be given in as radians instead of degrees. radians: Item, ) -> Item { let (value, attributes) = value.into_parts(); let angle = value.clamp(T::from(-1.).unwrap(), T::from(1.).unwrap()).acos(); let result = if *radians.element() { angle } else { angle.to_degrees() }; Item::from_parts(result, attributes) } /// The inverse tangent trigonometric function (`atan` or `atan2`, depending on input type) calculates: /// `atan`: the angle whose tangent is the input scalar number. /// `atan2`: the angle of a ray from the origin to the input vec2. /// /// The resulting angle is always in the range `[-90°, 90°]` or, in radians, `[-π/2, π/2]`. #[node_macro::node(category("Math: Trig"))] fn tangent_inverse( _: impl Ctx, /// The given value for which the angle is calculated. #[implementations(f64, f32, DVec2)] value: Item, /// Whether the resulting angle should be given in as radians instead of degrees. radians: Item, ) -> Item { let (value, attributes) = value.into_parts(); Item::from_parts(value.atan(*radians.element()), attributes) } pub trait TangentInverse { type Output: num_traits::float::Float; fn atan(self, radians: bool) -> Self::Output; } impl TangentInverse for f32 { type Output = f32; fn atan(self, radians: bool) -> Self::Output { if radians { self.atan() } else { self.atan().to_degrees() } } } impl TangentInverse for f64 { type Output = f64; fn atan(self, radians: bool) -> Self::Output { if radians { self.atan() } else { self.atan().to_degrees() } } } impl TangentInverse for DVec2 { type Output = f64; fn atan(self, radians: bool) -> Self::Output { if radians { self.y.atan2(self.x) } else { self.y.atan2(self.x).to_degrees() } } } /// Linearly maps an input value from one range to another. The ranges may be reversed. /// /// For example, 0.5 in the input range `[0, 1]` would map to 0 in the output range `[-180, 180]`. #[node_macro::node(category("Math: Numeric"))] fn remap( _: impl Ctx, /// The value to be mapped between ranges. #[implementations(f64, f32)] value: Item, /// The lower bound of the input range. #[implementations(f64, f32)] input_min: Item, /// The upper bound of the input range. #[implementations(f64, f32)] #[default(1.)] input_max: Item, /// The lower bound of the output range. #[implementations(f64, f32)] output_min: Item, /// The upper bound of the output range. #[implementations(f64, f32)] #[default(1.)] output_max: Item, /// Whether to constrain the result within the output range instead of extrapolating beyond its bounds. clamped: Item, ) -> Item { let (value, attributes) = value.into_parts(); let (input_min, input_max, output_min, output_max) = (*input_min.element(), *input_max.element(), *output_min.element(), *output_max.element()); let input_range = input_max - input_min; // Handle division by zero if input_range.abs() < U::epsilon() { return Item::from_parts(output_min, attributes); } let normalized = (value - input_min) / input_range; let output_range = output_max - output_min; let result = output_min + normalized * output_range; let result = if *clamped.element() { // Handle both normal and inverted ranges, since we want to allow the user to use this node to also reverse a range. if output_min <= output_max { result.clamp(output_min, output_max) } else { result.clamp(output_max, output_min) } } else { result }; Item::from_parts(result, attributes) } trait Lerp { fn lerp(self, end: Self, factor: f64) -> Self; } impl Lerp for f64 { fn lerp(self, end: Self, factor: f64) -> Self { self * (1. - factor) + end * factor } } impl Lerp for f32 { fn lerp(self, end: Self, factor: f64) -> Self { (self as f64 * (1. - factor) + end as f64 * factor) as f32 } } impl Lerp for DVec2 { fn lerp(self, end: Self, factor: f64) -> Self { self * (1. - factor) + end * factor } } /// Linearly interpolates between the start and end values, where a factor of 0 gives the start value, 1 gives the end value, and 0.5 gives their midpoint. /// /// With vec2 inputs, this traces the straight line path between the two points. #[node_macro::node(category("Math: Numeric"))] fn lerp( _: impl Ctx, /// The value produced when the factor is 0. #[implementations(f64, f32, DVec2)] start: Item, /// The value produced when the factor is 1. #[default(1.)] #[implementations(f64, f32, DVec2)] end: Item, /// The mix between the start (at 0) and end (at 1) values. #[default(0.5)] factor: Item, /// Whether to constrain the factor within 0 to 1, preventing extrapolation beyond the start and end values. #[default(true)] clamped: Item, ) -> Item { let (start, attributes) = start.into_parts(); let factor = if *clamped.element() { factor.element().clamp(0., 1.) } else { *factor.element() }; // Exact endpoint factors pass the endpoint through untouched, since the unused operand would otherwise contaminate the weighted sum (NaN or infinity times 0 is NaN) let result = if factor == 0. { start } else if factor == 1. { end.into_element() } else { start.lerp(end.into_element(), factor) }; Item::from_parts(result, attributes) } /// The random function (`rand`) converts a seed into a random