Commit Graph
34 Commits
Author SHA1 Message Date
dotCooCoo 6ae93b1222 3D effects: Extrude & Bevel, Inflate and Rotate on a group keep each member's blending mode
On a group, these effects drew every member's solids in Normal mode: only
an opacity mask on a member or on a group inside the 3D group was applied
to the solids it holds. A member's blending mode, and that of a group
inside the 3D group, now apply the same way, to the solids of the members
it holds together. Group Revolve already did this.
2026-11-11 07:12:15 -08:00
BFlat b08e9df95c Merge pull request #6478 from dotCooCoo/fix/3d-member-opacity-masks
3D: an opacity mask on a group member masks its solids
2026-11-11 07:44:06 +07:00
BFlat 400a3b7f91 Merge pull request #6469 from dotCooCoo/fix/3d-expand-keeps-curves
3D: expanded solids keep the art's curves in caps and the walls' cap edges
2026-11-11 06:32:32 +07:00
dotCooCoo 6c84c92907 3D: a beveled cap and its walls draw their shared edge as the same curves
A cap inset by a bevel fitted each run of sampled edges along one curve
as a whole, while the wall next to it fitted each sampled edge by itself.
The two outlines lay up to 0.25 pt apart on an 800 pt circle, which left
a gap or an overlap between the cap and the wall.

An inset outline is now fitted one sampled edge at a time in the cap as
well, so both faces draw the same curves. Caps that are not inset keep
one cubic for each curve of the art.

Test: solid::tests::a_beveled_cap_and_its_walls_share_their_curves.
Docs: docs/three-d.md, docs/target-app-parity.md.
2026-11-10 14:36:28 -08:00
dotCooCoo 24155e1f75 3D: an opacity mask on a group member masks its solids
A 3D effect on a group built its solids from the members' paths and
paint and left out each member's opacity mask, and the mask of a group
inside the 3D group. Clipping groups, blends and symbol instances
resolved for the effect lost their masks the same way.

A member, or a group inside the 3D group, with an opacity mask now
gets a scope like one with its own opacity or blending mode, and the
mask goes on the group that holds that member's surfaces. Revolve
applies it with the member's opacity and blending mode; Extrude &
Bevel, Extrude & Bevel (Classic), Inflate and Rotate draw each solid
on its own when a mask is present and put the masked members' solids
in a group with the mask. A resolved clipping group, blend or symbol
instance keeps its mask. A disabled mask is ignored.
2026-11-10 14:30:10 -08:00
BFlat 349385fd56 Merge pull request #6418 from dotCooCoo/fix/3d-more-object-kinds
3D: effects build from clipping groups, blends and symbol instances
2026-11-11 05:13:37 +07:00
dotCooCoo f259c2372a 3D: expanded solids keep the art's curves in caps and the walls' cap edges
Extrude & Bevel (both kinds) and Rotate wrote every face as straight
segments between sample points, so Expand Appearance and the exports
gave a corner at every sample. Sampling now records the curve each
polygon edge follows, and a facet carries an outline of cubics rebuilt
from it: exact without perspective, within 0.001 pt with it, and within
the sampling tolerance for bevel insets. Caps, Rotate's face and the
wall and bevel edges that meet a cap keep curves; interior bevel edges,
edges a twist cuts and edges past 1,048,576 curves stay straight.
Inflate's faces stay polygons.

Docs: docs/three-d.md, docs/target-app-parity.md.
2026-11-10 13:43:05 -08:00
dotCooCoo 6e3f04032d 3D: the group refusal lists groups and clipping groups among what it builds from
The message for a group member that can't become a solid now names groups
and clipping groups too. docs/three-d.md states that an image left out of a
clipping group also needs no visible fills or strokes of its own.
2026-11-10 11:48:39 -08:00
dotCooCoo a900653c9c 3D: Inflate limits the work of filling its grid
Inflate's grid clipped every ring of the outline in each cell the
outline crosses and tested every edge for each cell's center, so its
work grew with the outline's points times the cells: a comb of 4,000
teeth (16,002 points) took 1.1 to 1.3 s and one of 16,000 teeth 8.8 to
9.1 s. Inflate now counts that work (the edge index's entries, the edges
its queries look at and the ring points its cells clip) and refuses the
shape with "The 3D surface is too complex; simplify the shape" once it
passes 268,435,456, VectorCraft's own value (about 0.65 s). The index
takes at most 16,777,216 entries (64 MiB). Each row's inside test reads
the sorted crossings of its line, and a cell clips only the rings whose
bounds meet it, so a 65,536-point circle inflates in 0.66 s instead of
1.0 to 1.2 s.

The effects test of a stroke past the limits uses 40,000 corners, so its
outline passes the 65,536 points a solid takes.

