mirror of
https://github.com/GraphiteEditor/Graphite.git
synced 2026-09-15 22:28:10 +08:00
473 lines
16 KiB
Rust
473 lines
16 KiB
Rust
use core_types::list::{Item, List};
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use core_types::registry::types::{Angle, PixelLength, PixelSize};
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use core_types::{CacheHash, Ctx};
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use dyn_any::DynAny;
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use glam::DVec2;
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use graphic_types::Vector;
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use vector_types::subpath;
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use vector_types::vector::misc::{ArcType, AsU64, BoxCorners, GridType};
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use vector_types::vector::misc::{HandleId, SpiralType};
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use vector_types::vector::{PointId, SegmentId, StrokeId};
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/// Generates a circle shape with a chosen radius.
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#[node_macro::node(category("Vector: Shape"))]
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fn circle(
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_: impl Ctx,
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_primary: (),
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#[unit(" px")]
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#[default(50.)]
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radius: Item<f64>,
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) -> Item<Vector> {
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let radius = radius.element().abs();
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Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_ellipse(DVec2::splat(-radius), DVec2::splat(radius))))
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}
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/// Generates an arc shape forming a portion of a circle which may be open, closed, or a pie slice.
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#[node_macro::node(category("Vector: Shape"))]
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fn arc(
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_: impl Ctx,
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_primary: (),
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#[unit(" px")]
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#[default(50.)]
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radius: Item<f64>,
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start_angle: Item<Angle>,
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#[default(270.)]
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#[range]
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#[soft(0..360)]
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sweep_angle: Item<Angle>,
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arc_type: Item<ArcType>,
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) -> Item<Vector> {
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let (radius, start_angle, sweep_angle, arc_type) = (*radius.element(), *start_angle.element(), *sweep_angle.element(), arc_type.into_element());
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Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_arc(
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radius,
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start_angle / 360. * std::f64::consts::TAU,
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sweep_angle / 360. * std::f64::consts::TAU,
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arc_type,
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)))
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}
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/// Generates a spiral shape that winds from an inner to an outer radius.
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#[node_macro::node(category("Vector: Shape"), properties("spiral_properties"))]
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fn spiral(
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_: impl Ctx,
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_primary: (),
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spiral_type: Item<SpiralType>,
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#[default(5.)] turns: Item<f64>,
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#[default(0.)] start_angle: Item<f64>,
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#[default(0.)] inner_radius: Item<f64>,
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#[default(25)] outer_radius: Item<f64>,
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#[default(90.)] angular_resolution: Item<f64>,
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) -> Item<Vector> {
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let (turns, start_angle, inner_radius, outer_radius, angular_resolution) = (
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*turns.element(),
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*start_angle.element(),
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*inner_radius.element(),
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*outer_radius.element(),
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*angular_resolution.element(),
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);
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Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_spiral(
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inner_radius,
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outer_radius,
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turns,
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start_angle.to_radians(),
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angular_resolution.to_radians(),
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spiral_type.into_element(),
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)))
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}
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/// Generates an ellipse shape (an oval or stretched circle) with the chosen radii.
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#[node_macro::node(category("Vector: Shape"))]
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fn ellipse(
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_: impl Ctx,
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_primary: (),
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#[unit(" px")]
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#[default(50)]
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radius_x: Item<f64>,
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#[unit(" px")]
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#[default(25)]
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radius_y: Item<f64>,
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) -> Item<Vector> {
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let radius = DVec2::new(*radius_x.element(), *radius_y.element());
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let corner1 = -radius;
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let corner2 = radius;
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let mut ellipse = Vector::from_subpath(subpath::Subpath::new_ellipse(corner1, corner2));
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let len = ellipse.segment_domain.ids().len();
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for i in 0..len {
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ellipse
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.colinear_manipulators
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.push([HandleId::end(ellipse.segment_domain.ids()[i]), HandleId::primary(ellipse.segment_domain.ids()[(i + 1) % len])]);
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}
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Item::new_from_element(ellipse)
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}
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/// Generates a rectangle shape with the chosen width and height. It may also have rounded corners if desired.
