diff --git a/node-graph/gcore/src/vector/vector_nodes.rs b/node-graph/gcore/src/vector/vector_nodes.rs index ef649f0d12..182da3571b 100644 --- a/node-graph/gcore/src/vector/vector_nodes.rs +++ b/node-graph/gcore/src/vector/vector_nodes.rs @@ -643,6 +643,117 @@ fn bilinear_interpolate(t: DVec2, quad: &[DVec2; 4]) -> DVec2 { tl * (1. - t.x) * (1. - t.y) + tr * t.x * (1. - t.y) + br * t.x * t.y + bl * (1. - t.x) * t.y } +/// Packs shapes using bounds with Best Fit Decreasing Height (BFDH) algorithm +/// Algorithm: +/// - Sort shapes by height (tallest first) +/// - For each shape, find the existing shelf with minimum remaining space that fits +/// - Create new shelf only if no existing shelf can accommodate the shape +/// Works as a reasonable approximation box packing problem +#[node_macro::node(name("Pack by Bounds"), category("Vector"), path(graphene_core::vector))] +async fn pack_by_bounds( + _: impl Ctx, + #[implementations( + Table, + Table, + Table>, + Table>, + )] + elements: Table, + #[unit(" px")] + #[default(10.)] + spacing: f64, + #[unit(" px")] + #[default(1000.)] + max_width: f64, +) -> Table +where + Graphic: From>, + Table: BoundingBox, +{ + use core::cmp::Ordering; + + // Helper structure for shelves + #[derive(Clone)] + struct Shelf { + y: f64, + height: f64, + current_x: f64, + } + + // Prep the rows to be sorted + let mut items: Vec<(f64, f64, DVec2, TableRow)> = elements + .into_iter() + .map(|row| { + // Single-element table to query its bounding box + let single = Table::new_from_row(row.clone()); + let (w, h, top_left) = match single.bounding_box(DAffine2::IDENTITY, false) { + RenderBoundingBox::Rectangle([min, max]) => { + let size = max - min; + (size.x.max(0.), size.y.max(0.), min) + } + _ => (0., 0., DVec2::ZERO), + }; + (w, h, top_left, row) + }) + .collect(); + + // Sort by height, tallest first + items.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap_or(Ordering::Equal)); + + let mut result = Table::new(); + let mut shelves: Vec = Vec::new(); + + // This looks n^2 but it is just n*k where k is the number of shelves, which is generally much smaller than n + for (w, h, top_left, mut row) in items { + if w <= 0. { + result.push(row); + continue; + } + + // Find a good shelf, minimum remaining space that can fit this item ideally + let mut best_shelf_idx = None; + let mut min_remaining_space = f64::INFINITY; + + for (idx, shelf) in shelves.iter().enumerate() { + let remaining_space = max_width - shelf.current_x; + if remaining_space >= w && remaining_space < min_remaining_space { + min_remaining_space = remaining_space; + best_shelf_idx = Some(idx); + } + } + + if let Some(shelf_idx) = best_shelf_idx { + // Place on existing shelf + let shelf = &mut shelves[shelf_idx]; + + // Update shelf height if needed + if h > shelf.height { + shelf.height = h; + } + + let target_pos = DVec2::new(shelf.current_x, shelf.y); + row.transform = DAffine2::from_translation(target_pos - top_left) * row.transform; + + shelf.current_x += w + spacing; + } else { + // Create new shelf + let new_y = shelves.last().map_or(0., |last| last.y + last.height + spacing); + let target_pos = DVec2::new(0., new_y); + row.transform = DAffine2::from_translation(target_pos - top_left) * row.transform; + + shelves.push(Shelf { + y: new_y, + height: h, + current_x: w + spacing, + }); + } + + result.push(row); + } + + result +} + /// Automatically constructs tangents (Bézier handles) for anchor points in a vector path. #[node_macro::node(category("Vector: Modifier"), name("Auto-Tangents"), path(graphene_core::vector))] async fn auto_tangents(