number within the specified range, inclusive of the minimum and exclusive of the maximum. The minimum and maximum values are automatically swapped if they are reversed. #[node_macro::node(category("Math: Numeric"))] fn random( _: impl Ctx, _primary: (), /// Seed to determine the unique variation of which number is generated. seed: Item, /// The smaller end of the range within which the random number is generated. min: Item, /// The larger end of the range within which the random number is generated. #[default(1.)] max: Item, ) -> Item { let mut rng = rand::rngs::StdRng::seed_from_u64(*seed.element()); let result = rng.random::(); let (min, max) = (*min.element(), *max.element()); let (min, max) = if min < max { (min, max) } else { (max, min) }; Item::new_from_element(result * (max - min) + min) } // TODO: Test that these are no longer needed in all circumstances, then remove them and add a migration to convert these into Passthrough nodes. Note: these act more as type annotations than as identity functions. /// Convert a number to an integer of the type u32, which may be the required type for certain node inputs. #[node_macro::node(name("As u32"), category("Debug"))] fn as_u32(_: impl Ctx, value: Item) -> Item { value } // TODO: Test that these are no longer needed in all circumstances, then remove them and add a migration to convert these into Passthrough nodes. Note: these act more as type annotations than as identity functions. /// Convert a number to an integer of the type u64, which may be the required type for certain node inputs. #[node_macro::node(name("As u64"), category("Debug"))] fn as_u64(_: impl Ctx, value: Item) -> Item { value } // TODO: Test that these are no longer needed in all circumstances, then remove them and add a migration to convert these into Passthrough nodes. Note: these act more as type annotations than as identity functions. /// Convert an integer to a decimal number of the type f64, which may be the required type for certain node inputs. #[node_macro::node(name("As f64"), category("Debug"))] fn as_f64(_: impl Ctx, value: Item) -> Item { value } /// The rounding function (`round`) maps an input value to its nearest whole number. Halfway values are rounded away from zero. /// /// With a vec2 input, this applies separately to the X and Y components. #[node_macro::node(category("Math: Numeric"))] fn round( _: impl Ctx, /// The number to be rounded to the nearest whole number. #[implementations(f64, f32, DVec2)] value: Item, ) -> Item { let (value, attributes) = value.into_parts(); Item::from_parts(value.componentwise(f64::round), attributes) } /// The floor function (`floor`) rounds down an input value to the nearest whole number, unless the input number is already whole. /// /// With a vec2 input, this applies separately to the X and Y components. #[node_macro::node(category("Math: Numeric"))] fn floor( _: impl Ctx, /// The number to be rounded down. #[implementations(f64, f32, DVec2)] value: Item, ) -> Item { let (value, attributes) = value.into_parts(); Item::from_parts(value.componentwise(f64::floor), attributes) } /// The ceiling function (`ceil`) rounds up an input value to the nearest whole number, unless the input number is already whole. /// /// With a vec2 input, this applies separately to the X and Y components. #[node_macro::node(category("Math: Numeric"))] fn ceiling( _: impl Ctx, /// The number to be rounded up. #[implementations(f64, f32, DVec2)] value: Item, ) -> Item { let (value, attributes) = value.into_parts(); Item::from_parts(value.componentwise(f64::ceil), attributes) } trait AbsoluteValue { fn abs(self) -> Self; } impl AbsoluteValue for DVec2 { fn abs(self) -> Self { DVec2::new(self.x.abs(), self.y.abs()) } } impl AbsoluteValue for f32 { fn abs(self) -> Self { self.abs() } } impl AbsoluteValue for f64 { fn abs(self) -> Self { self.abs() } } impl AbsoluteValue for i32 { fn abs(self) -> Self { self.abs() } } impl AbsoluteValue for i64 { fn abs(self) -> Self { self.abs() } } /// The absolute value function (`abs`) removes the negative sign from an input value, if present. /// /// With a vec2 input, this applies separately to the X and Y components. For the overall length of a vec2, see the "Magnitude" node instead. #[node_macro::node(category("Math: Numeric"))] fn absolute_value( _: impl Ctx, /// The number to be made positive. #[implementations(f64, f32, i32, i64, DVec2)] value: Item, ) -> Item { let (value, attributes) = value.into_parts(); Item::from_parts(value.abs(), attributes) } /// The sign function (`sign`) reports whether an input value is positive (1), negative (-1), or zero (0). /// /// With a vec2 input, this applies separately to the X and Y components. #[node_macro::node(category("Math: Numeric"))] fn sign( _: impl Ctx, /// The number whose sign is checked. #[implementations(f64, f32, DVec2)] value: Item, ) -> Item { let (value, attributes) = value.into_parts(); let result = value.componentwise(|value| { if value > 0. { 1. } else if value < 0. { -1. } else { 