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.
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.
inflate built an edge index (Edges) of the shape's rings, and
Membrane::solve, which inflate calls first, built a second index of the
same rings. Membrane::solve now takes the index that inflate builds.
In a release build, one Edges::new takes 0.08 ms of the 27 ms that
inflate takes on a ring of 2,000 points, and 2.0 ms of 219 ms on a ring
of 1,000 spikes whose 2,000 edges fill 693,816 bucket entries. The
facets do not change: for nine shapes, three views and 96 combinations
of the Inflate settings, the Debug text of all 2,592 results is byte
for byte the same on main and with the change.
Extrude & Bevel, Inflate and Rotate built their solid from the outline by
nesting alone: a contour inside an odd number of others was a hole. Under the
nonzero rule a contour inside another that runs the same way encloses filled
art, so the effect cut a hole the object doesn't have. The fill rule now
reaches the outline builder, which leaves out contours with filled art on
both sides before pairing outlines and holes.
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
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 %.
A twist bends the strip between two slices into a saddle; its normal came
from one corner's triangle, which leaned so far back that from about 60° of
twist every wall was taken for facing away and dropped, leaving the front
cap alone. Each strip now takes the whole quad's average normal (Newell's),
as Inflate's facets do. A test checks the faces kept against each strip's
average normal oriented away from the axis, for twists up to 300° and four
views.
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).
A point outside the grid can be nearer an edge further along the grid's side than one
straight ahead of it; the search stopped a ring early there. The bucket lookup is one
function.
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.
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.