Clean up duplicated code used for recursively flattening graphic types (#3836)

* Reduce recusive flattening algorithm duplication

* Generalize further

* Avoid code duplication in the 'Flatten Path' node

* Avoid cloning

* Include intermediate levels of alpha blending composition
This commit is contained in:
Keavon Chambers 2026-02-26 05:36:23 -08:00 committed by GitHub
parent cde7d5f951
commit 81c73d11ff
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4 changed files with 105 additions and 250 deletions

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@ -104,201 +104,94 @@ impl From<Table<GradientStops>> for Graphic {
}
}
/// Deeply flattens a graphic table, collecting only elements matching a specific variant (extracted by `extract_variant`)
/// and discarding all other non-matching content. Recursion through `Graphic::Graphic` sub-tables composes transforms and opacity.
fn flatten_graphic_table<T>(content: Table<Graphic>, extract_variant: fn(Graphic) -> Option<Table<T>>) -> Table<T> {
fn compose_alpha_blending(parent: AlphaBlending, child: AlphaBlending) -> AlphaBlending {
AlphaBlending {
blend_mode: child.blend_mode,
opacity: parent.opacity * child.opacity,
fill: child.fill,
clip: child.clip,
}
}
fn flatten_recursive<T>(output: &mut Table<T>, current_graphic_table: Table<Graphic>, extract_variant: fn(Graphic) -> Option<Table<T>>) {
for current_graphic_row in current_graphic_table.into_iter() {
let source_node_id = current_graphic_row.source_node_id;
match current_graphic_row.element {
// Recurse into nested graphic tables, composing the parent's transform onto each child
Graphic::Graphic(mut sub_table) => {
for graphic in sub_table.iter_mut() {
*graphic.transform = current_graphic_row.transform * *graphic.transform;
*graphic.alpha_blending = compose_alpha_blending(current_graphic_row.alpha_blending, *graphic.alpha_blending);
}
flatten_recursive(output, sub_table, extract_variant);
}
// Try to extract the target variant; if it matches, push its rows with composed transform and opacity
other => {
if let Some(typed_table) = extract_variant(other) {
for row in typed_table.into_iter() {
output.push(TableRow {
element: row.element,
transform: current_graphic_row.transform * row.transform,
alpha_blending: compose_alpha_blending(current_graphic_row.alpha_blending, row.alpha_blending),
source_node_id,
});
}
}
}
}
}
}
let mut output = Table::new();
flatten_recursive(&mut output, content, extract_variant);
output
}
/// Maps from a concrete element type to its corresponding `Graphic` enum variant,
/// enabling type-directed casting of typed tables from a `Graphic` value.
pub trait TryFromGraphic: Clone + Sized {
fn try_from_graphic(graphic: Graphic) -> Option<Table<Self>>;
}
impl TryFromGraphic for Vector {
fn try_from_graphic(graphic: Graphic) -> Option<Table<Self>> {
if let Graphic::Vector(t) = graphic { Some(t) } else { None }
}
}
impl TryFromGraphic for Raster<CPU> {
fn try_from_graphic(graphic: Graphic) -> Option<Table<Self>> {
if let Graphic::RasterCPU(t) = graphic { Some(t) } else { None }
}
}
impl TryFromGraphic for Color {
fn try_from_graphic(graphic: Graphic) -> Option<Table<Self>> {
if let Graphic::Color(t) = graphic { Some(t) } else { None }
}
}
impl TryFromGraphic for GradientStops {
fn try_from_graphic(graphic: Graphic) -> Option<Table<Self>> {
if let Graphic::Gradient(t) = graphic { Some(t) } else { None }
}
}
// Local trait to convert types to Table<Graphic> (avoids orphan rule issues)
pub trait IntoGraphicTable {
fn into_graphic_table(self) -> Table<Graphic>;
/// Deeply flattens any vector content within a graphic table, discarding non-vector content, and returning a table of only vector elements.
fn into_flattened_vector_table(self) -> Table<Vector>
/// Deeply flattens any content of type `T` within a graphic table, discarding all other content, and returning a flat table of only `T` elements.
fn into_flattened_table<T: TryFromGraphic>(self) -> Table<T>
where
Self: std::marker::Sized,
{
let content = self.into_graphic_table();
// TODO: Avoid mutable reference, instead return a new Table<Graphic>?
fn flatten_table(output_vector_table: &mut Table<Vector>, current_graphic_table: Table<Graphic>) {
for current_graphic_row in current_graphic_table.iter() {
let current_graphic = current_graphic_row.element.clone();
let source_node_id = *current_graphic_row.source_node_id;
match current_graphic {
// If we're allowed to recurse, flatten any tables we encounter
Graphic::Graphic(mut current_graphic_table) => {
// Apply the parent graphic's transform to all child elements
for graphic in current_graphic_table.iter_mut() {
*graphic.transform = *current_graphic_row.transform * *graphic.transform;
}
flatten_table(output_vector_table, current_graphic_table);
}
// Push any leaf Vector elements we encounter
Graphic::Vector(vector_table) => {
for current_vector_row in vector_table.iter() {
output_vector_table.push(TableRow {
element: current_vector_row.element.clone(),
transform: *current_graphic_row.transform * *current_vector_row.transform,
alpha_blending: AlphaBlending {
blend_mode: current_vector_row.alpha_blending.blend_mode,
opacity: current_graphic_row.alpha_blending.opacity * current_vector_row.alpha_blending.opacity,
