Commit Graph
28 Commits
Author SHA1 Message Date
dotCooCoo 3d9a461be5 3D: Export 3D Object builds each Extrude and Inflate solid once
Export 3D Object built every Extrude & Bevel (both kinds) and Inflate
solid twice: once for the facets that decide whether the art draws it and
count toward the object's face limit, and again for its mesh.

The solid builder now keeps the projected facets and the faces before
projection from one pass (`extrude_meshed`, `inflate_meshed`), and the
export decides and meshes each part from that one build. Where a mesh
built alone cuts Inflate's twisted sides differently (it has less room
left after keeping the faces turned away), the mesh's sides are cut with
its own room. Strokes past their limits are still left out, a fill's
error and the object's face limit still stop the export at the same
part, and the triangle budget is unchanged.

Tests compare the facets and meshes with separately built ones bit for
bit, and count one build per solid.
2026-11-13 18:35:48 -08:00
BFlat 3904a7396c Merge pull request #7120 from dotCooCoo/feat/revolve-graphics
3D and Materials: wrap graphics around the side of Revolve objects
2026-11-14 00:49:21 +07:00
dotCooCoo a0e0f09d79 3D and Materials: bound Revolve graphics' work and paint copies, and close the gap at the back
- Each contour of a graphic is cut only at the faces its own bounds reach,
  and the points cut at the faces count toward a limit of 64,000,000.
- The paint copies of a graphic's parts count toward a budget of their own,
  one copy for a part's fill and one for its seam stroke when it takes one.
- A part filled with a pattern, or whose gradient has a transparent stop or
  point, takes no seam stroke.
- Under several lights an opaque solid part also covers its seams, with its
  lit art clipped to a band of the seam stroke's width.
- A line of a graphic that reaches farther than any surface is refused, as a
  curve already was.
- A full turn places each segment by its own middle, so the cut at the back
  falls on the segment edge nearest half a turn from the middle.
- A group's members are measured for graphics only when it has some.
- docs/three-d.md: Revolve shows no Face control, and the new limits.
2026-11-13 07:06:38 -08:00
dotCooCoo 57d37a6dae 3D: fill walls and gapped strokes draw in depth order where they overlap
Extrude & Bevel, Extrude & Bevel (Classic) and Inflate sorted the fill
walls and the faces of a stroke that leaves gaps (dashed, profiled,
brushed) by one depth each, so a far stroke face could draw over a near
fill wall and the reverse. Two such strokes on one shape drew over each
other the same way, and Inflate drew a plain stroke as if it covered
the fill's edge, which an inflated fill can rise in front of.

- Each flat facet now carries its plane, so its depth can be measured
  at any point under it, with orthographic and perspective views.
- Where faces of one shape's fill and strokes overlap in the wrong
  order, the overlapping faces are ordered by their depths where they
  overlap. A fill wall and its covering stroke keep their order.
- A face of a stroke that leaves gaps that passes through a fill wall,
  a covering stroke's face or an earlier such stroke's face is cut
  along the line where their depths meet, keeping its curved outline,
  within the face limit and the paint allowance.
- Under Inflate, no stroke counts as covering the fill's edge.
- The faces go in one order when the fill and strokes are at full
  opacity with Normal blending. A member of a 3D group with an opacity
  mask or a blending mode of its own orders its faces inside it when
  its own paints qualify. A gradient with transparent stops keeps the
  one order with graphics on its cap, and so does Inflate in gradients
  under a colored light. A solid color under a colored light, drawn as
  one composite per surface, still draws each surface whole.
2026-11-13 06:45:13 -08:00
dotCooCoo 1517c81262 3D and Materials: wrap graphics around the side of Revolve objects
The Materials tab and threeD.mapGraphic now map graphics onto
Revolve's swept side, unrolled flat: x runs around the axis (the
angle times the profile's distance from the axis at that point) and
y along the profile. A graphic keeps its size at every distance from
the axis, so it reaches farther around where the profile comes nearer
the axis. Each face of the side draws the part that falls on it: a
graphic narrows toward the silhouette, follows the profile along its
length, is shaded with the surface (several lights included) and is
hidden where the side faces away. A part that runs past the end of
the profile reaches the curved rim and stops there. The middle of the
side faces the viewer with the axis on either edge. On a compound
profile or a group the graphics go on the longest contour.