Docs: docs/three-d.md, docs/mcp.md.
2026-11-10 10:43:24 -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 d3055e264e 3D: an image a clipping group hides wholly does not refuse its 3D effect
An image in a clipping group whose bounds lie wholly outside the clipping
path's bounds draws nothing, so a 3D effect leaves it out instead of
refusing it. An image with effects, fills or strokes of its own, or one in
a group with effects inside the clipping group, is still refused, since
those can draw it inside the clip.
2026-11-10 00:44:03 -08:00
dotCooCoo bad4b986f5 3D: resolving art for a 3D effect has a work limit and keeps geometry effects
- Resolving the symbol instances, blends and clipping groups a 3D effect
  builds from counts every object it visits or makes and stops past
  262,144 with an error. Nested symbol instances that end in hidden art
  are refused instead of being expanded at every level. Each object is
  visited once; a group is no longer walked again for each level above it.
- A symbol instance, blend or clipping group inside a 3D group keeps its
  appearance, so its geometry effects reshape the art it shows. A nested
  group's geometry effects now reshape its members inside a 3D group too,
  and inside a clipping group they apply before the clip cuts the art.
- Hidden members and guides of a group inside a clipping group build no
  solid.
- Tests cover an empty clipping group, a blend set to no steps, an
  instance of an empty symbol, a symbol holding a clipping group, the
  paint-copy budget across resolved art, and art past the limits drawing
  as it does without the effect.
2026-11-10 00:29:58 -08:00
dotCooCoo f0dad6010f 3D: effects build from clipping groups, blends and symbol instances
Extrude & Bevel, Extrude & Bevel (Classic), Inflate, Rotate and Revolve
now apply to a clipping group (or a layer with a clipping mask), a blend
or a symbol instance, alone or inside a group or layer. The solid is
built from the art the object shows: the art inside the clipping path
(fills cut to the clip, strokes as their outlines cut to the clip), the
blend's keys and steps, and the symbol's art where the instance places
it. Validation, the canvas, bounds, Expand Appearance, Rasterize and
assets.add3D read the same art from the document.

An image is refused, alone or in a group, with a message to trace it
first with Object > Image Trace > Make. A missing symbol, a symbol that
holds an instance of itself, art nested more than 64 levels deep and
more than 4,096 objects are refused. The refusal messages change, and
their rows change in every catalog.

Docs: docs/three-d.md, docs/revolve.md, docs/mcp.md,
docs/target-app-parity.md.
2026-11-09 23:22:20 -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
Drew Dibble bc87fd1b7e 3D effects: merged contours keep their parts, and edge cases are consistent
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.
2026-11-09 02:24:47 +07:00
Drew Dibble 62a01689f0 3D effects: resolve a profile only when its contours meet
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.
2026-11-09 02:24:47 +07:00
Drew Dibble 5bd046ef64 Docs: 3D solids merge crossing contours before building 2026-11-09 02:24:47 +07:00
dotCooCoo 4a64208b82 Merge main into feat/3d-classic-extrude-bevel 2026-11-08 00:02:52 -08:00
dotCooCoo 67339a68c7 3D and Materials: a mixed checkbox shows a dash and keeps each effect's value
With several objects selected, Shading, Revolve's Cap, Keep visible surfaces
only when expanding and the other checkboxes read a setting the effects hold
with different values as off. A mixed Shading also turned off the Lighting
tab's controls.

- A mixed checkbox shows a dash with its reset dot filled; a click turns it on
  for every selected effect, and other changes leave it as each effect has it.
- A mixed Shading leaves the light settings available.
- A mixed menu choice shows its default; a mixed light color fills its reset dot.
- Add Light is unavailable while a setting of a single light is mixed.
2026-11-08 12:59:34 +07:00
dotCooCoo ba25415792 3D and Materials: Window › 3D and Materials edits the selection's 3D effect in place
The panel opens from Window › 3D and Materials (window.panel {panel:
"threeD"}). Its object types Plane, Extrude, Revolve and Inflate apply
Rotate, Extrude & Bevel, Revolve or Inflate to each selected object
without a 3D effect, and change the 3D effect of each other selected
object in place, all as one undo step. Below them are the effect
dialog's Object, Rotation and Lighting tabs with the same controls.
A changed setting goes to every selected 3D effect that takes it, as
one undo step; a drag previews and records one step on release, and a
change of selection during a drag commits it first, and so does closing
or hiding the panel. A setting the
selected effects hold with different values shows its default with its
reset dot filled. A light list edit reaches only the objects whose list
matches the first object's.

effect.setParams takes threeDType (plane, extrude, revolve, inflate):
the settings both effects take keep their values, rotation angles wrap
into -180..180 outside Revolve, and the rest start at the new effect's
defaults. Another value, or a non-3D effect at index, is refused; the
type an effect already has, with nothing else to change, records no
undo step.

Materials, shadows and ray-traced rendering are not part of this.

Docs: docs/three-d.md, docs/mcp.md, docs/effects-parity.md,
docs/target-app-parity.md.