fill: current_vector_row.alpha_blending.fill,
clip: current_vector_row.alpha_blending.clip,
},
source_node_id,
});
}
}
_ => {}
}
}
}
let mut output = Table::new();
flatten_table(&mut output, content);
output
}
/// Deeply flattens any raster content within a graphic table, discarding non-raster content, and returning a table of only raster elements.
fn into_flattened_raster_table(self) -> Table<Raster<CPU>>
where
Self: std::marker::Sized,
{
let content = self.into_graphic_table();
fn flatten_table(output_raster_table: &mut Table<Raster<CPU>>, current_graphic_table: Table<Graphic>) {
for current_graphic_row in current_graphic_table.iter() {
let current_graphic = current_graphic_row.element.clone();
let source_node_id = *current_graphic_row.source_node_id;
match current_graphic {
// If we're allowed to recurse, flatten any tables we encounter
Graphic::Graphic(mut current_graphic_table) => {
// Apply the parent graphic's transform to all child elements
for graphic in current_graphic_table.iter_mut() {
*graphic.transform = *current_graphic_row.transform * *graphic.transform;
}
flatten_table(output_raster_table, current_graphic_table);
}
// Push any leaf RasterCPU elements we encounter
Graphic::RasterCPU(raster_table) => {
for current_raster_row in raster_table.iter() {
output_raster_table.push(TableRow {
element: current_raster_row.element.clone(),
transform: *current_graphic_row.transform * *current_raster_row.transform,
alpha_blending: AlphaBlending {
blend_mode: current_raster_row.alpha_blending.blend_mode,
opacity: current_graphic_row.alpha_blending.opacity * current_raster_row.alpha_blending.opacity,
fill: current_raster_row.alpha_blending.fill,
clip: current_raster_row.alpha_blending.clip,
},
source_node_id,
});
}
}
_ => {}
}
}
}
let mut output = Table::new();
flatten_table(&mut output, content);
output
}
/// Deeply flattens any color content within a graphic table, discarding non-color content, and returning a table of only color elements.
fn into_flattened_color_table(self) -> Table<Color>
where
Self: std::marker::Sized,
{
let content = self.into_graphic_table();
fn flatten_table(output_color_table: &mut Table<Color>, current_graphic_table: Table<Graphic>) {
for current_graphic_row in current_graphic_table.iter() {
let current_graphic = current_graphic_row.element.clone();
let source_node_id = *current_graphic_row.source_node_id;
match current_graphic {
// If we're allowed to recurse, flatten any tables we encounter
Graphic::Graphic(mut current_graphic_table) => {
// Apply the parent graphic's transform to all child elements
for graphic in current_graphic_table.iter_mut() {
*graphic.transform = *current_graphic_row.transform * *graphic.transform;
}
flatten_table(output_color_table, current_graphic_table);
}
// Push any leaf Color elements we encounter
Graphic::Color(color_table) => {
for current_color_row in color_table.iter() {
output_color_table.push(TableRow {
element: *current_color_row.element,
transform: *current_graphic_row.transform * *current_color_row.transform,
alpha_blending: AlphaBlending {
blend_mode: current_color_row.alpha_blending.blend_mode,
opacity: current_graphic_row.alpha_blending.opacity * current_color_row.alpha_blending.opacity,
fill: current_color_row.alpha_blending.fill,
clip: current_color_row.alpha_blending.clip,
},
source_node_id,
});
}
}
_ => {}
}
}
}
let mut output = Table::new();
flatten_table(&mut output, content);
output
}
/// Deeply flattens any gradient content within a graphic table, discarding non-gradient content, and returning a table of only gradient elements.
fn into_flattened_gradient_table(self) -> Table<GradientStops>
where
Self: std::marker::Sized,
{
let content = self.into_graphic_table();
fn flatten_table(output_gradient_table: &mut Table<GradientStops>, current_graphic_table: Table<Graphic>) {
for current_graphic_row in current_graphic_table.iter() {
let current_graphic = current_graphic_row.element.clone();
let source_node_id = *current_graphic_row.source_node_id;
match current_graphic {
// If we're allowed to recurse, flatten any tables we encounter
Graphic::Graphic(mut current_graphic_table) => {
// Apply the parent graphic's transform to all child elements
for graphic in current_graphic_table.iter_mut() {
*graphic.transform = *current_graphic_row.transform * *graphic.transform;
}
flatten_table(output_gradient_table, current_graphic_table);
}
// Push any leaf GradientStops elements we encounter
Graphic::Gradient(gradient_table) => {
for current_gradient_row in gradient_table.iter() {
output_gradient_table.push(TableRow {
element: current_gradient_row.element.clone(),
transform: *current_graphic_row.transform * *current_gradient_row.transform,
alpha_blending: AlphaBlending {
blend_mode: current_gradient_row.alpha_blending.blend_mode,
opacity: current_graphic_row.alpha_blending.opacity * current_gradient_row.alpha_blending.opacity,
fill: current_gradient_row.alpha_blending.fill,
clip: current_gradient_row.alpha_blending.clip,
},
source_node_id,
});
}
}
_ => {}
}
}
}
let mut output = Table::new();
flatten_table(&mut output, content);
output
flatten_graphic_table(self.into_graphic_table(), T::try_from_graphic)
}
}