- three-d: with Revolve::map_surface set, side faces carry a
  SurfaceCell (corners on the page and on the unrolled side, whether
  the outside faces the viewer) and a closed profile off the axis
  takes an anchor where its side is cut; without it the faces are as
  before. revolve_surface_size gives the side's size for a new
  graphic's fit.
- effects: Revolve takes `graphics` (front only); surface_parts cuts
  and maps them per face; curves are cut into straight pieces one at
  a time, and commands refuse graphics past the point limits;
  switching between Extrude, Plane and Revolve keeps the front's
  graphics.
- The Materials tab hides Face for Revolve; params text, docs/mcp.md,
  docs/three-d.md and the progress docs describe the change.
- i18n: the complete-message catalogs translate the three new
  refusals in place of the planar-faces refusal they replace, and ja,
  es, zh-hans and zh-hant translate the Materials tab's label.
2026-11-13 05:06:03 -08:00
dotCooCoo 145ac9d30a 3D: an object's fill and stroke solids share one face limit
Extrude & Bevel (both kinds) and Inflate built every fill and stroke
solid of an object, each up to 163,840 faces, before any check, so one
effect on a path with many strokes or a group with many members could
build several times that. The solids are now built in order and their
faces counted together: once they pass 163,840 (VectorCraft's own
limit), no later solid is built, the object draws its source art, and
effect.apply, effect.setParams, Export 3D Object and Expand as
Wireframes report "The 3D surface is too complex; simplify the shape".
A stroke left out for its own limits is not counted.

Export 3D Object now builds Extrude & Bevel (Classic) meshes with the
Classic bevel options, so the exported solid matches the drawn one.
2026-11-12 20:40:25 -08:00
dotCooCoo d46d8bb1fe Merge main into feat/3d-graphics-planar 2026-11-12 11:00:58 -08:00
dotCooCoo c3f7357ec2 3D and Materials: map graphics onto the planar faces of 3D objects
The Materials tab of the 3D and Materials panel lists the document's
graphics (symbols). Add as Single Graphic keeps the selected art as a
new symbol (threeD.addGraphic), and clicking a thumbnail maps it onto
the front of each selected object's 3D effect (threeD.mapGraphic) in
one undo step. The tab lists the mapped graphics with Face, X, Y, Scale
and Rotation and Remove Graphic, and a handle on the artboard drags a
graphic over its face.

The graphics are the new `graphics` parameter of threeD.extrude and
threeD.rotate: drawn on Extrude & Bevel's front and back caps and on
the Plane type, turned, foreshortened, twisted and tapered with the
face, shaded with its light and clipped to it. Symbol renames follow
into the graphics, and Select All Unused counts a symbol a graphic uses.

Docs: docs/mcp.md, docs/three-d.md, docs/effects-parity.md.
2026-11-12 10:31:37 -08:00
dotCooCoo 5d8065e929 3D (Classic): Revolve (Classic) sweeps a profile with Angle, Cap and Offset and the classic surfaces
Effect › 3D and Materials › 3D (Classic) › Revolve (Classic)… sweeps the
profile round a vertical axis, as Revolve does, and draws every face with
the Wireframe, No Shading, Diffuse and Plastic surfaces of Extrude & Bevel
(Classic).

- `effect.apply` with `threeD.classicRevolve`: Angle (0 to 360), Cap,
  Offset (0 to 1000 pt) from the left or right edge of the profile's
  bounds, the Position rotation and Perspective, and the classic lights,
  Ambient Light, highlight, Blend Steps and Shading Color.
- Groups and layers revolve about one shared axis, and the effect also
  goes on a fill or stroke, as Revolve's does.
- `effect.lightingPreset` refuses it, as it refuses Extrude & Bevel
  (Classic).
- Revolve faces carry their view-space normal, and
  `three_d::revolve_facets` hands them to the classic surface code.
- Unknown parameters, numbers out of range and bad flags, edges,
  surfaces and colors are refused with an error.
2026-11-11 23:04:22 -08:00
dotCooCoo 73c7c7511b 3D and Materials: shadows behind or below the object, with Distance and Bounds
Revolve, Extrude & Bevel, Inflate and Rotate take a Shadows switch on the
Lighting tab, with Position (Behind Object or Below Object), Distance from
Object (0 to 100%) and Shadow Bounds (10 to 400%), saved in the effect as
shadow, shadowPosition, shadowDistance and shadowBounds.

