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CausalTreeBezierWrapper.swift
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CausalTreeBezierWrapper.swift
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//
// CausalTreeBezierWrapper.swift
// CRDTPlayground
//
// Created by Alexei Baboulevitch on 2017-9-25.
// Copyright © 2017 Alexei Baboulevitch. All rights reserved.
//
import AppKit
//import CRDTFramework_OSX
/* The Drawing Causal Tree looks a lot different from the Text Causal Tree. Our goal is to allow shapes to be grouped
with their points and properties in the weave for O(shape) recreation. An atom can either be a shape, a point,
an operation, or an attribute. Shapes can be caused only by other shapes as well as the zero atom; their weave order
is their drawing order. On creation, shapes receive a blank ("root") atom, and all atoms relating to the shape will be
linked to it. Points can be caused only by other points as well as the point start sentinel, for the first point
in a shape; their weave order is their connection order. Start and end sentinel points are added to the root atom
on creation to enable ranged operations, e.g. "shift all". Operations can be caused only by other operations in their
type group as well as a point atom or root atom, for the first operation in a chain. (Some operations types, e.g.
delete, can have multiple "chains", while most should be limited to a single chain.) Operation types are currently
divided into transformations (move) and deletions. Operations must be priority atoms. The same goes for attributes,
which can be thought of as register-type operations; the last weave value in a chain is taken as the definitive one.
Each attribute is considered its own type group; attributes of different types shall not mix causally. Finally, since
we'll be traversing chains of operations quite frequently, we want to make sure that we can find the end of a chain in
O(number of operations in chain) time and not O(N) time, which is what would be required if we do the usual awareness
and causal block derivation dance. Because our data is well-structured, we can figure this out by defining delimeters
for each point/shape section and then stopping weave traversal when we reach them. */
/* How do we move an entire shape? Three possible ways:
> move each individual point
> add a "move" operation
> implicitly, by moving the first point
Moving each individual point is bad, b/c if another peer adds points then they won't get moved. So the choice is
between an implicit operation and an explicit operation. Text editing works via implicit operations, i.e. every
new character, instead of overwriting the previous character, implicitly shifts over every successive character.
Here, for the sake of completeness, let's use operations. */
// TODO: bounds
// this is where the CT structure is mapped to our local model
// AB: because I didn't want to deal with the extra complexity, shapes can't be deleted at the moment -- only points
// (in terms of user-facing stuff, that is: under the hood the CT preserves everything anyway)
class CausalTreeBezierWrapper
{
// these will persist forever, but are expensive
// TODO: make these part of the Causal Tree definition
typealias PermPointId = (CausalTreeBezierT.SiteUUIDT, YarnIndex)
// these are very fast, but will only persist for the current state of the CT, so any mutation or merge will clobber them
// AB: to be explicit, these could perhaps be stored as (uid,index), with the uid changing with every crdt mutation -- too lazy though
typealias TempPointId = WeaveIndex
typealias TempShapeId = WeaveIndex
private unowned var crdt: CausalTreeBezierT
private var _slice: CausalTreeBezierT.WeaveT.AtomsSlice?
private var slice: CausalTreeBezierT.WeaveT.AtomsSlice
{
if let revision = self.revision
{
if _slice == nil || _slice!.invalid
{
_slice = crdt.weave.weave(withWeft: crdt.convert(weft: revision))
assert(_slice != nil, "could not convert revision to local weft")
}
return _slice!
}
else
{
_slice = nil
return crdt.weave.weave(withWeft: nil)
}
}
var revision: CausalTreeBezierT.WeftT?