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@ -8,7 +8,7 @@ pub use vector_types;
// Re-export commonly used types at the crate root
pub use artboard::Artboard;
pub use graphic::{Graphic, IntoGraphicTable, Vector};
pub use graphic::{Graphic, IntoGraphicTable, TryFromGraphic, Vector};
pub mod migrations {
use core_types::{

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@ -295,31 +295,31 @@ pub async fn flatten_graphic(_: impl Ctx, content: Table<Graphic>, fully_flatten
/// Converts a graphic table into a vector table by deeply flattening any vector content it contains, and discarding any non-vector content.
#[node_macro::node(category("Vector"))]
pub async fn flatten_vector<T: IntoGraphicTable + 'n + Send + Clone>(_: impl Ctx, #[implementations(Table<Graphic>, Table<Vector>)] content: T) -> Table<Vector> {
content.into_flattened_vector_table()
content.into_flattened_table()
}
/// Converts a graphic table into a raster table by deeply flattening any raster content it contains, and discarding any non-raster content.
#[node_macro::node(category("Raster"))]
pub async fn flatten_raster<T: IntoGraphicTable + 'n + Send + Clone>(_: impl Ctx, #[implementations(Table<Graphic>, Table<Raster<CPU>>)] content: T) -> Table<Raster<CPU>> {
content.into_flattened_raster_table()
content.into_flattened_table()
}
/// Converts a graphic table into a color table by deeply flattening any color content it contains, and discarding any non-color content.
#[node_macro::node(category("General"))]
pub async fn flatten_color<T: IntoGraphicTable + 'n + Send + Clone>(_: impl Ctx, #[implementations(Table<Graphic>, Table<Color>)] content: T) -> Table<Color> {
content.into_flattened_color_table()
content.into_flattened_table()
}
/// Converts a graphic table into a gradient table by deeply flattening any gradient content it contains, and discarding any non-gradient content.
#[node_macro::node(category("General"))]
pub async fn flatten_gradient<T: IntoGraphicTable + 'n + Send + Clone>(_: impl Ctx, #[implementations(Table<Graphic>, Table<GradientStops>)] content: T) -> Table<GradientStops> {
content.into_flattened_gradient_table()
content.into_flattened_table()
}
/// Constructs a gradient from a table of colors, where the colors are evenly distributed as gradient stops across the range from 0 to 1.
#[node_macro::node(category("Color"))]
fn colors_to_gradient<T: IntoGraphicTable + 'n + Send + Clone>(_: impl Ctx, #[implementations(Table<Graphic>, Table<Color>)] colors: T) -> GradientStops {
let colors = colors.into_flattened_color_table();
let colors = colors.into_flattened_table::<Color>();
let total_colors = colors.len();
if total_colors == 0 {