With shadows on, the first light casts a hard-edged vector shadow of the
solid: every face of every solid of the object projected along the light
onto a plane behind the object (square to the view) or below it (square to
its own vertical axis and turned with it), filled black with the nonzero
rule at 50% times the opacity of the art that casts it, in that art's
blending mode, and drawn behind the solids. Distance moves the plane away
by a share of the object's largest size; Bounds ends the plane at a square
about the foot of the object's center, four times that size across at
100%. No shadow is drawn while Shading is off, when the first light's
intensity is 0, or when it does not reach the plane. A member's opacity
mask and blending mode apply to the part of the shadow it casts. A shadow
is cast from at most 327,680 faces; past that, commands are refused and a
loaded file draws the source path. The canvas, SVG and PDF exports draw the
shadow, and Expand Appearance keeps it as a path. Values out of range are
refused before the document changes.

Docs: docs/three-d.md, docs/mcp.md, docs/effects-parity.md and the
docs/target-app-parity.md evidence list.
2026-11-11 17:50:33 -08:00
dotCooCoo 6484e72dff 3D: Extrude & Bevel and Inflate build detailed shapes they refused as too complex
Each Extrude & Bevel and Inflate solid now takes up to 65,536 outline
points (was 2,048) and 163,840 faces (was 32,768), VectorCraft's own
limits, as Revolve's. Before any point is sampled, the outline's lines
and curves are counted with each curve's tolerance pieces, and the faces
the walls, bevels and caps (Extrude) or the sides (Inflate) need. When
they do not fit, every curve takes fewer pieces, down to 4; a shape that
does not fit at 4 is refused with the existing surface error before any
face is built. The subpath count is capped at the point limit too. The
error texts are unchanged.

A closed path of 2,000 curves now extrudes with a bevel and inflates,
and paths of 5,000 and 10,000 curves build at the default settings.

Docs: docs/three-d.md, docs/mcp.md, docs/target-app-parity.md.
2026-11-10 10:14:22 -08:00
dotCooCoo fd0be1aca0 3D: a profile's empty contours count toward its point limit
revolve_curve_samples counted a profile's contours but never compared the count with the limit,
so a profile made only of empty or one-anchor subpaths passed, although each contour takes one
profile point. HoleSearch::new then built one entry for each subpath without a limit, and mesh
export skips revolve_curve_samples when curve_samples is given. Both now refuse a profile with
more than 16,384 contours as too complex.
2026-11-09 19:57:27 -08:00
dotCooCoo c770e3bfea Revolve: mesh export cuts an edge where it crosses another contour
Mesh export decided whether an edge walls a hole at the edge's middle alone, so an edge that crosses another closed contour turned its whole length toward the hole, or none of it. Each sampled piece of a closed contour is now cut where it crosses another closed contour, and each part faces a hole only where it walls one.
2026-11-09 18:19:22 -08:00
dotCooCoo ecb2fbe609 Revolve: the search for holes looks only at contours near each point
Mesh export tested the middle of every segment against every closed contour's bounds, so a profile of thousands of separate contours took hundreds of millions of comparisons before the work limit counted any. The closed contours now go in a grid over their bounds, a point is tested only against the contours of its cell, and placing a contour in a cell and each candidate looked at count toward the limit.
2026-11-09 18:12:27 -08:00
dotCooCoo b07c808093 Revolve: type, groups and layers revolve, and the profile and face limits are higher
Type sweeps as its glyph outlines and stays editable. On a group or layer every visible member sweeps about one axis on the edge of the members' bounds together, each in its own paint.

A surface now takes up to 16,384 profile points and 163,840 faces. Curves take fewer samples, down to 4, when a surface passes those limits, and the command reports the failure below that, after the geometry effects before the Revolve and with the cumulative size of its paint copies counted. Mesh export turns the walls of holes toward them. Expand Appearance works on type with Extrude as well as Revolve.

