//! Extrude & Bevel, Inflate and Rotate (a flat plane) as projected, shaded vector facets. //! //! The 2D art is the front of the solid: its outline is extruded backwards along the view's //! z-axis, about the centre of its bounds, at the art's own position and size. Planar faces (caps //! and the rotated plane) are drawn whole, holes included, so no triangulation is needed; curved //! faces are cut into small facets. Colored Inflate interpolates shared membrane normals; //! bevels and side walls retain their planar lighting. //! //! Visibility is a painter's algorithm, as for Revolve: faces of a closed solid that face away //! from the viewer are left out, the rest are drawn back to front. use vectorcraft_geom::{BezPath, FillRule, ParamCurve, PathData, Point, Rect, Vec2}; use crate::{MAX_FACES, Revolve, V3, eye_distance, perspective_scale}; /// The view shared by every 3D effect: rotation, perspective and directional lighting. #[derive(Clone, Copy, Debug, PartialEq)] pub struct View { pub rotation_x: f64, pub rotation_y: f64, pub rotation_z: f64, /// Perspective, 0° (none) to 160°, as Revolve's. pub perspective: f64, pub light_rotation: f64, pub light_height: f64, pub light_behind: bool, pub light_color: [f64; 3], pub light_intensity: f64, pub light_softness: f64, pub lights: Option, pub ambient: f64, pub shade: bool, } impl Default for View { fn default() -> Self { let r = Revolve::default(); Self { rotation_x: r.rotation_x, rotation_y: r.rotation_y, rotation_z: r.rotation_z, perspective: r.perspective, light_rotation: r.light_rotation, light_height: r.light_height, light_behind: r.light_behind, light_color: r.light_color, light_intensity: r.light_intensity, light_softness: r.light_softness, lights: r.lights, ambient: r.ambient, shade: r.shade, } } } impl View { /// Whether the active light setup needs RGB shading rather than neutral brightness. pub fn has_colored_lights(self) -> bool { let view = self.revolve(); view.lights.map_or(view.light_color != [1.0; 3], |lights| lights.iter().any(|light| light.color != [1.0; 3])) } /// The same rotation, projection and lighting maths as Revolve's. fn revolve(self) -> Revolve { Revolve { rotation_x: self.rotation_x, rotation_y: self.rotation_y, rotation_z: self.rotation_z, perspective: self.perspective, light_rotation: self.light_rotation, light_height: self.light_height, light_behind: self.light_behind, light_color: self.light_color, light_intensity: self.light_intensity, light_softness: self.light_softness, lights: self.lights, ambient: self.ambient, shade: self.shade, ..Revolve::default() } .sanitized() } } /// The shape of a bevel's cross-section, from the cap's edge (0) to the side wall (1). #[derive(Clone, Copy, Debug, Default, PartialEq, Eq)] pub enum BevelShape { /// A straight 45° chamfer when width and height are equal. #[default] Classic, /// A convex quarter round. Rounded, /// A concave quarter round. Cove, /// Two flat steps. Step, /// A convex then concave S curve. Ogee, } impl BevelShape { pub const ALL: [BevelShape; 5] = [Self::Classic, Self::Rounded, Self::Cove, Self::Step, Self::Ogee]; pub fn id(self) -> &'static str { match self { Self::Classic => "classic", Self::Rounded => "rounded", Self::Cove => "cove", Self::Step => "step", Self::Ogee => "ogee", } } pub fn parse(s: &str) -> Option { Self::ALL.into_iter().find(|b| b.id() == s) } /// The cross-section at `s` (0..1): (share of the width, share of the height), both 0..1. fn at(self, s: f64) -> (f64, f64) { let s = s.clamp(0.0, 1.0); let q = s * std::f64::consts::FRAC_PI_2; match self { Self::Classic => (s, s), Self::Rounded => (1.0 - q.cos(), q.sin()), Self::Cove => (q.sin(), 1.0 - q.cos()), Self::Step if s >= 1.0 => (1.0, 1.0), Self::Step => { // Down, across, down, across. let k = s * 4.0; let (i, f) = (k.floor(), k.fract()); match i as u8 { 0 => (0.0, f * 0.5), 1 => (f * 0.5, 0.5), 2 => (0.5, 0.5 + f * 0.5), _ => (0.5 + f * 0.5, 1.0), } } Self::Ogee => { let h = (1.0 - (s * std::f64::consts::PI).cos()) / 2.0; (s, h) } } } /// Samples along the cross-section: the step shape needs its corners exactly. fn samples(self) -> Vec { match self { Self::Classic => vec![0.0, 1.0], Self::Step => vec![0.0, 0.25, 0.5, 0.75, 1.0], _ => (0..