Tldraw/packages/tldraw/src/test/getCulledShapes.test.tsx

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5.5 KiB
TypeScript
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import { Box, TLShapeId, createShapeId } from '@tldraw/editor'
Perf: Incremental culled shapes calculation. (#3411) Reworks our culling logic: - No longer show the gray rectangles for culled shapes. - Don't use `renderingBoundExpanded`, instead we now use `viewportPageBounds`. I've removed `renderingBoundsExpanded`, but we might want to deprecate it? - There's now a incremental computation of non visible shapes, which are shapes outside of `viewportPageBounds` and shapes that outside of their parents' clipping bounds. - There's also a new `getCulledShapes` function in `Editor`, which uses the non visible shapes computation as a part of the culled shape computation. - Also moved some of the `getRenderingShapes` tests to newly created `getCullingShapes` tests. Feels much better on my old, 2017 ipad (first tab is this PR, second is current prod, third is staging). https://github.com/tldraw/tldraw/assets/2523721/327a7313-9273-4350-89a0-617a30fc01a2 ### Change Type <!-- ❗ Please select a 'Scope' label ❗️ --> - [x] `sdk` — Changes the tldraw SDK - [ ] `dotcom` — Changes the tldraw.com web app - [ ] `docs` — Changes to the documentation, examples, or templates. - [ ] `vs code` — Changes to the vscode plugin - [ ] `internal` — Does not affect user-facing stuff <!-- ❗ Please select a 'Type' label ❗️ --> - [ ] `bugfix` — Bug fix - [ ] `feature` — New feature - [x] `improvement` — Improving existing features - [ ] `chore` — Updating dependencies, other boring stuff - [ ] `galaxy brain` — Architectural changes - [ ] `tests` — Changes to any test code - [ ] `tools` — Changes to infrastructure, CI, internal scripts, debugging tools, etc. - [ ] `dunno` — I don't know ### Test Plan 1. Regular culling shapes tests. Pan / zoom around. Use minimap. Change pages. - [x] Unit Tests - [ ] End to end tests --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2024-04-10 10:29:11 +00:00
import { TestEditor } from './TestEditor'
import { TL } from './test-jsx'
let editor: TestEditor
beforeEach(() => {
editor = new TestEditor()
editor.setScreenBounds({ x: 0, y: 0, w: 1800, h: 900 })
editor.renderingBoundsMargin = 100
})
function createShapes() {
return editor.createShapesFromJsx([
<TL.geo ref="A" x={100} y={100} w={100} h={100} />,
<TL.frame ref="B" x={200} y={200} w={300} h={300}>
<TL.geo ref="C" x={200} y={200} w={50} h={50} />
{/* this is outside of the frames clipping bounds, so it should never be rendered */}
<TL.geo ref="D" x={1000} y={1000} w={50} h={50} />
</TL.frame>,
])
}
it('lists shapes in viewport', () => {
const ids = createShapes()
editor.selectNone()
// D is clipped and so should always be culled / outside of viewport
expect(editor.getCulledShapes()).toStrictEqual(new Set([ids.D]))
// Move the camera 201 pixels to the right and 201 pixels down
editor.pan({ x: -201, y: -201 })
jest.advanceTimersByTime(500)
// A is now outside of the viewport
expect(editor.getCulledShapes()).toStrictEqual(new Set([ids.A, ids.D]))
editor.pan({ x: -900, y: -900 })
jest.advanceTimersByTime(500)
// Now all shapes are outside of the viewport
expect(editor.getCulledShapes()).toStrictEqual(new Set([ids.A, ids.B, ids.C, ids.D]))
editor.select(ids.B)
// We don't cull selected shapes
expect(editor.getCulledShapes()).toStrictEqual(new Set([ids.A, ids.C, ids.D]))
editor.setEditingShape(ids.C)
// or shapes being edited
expect(editor.getCulledShapes()).toStrictEqual(new Set([ids.A, ids.D]))
})
const shapeSize = 100
const numberOfShapes = 100
function getChangeOutsideBounds(viewportSize: number) {
const changeDirection = Math.random() > 0.5 ? 1 : -1
const maxChange = 1000
const changeAmount = 1 + Math.random() * maxChange
if (changeDirection === 1) {
// We need to get past the viewport size and then add a bit more
return viewportSize + changeAmount
} else {
// We also need to take the shape size into account
return -changeAmount - shapeSize
}
}
function getChangeInsideBounds(viewportSize: number) {
// We can go from -shapeSize to viewportSize
return -shapeSize + Math.random() * (viewportSize + shapeSize)
}
function createFuzzShape(viewport: Box) {
const id = createShapeId()
if (Math.random() > 0.5) {
const positionChange = Math.random()
// Should x, or y, or both go outside the bounds?