Fixes #3617
2026-11-09 16:09:03 -08:00
dotCooCoo a7fc513a0c Merge main into feat/3d-classic-extrude-bevel 2026-11-08 15:34:06 -08:00
dotCooCoo b568977af4 Asset Export: 3D objects export as USDA, USDZ, glTF or OBJ meshes
Squashed from #6168 onto main.
2026-11-09 00:29:05 +07:00
dotCooCoo 5a4c3e12a5 3D (Classic): Extrude & Bevel (Classic) extrudes art with Wireframe, No Shading, Diffuse and Plastic surfaces
Effect > 3D and Materials > 3D (Classic) > Extrude & Bevel (Classic)... applies
`threeD.classicExtrude`, a live effect built on the Extrude & Bevel solid. It
takes Extrude Depth, Cap, a bevel with Height and Bevel Extent In or Out, the
Position presets, rotation and Perspective, and draws the faces with the
Wireframe, No Shading, Diffuse or Plastic surface: one to ten lights, Ambient
Light, Highlight Intensity and Size, Blend Steps, a Black, Custom or no Shading
Color, and Draw Hidden Faces. Invalid parameters are refused with an error.
2026-11-07 15:02:39 -08:00
aiongg f1d427762b style: cargo fmt on files moved without formatting 2026-10-26 19:32:10 +00:00
aiongg 5a84d5a8e4 refactor(three-d): move tests_*.rs to tests/<topic>.rs 2026-10-26 18:26:59 +00:00
aiongg e528a5f8d0 refactor(three-d): move lib.rs tests to tests.rs 2026-10-26 18:26:53 +00:00
dotCooCoo ac1b380b40 3D and Materials: Extrude & Bevel and Inflate build a solid from each stroke's outline
Extrude & Bevel and Inflate built one solid from the path, painted with
the object's top fill or, without a fill, its top stroke. A filled and
stroked object lost its stroke, and a stroked open path was extruded as
the area it would enclose if it were closed.

Each visible stroke now builds a solid from its outline in its own
paint, beside the solid the top fill builds from the path, as Rotate
already turns each stroke's outline. When the fill and the strokes are
opaque with normal blending, the faces of all the solids are drawn in
one back-to-front order; otherwise each solid is drawn on its own, in
the order of the appearance. Under a light that is not white, a surface
drawn as one composite or with an opacity mask is also drawn on its
own. In that one order a flat cap turned toward the viewer is drawn
after every other face, untwisted solids included, so the stroke's
front cap covers the fill's walls inside it. The solids share one set
of bounds, and with Perspective one eye sees every inflated solid. A
stroke whose outline is past the 2,048-point limit is left out.

Inflate's cells cut by a hole now pass only the nearby contours to the
boolean. An inflated, outlined 72 pt "VectorCraft" takes about 8 ms
instead of 34 ms, and 66 ms with a 3 pt stroke.

Docs: docs/three-d.md (Fills and strokes), docs/target-app-parity.md.
2026-10-19 21:51:26 +07:00
alpha-rock 039a467dcb M9: add multiple colored lights to 3D effects
Add opaque RGB light color and up to ten independently adjustable lights to
Revolve, Extrude & Bevel, Inflate and Rotate. Keep light selection, Add/Delete,
selected-light gizmos and preview transactions on the existing command path.

Preserve legacy white-light Inflate polygons, paint composition and seam joins,
including the 0.05 seam minimum. Use shared smooth normals for colored Inflate,
and batch solid-fill RGB channel paths behind one surface clip. Keep source
paths editable and SVG/PDF output vector artwork.

Rebase onto main f7de3d6a, retaining both sides of progress docs and all 22
catalogs. Shade freeform points once through the shared paint mapper. Document
release measurements and a reproducible CLI fixture, including the remaining
source-gradient cost and the one-light timing tradeoff.

Validation: full cargo xtask ci passed all 10 steps; 7,978 tests passed, zero
failed and 11 ignored. Four legacy white-light PNGs match unchanged main byte
for byte. Three paired release bench/perf repetitions completed without busy
warnings; all six standard perf runs passed every budget. Two-light solid
Inflate improved from 136.2 to 96.8 ms/frame at 1200x1200, default eight threads.
2026-10-18 01:11:39 +07:00
alpha-rock f703e6bd85 M9: smooth Revolve rendering and default Cap
Use automatic vector smooth shading without a separate control.
Enable Cap by default and keep continuous rim curves and bounded seam joins.
Integrate the shared dialog with the other three 3D effects.
2026-10-16 01:36:23 +07:00
Ayberk A. 043b446b94 3D and Materials: the light takes the documented settings
The public 3D and Materials panel options give the Light Settings as
Intensity (0–100 %), Rotation (-180° to 180°), Height (0° to 90°),
Softness (0–100 %) and Ambient Light (0–200 %), with the light moved to
the back or the front of the object. The 3D effects (Revolve included)
had Direction and Elevation (an azimuth and elevation), Intensity and
Ambient (0–100 %).