=8).map(|i| f64::from(i) / 8.0).collect(), } } } /// A bevel along the front (and with `both_sides` the back) edge of an extrusion. #[derive(Clone, Copy, Debug, PartialEq)] pub struct Bevel { pub shape: BevelShape, /// How far the bevel reaches across the face, in points. pub width: f64, /// How deep it reaches along the extrusion, in points. pub height: f64, /// How many times the cross-section repeats across the width. pub repeat: usize, /// The share (0..1) of the width left flat between repeats. pub space: f64, /// Carved into the shape (true) or added around it (false). pub inside: bool, pub both_sides: bool, } impl Default for Bevel { fn default() -> Self { Self { shape: BevelShape::Classic, width: 4.0, height: 4.0, repeat: 1, space: 0.0, inside: false, both_sides: false } } } /// Extrude & Bevel's options. Lengths are points, angles degrees. #[derive(Clone, Copy, Debug, PartialEq)] pub struct Extrude { pub depth: f64, /// The turn of the back face against the front, about the shape's centre: 0° to 360°. pub twist: f64, /// The size of the back face, as a share (0.01..1) of the front's. pub taper: f64, /// Closed ends (a solid) or open ones (a hollow tube). pub cap: bool, pub bevel: Option, } impl Default for Extrude { fn default() -> Self { Self { depth: 50.0, twist: 0.0, taper: 1.0, cap: true, bevel: None } } } /// Inflate's options. #[derive(Clone, Copy, Debug, PartialEq)] pub struct Inflate { /// The flat depth between the front and back, in points. pub depth: f64, /// How far the surface puffs out (0..100 %; 50 % rounds it like a half sphere). pub volume: f64, /// Puff the back out too; otherwise it stays flat. pub both_sides: bool, /// The turn of the back against the front, about the shape's centre: 0° to 360°. pub twist: f64, /// The size of the back, as a share (0.01..1) of the front's. pub taper: f64, /// A closed back (a solid) or none, so the inflated front is a shell open behind. pub cap: bool, } impl Default for Inflate { fn default() -> Self { Self { depth: 0.0, volume: 50.0, both_sides: false, twist: 0.0, taper: 1.0, cap: true } } } /// One projected polygon. Holes are contours of their own (nonzero winding). #[derive(Clone, Debug, PartialEq)] pub struct Facet { pub contours: Vec>, pub depth: f64, pub brightness: f64, pub illumination: [f64; 3], /// Smooth lighting on an inflated triangle, before clipping individual RGB channels. pub rgb_gradient: Option, /// The contours in view space, before projection, for tests that measure depths. #[cfg(test)] view: Vec>, } impl Facet { /// About how thick the facet is across: twice its area over its perimeter (a w × l rectangle /// long against its width gives about w). pub fn thickness(&self) -> f64 { let area: f64 = self.contours.iter().map(|c| signed_area(c)).sum::().abs(); let perimeter: f64 = self.contours.iter().map(|c| c.iter().zip(c.iter().cycle().skip(1)).take(c.len()).map(|(a, b)| a.distance(*b)).sum::()).sum(); if perimeter > 0.0 { 2.0 * area / perimeter } else { 0.0 } } pub fn path(&self) -> PathData { let mut bp = BezPath::new(); for c in &self.contours { let Some(first) = c.first() else { continue }; bp.move_to(*first); for p in c.iter().skip(1) { bp.line_to(*p); } bp.close_path(); } PathData::from_bezpath(&bp) } } fn finite(v: f64, fallback: f64, min: f64, max: f64) -> f64 { if v.is_finite() { v.clamp(min, max) } else { fallback } } impl Extrude { fn sanitized(self) -> Self { Self { depth: finite(self.depth, 50.0, 0.0, 2000.0), twist: finite(self.twist, 0.0, 0.0, 360.0), taper: finite(self.taper, 1.0, 0.01, 1.0), bevel: self.bevel.map(|b| Bevel { width: finite(b.width, 