Fixes #3672
2026-11-08 12:59:34 +07:00
dotCooCoo 20accc5943 Docs: 3D remaining-work lists name what 3D (Classic) still lacks
Extrude & Bevel (Classic) ships, so the remaining-work lists in
effects-parity.md, gaps.md (G3), target-app-parity.md and three-d.md
name Revolve (Classic), Rotate (Classic) and Map Art instead of all of
3D Classic.
2026-11-07 16:00:09 -08:00
Don Omondi 3f7f743ddb 3D effects: Extrude & Bevel, Inflate and Rotate apply to groups
A 3D effect on a group or layer builds a solid from every path,
compound path and type in it, all turned about one shared axis, as the
public docs describe for groups. Fixes #4506.
2026-11-07 00:17:14 +07:00
bflatastic 2cd7f156fb Add lighting presets to 3D effects
Squashed from #3442 onto main.
2026-10-22 00:01:37 +07:00
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
dotCooCoo 446ccb1fd0 3D and Materials: twisted walls and bevels are drawn back to front
At 180° and 360° of twist, Extrude & Bevel and Inflate drew some wall
strips in the wrong order, and a far strip showed through a near one.
Each strip ran the whole length of an outline edge and was sorted by
the depth of its center, while a twisted wall can cross it far from
that center. The caps were sorted the same way.

Twisted walls and bevels are now drawn in pieces about as long as a
wall slice is wide (fewer near the 32,768-facet limit), and twisted
bevel steps turn at most 6° each, as wall slices do. A cap, or
Inflate's flat back, that faces the viewer is drawn after the walls,
and edge-on pieces of a twisted wall keep their own depth. Pieces that
face the viewer are drawn where their strip as a whole faces away, so
a twisted solid seen from behind shows its walls' corners around the
back cap. Untwisted solids give the same facets as on main.

Over 80 twisted squares, the facet seen over a point lay up to 79.7 pt
behind a nearer facet on main and now lies at most 5.0 pt behind.
"Twisted" in 72 pt type, extruded with a 360° twist, takes 12,311
facets instead of 7,622 and 3.1 ms instead of 1.9 ms.

Docs: docs/three-d.md.
2026-10-16 04:04:51 +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. 15cef94ba6 3D and Materials: Inflate takes Twist, Taper and Cap
The public 3D and Materials panel options list Depth, Twist, Taper and Cap
for every 3D type; Inflate had only Depth.

- Twist (0° to 360°) and Taper (1–100 %) turn and scale the back about the
  shape's centre, as Extrude & Bevel's do: a puffed back is turned and
  lowered in proportion, and the sides follow in slices.
- Cap: Solid closes the back; Hollow leaves it off, so the inflated front is
  a shell open behind. The documentation doesn't say what Cap means for
  Inflate; this reading is stated in docs/three-d.md.
- The dialog's Object tab shows them in the documented order (Depth, Twist,
  Taper, Cap), then Volume and Both sides.

At 0 % volume a twisted, tapered Inflate has the extrusion's outline from
every side (tested).

A twisted, tapered, hollow Inflate draws on the canvas exactly as it
exports, and expands to faces with their own ids (tested). ROADMAP and the
parity pages list the new options; the 3D score stays at ~25 %.
2026-10-13 05:22:00 +07:00
Ayberk A. e750891912 3D and Materials: Extrude & Bevel's Twist runs 0° to 360°, as documented
The public 3D and Materials panel options give Twist as up to 360°; it took
-360° to 360°. Values beyond either end now hold at that end (the effect is
a day old, so only fresh files carry a negative twist).
2026-10-13 05:21:32 +07:00
Ayberk A. b3ada24da7 3D and Materials: curves follow a tolerance, and Rotate takes large outlines
Extrude & Bevel, Inflate and Rotate sampled every curve at sixteen points and
refused a shape past 1,024 points, about 64 curves: outlined words reached
that quickly, and Rotate refused them although it only turns the outline.

- Each curve takes as many straight pieces as keep it within 1/2000 of the
  shape's size (at least 0.05 pt), by Wang's bound: 1 to 32.
- Extrude & Bevel and Inflate take up to 2,048 points, Rotate 65,536.
- Inflate's distance and crossing tests use a bucketed edge index, and
  cells no edge crosses skip clipping: about 80 ms at 2,000 points (it was
  over 600 ms with the old search; 95 ms at the old 1,024-point limit).

Revolve's own sampling is unchanged.
2026-10-13 03:14:50 +07:00
bflatastic 2cf2b972f5 3D and Materials: the bevel and rotation options take their documented names, and the new messages are in every catalog
Bevel Shape, Space, Bevel Inside, Bevel both sides and Presets, as the public 3D and Materials panel
options page names them. The 3D effects' error messages get rows in the twelve complete catalogs.
2026-10-13 00:52:40 +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