Commit Graph
9 Commits
Author SHA1 Message Date
Dylan M. TaylorandClaude Opus 5.5 e2a870e602 Security: bounded flattening, plug-in budgets and caches, loaded textures, Revolve paint copies, color book names and ICC names
CodeRabbit findings #4, #34, #46, #51, #77, #101, #170, #171, #188:

- `vectorcraft_geom::flatten`: kurbo's flatten with each curve's tolerance raised so it makes
  at most ~4096 segments (non-finite curves become a line); the canvas outline and
  variable-width strokes use it.
- Plug-ins: a heavy filter's budget is the host's `Limits::heavy_fuel`/`heavy_wall_time_ms`,
  never more; a start function runs on one fuel slice; the effect cache holds at most ~1M
  anchors of inputs and results, and doesn't keep a result past a quarter of that.
- Loaded textures are cached by their PNG (base64 spacing doesn't matter), and live textures
  hold at most 512 MB together.
- Revolve draws the source path when the faces' paint copies would pass 256 MB.
- Color books: names with prefix and suffix take at most 64 MB.
- ICC: localized-name (`mluc`) records over 1 MB together are refused before moxcms copies them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 17:19:54 +07:00
Taha-Mahmoodi 4bb6f32911 Gradients: built with Gradient::new, so a new option touches one place 2026-10-22 22:38:41 +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
bflatastic b5b9264d71 Revolve: the Cap option is saved as cap, as Extrude & Bevel and Inflate save it 2026-10-16 01:36:23 +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
arhammusheerandClaude Opus 5.5 0724aafbb6 #1172: share an object's appearance with its undo history until it changes
Every edit of an object copied its whole appearance (its fills, strokes and effects, about
540 bytes for a basic object) into the new node, though a move leaves it as it is. Over 45
whole-selection moves of 10,000 paths, undo history grew by 589 MB; now 349 MB (41 % less), and
a nudge or a drag of the selection takes 12 ms instead of 15.

- Node::appearance is a vectorcraft_doc::Shared<Appearance>: copy-on-write. A clone shares it,
  and the first change through DerefMut copies it (Arc::make_mut). Reads, writes, equality (also
  against a plain Appearance) and the saved form are those of the Appearance itself, so call
  sites read and change it as before. Sites that build or assign a whole appearance add .into(),
  and the few that need a plain copy take (*n.appearance).clone().
- Node::transform changes the appearance only when it has gradients to transform, and pattern
  paints are transformed only when there are some: a move no longer copies an appearance it
  doesn't change.

The workspace suite (5,301 tests) and clippy pass with the change; the doc and engine suites
pass again after the transform guard.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VmMmc1J8XeNLxhRihWv9cc
2026-10-11 23:27:21 +07:00
alpha-rock c36b6976e3 M9: add live Revolve with artboard rotation and lighting controls 2026-10-10 23:44:46 +07:00