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#[node_macro::node(category("Vector: Shape"), properties("rectangle_properties"))]
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fn rectangle(
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_: impl Ctx,
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_primary: (),
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#[unit(" px")]
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#[default(100)]
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width: Item<f64>,
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#[unit(" px")]
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#[default(100)]
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height: Item<f64>,
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corner_radius: Item<BoxCorners>,
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#[default(true)] clamped: Item<bool>,
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_individual_corner_radii: Item<bool>,
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) -> Item<Vector> {
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let size = DVec2::new(*width.element(), *height.element());
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let radii = corner_radius.element().to_corner_values();
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// Scale down overlapping adjacent radii to fit, following the CSS spec: <https://drafts.csswg.org/css-backgrounds/#corner-overlap>
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let radii = if *clamped.element() {
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let radii = radii.map(|radius| radius.max(0.));
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let mut scale_factor: f64 = 1.;
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for i in 0..4 {
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let side_length = if i % 2 == 0 { size.x } else { size.y };
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let adjacent_corner_radius_sum = radii[i] + radii[(i + 1) % 4];
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if side_length < adjacent_corner_radius_sum {
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scale_factor = scale_factor.min((side_length / adjacent_corner_radius_sum).max(0.));
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}
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}
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radii.map(|radius| radius * scale_factor)
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} else {
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radii
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};
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Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., radii)))
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}
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/// Builds a set of four corner values, such as a rectangle's corner radii, from a list of one, two, three, or four values.
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#[node_macro::node(category("Vector: Shape"))]
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fn box_corners(
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_: impl Ctx,
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/// The corner values, filling the four corners clockwise from the top-left. Give one value for all corners, two for opposite pairs, three for top-left, the two sides, then bottom-right, or four for each corner.
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values: List<f64>,
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) -> Item<BoxCorners> {
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let values: Vec<f64> = values.iter_element_values().copied().collect();
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Item::new_from_element(BoxCorners::from(values))
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}
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/// Generates an regular polygon shape like a triangle, square, pentagon, hexagon, heptagon, octagon, or any higher n-gon.
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#[node_macro::node(category("Vector: Shape"))]
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fn regular_polygon<T: AsU64>(
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_: impl Ctx,
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_primary: (),
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#[default(6)]
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#[hard(3..)]
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#[implementations(u32, u64, f64)]
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sides: Item<T>,
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#[unit(" px")]
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#[default(50)]
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radius: Item<f64>,
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) -> Item<Vector> {
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let points = sides.element().as_u64();
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let radius: f64 = *radius.element() * 2.;
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Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_regular_polygon(DVec2::splat(-radius), points, radius)))
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}
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/// Generates an n-pointed star shape with inner and outer points at chosen radii from the center.
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#[node_macro::node(category("Vector: Shape"))]
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fn star<T: AsU64>(
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_: impl Ctx,
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_primary: (),
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#[default(5)]
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#[hard(2..)]
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#[implementations(u32, u64, f64)]
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sides: Item<T>,
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#[unit(" px")]
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#[default(50)]
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radius_1: Item<f64>,
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#[unit(" px")]
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#[default(25)]
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radius_2: Item<f64>,
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) -> Item<Vector> {
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let points = sides.element().as_u64();
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let diameter: f64 = *radius_1.element() * 2.;
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let inner_diameter = *radius_2.element() * 2.;
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Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_star_polygon(DVec2::splat(-diameter), points, diameter, inner_diameter)))
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}
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#[cfg_attr(feature = "wasm", derive(tsify::Tsify))]
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#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash, CacheHash, DynAny, node_macro::ChoiceType)]
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#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
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#[widget(Radio)]
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pub enum QRCodeErrorCorrectionLevel {
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/// Allows recovery from up to 7% data loss.