0. } }); Item::from_parts(result, attributes) } pub trait MinMax { type Output; fn minimum(self, other: Rhs) -> Self::Output; fn maximum(self, other: Rhs) -> Self::Output; } impl MinMax for f64 { type Output = f64; fn minimum(self, other: f64) -> f64 { if self < other { self } else { other } } fn maximum(self, other: f64) -> f64 { if self > other { self } else { other } } } impl MinMax for f32 { type Output = f32; fn minimum(self, other: f32) -> f32 { if self < other { self } else { other } } fn maximum(self, other: f32) -> f32 { if self > other { self } else { other } } } impl MinMax for u32 { type Output = u32; fn minimum(self, other: u32) -> u32 { if self < other { self } else { other } } fn maximum(self, other: u32) -> u32 { if self > other { self } else { other } } } impl MinMax for String { type Output = String; fn minimum(self, other: Self) -> String { if self < other { self } else { other } } fn maximum(self, other: Self) -> String { if self > other { self } else { other } } } impl MinMax for DVec2 { type Output = DVec2; fn minimum(self, other: DVec2) -> DVec2 { self.min(other) } fn maximum(self, other: DVec2) -> DVec2 { self.max(other) } } impl MinMax for DVec2 { type Output = DVec2; fn minimum(self, other: f64) -> DVec2 { self.min(DVec2::splat(other)) } fn maximum(self, other: f64) -> DVec2 { self.max(DVec2::splat(other)) } } impl MinMax for f64 { type Output = DVec2; fn minimum(self, other: DVec2) -> DVec2 { DVec2::splat(self).min(other) } fn maximum(self, other: DVec2) -> DVec2 { DVec2::splat(self).max(other) } } /// The minimum function (`min`) picks the smaller of two numbers. /// /// With vec2 inputs, this applies separately to the X and Y components. #[node_macro::node(category("Math: Numeric"))] fn min, B>( _: impl Ctx, /// One of the two numbers, of which the lesser is returned. #[implementations(f64, f32, u32, String, DVec2, DVec2, f64)] value: Item, /// The other of the two numbers, of which the lesser is returned. #[implementations(f64, f32, u32, String, DVec2, f64, DVec2)] other_value: Item, ) -> Item<>::Output> { let (value, attributes) = value.into_parts(); Item::from_parts(value.minimum(other_value.into_element()), attributes) } /// The maximum function (`max`) picks the larger of two numbers. /// /// With vec2 inputs, this applies separately to the X and Y components. #[node_macro::node(category("Math: Numeric"))] fn max, B>( _: impl Ctx, /// One of the two numbers, of which the greater is returned. #[implementations(f64, f32, u32, String, DVec2, DVec2, f64)] value: Item, /// The other of the two numbers, of which the greater is returned. #[implementations(f64, f32, u32, String, DVec2, f64, DVec2)] other_value: Item, ) -> Item<>::Output> { let (value, attributes) = value.into_parts(); Item::from_parts(value.maximum(other_value.into_element()), attributes) } /// The clamp function (`clamp`) restricts a number to a specified range between a minimum and maximum value. The minimum and maximum values are automatically swapped if they are reversed. /// /// With vec2 inputs, this applies separately to the X and Y components. #[node_macro::node(category("Math: Numeric"))] fn clamp, B: MinMax + Clone>( _: impl Ctx, /// The number to be clamped, which is restricted to the range between the minimum and maximum values. #[implementations(f64, f32, u32, String, DVec2, DVec2, f64)] value: Item, /// The left (smaller) side of the range. The output is never less than this number. #[implementations(f64, f32, u32, String, DVec2, f64, DVec2)] min: Item, /// The right (greater) side of the range. The output is never greater than this number. #[implementations(f64, f32, u32, String, DVec2, f64, DVec2)] #[default(1)] max: Item, ) -> Item<>::Output> where >::Output: MinMax>::Output>, { let (value, attributes) = value.into_parts(); let (min, max) = (min.into_element(), max.into_element()); let (min, max) = (min.clone().minimum(max.clone()), min.maximum(max)); Item::from_parts(value.maximum(min).minimum(max), attributes) } /// The greatest common divisor (GCD) calculates the largest positive integer that divides both of the two input numbers without leaving a remainder. #[node_macro::node(category("Math: Numeric"))] fn greatest_common_divisor + std::ops::SubAssign>( _: impl Ctx, /// One of the two numbers for which the GCD is calculated. #[implementations(u32, u64, i32)] value: Item, /// The other of the two numbers for which the GCD is calculated. #[implementations(u32, u64, i32)] other_value: Item, ) -> Item { let (value, attributes) = value.into_parts(); let other_value = *other_value.element(); let result = if value == T::zero() { other_value } else if other_value == T::zero() { value } else { binary_gcd(value, other_value) }; Item::from_parts(result, attributes) } /// The least common multiple (LCM) calculates the smallest positive integer that is a multiple of both of the two input numbers. #[node_macro::node(category("Math: Numeric"))] fn least_common_multiple( _: impl Ctx, /// One of the two numbers for which the LCM is calculated. #[implementations(u32, u64, i32)] value: