Turn the Score -> layout-IR -> SVG pipeline from placeholder glyphs into real
music notation, rendered through the stub solver and the real Engraver alike.
to_constrained (the spacing pass) now dispatches each layout object to the
notation primitive that represents it, on a column-based spring model:
- Pitch -> notehead at its clef-relative staff position; chord pitches share
one column slot. StaffInstance -> clef glyph. Staff -> five staff-line
strokes (the bottom line its anchor, four synthesized). Pitched Event ->
stem stroke; Measure -> barline glyph; rest Event -> rest glyph.
- Phase 3 ornaments as synthesized glyphs: a spelling's full accidental stack
left of its notehead, a key signature's clef-relative sharp/flat zigzag in
the lead, and a measure's numerator/denominator time-signature digit pair.
- A tied decomposition draws one notehead/stem/rest per component (offsets
honored, not collapsed). Active clef and key resolve by time, not vector
order. The lead area reserves clef + key-signature width.
- Coverage/surjection preserved so the round-trip holds: each laid-out object
is covered by exactly one exact-provenance primitive, and derived primitives
(staff lines, components, accidentals, key/time glyphs) are synthesized from
a laid-out source. Engraving-coverage gaps (missing spelling, unbundled
glyph) are surfaced as ConstrainedLayoutIR diagnostics, not silently
defaulted. A measure depends on the time signature it displays.
The Engraver re-spaces glyphs AND the strokes that track them through one
collision-aware coordinate map (per-slot left/right bearings, pairwise
advances), so stems / barlines / staff lines stay attached and a note's
accidental never overlaps the previous note. validate() now rejects empty
spring slots -- the contract that map relies on -- and to_constrained never
emits one (slots are realized by glyph occupancy).
Bundle the genuine Bravura outlines and metrics for time-signature digits 0-9
(regenerated from the SHA-pinned font via tools/extract_bravura_outlines.py),
replacing an inconsistent hand-written placeholder.
Regions tile left-to-right (no page casting-off yet). Goldens regenerated into
recognizable notation. Full gate green: build, fmt, clippy, 574 tests,
conformance scale 1.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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| .. | ||
| src | ||
| Cargo.toml | ||
| DECISIONS.md | ||
| README.md | ||
README.md
epiphany-engrave
Agent I's engraving constraint solver (spec Chapter 9): turns a
ConstrainedLayoutIR into a ResolvedLayoutIR with real geometry. It is the
production-side replacement for epiphany-layout-ir's interface-only
StubSolver; the two live in separate crates so the spec's core/product boundary
stays sharp.
Status: honest scaffold (renderer-against-stub phase)
Per the QUICKSTART development pattern, Agent I builds the SVG renderer
(epiphany-render-svg) against the stub solver
first, then grows this crate into the real two-pass spring solver. This commit is
the first increment:
Engraverruns a deterministic horizontal spacing pass (the first axis of the planned two-pass spring layout): each spring slot is placed left-to-right by its preferred width instead of being echoed verbatim.- It honestly reports
SolverTier::Stub— it does not yet evaluate the IR's declared hard constraints or compute quality metrics, so it has not earnedMinimal. It is promoted toMinimalin the change that lands real constraint satisfaction.
The vertical spring pass, soft-constraint solve, hard-constraint evaluation, and
the quality-metric vector are the next-phase / Phase-3 work. See DECISIONS.md.
use epiphany_engrave::Engraver;
use epiphany_layout_ir::{ConstraintSolver, SolverConfig};
let report = Engraver.solve(&constrained_ir, &SolverConfig::default());
assert!(report.satisfied_hard_constraints); // for constraint-free stub-pipeline input
let resolved = report.layout; // hand to epiphany-render-svg