332 lines
12 KiB
Rust
332 lines
12 KiB
Rust
use core_types::table::{Table, TableRow, TableRowRef};
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use core_types::{Color, Ctx};
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use glam::{DAffine2, DVec2};
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use graphic_types::vector_types::subpath::{ManipulatorGroup, Subpath};
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use graphic_types::vector_types::vector::PointId;
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use graphic_types::vector_types::vector::algorithms::merge_by_distance::MergeByDistanceExt;
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use graphic_types::vector_types::vector::style::Fill;
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use graphic_types::{Graphic, Vector};
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use linesweeper::topology::Topology;
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use linesweeper::{BinaryOp, FillRule, binary_op};
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use smallvec::SmallVec;
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use vector_types::kurbo::{Affine, BezPath, CubicBez, Line, ParamCurve, PathSeg, Point, QuadBez};
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pub use vector_types::vector::misc::BooleanOperation;
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// TODO: Fix boolean ops to work by removing .transform() and .one_instance_*() calls,
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// TODO: since before we used a Vec of single-row tables and now we use a single table
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// TODO: with multiple rows while still assuming a single row for the boolean operations.
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/// Combines the geometric forms of one or more closed paths into a new vector path that results from cutting or joining the paths by the chosen method.
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#[node_macro::node(category(""))]
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async fn boolean_operation<I: graphic_types::IntoGraphicTable + 'n + Send + Clone>(
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_: impl Ctx,
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/// The table of vector paths to perform the boolean operation on. Nested tables are automatically flattened.
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#[implementations(Table<Graphic>, Table<Vector>)]
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content: I,
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/// Which boolean operation to perform on the paths.
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///
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/// Union combines all paths while cutting out overlapping areas (even the interiors of a single path).
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/// Subtraction cuts overlapping areas out from the last (Subtract Front) or first (Subtract Back) path.
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/// Intersection cuts away all but the overlapping areas shared by every path.
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/// Difference cuts away the overlapping areas shared by every path, leaving only the non-overlapping areas.
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operation: BooleanOperation,
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) -> Table<Vector> {
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let content = content.into_graphic_table();
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// The first index is the bottom of the stack
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let mut result_vector_table = boolean_operation_on_vector_table(flatten_vector(&content).iter(), operation);
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// Replace the transformation matrix with a mutation of the vector points themselves
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if let Some(result_vector) = result_vector_table.iter_mut().next() {
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let transform = *result_vector.transform;
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*result_vector.transform = DAffine2::IDENTITY;
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Vector::transform(result_vector.element, transform);
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result_vector.element.style.set_stroke_transform(DAffine2::IDENTITY);
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result_vector.element.upstream_data = Some(content.clone());
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// Clean up the boolean operation result by merging duplicated points
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result_vector.element.merge_by_distance_spatial(*result_vector.transform, 0.0001);
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}
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result_vector_table
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}
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#[derive(Clone, Debug, Default, PartialEq, Eq)]
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struct WindingNumber {
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elems: SmallVec<[i16; 8]>,
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}
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impl linesweeper::topology::WindingNumber for WindingNumber {
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type Tag = (usize, usize);
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fn single((tag, out_of): (usize, usize), positive: bool) -> Self {
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let mut elems = SmallVec::with_capacity(out_of);
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elems.resize(out_of, 0);
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elems[tag] = if positive { 1 } else { -1 };
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Self { elems }
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}
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}
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impl std::ops::AddAssign for WindingNumber {
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fn add_assign(&mut self, rhs: Self) {
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if rhs.elems.is_empty() {
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return;
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}
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if self.elems.is_empty() {
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self.elems = rhs.elems;
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} else {
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for (me, them) in self.elems.iter_mut().zip(&rhs.elems) {
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*me += *them;
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}
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}
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}
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}
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impl std::ops::Add for WindingNumber {
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type Output = WindingNumber;
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fn add(mut self, rhs: Self) -> Self::Output {
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self += rhs;
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self
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}
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}
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impl WindingNumber {
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fn is_inside(&self, op: BooleanOperation) -> bool {
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let is_in = |w: &i16| *w != 0;
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let is_out = |w: &i16| *w == 0;
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match op {
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BooleanOperation::Union => self.elems.iter().any(is_in),
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BooleanOperation::SubtractFront => self.elems.first().is_some_and(is_in) && self.elems.iter().skip(1).all(is_out),
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BooleanOperation::SubtractBack => self.elems.last().is_some_and(is_in) && self.elems.iter().rev().skip(1).all(is_out),
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BooleanOperation::Intersect => !self.elems.is_empty() && self.elems.iter().all(is_in),
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BooleanOperation::Difference => self.elems.iter().any(is_in) && !self.elems.iter().all(is_in),
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}
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}
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}
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fn boolean_operation_on_vector_table<'a>(vector: impl DoubleEndedIterator<Item = TableRowRef<'a, Vector>> + Clone, boolean_operation: BooleanOperation) -> Table<Vector> {
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const EPSILON: f64 = 1e-5;
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let mut table = Table::new();
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let mut paths = Vec::new();
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let mut row = TableRow::<Vector>::default();
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let copy_from = if matches!(boolean_operation, BooleanOperation::SubtractFront) {
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vector.clone().next()
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} else {
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vector.clone().next_back()