Item, /// The other of the two numbers for which the LCM is calculated. #[implementations(u32, u64, i32)] other_value: Item, ) -> Item { let (value, attributes) = value.into_parts(); let value = value.to_i128().unwrap(); let other_value = other_value.element().to_i128().unwrap(); if value == 0 || other_value == 0 { return Item::from_parts(T::zero(), attributes); } let gcd = binary_gcd(value, other_value); Item::from_parts(T::from_i128((value * other_value).abs() / gcd).unwrap(), attributes) } fn binary_gcd + std::ops::SubAssign>(mut a: T, mut b: T) -> T { if a == T::zero() { return b; } if b == T::zero() { return a; } let mut shift = 0; while (a | b) & T::one() == T::zero() { a >>= 1; b >>= 1; shift += 1; } while a & T::one() == T::zero() { a >>= 1; } while b != T::zero() { while b & T::one() == T::zero() { b >>= 1; } if a > b { std::mem::swap(&mut a, &mut b); } b -= a; } a << shift } /// Adds together all the numbers in the input list, producing their total. #[node_macro::node(category("Math: Numeric"))] fn sum(_: impl Ctx, values: List) -> Item { Item::new_from_element(values.iter_element_values().sum()) } /// Averages all the numbers in the input list. An empty list gives 0. #[node_macro::node(category("Math: Numeric"))] fn average(_: impl Ctx, values: List) -> Item { let count = values.len(); let average = if count == 0 { 0. } else { values.iter_element_values().sum::() / count as f64 }; Item::new_from_element(average) } /// Gives the smallest number in the input list. An empty list gives 0. #[node_macro::node(category("Math: Numeric"))] fn minimum(_: impl Ctx, values: List) -> Item { Item::new_from_element(values.iter_element_values().copied().reduce(f64::min).unwrap_or_default()) } /// Gives the largest number in the input list. An empty list gives 0. #[node_macro::node(category("Math: Numeric"))] fn maximum(_: impl Ctx, values: List) -> Item { Item::new_from_element(values.iter_element_values().copied().reduce(f64::max).unwrap_or_default()) } /// Outputs true if at least one value in the input list is true. An empty list gives false. #[node_macro::node(category("Math: Logic"))] fn any(_: impl Ctx, values: List) -> Item { Item::new_from_element(values.iter_element_values().any(|&value| value)) } /// Outputs true only if every value in the input list is true. An empty list gives true. #[node_macro::node(category("Math: Logic"))] fn all(_: impl Ctx, values: List) -> Item { Item::new_from_element(values.iter_element_values().all(|&value| value)) } /// The less-than operation (`<`) compares two values and returns true if the first value is less than the second, or false if it is not. /// If enabled with *Or Equal*, the less-than-or-equal operation (`<=`) is used instead. #[node_macro::node(category("Math: Logic"))] fn less_than>( _: impl Ctx, /// The number on the left-hand side of the comparison. #[implementations(f64, f32, u32)] value: Item, /// The number on the right-hand side of the comparison. #[implementations(f64, f32, u32)] other_value: Item, /// Uses the less-than-or-equal operation (`<=`) instead of the less-than operation (`<`). or_equal: Item, ) -> Item { let (value, attributes) = value.into_parts(); let other_value = other_value.into_element(); let result = if *or_equal.element() { value <= other_value } else { value < other_value }; Item::from_parts(result, attributes) } /// The greater-than operation (`>`) compares two values and returns true if the first value is greater than the second, or false if it is not. /// If enabled with *Or Equal*, the greater-than-or-equal operation (`>=`) is used instead. #[node_macro::node(category("Math: Logic"))] fn greater_than>( _: impl Ctx, /// The number on the left-hand side of the comparison. #[implementations(f64, f32, u32)] value: Item, /// The number on the right-hand side of the comparison. #[implementations(f64, f32, u32)] other_value: Item, /// Uses the greater-than-or-equal operation (`>=`) instead of the greater-than operation (`>`). or_equal: Item, ) -> Item { let (value, attributes) = value.into_parts(); let other_value = other_value.into_element(); let result = if *or_equal.element() { value >= other_value } else { value > other_value }; Item::from_parts(result, attributes) } /// The equality operation (`==`, `XNOR`) compares two values and returns true if they are equal, or false if they are not. #[node_macro::node(category("Math: Logic"))] fn equals>( _: impl Ctx, /// One of the two values to compare for equality. #[implementations(f64, f32, u32, DVec2, bool, String)] value: Item, /// The other of the two values to compare for equality. #[implementations(f64, f32, u32, DVec2, bool, String)] other_value: Item, ) -> Item { let value = value.into_element(); Item::new_from_element(other_value.into_element() == value) } /// The inequality operation (`!