{
didSet
{
if oldValue != revision
{
_slice = nil
}
}
}
init(crdt: CausalTreeBezierT, revision: CausalTreeBezierT.WeftT? = nil)
{
self.crdt = crdt
self.revision = revision
}
/// **Complexity:** O(1)
func permPoint(forPoint p: WeaveIndex) -> PermPointId
{
let aid = slice[Int(p)].id
let owner = crdt.siteIndex.site(aid.site)!
return (owner, aid.index)
}
/// **Complexity:** O(weave)
func point(forPermPoint p: PermPointId) -> WeaveIndex
{
let owner = crdt.siteIndex.siteMapping()[p.0]!
let aid = AtomId(site: owner, index: p.1)
let index = crdt.weave.atomWeaveIndex(aid)!
return index
}
enum ValidationError: Error
{
case noRootAfterShape
case wrongParent
case mixedUpType
case unknownAtomInShape
case nonPointInPointBlock
case excessiveChains //shapes and atoms can only have one of each type of chain, e.g. points, transform operations, etc.
case unexpectedAtom
case invalidParameters
}
// this is in addition to the low-level CT validation b/c our rules are more strict on this higher level
// WARNING: not comprehensive, errors might still seep through
/// **Complexity:** O(weave)
func validate() throws
{
func vassert(_ v: Bool, _ e: ValidationError) throws
{
if !v { throw e }
}
// AB: not very performant, but quick fix
let oldRevision = self.revision
self.revision = nil
let weave = slice
var i = 1 //skip start atom
while i < weave.count
{
processShapeBlock: if case .shape = weave[i].value
{
// iterating shape block
let spi = i
i += 1
try vassert(weave[i].value.id == DrawDatum.Id.null, .noRootAfterShape)
//try vassert(weave[i].type == .valuePriority, .mixedUpType)
try vassert(weave[i].cause == weave[spi].id, .wrongParent)
let si = i
i += 1
// TODO:
//var pendingRanges
processShape: while !atomDelimitsShape(WeaveIndex(i))
{
try vassert(weave[i].cause == weave[si].id, .wrongParent)
var foundAtomChain = false
var operationChainCount = 0
var attributeChainCount = 0
processPointBlock: if case .pointSentinelStart = weave[i].value
{
try vassert(!foundAtomChain, .excessiveChains)
foundAtomChain = true
// iterating point block
//let psi = i
i += 1
while weave[i].value.id != DrawDatum.Id.pointSentinelEnd
{
try vassert(weave[i].value.point, .nonPointInPointBlock)
//try vassert(weave[i].type == .value, .mixedUpType)
let pi = i
i += 1
processPoint: while !atomDelimitsPoint(WeaveIndex(i))
{
var operationChainCount = 0
var attributeChainCount = 0
if weave[i].value.operation || weave[i].value.attribute
{
try vassert(weave[i].cause == weave[pi].id, .wrongParent)
//try vassert(weave[i].type == .valuePriority, .mixedUpType)
if weave[i].value.operation
{
try vassert(operationChainCount < 1, .excessiveChains)
operationChainCount += 1
}
else
{
try vassert(attributeChainCount < 1, .excessiveChains)
attributeChainCount += 1
}
let oi = i
i += 1
// operations/attributes can only be chained to other operations/attributes of the same type
while i < weave.count && weave[i].value.id == weave[oi].value.id
{
i += 1
}
}
else if weave[i].value.id == .delete
{
try vassert(weave[i].cause == weave[pi].id, .wrongParent)
// we know deletes are childless and that this has (presumably) been verified
i += 1
}
}
}
i += 1
}
else if weave[i].value.attribute || weave[i].value.operation
{
//try vassert(weave[i].type == .valuePriority, .mixedUpType)
try vassert(weave[i].value.reference == NullAtomId, .invalidParameters)
if weave[i].value.operation
{
try vassert(operationChainCount < 1, .excessiveChains)
operationChainCount += 1
}
else
{
try vassert(attributeChainCount < 1, .excessiveChains)
attributeChainCount += 1
}
let oi = i
i += 1
// operations/attributes can only be chained to other operations/attributes of the same type
while i < weave.count && weave[i].value.id == weave[oi].value.id
{
i += 1
}
}
else
{
try vassert(false, .unknownAtomInShape)
}
}
}
else
{
try vassert(false, .unexpectedAtom)
}
}
self.revision = oldRevision
// needs to be covered:
// * top level: shapes and null nodes, with shape-node-shape-node structure
// * null nodes have point chain w/start and end sentinels
// * nothing attaches to end sentinel; end sentinel attaches to start sentinel
// * operation chains are all the same type
// * operations are priority
// * operations are only parented to shapes, points, or null atoms
// * range references must be within the same shape
// * value types don't interfere with built-in types
}
/// **Complexity:** O(weave)
func shapesCount() -> Int
{
return Int(shapes().count)
}
/// **Complexity:** O(shape)
func shapeCount(_ s: TempShapeId, withInvalid: Bool = false) -> Int
{
let points = allPoints(forShape: s)
return points.reduce(0, { p,v in (withInvalid || self.pointIsValid(v)) ? p + 1 : p })
}
/// **Complexity:** O(shape)
func pointValue(_ p: TempPointId) -> NSPoint?
