Commit Graph
11 Commits
Author SHA1 Message Date
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