=`, `XOR`) compares two values and returns true if they are not equal, or false if they are. #[node_macro::node(category("Math: Logic"))] fn not_equals>( _: impl Ctx, /// One of the two values to compare for inequality. #[implementations(f64, f32, u32, DVec2, bool, String)] value: Item, /// The other of the two values to compare for inequality. #[implementations(f64, f32, u32, DVec2, bool, String)] other_value: Item, ) -> Item { let value = value.into_element(); Item::new_from_element(other_value.into_element() != value) } /// The logical OR operation (`||`) returns true if either of the two inputs are true, or false if both are false. #[node_macro::node(category("Math: Logic"))] fn logical_or( _: impl Ctx, /// One of the two boolean values, either of which may be true for the node to output true. value: Item, /// The other of the two boolean values, either of which may be true for the node to output true. #[expose] other_value: Item, ) -> Item { let (value, attributes) = value.into_parts(); Item::from_parts(value || *other_value.element(), attributes) } /// The logical AND operation (`&&`) returns true if both of the two inputs are true, or false if any are false. #[node_macro::node(category("Math: Logic"))] fn logical_and( _: impl Ctx, /// One of the two boolean values, both of which must be true for the node to output true. value: Item, /// The other of the two boolean values, both of which must be true for the node to output true. #[expose] other_value: Item, ) -> Item { let (value, attributes) = value.into_parts(); Item::from_parts(value && *other_value.element(), attributes) } /// The logical NOT operation (`!`) reverses true and false value of the input. #[node_macro::node(category("Math: Logic"))] fn logical_not( _: impl Ctx, /// The boolean value to be reversed. input: Item, ) -> Item { let (input, attributes) = input.into_parts(); Item::from_parts(!input, attributes) } /// Evaluates either the "If True" or "If False" input branch based on whether the input condition is true or false. #[node_macro::node(category("Math: Logic"))] async fn switch( ctx: impl Ctx + CloneVarArgs + ExtractAll, condition: Item, #[expose] #[implementations( Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item>, Context -> Item>, Context -> Item, Context -> Item, Context -> Item, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>>, Context -> Item>>, Context -> Item>, Context -> Item>, Context -> Item>, )] if_true: impl Node, Output = Item>, #[expose] #[implementations( Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item, Context -> Item>, Context -> Item>, Context -> Item, Context -> Item, Context -> Item, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>, Context -> Item>>, Context -> Item>>, Context -> Item>, Context -> Item>, Context -> Item>, )] if_false: impl Node, Output = Item>, ) -> Item { let ctx = OwnedContextImpl::from(ctx).into_context(); if *condition.element() { if_true.eval(ctx).await } else { if_false.eval(ctx).await } } /// Constructs a bool value which may be set to true or false. #[node_macro::node(category("Value"))] fn bool_value(_: impl Ctx, _primary: (), #[name("Bool")] bool_value: Item) -> Item { bool_value } /// Constructs a number value which may be set to any real number. #[node_macro::node(category("Value"))] fn number_value(_: impl Ctx, _primary: (), number: Item) -> Item { number } /// Constructs a number value which may be set to any value from 0% to 100% by dragging the slider. #[node_macro::node(category("Value"))] fn percentage_value(_: impl Ctx, _primary: (), percentage: Item) -> Item { percentage } /// Constructs a vec2 value, a two-dimensional quantity which may be set to any XY pair. #[node_macro::node(category("Value"), name("Vec2 Value"))] fn vec2_value(_: impl Ctx, _primary: (), #[name("Vec2")] vec2: Item) -> Item { vec2 } /// Constructs a color value which may be set to any color. #[node_macro::node(category("Value"))] fn color_value(_: impl Ctx, _primary: (), #[default(Color::BLACK)] color: Item) -> Item { color } /// Constructs a color value from red, green, blue, and alpha components given as numbers from 0 to 1. #[node_macro::node(category("Color"), name("RGBA to Color"))] fn rgba_to_color(_: impl Ctx, _primary: (), red: Item, green: Item, blue: Item, #[default(1.)] alpha: Item) -> Item { let red = (*red.element() as f32).clamp(0., 1.); let green = (*green.element() as f32).clamp(0., 1.); let blue = (*blue.element() as f32).clamp(0., 1.); let alpha = (*alpha.element() as f32).clamp(0., 1.); // RGB user inputs are interpreted as sRGB display values; lift to linear-light for the internal `Color` Item::new_from_element(Color::from_gamma_srgb_channels(red, green, blue, alpha)) } /// Constructs a color value from hue, saturation, value, and alpha components given as numbers from 0 to 1. #[node_macro::node(category("Color"), name("HSVA to Color"))] fn hsva_to_color(_: impl Ctx, _primary: (), hue: Item, #[default(1.)] saturation: Item, #[default(1.)] value: Item, #[default(1.)] alpha: Item) -> Item { let hue = (*hue.element() as f32) - (*hue.element() as f32).floor(); let saturation = (*saturation.element() as f32).clamp(0., 1.); let value = (*value.element() as f32).clamp(0., 1.); let alpha = (*alpha.element() as f32).clamp(0., 