{
if pointIsValid(p)
{
let pos = rawValueForPoint(p)
let tPoint = transformForPoint(p)
return pos.applying(tPoint)
}
else
{
return nil
}
}
/// **Complexity:** O(shape)
func nextValidPoint(afterPoint p: TempPointId, looping: Bool = true) -> TempPointId?
{
let shapeIndex = shapeForPoint(p)
let points = allPoints(forShape: shapeIndex)
let startingIndex: Int
let weave = slice
if case .pointSentinelStart = weave[Int(p)].value
{
startingIndex = 0 - 1
}
else if case .pointSentinelEnd = weave[Int(p)].value
{
startingIndex = points.count - 1
}
else
{
startingIndex = points.index(of: p)!
}
for i0 in 0..<points.count
{
var i = startingIndex + 1 + i0
if !looping && i >= points.count
{
return nil
}
i = (((i % points.count) + points.count) % points.count)
let index = points[i]
if pointIsValid(index)
{
return index
}
}
return nil
}
/// **Complexity:** O(shape)
func nextValidPoint(beforePoint p: TempPointId, looping: Bool = true) -> TempPointId?
{
let shapeIndex = shapeForPoint(p)
let points = allPoints(forShape: shapeIndex)
let startingIndex: Int
let weave = slice
if case .pointSentinelStart = weave[Int(p)].value
{
startingIndex = 0
}
else if case .pointSentinelEnd = weave[Int(p)].value
{
startingIndex = points.count
}
else
{
startingIndex = points.index(of: p)!
}
for i0 in 0..<points.count
{
var i = startingIndex - 1 - i0
if !looping && i < 0
{
return nil
}
i = (((i % points.count) + points.count) % points.count)
let index = points[i]
if pointIsValid(index)
{
return index
}
}
return nil
}
/// **Complexity:** O(shape)
func isFirstPoint(_ p: TempPointId) -> Bool
{
return nextValidPoint(beforePoint: p, looping: false) == nil
}
/// **Complexity:** O(shape)
func isLastPoint(_ p: TempPointId) -> Bool
{
return nextValidPoint(afterPoint: p, looping: false) == nil
}
/// **Complexity:** O(shape)
func firstPoint(inShape s: TempShapeId) -> TempPointId?
{
let start = startSentinel(forShape: s)
return nextValidPoint(afterPoint: start)
}
/// **Complexity:** O(shape)
func lastPoint(inShape s: TempShapeId) -> TempPointId?
{
let end = endSentinel(forShape: s)
return nextValidPoint(beforePoint: end)
}
/// **Complexity:** O(weave)
func shapes() -> AnyCollection<TempShapeId>
{
let weave = slice.enumerated().lazy
// PERF: I'm not sure to what extent lazy works in this stack, but whatever
let filter = weave.filter
{
if case .shape = $0.1.value
{
return true
}
else
{
return false
}
}.lazy
let filterIds = filter.map
{
return WeaveIndex($0.offset)
}.lazy
return AnyCollection(filterIds)
}
/// **Complexity:** O(shape)
func shape(forPoint p: TempPointId) -> TempPointId
{
return shapeForPoint(p)
}
/// **Complexity:** O(shape)
func points(forShape s: TempShapeId) -> AnyCollection<TempPointId>
{
let points = allPoints(forShape: s)
// PERF: I'm not sure to what extent lazy works in this stack, but whatever
let validPoints = points.filter { self.pointIsValid($0) }.lazy
return AnyCollection(validPoints)
}
/// **Complexity:** O(weave)
func addShape(atX x: CGFloat, y: CGFloat) -> TempPointId
{
let shapeParent: TempShapeId
if let theLastShape = lastShape()
{
shapeParent = theLastShape
}
else
{
shapeParent = 0
}
let shape = crdt.weave.addAtom(withValue: .shape, causedBy: slice[Int(shapeParent)].id)!