4.0, 0.0, 1000.0), height: finite(b.height, 4.0, 0.0, 1000.0), repeat: b.repeat.clamp(1, 32), space: finite(b.space, 0.0, 0.0, 0.9), ..b }), ..self } } } impl Inflate { fn sanitized(self) -> Self { Self { depth: finite(self.depth, 0.0, 0.0, 2000.0), volume: finite(self.volume, 50.0, 0.0, 100.0), twist: finite(self.twist, 0.0, 0.0, 360.0), taper: finite(self.taper, 1.0, 0.01, 1.0), ..self } } } /// Outline points Extrude & Bevel and Inflate sample at most: every point costs walls, bevel /// bands and distance tests. const MAX_SOLID_POINTS: usize = 2048; /// Outline points Rotate samples at most: it only turns the outline, so an outlined paragraph fits. const MAX_PLANE_POINTS: usize = 65536; /// Pieces a twisted wall's strip is cut into along one edge at most. const MAX_PIECES: usize = 64; /// How many straight pieces follow `c` within `tolerance` (Wang's bound on a cubic's distance from /// its chords), 1 to 32. fn pieces(c: vectorcraft_geom::CubicBez, tolerance: f64) -> u32 { let d = |a: Point, b: Point, c: Point| (a.to_vec2() - 2.0 * b.to_vec2() + c.to_vec2()).hypot(); let bend = d(c.p0, c.p1, c.p2).max(d(c.p1, c.p2, c.p3)); let n = (0.75 * bend / tolerance).sqrt().ceil(); if n.is_finite() { (n as u32).clamp(1, 32) } else { 32 } } /// The rings of a shape: closed polygons with the filled side on their left, (-dy, dx): outer /// outlines run one way and holes the other, so nonzero winding fills them as the art is. Curves /// are followed within a tolerance of 1/2000 of `size` (at least 0.05 pt), so small curves take /// few points and large ones more; more than `limit` points in all is refused. /// /// Under the nonzero `rule` an outline with filled art on both sides is no edge of the shape and /// is left out: a contour inside another that runs the same way doesn't cut a hole, as it would /// if nesting alone decided (#1724). fn rings(path: &PathData, rule: FillRule, size: f64, limit: usize) -> Result>, String> { let tolerance = (size / 2000.0).max(0.05); let mut count = 0; let mut out = vec![]; for sp in &path.subpaths { let segments = if sp.closed { sp.anchors.len() } else { sp.anchors.len().saturating_sub(1) }; if segments > limit { return Err("The shape is too complex for a 3D effect".into()); } let mut ring: Vec = vec![]; if let Some(first) = sp.anchors.first() { ring.push(first.p); } for i in 0..segments { let curve = sp.segment(i); let samples = if sp.segment_is_line(i) { 1 } else { pieces(curve, tolerance) }; count += samples as usize; if count > limit { return Err("The shape is too complex for a 3D effect".into()); } for k in 1..=samples { ring.push(curve.eval(f64::from(k) / f64::from(samples))); } } if ring.iter().any(|p| !p.x.is_finite() || !p.y.is_finite() || p.x.abs() > 1e8 || p.y.abs() > 1e8) { return Err("The shape contains invalid coordinates".into()); } ring.dedup_by(|a, b| a.distance(*b) < 1e-9); while ring.len() > 1 && ring.first().zip(ring.last()).is_some_and(|(a, b)| a.distance(*b) < 1e-9) { ring.pop(); } if ring.len() >= 3 && signed_area(&ring).abs() > 1e-9 { out.push(ring); } } if rule == FillRule::NonZero { let turn = |r: &[Point]| if signed_area(r) > 0.0 { 1 } else { -1 }; let mut edge = Vec::with_capacity(out.len()); for (i, r) in out.iter().enumerate() { let p = r.first().copied().unwrap_or_default(); // The winding number just outside the ring, and just inside it. let outside: i32 = out.iter().enumerate().filter(|(j, o)| *j != i && contains(o, p)).map(|(_, o)| turn(o)).sum(); edge.push((outside != 0) != (outside + turn(r) != 0)); } let mut edge = edge.into_iter(); out.retain(|_| edge.next().unwrap_or(true)); } // A ring inside an odd number of others is a hole. let holes: Vec = out .iter() .enumerate() .map(|(i, r)| { let p = r.first().copied().unwrap_or_default(); out.iter().enumerate().filter(|(j, o)| *j != i && contains(o, p)).count() % 2 == 1 }) .collect(); for (r, hole) in out.iter_mut().zip(holes) { if (signed_area(r) > 0.0) == hole { r.reverse(); } } Ok(out) } fn signed_area(r: &[Point]) -> f64 { r.iter().zip(r.iter().cycle().skip(1)).take(r.len()).map(|(a, b)| a.x * b.y - b.x * a.y).sum::() / 2.0 } fn contains(r: &[Point], p: Point) -> bool { let mut inside = false; for (a, b) in r.iter().zip(r.iter().cycle().skip(1)).take(r.len()) { if (a.y > p.y) != (b.y > p.y) && p.x < a.x + (p.y - a.y) / (b.y - a.y) * (b.x - a.x) { inside = !inside; } } inside } /// The unit normal on the left of `a`→`b`: towards the filled side. fn left(a: Point, b: Point) -> (f64, f64) { let (dx, dy) = (b.x - a.x, b.y - a.y); let l = dx.hypot(dy); if l < 1e-12 { (0.0, 0.0) } else { (-dy / l, dx / l) } } /// `ring` moved `w` points towards its filled side (negative: away from it), each corner along /// its bisector, its mitre limited to four times `w` so sharp corners don't shoot off. Each point /// stays the partner of its source point, so rings at different insets join face to face. fn inset(ring: &[Point], w: f64) -> Vec { if w == 0.0 { return ring.to_vec(); } let n = ring.len(); (0..n) .map(|i| { let p = ring[i]; let prev = ring[(i + n - 1) % n]; let next = ring[(i + 1) % n]; let (ax, ay) = left(prev, p); let (bx, by) = left(p, next); let (mut mx, mut my) = (ax + bx, ay + by); let ml = mx.hypot(my); if ml < 1e-9 { (mx, my) = (ax, ay); } else { (mx, my) = (mx / ml, my / ml); } let cos = (mx * ax + my * ay).max(0.25); Point::new(p.x + mx * w / cos, p.y + my * w / cos) }) .collect() } /// Turns 3D points into document points and shades faces for one view. struct Camera { view: Revolve, origin: Point, /// The eye's distance in front of the centre; `None` without perspective. eye: Option, /// Deeper than any part of the object: faces drawn first go this far behind it. far: f64, light: V3, } impl Camera { fn new(view: View, bounds: Rect, depth: f64) -> Self { let view = view.revolve(); let [lx, ly, lz] = view.light_direction(); let size = (bounds.width() / 2.0).max(bounds.height() / 2.0).max(depth / 2.0).max(1.0); Self { view, origin: bounds.center(), eye: eye_distance(view.perspective, size), far: 16.0 * size, light: V3(lx, ly, lz) } } fn rotate(&self, v: V3) -> V3 { self.view.rotate(v) } /// A point of the art, `z` points in front of its plane, in view space. fn place(&self, p: Point, z: f64) -> V3 { self.rotate(V3(p.x - self.origin.x, p.y - self.origin.y, z)) } fn project(&self, v: V3) -> Point { let f = perspective_scale(self.eye, v.2); Point::new(self.origin.x + v.0 * f, self.origin.y + v.1 * f) } /// The cosine between a face's outward unit normal `n` and the direction from `at` (both in /// view space) to the eye: positive when the face is turned towards the viewer. fn facing(&self, at: V3, n: V3) -> f64 { let to_eye = self.eye.map_or(V3(0.0, 0.0, 1.0), |e| V3(0.0, 0.0, e).sub(at).unit()); n.dot(to_eye) } fn brightness(&self, n: V3) -> f64 { crate::brightness(&self.view, n, self.light) } } /// Facets being collected for one solid. struct Builder<'a> { camera: &'a Camera, /// A closed solid hides the faces turned away from the viewer; an open one shows their /// insides. closed: bool, facets: Vec, } /// Where a face goes in the order the facets are drawn, back to front. #[derive(Clone, Copy, PartialEq, Eq)] enum Order { /// The face is sorted by the depth of its center, except that a face seen almost edge-on goes /// first, under everything. Depth, /// The face is sorted by the depth of its center even when it is seen almost edge-on, so that /// a piece of a twisted wall at the solid's outline covers the walls behind it. Twisted, /// The face is drawn after every other face when it is turned toward the viewer. A flat end of /// the solid has the whole solid behind its plane, so it covers whatever it overlaps. Its depth /// is `f64::MAX`, so the faces drawn last by several solids sorted together keep the order they /// were added in. Last, } impl Builder<'_> { /// Add