1.); Item::new_from_element(Color::from_hsva(hue, saturation, value, alpha)) } /// Constructs a color value from hue, saturation, lightness, and alpha components given as numbers from 0 to 1. #[node_macro::node(category("Color"), name("HSLA to Color"))] fn hsla_to_color( _: impl Ctx, _primary: (), hue: Item, #[default(1.)] saturation: Item, #[default(0.5)] lightness: Item, #[default(1.)] alpha: Item, ) -> Item { let hue = (*hue.element() as f32) - (*hue.element() as f32).floor(); let saturation = (*saturation.element() as f32).clamp(0., 1.); let lightness = (*lightness.element() as f32).clamp(0., 1.); let alpha = (*alpha.element() as f32).clamp(0., 1.); Item::new_from_element(Color::from_hsla(hue, saturation, lightness, alpha)) } /// Constructs a color value from a CSS color string. Accepts hex (`#RRGGBB`, `#RRGGBBAA`, plus bare and shorthand variants), CSS named colors (like `red`), and functional notations (`rgb(...)`, `hsl(...)`, etc.). Invalid inputs produce a transparent color. #[node_macro::node(category("Color"), name("Hex to Color"))] fn hex_to_color(_: impl Ctx, hex_code: Item) -> Item { let color = core_types::misc::parse_css_color(hex_code.element()).unwrap_or_default(); Item::new_from_element(color) } /// Constructs a gradient value which may be set to any sequence of color stops to represent the transition between colors. #[node_macro::node(category("Value"))] fn gradient_value(_: impl Ctx, _primary: (), gradient: Item) -> Item { gradient } /// Sets the type (linear or radial) of each gradient in the input list. #[node_macro::node(category("Color"))] fn gradient_type(_: impl Ctx, gradient: Item, gradient_type: Item) -> Item { let mut gradient = gradient; gradient.set_attribute(core_types::ATTR_GRADIENT_TYPE, *gradient_type.element()); gradient } /// Sets how each gradient in the input list extends past its endpoints: Pad, Reflect, or Repeat. #[node_macro::node(category("Color"))] fn spread_method(_: impl Ctx, gradient: Item, spread_method: Item) -> Item { let mut gradient = gradient; gradient.set_attribute(core_types::ATTR_SPREAD_METHOD, *spread_method.element()); gradient } /// Gets the color at the specified position along the gradient, given a position from 0 (left) to 1 (right). #[node_macro::node(category("Color"))] fn sample_gradient(_: impl Ctx, _primary: (), gradient: Item, position: Item) -> Item { let position = position.element().clamp(0., 1.); let color = gradient.element().evaluate(position); Item::new_from_element(color) } /// Constructs a footprint value which may be set to any transformation of a unit square describing a render area, and a render resolution at least 1x1 integer pixels. #[node_macro::node(category("Value"))] fn footprint_value(_: impl Ctx, _primary: (), transform: Item, #[default(100., 100.)] resolution: Item) -> Item { Item::new_from_element(Footprint { transform: *transform.element(), resolution: resolution.element().max(DVec2::ONE).as_uvec2(), ..Default::default() }) } /// Composes a vec2 from its X and Y components. /// /// The inverse of this node is **Split Vec2**, which decomposes a vec2 back into its X and Y components. #[node_macro::node(category("Math: Vec2"), name("Combine Vec2"))] fn combine_vec2( _: impl Ctx, _primary: (), /// The X component of the vec2. #[expose] x: Item, /// The Y component of the vec2. #[expose] y: Item, ) -> Item { Item::new_from_element(DVec2::new(*x.element(), *y.element())) } /// The dot product operation (`·`) calculates the degree of similarity of a vec2 pair based on their angles and lengths. /// /// Calculated as `‖a‖‖b‖cos(θ)`, it represents the product of their lengths (`‖a‖‖b‖`) scaled by the alignment of their directions (`cos(θ)`). /// The output ranges from the positive to negative product of their lengths based on when they are pointing in the same or opposite directions. /// If either vec2 has zero length, the output is 0. #[node_macro::node(category("Math: Vec2"))] fn dot_product( _: impl Ctx, /// An operand of the dot product operation. value: Item, /// The other operand of the dot product operation. #[default(1., 0.)] other_value: Item, /// Whether to normalize both input vec2s so the calculation ranges in `[-1, 1]` by considering only their degree of directional alignment. normalize: Item, ) -> Item { let (value, attributes) = value.into_parts(); let other_value = *other_value.element(); let result = if *normalize.element() { value.normalize_or_zero().dot(other_value.normalize_or_zero()) } else { value.dot(other_value) }; Item::from_parts(result, attributes) } /// The cross product operation (`×`) calculates the signed area of the parallelogram formed by a vec2 pair. /// /// The sign gives the rotation direction from the first vec2 to the second: positive for clockwise, negative for counterclockwise, and 0 when both are parallel, as drawn in the viewport. #[node_macro::node(category("Math: Vec2"))] fn cross_product( _: impl Ctx, /// The vec2 on the left-hand side of the cross product operation. value: Item, /// The vec2 on the right-hand side of the