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#[default]
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Low,
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/// Allows recovery from up to 15% data loss.
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Medium,
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/// Allows recovery from up to 25% data loss.
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Quartile,
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/// Allows recovery from up to 30% data loss.
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High,
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}
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/// Generates a QR code from the input text.
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#[node_macro::node(category("Vector: Shape"), name("QR Code"))]
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fn qr_code(
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_: impl Ctx,
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_primary: (),
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#[widget(ParsedWidgetOverride::Custom = "text_area")]
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#[default("https://graphite.art")]
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text: Item<String>,
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#[widget(ParsedWidgetOverride::Hidden)] has_size: Item<bool>,
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#[unit(" px")]
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#[hard(1..)]
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#[widget(ParsedWidgetOverride::Custom = "optional_f64")]
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size: Item<f64>,
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error_correction: Item<QRCodeErrorCorrectionLevel>,
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individual_squares: Item<bool>,
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) -> Item<Vector> {
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let (text, error_correction) = (text.into_element(), error_correction.into_element());
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let (has_size, size, individual_squares) = (*has_size.element(), *size.element(), *individual_squares.element());
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let ecc = match error_correction {
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QRCodeErrorCorrectionLevel::Low => qrcodegen::QrCodeEcc::Low,
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QRCodeErrorCorrectionLevel::Medium => qrcodegen::QrCodeEcc::Medium,
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QRCodeErrorCorrectionLevel::Quartile => qrcodegen::QrCodeEcc::Quartile,
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QRCodeErrorCorrectionLevel::High => qrcodegen::QrCodeEcc::High,
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};
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let Ok(qr_code) = qrcodegen::QrCode::encode_text(&text, ecc) else {
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return Item::new_from_element(Vector::default());
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};
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let mut vector = match individual_squares {
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true => {
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let mut vector = Vector::default();
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let dimension = qr_code.size() as usize;
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for y in 0..dimension {
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for x in 0..dimension {
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if qr_code.get_module(x as i32, y as i32) {
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let corner1 = DVec2::new(x as f64, y as f64);
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let corner2 = corner1 + DVec2::splat(1.);
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vector.append_subpath(
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subpath::Subpath::from_anchors([corner1, DVec2::new(corner2.x, corner1.y), corner2, DVec2::new(corner1.x, corner2.y)], true),
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false,
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);
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}
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}
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}
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vector
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}
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false => crate::merge_qr_squares::merge_qr_squares(&qr_code),
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};
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if has_size {
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vector.transform(glam::DAffine2::from_scale(DVec2::splat(size / qr_code.size() as f64)));
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}
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Item::new_from_element(vector)
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}
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/// Generates an arrow from the origin to the chosen coordinate.
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#[node_macro::node(category("Vector: Shape"))]
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fn arrow(
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_: impl Ctx,
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_primary: (),
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#[default(100., 0.)] arrow_to: Item<PixelSize>,
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#[default(10)] shaft_width: Item<PixelLength>,
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#[default(30)] head_width: Item<PixelLength>,
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#[default(20)] head_length: Item<PixelLength>,
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) -> Item<Vector> {
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let (arrow_to, shaft_width, head_width, head_length) = (*arrow_to.element(), *shaft_width.element(), *head_width.element(), *head_length.element());
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Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_arrow(DVec2::ZERO, arrow_to, shaft_width, head_width, head_length)))
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}
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#[node_macro::node(category("Vector: Shape"))]
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fn line(_: impl Ctx, _primary: (), #[default(100., 100.)] line_to: Item<PixelSize>) -> Item<Vector> {
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Item::new_from_element(Vector::from_subpath(subpath::Subpath::new_line(DVec2::ZERO, *line_to.element())))
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}
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trait GridSpacing {
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fn as_dvec2(&self) -> DVec2;
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}
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impl GridSpacing for f64 {
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fn as_dvec2(&self) -> DVec2 {
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DVec2::splat(*self)
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}
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}
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impl GridSpacing for DVec2 {
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fn as_dvec2(&self) -> DVec2 {
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*self
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}
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}
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/// Generates a rectangular or isometric grid with the chosen number of columns and rows. Line segments connect the points, forming a vector mesh.