let root = crdt.weave.addAtom(withValue: .null, causedBy: shape.0)!
let startSentinel = crdt.weave.addAtom(withValue: .pointSentinelStart, causedBy: root.0)!
let endSentinel = crdt.weave.addAtom(withValue: .pointSentinelEnd, causedBy: startSentinel.0)!
let firstPoint = crdt.weave.addAtom(withValue: .point(pos: NSMakePoint(x, y)), causedBy: startSentinel.0)!
updateAttributes(rounded: arc4random_uniform(2) == 0, forPoint: firstPoint.1)
return firstPoint.1
}
/// **Complexity:** O(weave)
func updateShape(_ s: TempShapeId, withDelta delta: NSPoint)
{
let weave = slice
let datum = DrawDatum.opTranslate(delta: delta, ref: NullAtomId)
if let lastOp = lastOperation(forShape: s, ofType: .opTranslate)
{
let _ = crdt.weave.addAtom(withValue: datum, causedBy: weave[Int(lastOp)].id)
}
else
{
let r = root(forShape: s)
let _ = crdt.weave.addAtom(withValue: datum, causedBy: weave[Int(r)].id)
}
}
/// **Complexity:** O(weave)
func updateShapePoint(_ p: TempPointId, withDelta delta: NSPoint)
{
updateShapePoints((start: p, end: p), withDelta: delta)
}
/// **Complexity:** O(weave)
func updateShapePoints(_ points: (start: TempPointId, end: TempPointId), withDelta delta: NSPoint)
{
assert(shapeForPoint(points.start) == shapeForPoint(points.end), "start and end do not share same shape")
assert(points.start <= points.end, "start and end are not correctly ordered")
let weave = slice
let datum = DrawDatum.opTranslate(delta: delta, ref: weave[Int(points.end)].id)
if let lastOp = lastOperation(forPoint: points.start, ofType: .opTranslate)
{
let _ = crdt.weave.addAtom(withValue: datum, causedBy: weave[Int(lastOp)].id)
}
else
{
let _ = crdt.weave.addAtom(withValue: datum, causedBy: weave[Int(points.start)].id)
}
}
/// **Complexity:** O(weave)
func deleteShapePoint(_ p: TempPointId)
{
let _ = crdt.weave.addAtom(withValue: .delete, causedBy: slice[Int(p)].id)
}
/// **Complexity:** O(weave)
func addShapePoint(afterPoint pointId: TempPointId, withBounds bounds: NSRect? = nil) -> TempPointId
{
let minLength: Scalar = 10
let maxLength: Scalar = 30
let maxCCAngle: Scalar = 70
let maxCAngle: Scalar = 20
let offset: CGFloat = 4
let pointIndex = pointId
let shapeIndex = shapeForPoint(pointIndex)
let shapeDatas = shapeData(s: shapeIndex).filter { !$0.deleted }
var shapeDatasPointIndex: Int! = nil
for d in shapeDatas.enumerated()
{
if d.1.range.lowerBound == pointIndex
{
shapeDatasPointIndex = d.0
}
}
assert(pointIsValid(pointIndex))
assert(shapeDatasPointIndex != nil)
let length = minLength + Scalar(arc4random_uniform(UInt32(maxLength - minLength)))