cross product operation. #[default(1., 0.)] other_value: Item, ) -> Item { let (value, attributes) = value.into_parts(); Item::from_parts(value.perp_dot(*other_value.element()), attributes) } /// Calculates the angle swept between two vectors. /// /// The value is always positive and ranges from 0° (both vectors point the same direction) to 180° (both vectors point opposite directions). #[node_macro::node(category("Math: Vec2"))] fn angle_between(_: impl Ctx, vector_a: Item, vector_b: Item, radians: Item) -> Item { let (vector_a, attributes) = vector_a.into_parts(); let dot_product = vector_a.normalize_or_zero().dot(vector_b.element().normalize_or_zero()); let angle = dot_product.acos(); let result = if *radians.element() { angle } else { angle.to_degrees() }; Item::from_parts(result, attributes) } pub trait ToPosition { fn to_position(self) -> DVec2; } impl ToPosition for DVec2 { fn to_position(self) -> DVec2 { self } } impl ToPosition for DAffine2 { fn to_position(self) -> DVec2 { self.translation } } /// Calculates the angle needed for a rightward-facing object placed at the "Position From" point to turn so it points toward the "Position To" point. #[node_macro::node(category("Math: Vec2"))] fn angle_to( _: impl Ctx, /// The position from which the angle is measured. #[implementations(DVec2, DAffine2, DVec2, DAffine2)] position_from: Item, /// The position toward which the angle is measured. #[expose] #[implementations(DVec2, DVec2, DAffine2, DAffine2)] position_to: Item, /// Whether the resulting angle should be given in radians instead of degrees. radians: Item, ) -> Item { let (position_from, attributes) = position_from.into_parts(); let from = position_from.to_position(); let to = position_to.into_element().to_position(); let delta = to - from; let angle = delta.y.atan2(delta.x); let result = if *radians.element() { angle } else { angle.to_degrees() }; Item::from_parts(result, attributes) } /// The magnitude operator (`‖x‖`) calculates the length of a vec2, which is the distance from the base to the tip of the arrow it represents. #[node_macro::node(category("Math: Vec2"))] fn magnitude(_: impl Ctx, vec2: Item) -> Item { let (vec2, attributes) = vec2.into_parts(); Item::from_parts(vec2.length(), attributes) } /// Measures the distance between two points, which is the length of the straight line segment connecting them. #[node_macro::node(category("Math: Vec2"))] fn distance( _: impl Ctx, /// The point the distance is measured from. position_from: Item, /// The point the distance is measured to. position_to: Item, ) -> Item { let (position_from, attributes) = position_from.into_parts(); Item::from_parts(position_from.distance(*position_to.element()), attributes) } /// Scales the input vec2 to unit length while preserving its direction. This is equivalent to dividing the input vec2 by its own magnitude. /// /// Returns 0 when the input vec2 has zero length. #[node_macro::node(category("Math: Vec2"))] fn normalize(_: impl Ctx, vec2: Item) -> Item { let (vec2, attributes) = vec2.into_parts(); Item::from_parts(vec2.normalize_or_zero(), attributes) } #[cfg(test)] mod test { use super::*; use core_types::Node; use core_types::generic::FnNode; #[test] pub fn dot_product_function() { let vector_a = Item::new_from_element(DVec2::new(1., 2.)); let vector_b = Item::new_from_element(DVec2::new(3., 4.)); assert_eq!(dot_product((), vector_a, vector_b, Item::new_from_element(false)).into_element(), 11.); } #[test] pub fn magnitude_function() { let vector = Item::new_from_element(DVec2::new(3., 4.)); assert_eq!(magnitude((), vector).into_element(), 5.); } #[test] pub fn distance_function() { let (position_from, position_to) = (Item::new_from_element(DVec2::new(1., 2.)), Item::new_from_element(DVec2::new(4., 6.))); assert_eq!(distance((), position_from, position_to).into_element(), 5.); } #[test] pub fn cross_product_sign() { let vec2 = |x, y| Item::new_from_element(DVec2::new(x, y)); assert_eq!(cross_product((), vec2(1., 0.), vec2(0., 1.)).into_element(), 1.); assert_eq!(cross_product((), vec2(0., 1.), vec2(1., 0.)).into_element(), -1.); assert_eq!(cross_product((), vec2(2., 2.), vec2(1., 1.)).into_element(), 0.); } #[test] pub fn sign_of_negative_zero_is_positive_zero() { let result = sign((), Item::new_from_element(-0.0_f64)).into_element(); assert_eq!(result, 0.); assert!(result.is_sign_positive()); } #[test] pub fn sign_componentwise() { assert_eq!(sign((), Item::new_from_element(DVec2::new(-5., 3.))).into_element(), DVec2::new(-1., 1.)); } #[test] pub fn lerp_endpoints_are_exact() { let lerp_between = |factor, clamped| { lerp( (), Item::new_from_element(3.), Item::new_from_element(7.), Item::new_from_element(factor), Item::new_from_element(clamped), ) .into_element() }; assert_eq!(lerp_between(0., true), 3.); assert_eq!(lerp_between(1., true), 7.); assert_eq!(lerp_between(0.5, true), 5.); } #[test] pub fn lerp_clamped_and_extrapolated() { let lerp_between = |factor, clamped| { lerp( (), Item::new_from_element(0.), Item::new_from_element(10.), Item::new_from_element(factor), Item::new_from_element(clamped), ) .into_element() }; assert_eq!