- Rotation turns the light round the object on the page (our reading:
  0° on its right, counterclockwise); Height raises it from beside the
  object (0°) to straight in front (90°); Light behind the object puts
  it at the back. The light gizmo's ring and line are Rotation and
  Height.
- Softness wraps the light round the object: at 0 % it falls off with
  the angle as before, at 100 % it reaches nothing only straight away.
- Ambient Light runs to 200 %; faces stay no brighter than the art.
- lightRotation, lightHeight, lightBehind and lightSoftness replace
  lightAzimuth and lightElevation. An earlier light is read as the same
  direction, so it shades exactly as before (old and new code give the
  same colours for the four effects and five lights); effect.setParams
  turns a stored one into the new form before applying new values, and
  the parameter description names lightAzimuth and lightElevation as the
  earlier form, so effect.apply and effect.setParams still take them. The
  default light is the earlier default's: Rotation 125.26°, Height 30°.
- The dialog's Lighting tab shows the settings in the documented order;
  Softness, Ambient Light and Light behind the object are in every
  catalog, and the unused Direction, Elevation and Ambient are gone.

Light colour, presets, several lights and shadows are not built.
2026-10-14 05:10:48 +07:00
Ayberk A. 39db6abfce 3D and Materials: Perspective runs 0° to 160°, as documented
The public 3D and Materials panel options give Perspective as 0° to 160°
("how close or far the object appears"); it was a 0–100 % strength, for
Revolve, Extrude & Bevel, Inflate and Rotate alike.

- The eye stands where a sphere about the object's centre, √3 times its
  half size (the box around it fits inside), fills that angle of the
  view: 0° is none, wider brings the eye nearer, and at 160° it is just
  outside the sphere, never inside the object. The documentation doesn't
  say how the angle places the eye; docs/three-d.md says this is our
  reading.
- `perspectiveAngle` (degrees) replaces `perspective` (%). A strength from
  an earlier file or script is read as the angle that shows exactly the
  same view: sin(angle / 2) = √3 × strength / 4, 100 % about 51.3°. An
  angle given too wins. effect.setParams turns a stored strength into the
  angle before applying new values. The parameter description names
  `perspective` as the earlier form, so effect.apply and effect.setParams
  still take it under the key check of #1592. Old and new code draw the four effects identically at 0, 25,
  60 and 100 % (bounds equal to 1e-9).
- The dialogs' Perspective fields run 0–160°.

# Conflicts:
#	docs/target-app-parity.md
2026-10-14 05:10:09 +07:00
Ayberk A. 8a3458a974 Effect › 3D and Materials: Extrude & Bevel, Inflate and Rotate
The three 3D types besides Revolve, as live effects in the three-d crate,
drawn as shaded vector faces by the canvas, SVG/PDF export and Expand
Appearance alike, from the public 3D and Materials documentation:

- Extrude & Bevel: depth (0-2000 pt), twist, taper, solid or hollow caps,
  and bevels in six original cross-sections (classic, rounded, cove, step,
  ogee) with width, height, repeat, spacing, inside and both sides.
- Inflate: the shape as a membrane under pressure (a Poisson solve held at
  zero along the outline and holes), so it rises vertically from the edge
  and rounds without creases; volume, depth and both sides. Steep cells
  near the outline are refined without cracks.
- Rotate: every fill and stroke turned in 3D and shaded as one plane.

All three share Revolve's view and lighting parameters, the rotation and
light gizmos (turning about the art's centre) and a dialog with Object,
Rotation and Lighting tabs, with Position presets (Front ... Isometric
Bottom, our own values). An object takes one 3D effect. Inflate cuts the
grid cells that straddle a hole's edge with pathops, hence the new
pathops -> three-d layer order.

Docs: docs/three-d.md, mcp.md, and the 3D rows of the parity docs.
2026-10-13 00:35:07 +07:00
alpha-rock c36b6976e3 M9: add live Revolve with artboard rotation and lighting controls 2026-10-10 23:44:46 +07:00