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};
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if let Some(copy_from) = copy_from {
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row.alpha_blending = *copy_from.alpha_blending;
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row.source_node_id = *copy_from.source_node_id;
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row.element.style = copy_from.element.style.clone();
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row.element.upstream_data = copy_from.element.upstream_data.clone();
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}
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for element in vector {
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paths.push(to_bez_path(element.element, *element.transform));
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}
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let top = match Topology::<WindingNumber>::from_paths(paths.iter().enumerate().map(|(idx, path)| (path, (idx, paths.len()))), EPSILON) {
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Ok(top) => top,
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Err(e) => {
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log::error!("Boolean operation failed while building topology: {e}");
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table.push(row);
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return table;
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}
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};
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let contours = top.contours(|winding| winding.is_inside(boolean_operation));
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for subpath in from_bez_paths(contours.contours().map(|c| &c.path)) {
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row.element.append_subpath(subpath, false);
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}
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table.push(row);
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table
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}
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fn flatten_vector(graphic_table: &Table<Graphic>) -> Table<Vector> {
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graphic_table
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.iter()
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.flat_map(|element| {
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match element.element.clone() {
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Graphic::Vector(vector) => {
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// Apply the parent graphic's transform to each element of the vector table
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vector
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.into_iter()
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.map(|mut sub_vector| {
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sub_vector.transform = *element.transform * sub_vector.transform;
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sub_vector
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})
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.collect::<Vec<_>>()
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}
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Graphic::RasterCPU(image) => {
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let make_row = |transform| {
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// Convert the image frame into a rectangular subpath with the image's transform
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let mut subpath = Subpath::new_rectangle(DVec2::ZERO, DVec2::ONE);
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subpath.apply_transform(transform);
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// Create a vector table row from the rectangular subpath, with a default black fill
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let mut element = Vector::from_subpath(subpath);
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element.style.set_fill(Fill::Solid(Color::BLACK));
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TableRow { element, ..Default::default() }
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};
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// Apply the parent graphic's transform to each raster element
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image.iter().map(|row| make_row(*element.transform * *row.transform)).collect::<Vec<_>>()
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}
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Graphic::RasterGPU(image) => {
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let make_row = |transform| {
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// Convert the image frame into a rectangular subpath with the image's transform
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let mut subpath = Subpath::new_rectangle(DVec2::ZERO, DVec2::ONE);
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subpath.apply_transform(transform);
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// Create a vector table row from the rectangular subpath, with a default black fill
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let mut element = Vector::from_subpath(subpath);
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element.style.set_fill(Fill::Solid(Color::BLACK));
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TableRow { element, ..Default::default() }
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};
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// Apply the parent graphic's transform to each raster element
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image.iter().map(|row| make_row(*element.transform * *row.transform)).collect::<Vec<_>>()
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}
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Graphic::Graphic(mut graphic) => {
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// Apply the parent graphic's transform to each element of inner table
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for sub_element in graphic.iter_mut() {
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*sub_element.transform = *element.transform * *sub_element.transform;
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}
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// Recursively flatten the inner table into the output vector table
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let unioned = boolean_operation_on_vector_table(flatten_vector(&graphic).iter(), BooleanOperation::Union);
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unioned.into_iter().collect::<Vec<_>>()
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}
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Graphic::Color(color) => color
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.into_iter()
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.map(|row| {
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let mut element = Vector::default();
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element.style.set_fill(Fill::Solid(row.element));
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element.style.set_stroke_transform(DAffine2::IDENTITY);
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TableRow {
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element,
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transform: row.transform,
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alpha_blending: row.alpha_blending,
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source_node_id: row.source_node_id,
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}
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})
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.collect::<Vec<_>>(),
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Graphic::Gradient(gradient) => gradient
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.into_iter()
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.map(|row| {
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let mut element = Vector::default();
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element.style.set_fill(Fill::Gradient(graphic_types::vector_types::gradient::Gradient {
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stops: row.element,
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..Default::default()
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}));
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element.style.set_stroke_transform(DAffine2::IDENTITY);
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TableRow {
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element,
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transform: row.transform,
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alpha_blending: row.alpha_blending,
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source_node_id: row.source_node_id,
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}
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})
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.collect::<Vec<_>>(),
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}
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})
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.collect()
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}
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// This quantization should potentially be removed since it's not conceptually necessary,
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// but without it, the oak leaf in the Changing Seasons demo artwork is funky because
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// quantization is needed for the top and bottom points to line up vertically.