let point = rawValueForPoint(pointIndex).applying(shapeDatas[shapeDatasPointIndex].transform)
let shapeDatasPreviousPointIndex = (((shapeDatasPointIndex - 1) % shapeDatas.count) + shapeDatas.count) % shapeDatas.count
let shapeDatasNextPointIndex = (((shapeDatasPointIndex + 1) % shapeDatas.count) + shapeDatas.count) % shapeDatas.count
let previousPoint = shapeDatas[shapeDatasPreviousPointIndex].range.lowerBound
let nextPoint = shapeDatas[shapeDatasNextPointIndex].range.lowerBound
let pointIsOnlyPoint = shapeCount(shapeIndex) == 1
let pointIsEndPoint = isLastPoint(pointId)
let pointIsInsertion = !pointIsOnlyPoint && !pointIsEndPoint
var newPoint: NSPoint
addNewPoint: do
{
let angle: Scalar
var vec: Vector2
if pointIsOnlyPoint
{
let fakePreviousPoint: NSPoint = NSMakePoint(point.x - CGFloat(length), point.y)
angle = Scalar(arc4random_uniform(360))
vec = Vector2(point) - Vector2(fakePreviousPoint)
}
else if pointIsEndPoint
{
let previousPointValue = rawValueForPoint(previousPoint).applying(shapeDatas[shapeDatasPreviousPointIndex].transform)
angle = -maxCAngle + Scalar(arc4random_uniform(UInt32(maxCAngle + maxCCAngle)))
vec = Vector2(point) - Vector2(previousPointValue)
}
else
{
let nextPointValue = rawValueForPoint(nextPoint).applying(shapeDatas[shapeDatasNextPointIndex].transform)
angle = -maxCAngle + Scalar(arc4random_uniform(UInt32(maxCAngle + maxCCAngle)))
vec = Vector2(nextPointValue) - Vector2(point)
}
vec = vec.normalized() * length
vec = vec.rotated(by: angle * ((2*Scalar.pi)/360))
let tempNewPoint = NSMakePoint(point.x + CGFloat(vec.x), point.y + CGFloat(vec.y))
if let b = bounds
{
// let t = transform(forOperations: operations(forShape: shapeIndex)).inverted()
// let tBounds = b.applying(t)
//
// newPoint = NSMakePoint(min(max(tempNewPoint.x, tBounds.minX + offset), tBounds.maxX - offset),
// min(max(tempNewPoint.y, tBounds.minY + offset), tBounds.maxY - offset))
newPoint = tempNewPoint
}
else
{
newPoint = tempNewPoint
}
}
mutate: do
{
if pointIsInsertion
{
let nextPointValue = rawValueForPoint(nextPoint).applying(shapeDatas[shapeDatasNextPointIndex].transform)
//a dot normalized b
let vOld = Vector2(nextPointValue) - Vector2(point)
let vNew = Vector2(newPoint) - Vector2(point)
let vProj = (vOld.normalized() * vNew.dot(vOld.normalized()))
let endPoint = endSentinel(forShape: shapeIndex)
updateShapePoints((start: nextPoint, end: endPoint), withDelta: NSPoint(vProj))
}
let weave = slice
let newAtom = crdt.weave.addAtom(withValue: DrawDatum.point(pos: newPoint), causedBy: weave[Int(pointId)].id)!