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#[node_macro::node(category("Vector: Shape"), properties("grid_properties"))]
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fn grid<T: GridSpacing>(
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_: impl Ctx,
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_primary: (),
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grid_type: Item<GridType>,
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#[unit(" px")]
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#[hard(0..)]
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#[default(10)]
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#[implementations(f64, DVec2)]
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spacing: Item<T>,
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#[default(10)] columns: Item<u32>,
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#[default(10)] rows: Item<u32>,
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#[default(30., 30.)] angles: Item<DVec2>,
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#[default(true)] connect_cells: Item<bool>,
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) -> Item<Vector> {
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let (grid_type, columns, rows, angles, connect_cells) = (grid_type.into_element(), *columns.element(), *rows.element(), *angles.element(), *connect_cells.element());
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let (x_spacing, y_spacing) = spacing.element().as_dvec2().into();
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let (angle_a, angle_b) = angles.into();
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// Isometric grid spacing based on the two skew angles. Unused for rectangular grids.
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let tan_a = angle_a.to_radians().tan();
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let tan_b = angle_b.to_radians().tan();
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let isometric_spacing = DVec2::new(y_spacing / (tan_a + tan_b), y_spacing);
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// The position of the grid point at column `x`, row `y`.
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let position = |x: u32, y: u32| -> DVec2 {
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match grid_type {
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GridType::Rectangular => DVec2::new(x_spacing * x as f64, y_spacing * y as f64),
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GridType::Isometric => {
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// Odd columns are offset vertically so the cells skew into the isometric shape.
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let a_angles_eaten = x.div_ceil(2) as f64;
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let b_angles_eaten = (x / 2) as f64;
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let offset_y_fraction = b_angles_eaten * tan_b - a_angles_eaten * tan_a;
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DVec2::new(isometric_spacing.x * x as f64, isometric_spacing.y * y as f64 + offset_y_fraction * isometric_spacing.x)
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}
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}
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};
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// When the cells aren't connected, each one is its own closed quadrilateral subpath.
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// The vertices are ordered counter-clockwise to match the framework's fill winding.
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if !connect_cells {
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let mut cells = Vec::new();
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for y in 0..rows.saturating_sub(1) {
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for x in 0..columns.saturating_sub(1) {
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cells.push(vec![position(x, y), position(x + 1, y), position(x + 1, y + 1), position(x, y + 1)]);
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}
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}
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let mut vector = Vector::default();
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crate::vector_nodes::replace_with_polygons(&mut vector, cells, connect_cells);
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return Item::new_from_element(vector);
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}
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let mut vector = Vector::default();
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let mut segment_id = SegmentId::ZERO;
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let mut point_id = PointId::ZERO;
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for y in 0..rows {
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for x in 0..columns {
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// Add the current point to the grid.
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let current_index = vector.point_domain.ids().len();
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vector.point_domain.push(point_id.next_id(), position(x, y));
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// Helper function to connect points with line segments.
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let mut push_segment = |to_index: Option<usize>| {
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if let Some(other_index) = to_index {
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vector
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.segment_domain
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.push(segment_id.next_id(), other_index, current_index, subpath::BezierHandles::Linear, StrokeId::ZERO);
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}
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};
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// Connect to the point to the left (horizontal connection).
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push_segment((x > 0).then(|| current_index - 1));
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// Connect to the point directly above (vertical connection).
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push_segment(current_index.checked_sub(columns as usize));
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// Isometric grids additionally connect odd columns diagonally, splitting each cell into triangles.
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if grid_type == GridType::Isometric && x % 2 == 1 {
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// Connect to the point diagonally up-right (if not at the right edge).
