The boolean's answer went through orient(), which judges each ring's
side from its first point. The boolean often starts a contour where it
touches another, so a triangle whose tip rests on a square's edge was
dropped, and an even-odd hole touching its outline was filled. The
boolean already runs holes against their outlines, so its rings are now
only turned as a whole.
Other fixes:
- A bowtie drawn as one contour has no area of its own. It was dropped
before the meet check and built nothing, although it fills both lobes.
Sampling now keeps rings with no area, and orient() drops them after
the check. Flat rings, every point on one line, fill nothing and are
still dropped, so a stray flat contour doesn't send separate art
through the boolean.
- An open subpath was closed along its end handles when the profile went
through the boolean, but straight otherwise, as the renderer fills it.
It is now closed straight before the boolean too.
- An empty union was taken as a refusal. Contours that cancel (a square
drawn twice under even-odd) built a square. They now build nothing.
- Contours meet within twice the boolean's own sweep tolerance,
computed by its rule from every anchor and handle of the path it is
given. pathops snaps anchors onto nearby heights before the sweep
joins edges within that tolerance, so contours up to about 1.4 times
it apart can come out as one; within twice it, every contour it
might join goes through it, even far from the origin, and the few it
leaves apart cost a boolean that builds the same shape.
- A one-anchor subpath draws nothing, so it is skipped, as the renderer
and the boolean skip it.
- A profile the boolean refuses reuses the rings already sampled.
Tests:
- touching parts and holes;
- an open subpath with handles, alone and beside crossing bars;
- a flat contour beside separate squares;
- contours joined far from the origin, including by handles alone,
and contours a few millionths apart near it kept apart;
- triangles snapped together and joined at 1.4 times the tolerance,
the same triangles left apart and kept whole, and the factor pinned
between 1.9 and 2.2 times, with the worst case just past twice the
tolerance left apart by pathops;
- a 24-bar grid: too complex for Extrude and Inflate, whole under Rotate;
- the merged rings turned as a whole;
- a one-anchor loop;
- the bowtie and the cancelling squares under all three effects;
- a 3,001-point star that the boolean refuses (TooComplex), built as
drawn.
Docs: the pathops README's Limits section now says only the try_
functions refuse, lists OpenPath and the caught panic, and describes
unite_all's answers, and which calls take a precision. three-d.md and effects-parity.md (the 3D row, its
history and status line) describe the merge and its limits.
The boolean that merges crossing contours cost about as much as the rest
of a plain extrusion, and it ran on every profile. Most art has no
contours that meet, so the profile is now sampled first (its point limit
checked there, before any boolean) and resolved only when two edges
cross, touch, run along each other or fold back, in one contour or
across two. Edges are swept by their left ends, within a pair budget past
which the boolean decides. Touching counts: squares sharing an edge
inflate as one puff, not two with a seam.
On a release build, Extrude of 120 separate contours takes 0.31 ms
instead of 4.18 ms; profiles that do cross cost what they did.
Tests: the meeting cases, squares sharing an edge, the fallback for a
profile the boolean refuses, Inflate's extent and area for the crossing
k, and the coincident circles' area. The hairline test now holds a
crossing pair so that its profile still goes through the boolean.
Docs: the merge is described once for all three effects, linking to a new
Limits section in the pathops README instead of repeating its limits,
and the point limit notes that a merged outline can have more points.
The Shape Builder only used the filled areas of the selected paths, so a
stroke-only line or open path across a shape did nothing. Like the
reference app's Shape Builder, open paths now act as cutting edges:
- pathops::shape_builder: with an open path in the selection, the
regions are the Live Paint planar map's faces (every path an edge), so a
line across a shape splits it and lines can enclose a region of their
own; it also returns each open path cut where other paths meet it. Closed
shapes alone, more than SHAPE_BUILDER_MAX_SEGMENTS segments, or a map
that can't be built fall back to the filled-area arrangement.
- Filled open paths count as closed (an invisible closing edge) where that
encloses an area; unfilled open paths and straight lines stay edges.
- shapeBuilder.merge: merging or deleting regions on both sides of a line
piece removes that piece (the line is split, its other pieces kept); an
area only lines enclose takes the current fill and the front-most
object's look. Alt (erase) within `tolerance` of a line piece deletes it.
Returns `lines` (pieces deleted).
- shapeBuilder.regions also lists the line pieces.
- The tool shares BuilderMap/Touched with the command, highlights the line
piece under the pointer while Alt is held and passes its tolerance.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Live Paint Bucket now fills areas enclosed by any paths. Crossing
lines enclose faces it can fill, a line across a shape splits that shape's
face in two, and an area enclosed by paths becomes a face even when nothing
fills it (it starts unfilled). Edges are the paths cut wherever another path
meets them, keeping their stroke, so Shift-click paints each piece. Closed
shapes give the same faces as before.
Root cause: Live Paint built its faces from the Pathfinder regions, which
divide the filled areas of closed shapes. An open path counted only as the
area it would fill if closed, which for a straight line is nothing, so lines
divided nothing and the bucket found no face to fill. A new planar map in
vectorcraft-pathops (live_paint) sweeps every path as an edge: an open path
goes in traced there and back, with crossing counts that never cancel; faces
are walked on the resulting graph (holes included), and their fills and the
edges' sources are found geometrically. The sweep runs in an exactly sheared
frame, because it mishandles a horizontal line traced there and back.
Make, Merge, the bucket and Live Paint Selection all use it;
interior_point moves to vectorcraft-pathops with it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>