updateAttributes(rounded: arc4random_uniform(2) == 0, forPoint: newAtom.1)
// AB: any new point might have transforms applied to it from shape or previous ranges, so we have to invert their effect
adjustTransform: do
{
let newAtomData = pointData(newAtom.1)
if newAtomData.transform != CGAffineTransform.identity
{
let transformedPoint = newPoint.applying(newAtomData.transform)
updateShapePoint(newAtom.1, withDelta: NSMakePoint(newPoint.x - transformedPoint.x, newPoint.y - transformedPoint.y))
}
}
return newAtom.1
}
}
/// **Complexity:** O(shape)
func attributes(forShape s: TempShapeId) -> (NSColor)
{
if let op = lastOperation(forShape: s, ofType: .attrColor)
{
if case .attrColor(let color) = slice[Int(op)].value
{
return NSColor(red: color.rf, green: color.gf, blue: color.bf, alpha: color.af)
}
else
{
assert(false, "no attribute value found in attribute atom")
return NSColor.gray
}
}
else
{
// default
return NSColor.gray
}
}
/// **Complexity:** O(point)
func attributes(forPoint p: TempPointId) -> (Bool)
{
if let op = lastOperation(forPoint: p, ofType: .attrRound)
{
if case .attrRound(let round) = slice[Int(op)].value
{
return round
}
else
{
assert(false, "no attribute value found in attribute atom")
return false
}
}
else
{
// default
return false
}
}
/// **Complexity:** O(weave)
func updateAttributes(color: NSColor, forShape s: TempShapeId)
{
let weave = slice
if let op = lastOperation(forShape: s, ofType: .attrColor)
{
let colorStruct = DrawDatum.ColorTuple(r: color.redComponent, g: color.greenComponent, b: color.blueComponent, a: color.alphaComponent)
let _ = crdt.weave.addAtom(withValue: DrawDatum.attrColor(colorStruct), causedBy: weave[Int(op)].id)
}
else
{
let rootIndex = root(forShape: s)
let colorStruct = DrawDatum.ColorTuple(r: color.redComponent, g: color.greenComponent, b: color.blueComponent, a: color.alphaComponent)
let _ = crdt.weave.addAtom(withValue: DrawDatum.attrColor(colorStruct), causedBy: weave[Int(rootIndex)].id)
}
}
/// **Complexity:** O(weave)
func updateAttributes(rounded: Bool, forPoint p: TempPointId)
{
let weave = slice
if let op = lastOperation(forPoint: p, ofType: .attrRound)
{
let _ = crdt.weave.addAtom(withValue: DrawDatum.attrRound(rounded), causedBy: weave[Int(op)].id)
}
else
{
let _ = crdt.weave.addAtom(withValue: DrawDatum.attrRound(rounded), causedBy: weave[Int(p)].id)
}
}
////////////////////////////////
// MARK: - CT-Specific Queries -
////////////////////////////////
// this is where most of the magic happens, i.e. interpretation of the low-level CT in terms of higher-level shape data
// excludes sentinels
/// **Complexity:** O(shape)
func shapeData(s: TempShapeId) -> [(range: CountableClosedRange<WeaveIndex>, transform: CGAffineTransform, deleted: Bool)]
{
let weave = slice
assertType(s, .shape)
var i = Int(s + 1)
var shapeTransform = CGAffineTransform.identity
var transforms: [(t: CGAffineTransform, cause: AtomId, fraction: CGFloat)] = []
var points: [(range: CountableClosedRange<WeaveIndex>, transform: CGAffineTransform, deleted: Bool)] = []
getShapeTransform: do
{
while i < weave.count
{
if atomDelimitsPoint(WeaveIndex(i))
{
break getShapeTransform
}
else if atomDelimitsShape(WeaveIndex(i))
{
break getShapeTransform
}
if case .opTranslate(let op) = weave[i].value
{
transforms.append((CGAffineTransform(translationX: op.delta.x, y: op.delta.y), weave[i].cause, 1))
// if an op has siblings, we want to incorporate their transforms to avoid double-moves
if weave[i - 1].value.id == weave[i].value.id && weave[i].cause != weave[i - 1].id
{
var siblings: [Int] = []
for (j,t) in transforms.enumerated()
{
if t.cause == weave[i].cause
{
siblings.append(j)
}
}
assert(siblings.count > 0, "op out of order but could not find sibling")
for j in siblings
{
var newT = transforms[j]