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@ -1212,66 +1212,28 @@ async fn map_points(ctx: impl Ctx + CloneVarArgs + ExtractAll, content: Table<Ve
content
}
// TODO: Rename to "Combine Paths" and make this happen per-element instead of flattening every element into a single path. The migration for this should then become a Flatten Vector -> Combine Paths pair of nodes.
#[node_macro::node(category("Vector"), path(graphene_core::vector))]
pub async fn flatten_path<T: 'n + Send>(
_: impl Ctx,
#[implementations(
Table<Graphic>,
Table<Vector>,
)]
content: Table<T>,
) -> Table<Vector>
where
Graphic: From<Table<T>>,
{
// NOTE(AdamGerhant):
// A node-based solution to support passing through vector data could be a network node with a cache node
// connected to a Flatten Path connected to an if else node, another connection from the cache directly to
// the if else node, and another connection from the cache to a matches type node connected to the if else node.
fn flatten_table(output: &mut TableRowMut<Vector>, graphic_table: &Table<Graphic>) {
for (current_index, current_element) in graphic_table.iter().enumerate() {
match current_element.element {
Graphic::Vector(vector) => {
// Loop through every row of the `Table<Vector>` and concatenate each element's subpath into the output `Vector` element.
for (vector_index, row) in vector.iter().enumerate() {
let other = row.element;
let transform = *current_element.transform * *row.transform;
let node_id = current_element.source_node_id.map(|node_id| node_id.0).unwrap_or_default();
let mut hasher = DefaultHasher::new();
(current_index, vector_index, node_id).hash(&mut hasher);
let collision_hash_seed = hasher.finish();
output.element.concat(other, transform, collision_hash_seed);
// TODO: Make this instead use the first encountered style
// Use the last encountered style as the output style
output.element.style = row.element.style.clone();
}
}
Graphic::Graphic(graphic) => {
let mut graphic = graphic.clone();
for row in graphic.iter_mut() {
*row.transform = *current_element.transform * *row.transform;
}
flatten_table(output, &graphic);
}
_ => {}
}
}
}
pub async fn flatten_path<T: IntoGraphicTable + 'n + Send>(_: impl Ctx, #[implementations(Table<Graphic>, Table<Vector>)] content: T) -> Table<Vector> {
// Create a table with one empty `Vector` element, then get a mutable reference to it which we append flattened subpaths to
let mut output_table = Table::new_from_element(Vector::default());
let Some(mut output) = output_table.iter_mut().next() else { return output_table };
let Some(output) = output_table.iter_mut().next() else { return output_table };
// Flatten the graphic input into the output `Vector` element
let base_graphic_table = Table::new_from_element(Graphic::from(content));
flatten_table(&mut output, &base_graphic_table);
// Concatenate every vector element's subpaths into the single output compound path
for (index, row) in content.into_flattened_table().iter().enumerate() {
let node_id = row.source_node_id.map(|node_id| node_id.0).unwrap_or_default();
let mut hasher = DefaultHasher::new();
(index, node_id).hash(&mut hasher);
let collision_hash_seed = hasher.finish();
output.element.concat(row.element, *row.transform, collision_hash_seed);
// TODO: Make this instead use the first encountered style
// Use the last encountered style as the output style
output.element.style = row.element.style.clone();
}
// Return the single-row Table<Vector> containing the flattened Vector subpaths
output_table
}
@ -1782,7 +1744,7 @@ async fn morph<I: IntoGraphicTable + 'n + Send + Clone>(
let graphic_table_content = content.clone().into_graphic_table();
// If the input isn't a Table<Vector>, we convert it into one by flattening any Table<Graphic> content.
let content = content.into_flattened_vector_table();
let content = content.into_flattened_table::<Vector>();
// Determine source and target indices and interpolation time fraction
let progression = progression.max(0.);