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fn quantize_segment(seg: PathSeg) -> PathSeg {
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const QUANTIZE_EPS: f64 = 1e-8;
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fn q(p: Point) -> Point {
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Point::new((p.x / QUANTIZE_EPS).round() * QUANTIZE_EPS, (p.y / QUANTIZE_EPS).round() * QUANTIZE_EPS)
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}
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match seg {
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PathSeg::Line(s) => PathSeg::Line(Line::new(q(s.p0), q(s.p1))),
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PathSeg::Quad(s) => PathSeg::Quad(QuadBez::new(q(s.p0), q(s.p1), q(s.p2))),
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PathSeg::Cubic(s) => PathSeg::Cubic(CubicBez::new(q(s.p0), q(s.p1), q(s.p2), q(s.p3))),
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}
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}
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fn to_bez_path(vector: &Vector, transform: DAffine2) -> BezPath {
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let mut path = BezPath::new();
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for subpath in vector.stroke_bezier_paths() {
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push_subpath(&mut path, &subpath, transform);
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}
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path
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}
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fn push_subpath(path: &mut BezPath, subpath: &Subpath<PointId>, transform: DAffine2) {
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let transform = Affine::new(transform.to_cols_array());
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let mut first = true;
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for seg in subpath.iter_closed() {
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let quantized = quantize_segment(transform * seg);
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if first {
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first = false;
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path.move_to(quantized.start());
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}
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path.push(quantized.as_path_el());
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}
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path.close_path();
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}
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fn from_bez_paths<'a>(paths: impl Iterator<Item = &'a BezPath>) -> Vec<Subpath<PointId>> {
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let mut all_subpaths = Vec::new();
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for path in paths {
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let cubics: Vec<CubicBez> = path.segments().map(|segment| segment.to_cubic()).collect();
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let mut manipulators_list = Vec::new();
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let mut current_start = None;
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for (index, cubic) in cubics.iter().enumerate() {
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let d = |p: Point| DVec2::new(p.x, p.y);
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let [start, handle1, handle2, end] = [d(cubic.p0), d(cubic.p1), d(cubic.p2), d(cubic.p3)];
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if current_start.is_none() {
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// Use the correct in-handle (None) and out-handle for the start point
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manipulators_list.push(ManipulatorGroup::new(start, None, Some(handle1)));
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} else {
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// Update the out-handle of the previous point
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if let Some(last) = manipulators_list.last_mut() {
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last.out_handle = Some(handle1);
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}
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}
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// Add the end point with the correct in-handle and out-handle (None)
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manipulators_list.push(ManipulatorGroup::new(end, Some(handle2), None));
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current_start = Some(end);
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// Check if this is the last segment
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if index == cubics.len() - 1 {
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all_subpaths.push(Subpath::new(manipulators_list, true));
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manipulators_list = Vec::new(); // Reset manipulators for the next path
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}
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}
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}
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all_subpaths
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}
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pub fn boolean_intersect(a: &BezPath, b: &BezPath) -> Vec<BezPath> {
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match binary_op(a, b, FillRule::NonZero, BinaryOp::Intersection) {
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Ok(contours) => contours.contours().map(|c| c.path.clone()).collect(),
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Err(e) => {
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log::error!("Boolean Operation failed (a: {} segments, b: {} segments): {e}", a.segments().count(), b.segments().count());
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Vec::new()
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}
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}
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}
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