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push_segment(current_index.checked_sub(columns as usize - 1).filter(|_| x + 1 < columns));
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// Connect to the point diagonally up-left.
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push_segment(current_index.checked_sub(columns as usize + 1));
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}
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}
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}
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Item::new_from_element(vector)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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fn item<T>(value: T) -> Item<T> {
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Item::new_from_element(value)
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}
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#[test]
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fn isometric_grid_test() {
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// Doesn't crash with weird angles
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grid((), (), item(GridType::Isometric), item(0.), item(5_u32), item(5_u32), item((0., 0.).into()), item(true));
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grid((), (), item(GridType::Isometric), item(90.), item(5_u32), item(5_u32), item((90., 90.).into()), item(true));
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// Works properly
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let grid = grid((), (), item(GridType::Isometric), item(10.), item(5_u32), item(5_u32), item((30., 30.).into()), item(true));
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assert_eq!(grid.element().point_domain.ids().len(), 5 * 5);
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assert_eq!(grid.element().segment_bezier_iter().count(), 4 * 5 + 4 * 9);
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for (_, bezier, _, _) in grid.element().segment_bezier_iter() {
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assert_eq!(bezier.handles, subpath::BezierHandles::Linear);
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assert!(
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((bezier.start - bezier.end).length() - 10.).abs() < 1e-5,
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"Length of {} should be 10",
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(bezier.start - bezier.end).length()
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);
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}
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}
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#[test]
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fn skew_isometric_grid_test() {
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let grid = grid((), (), item(GridType::Isometric), item(10.), item(5_u32), item(5_u32), item((40., 30.).into()), item(true));
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assert_eq!(grid.element().point_domain.ids().len(), 5 * 5);
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assert_eq!(grid.element().segment_bezier_iter().count(), 4 * 5 + 4 * 9);
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for (_, bezier, _, _) in grid.element().segment_bezier_iter() {
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assert_eq!(bezier.handles, subpath::BezierHandles::Linear);
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let vector = bezier.start - bezier.end;
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let angle = (vector.angle_to(DVec2::X).to_degrees() + 180.) % 180.;
|
|
assert!([90., 150., 40.].into_iter().any(|target| (target - angle).abs() < 1e-10), "unexpected angle of {angle}")
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn grid_disconnected_cells_test() {
|
|
// A 3x3 rectangular grid has a 2x2 arrangement of cells, each its own closed quad subpath with a fillable region.
|
|
let grid = grid((), (), item(GridType::Rectangular), item(10.), item(3_u32), item(3_u32), item((30., 30.).into()), item(false));
|
|
let vector = grid.element();
|
|
assert_eq!(vector.region_domain.ids().len(), 4);
|
|
assert_eq!(vector.point_domain.ids().len(), 4 * 4);
|
|
assert_eq!(vector.segment_domain.ids().len(), 4 * 4);
|
|
|
|
// Each cell winds counter-clockwise (positive signed area), matching the shape generators.
|
|
for (group, closed) in vector.stroke_manipulator_groups() {
|
|
assert!(closed);
|
|
let anchors: Vec<DVec2> = group.iter().map(|g| g.anchor).collect();
|
|
let signed_area: f64 = (0..anchors.len()).map(|i| anchors[i].perp_dot(anchors[(i + 1) % anchors.len()])).sum::<f64>() / 2.;
|
|
assert!(signed_area > 0., "grid cell should wind counter-clockwise");
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn qr_code_test() {
|
|
let qr = qr_code(
|
|
(),
|
|
(),
|
|
item("https://graphite.art".to_string()),
|
|
item(false),
|
|
item(1.),
|
|
item(QRCodeErrorCorrectionLevel::Low),
|
|
item(true),
|
|
);
|
|
assert!(!qr.element().point_domain.ids().is_empty());
|
|
assert!(!qr.element().segment_domain.ids().is_empty());
|
|
}
|
|
}
|