(lerp_between(2., true), 10.); assert_eq!(lerp_between(2., false), 20.); } #[test] pub fn lerp_endpoint_factors_pass_endpoints_through() { let lerp_between = |start: f64, end: f64, factor| { lerp( (), Item::new_from_element(start), Item::new_from_element(end), Item::new_from_element(factor), Item::new_from_element(true), ) .into_element() }; assert_eq!(lerp_between(3., f64::INFINITY, 0.), 3.); assert_eq!(lerp_between(f64::NAN, 7., 1.), 7.); assert_eq!(lerp_between(3., f64::INFINITY, 1.), f64::INFINITY); assert!(lerp_between(-0., 7., 0.).is_sign_negative()); assert!(lerp_between(5., -0., 1.).is_sign_negative()); } #[test] pub fn clamp_vec2_within_swapped_bounds() { let vec2 = |x, y| Item::new_from_element(DVec2::new(x, y)); assert_eq!(clamp((), vec2(-5., 5.), vec2(1., 1.), vec2(0., 2.)).into_element(), DVec2::new(0., 2.)); } #[test] pub fn min_max_vec2_with_scalar() { let vec2 = |x, y| Item::new_from_element(DVec2::new(x, y)); assert_eq!(super::min((), vec2(-5., 5.), Item::new_from_element(0_f64)).into_element(), DVec2::new(-5., 0.)); assert_eq!(super::max((), vec2(-5., 5.), Item::new_from_element(0_f64)).into_element(), DVec2::new(0., 5.)); } #[test] pub fn scalar_with_vec2_operand_orders() { let vec2 = |x, y| Item::new_from_element(DVec2::new(x, y)); assert_eq!(super::min((), Item::new_from_element(0_f64), vec2(-5., 5.)).into_element(), DVec2::new(-5., 0.)); assert_eq!(super::max((), Item::new_from_element(0_f64), vec2(-5., 5.)).into_element(), DVec2::new(0., 5.)); assert_eq!(exponent((), Item::new_from_element(2_f64), vec2(2., 3.)).into_element(), DVec2::new(4., 8.)); assert_eq!(root((), Item::new_from_element(64_f64), vec2(2., 3.)).into_element(), DVec2::new(8., 4.)); assert_eq!(logarithm((), Item::new_from_element(8_f64), vec2(2., 10.)).into_element(), DVec2::new(3., 8_f64.log10())); assert_eq!(clamp((), Item::new_from_element(5_f64), vec2(0., 6.), vec2(1., 10.)).into_element(), DVec2::new(1., 6.)); } #[test] pub fn vec2_degrees_and_bases() { let vec2 = |x, y| Item::new_from_element(DVec2::new(x, y)); assert_eq!(root((), vec2(64., 27.), vec2(2., 3.)).into_element(), DVec2::new(8., 3.)); assert_eq!(logarithm((), vec2(8., 100.), vec2(2., 10.)).into_element(), DVec2::new(3., 2.)); } #[test] pub fn logarithm_f32_base_e_and_near_e() { assert_eq!( logarithm((), Item::new_from_element(8_f32), Item::new_from_element(std::f32::consts::E)).into_element(), 8_f64.ln() as f32 ); assert_eq!( logarithm((), Item::new_from_element(8_f32), Item::new_from_element(2.7_f32)).into_element(), 8_f64.log(2.7_f32 as f64) as f32 ); } #[test] pub fn round_floor_ceiling_vec2() { let vec2 = |x, y| Item::new_from_element(DVec2::new(x, y)); assert_eq!(round((), vec2(1.5, -1.4)).into_element(), DVec2::new(2., -1.)); assert_eq!(floor((), vec2(1.9, -1.1)).into_element(), DVec2::new(1., -2.)); assert_eq!(ceiling((), vec2(1.1, -1.9)).into_element(), DVec2::new(2., -1.)); } #[test] fn test_basic_expression() { let result = math((), Item::new_from_element(0.), Item::new_from_element("2 + 2".to_string()), Item::new_from_element(0.)); assert_eq!(result.into_element(), 4.); } #[test] fn test_complex_expression() { let result = math((), Item::new_from_element(0.), Item::new_from_element("(5 * 3) + (10 / 2)".to_string()), Item::new_from_element(0.)); assert_eq!(result.into_element(), 20.); } #[test] fn test_default_expression() { let result = math((), Item::new_from_element(0.), Item::new_from_element("0".to_string()), Item::new_from_element(0.)); assert_eq!(result.into_element(), 0.); } #[test] fn test_invalid_expression() { let result = math((), Item::new_from_element(0.), Item::new_from_element("invalid".to_string()), Item::new_from_element(0.)); assert_eq!(result.into_element(), 0.); } #[test] pub fn foo() { let fnn = FnNode::new(|(a, b)| (b, a)); assert_eq!(fnn.eval((1u32, 2u32)), (2, 1)); } #[test] pub fn add_vectors() { assert_eq!(super::add((), Item::new_from_element(DVec2::ONE), Item::new_from_element(DVec2::ONE)).into_element(), DVec2::ONE * 2.); } #[test] pub fn subtract_f64() { assert_eq!(super::subtract((), Item::new_from_element(5_f64), Item::new_from_element(3_f64)).into_element(), 2.); } #[test] pub fn divide_vectors() { assert_eq!(super::divide((), Item::new_from_element(DVec2::ONE), Item::new_from_element(2_f64)).into_element(), DVec2::ONE / 2.); } #[test] pub fn divide_vector_by_partially_zero_vector() { let (numerator, denominator) = (Item::new_from_element(DVec2::new(1., 2.)), Item::new_from_element(DVec2::new(2., 0.))); assert_eq!(super::divide((), numerator, denominator).into_element(), DVec2::new(0.5, 0.)); } #[test] pub fn modulo_positive() { assert_eq!( super::modulo((), Item::new_from_element(-5_f64), Item::new_from_element(2_f64), Item::new_from_element(true)).into_element(), 1_f64 ); } #[test] pub fn modulo_negative() { assert_eq!( super::modulo((), Item::new_from_element(-5_f64), Item::new_from_element(2_f64), Item::new_from_element(false)).into_element(), -1_f64 ); } }