const dimensionChange = positionChange < 0.33 ? 'x' : positionChange < 0.66 ? 'y' : 'both'
const xOutsideBounds = dimensionChange === 'x' || dimensionChange === 'both'
const yOutsideBounds = dimensionChange === 'y' || dimensionChange === 'both'
// Create a shape outside the viewport
editor.createShape({
id,
type: 'geo',
x:
viewport.x +
(xOutsideBounds ? getChangeOutsideBounds(viewport.w) : getChangeInsideBounds(viewport.w)),
y:
viewport.y +
(yOutsideBounds ? getChangeOutsideBounds(viewport.h) : getChangeInsideBounds(viewport.h)),
props: { w: shapeSize, h: shapeSize },
})
return { isCulled: true, id }
} else {
// Create a shape inside the viewport
editor.createShape({
id,
type: 'geo',
x: viewport.x + getChangeInsideBounds(viewport.w),
y: viewport.y + getChangeInsideBounds(viewport.h),
props: { w: shapeSize, h: shapeSize },
})
return { isCulled: false, id }
}
}
it('correctly calculates the culled shapes when adding and deleting shapes', () => {
const viewport = editor.getViewportPageBounds()
const shapes: Array<TLShapeId | undefined> = []
for (let i = 0; i < numberOfShapes; i++) {
const { isCulled, id } = createFuzzShape(viewport)
shapes.push(id)
if (isCulled) {
expect(editor.getCulledShapes()).toContain(id)
} else {
expect(editor.getCulledShapes()).not.toContain(id)
}
}
const numberOfShapesToDelete = Math.floor((Math.random() * numberOfShapes) / 2)
for (let i = 0; i < numberOfShapesToDelete; i++) {
const index = Math.floor(Math.random() * (shapes.length - 1))
const id = shapes[index]
if (id) {
editor.deleteShape(id)
shapes[index] = undefined
expect(editor.getCulledShapes()).not.toContain(id)
}
}
const culledShapesIncremental = editor.getCulledShapes()
// force full refresh
editor.pan({ x: -1, y: 0 })
editor.pan({ x: 1, y: 0 })
Perf: Incremental culled shapes calculation. (#3411) Reworks our culling logic: - No longer show the gray rectangles for culled shapes. - Don't use `renderingBoundExpanded`, instead we now use `viewportPageBounds`. I've removed `renderingBoundsExpanded`, but we might want to deprecate it? - There's now a incremental computation of non visible shapes, which are shapes outside of `viewportPageBounds` and shapes that outside of their parents' clipping bounds. - There's also a new `getCulledShapes` function in `Editor`, which uses the non visible shapes computation as a part of the culled shape computation. - Also moved some of the `getRenderingShapes` tests to newly created `getCullingShapes` tests. Feels much better on my old, 2017 ipad (first tab is this PR, second is current prod, third is staging). https://github.com/tldraw/tldraw/assets/2523721/327a7313-9273-4350-89a0-617a30fc01a2 ### Change Type <!-- ❗ Please select a 'Scope' label ❗️ --> - [x] `sdk` — Changes the tldraw SDK - [ ] `dotcom` — Changes the tldraw.com web app - [ ] `docs` — Changes to the documentation, examples, or templates. - [ ] `vs code` — Changes to the vscode plugin - [ ] `internal` — Does not affect user-facing stuff <!-- ❗ Please select a 'Type' label ❗️ --> - [ ] `bugfix` — Bug fix - [ ] `feature` — New feature - [x] `improvement` — Improving existing features - [ ] `chore` — Updating dependencies, other boring stuff - [ ] `galaxy brain` — Architectural changes - [ ] `tests` — Changes to any test code - [ ] `tools` — Changes to infrastructure, CI, internal scripts, debugging tools, etc. - [ ] `dunno` — I don't know ### Test Plan 1. Regular culling shapes tests. Pan / zoom around. Use minimap. Change pages. - [x] Unit Tests - [ ] End to end tests --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2024-04-10 10:29:11 +00:00
const culledShapeFromScratch = editor.getCulledShapes()
expect(culledShapesIncremental).toEqual(culledShapeFromScratch)
})
2024-04-17 11:39:09 +00:00
it('works for shapes that are outside of the viewport, but are then moved inside it', () => {
const box1Id = createShapeId()
const box2Id = createShapeId()
const arrowId = createShapeId()
editor.createShapes([
{
id: box1Id,
props: { w: 100, h: 100, geo: 'rectangle' },
type: 'geo',
x: -500,
y: 0,
},
{
id: box2Id,
type: 'geo',
x: -1000,
y: 200,
props: { w: 100, h: 100, geo: 'rectangle' },
},
{
id: arrowId,
type: 'arrow',
props: {
start: {
type: 'binding',
isExact: true,
boundShapeId: box1Id,
normalizedAnchor: { x: 0.5, y: 0.5 },
isPrecise: false,
},
end: {
type: 'binding',
isExact: true,
boundShapeId: box2Id,
normalizedAnchor: { x: 0.5, y: 0.5 },
isPrecise: false,
},
},
},
])
expect(editor.getCulledShapes()).toEqual(new Set([box1Id, box2Id, arrowId]))
// Move box1 and box2 inside the viewport
editor.updateShapes([
{ id: box1Id, type: 'geo', x: 100 },
{ id: box2Id, type: 'geo', x: 200 },
])
// Arrow should also not be culled
expect(editor.getCulledShapes()).toEqual(new Set())
})