newT.fraction = CGFloat(siblings.count)
transforms[j] = newT
}
}
}
i += 1
}
}
commitShapeTransform: do
{
for t in transforms
{
let t = CGAffineTransform(translationX: t.t.tx / t.fraction, y: t.t.ty / t.fraction)
shapeTransform = shapeTransform.concatenating(t)
}
}
iteratePoints: do
{
var transformedRanges: [(t: CGAffineTransform, until: AtomId, cause: AtomId, fraction: CGFloat)] = []
var runningPointData: (start: WeaveIndex, deleted: Bool)! = nil
func commitPoint(withEndIndex: WeaveIndex)
{
if runningPointData == nil
{
return
}
commit: do
{
if weave[Int(runningPointData.start)].value.pointSentinel
{
break commit //don't add sentinels to return array, but still use them for processing
}
var transform = CGAffineTransform.identity
transform = transform.concatenating(shapeTransform)
for t in transformedRanges
{
let newT = CGAffineTransform(translationX: t.t.tx / t.fraction, y: t.t.ty / t.fraction)
transform = transform.concatenating(newT)
}
points.append((runningPointData.start...(withEndIndex - 1), transform, runningPointData.deleted))
}
clear: do
{
for i in (0..<transformedRanges.count).reversed()
{
var t = transformedRanges[i]
if t.until == weave[Int(runningPointData.start)].id
{
transformedRanges.remove(at: i)
}
else if transformedRanges[i].fraction != 1
{
t.fraction = 1
transformedRanges[i] = t
}
}
runningPointData = nil
}
}
func startNewPoint(withStartIndex: WeaveIndex)
{
assert(runningPointData == nil)
runningPointData = (withStartIndex, false)
}
while i < weave.count
{
if atomDelimitsShape(WeaveIndex(i)) //AB: this one has to go first
{
commitPoint(withEndIndex: WeaveIndex(i))
i += 1 //why not
break iteratePoints
}
else if atomDelimitsPoint(WeaveIndex(i))
{
commitPoint(withEndIndex: WeaveIndex(i))
startNewPoint(withStartIndex: WeaveIndex(i))
i += 1
continue
}
if case .opTranslate(let op) = weave[i].value
{
transformedRanges.append((CGAffineTransform(translationX: op.delta.x, y: op.delta.y), weave[i].value.reference == NullAtomId ? weave[Int(runningPointData.start)].id : weave[i].value.reference, weave[i].cause, 1.0))
// if an op has siblings, we want to incorporate their transforms to avoid double-moves
if weave[i - 1].value.id == weave[i].value.id && weave[i].cause != weave[i - 1].id
{
var siblings: [Int] = []
for (j,t) in transformedRanges.enumerated()
{
if t.cause == weave[i].cause
{
siblings.append(j)
}
}
assert(siblings.count > 0, "op out of order but could not find sibling")
for j in siblings
{
var newRange = transformedRanges[j]
newRange.fraction = CGFloat(siblings.count)
transformedRanges[j] = newRange
}
}
}
if weave[i].value.id == .delete
{
runningPointData.deleted = true
}
i += 1
}
}
return points
}
// Complexity: O(N Tail) + O(Shape)
/// **Complexity:** O(shape) + O(weave tail)
func lastShape() -> TempShapeId?
{
let weave = slice
for i in (0..<weave.count).reversed()
{
if case .shape = weave[i].value
{
return WeaveIndex(i)
}
}
return nil
}
// excluding sentinels
/// **Complexity:** O(shape)
func allPoints(forShape s: TempShapeId) -> [TempPointId]
{
let indexArray = shapeData(s: s).map { $0.range.lowerBound }
return Array(indexArray)
}
/// **Complexity:** O(1)
func root(forShape s: TempShapeId) -> WeaveIndex
{
assertType(s, .shape)
return s + 1
}
/// **Complexity:** O(shape)
func startSentinel(forShape s: TempShapeId) -> TempPointId
{
let weave = slice
assertType(s, .shape)
for i in Int(s + 1)..<weave.count
{
if atomDelimitsShape(WeaveIndex(i))
{
break
}
if case .pointSentinelStart = weave[i].value
{
return WeaveIndex(i)
}
}
assert(false)
return WeaveIndex(NullIndex)
}
/// **Complexity:** O(shape)
func endSentinel(forShape s: TempShapeId) -> TempPointId
{
let weave = slice
assertType(s, .shape)
for i in Int(s + 1)..<weave.count
{
if atomDelimitsShape(WeaveIndex(i))
{
break
}