a face of view-space contours with outward normal `n` (view space), drawn in `order`. fn face(&mut self, contours: Vec>, n: V3, order: Order) -> Result<(), String> { let count: usize = contours.iter().map(Vec::len).sum(); if count < 3 { return Ok(()); } let centre = contours.iter().flatten().fold(V3::default(), |s, v| V3(s.0 + v.0, s.1 + v.1, s.2 + v.2)); let centre = V3(centre.0 / count as f64, centre.1 / count as f64, centre.2 / count as f64); let n = n.unit(); let facing = self.camera.facing(centre, n); // A closed solid hides the faces turned away. One seen almost exactly edge-on is kept and, // unless it is a piece of a twisted wall, drawn first, under everything: on a curved // surface rounding alone turns such faces either way, and dropping every other one would // leave gaps. let (n, behind) = if facing > 0.0 { (n, false) } else if self.closed && facing > -0.02 { (n, true) } else if self.closed { return Ok(()); } else { (V3(-n.0, -n.1, -n.2), false) }; #[cfg(test)] let view = contours.clone(); let contours: Vec> = contours.iter().map(|c| c.iter().map(|v| self.camera.project(*v)).collect()).collect(); if contours.iter().flatten().any(|p| !p.x.is_finite() || !p.y.is_finite()) { return Err("The 3D projection is not finite".into()); } if contours.iter().map(|c| signed_area(c).abs()).sum::() < 1e-10 { return Ok(()); } let depth = if behind && order != Order::Twisted { centre.2 - self.camera.far } else if order == Order::Last && facing > 0.0 { f64::MAX } else { centre.2 }; self.facets.push(Facet { contours, depth, brightness: self.camera.brightness(n), illumination: crate::illumination(&self.camera.view, n, self.camera.light), rgb_gradient: None, #[cfg(test)] view, }); if self.facets.len() > MAX_FACES { return Err("The 3D surface is too complex; simplify the shape".into()); } Ok(()) } /// A planar surface triangle with shared, smooth outward normals. Culling and sorting /// still use its geometry, rather than the normals used only for lighting. fn smooth_triangle(&mut self, vertices: [V3; 3], normals: [V3; 3], back: bool) -> Result<(), String> { let contours = vec![vertices.to_vec()]; let n = newell(&contours); let n = if back { V3(-n.0, -n.1, -n.2) } else { n }; let centre = vertices.iter().fold(V3::default(), |s, v| V3(s.0 + v.0 / 3.0, s.1 + v.1 / 3.0, s.2 + v.2 / 3.0)); let flip = !self.closed && self.camera.facing(centre, n.unit()) <= 0.0; let before = self.facets.len(); self.face(contours, n, Order::Depth)?; if self.facets.len() == before || !self.camera.view.shade { return Ok(()); } let values: Vec<_> = normals .into_iter() .map(|n| crate::unclipped_illumination(&self.camera.view, if flip { V3(-n.0, -n.1, -n.2) } else { n }, self.camera.light)) .collect(); if let Some(face) = self.facets.last_mut() { let points = face.contours.first().map(Vec::as_slice).unwrap_or_default(); face.rgb_gradient = crate::RgbGradient::triangle(points, &values); } Ok(()) } /// The band between two partner rings (same length), as one quad per edge, or for a twisted /// wall with `cuts` (see [`cuts`]) as `cuts[i]` quads along edge `i`. `outward` is the /// direction (before rotation) the band faces away from the solid, for orienting normals. fn band(&mut self, a: &[V3], b: &[V3], cuts: &[usize], outward: impl Fn(usize) -> V3) -> Result<(), String> { let n = a.len().min(b.len()); // At 0 and 1, the corners themselves. let lerp = |p: V3, q: V3, s: f64| { if s <= 0.0 { p } else if s >= 1.0 { q } else { V3(p.0 + (q.0 - p.0) * s, p.1 + (q.1 - p.1) * s, p.2 + (q.2 - p.2) * s) } }; let order = if cuts.is_empty() { Order::Depth } else { Order::Twisted }; for i in 0..n { let j = (i + 1) % n; let pieces = cuts.get(i).copied().unwrap_or(1).max(1); for k in 0..pieces { let (s0, s1) = (k as f64 / pieces as f64, (k + 1) as f64 / pieces as f64); let quad = vec![lerp(a[i], a[j], s0), lerp(a[i], a[j], s1), lerp(b[i], b[j], s1), lerp(b[i], b[j], s0)]; // A twist bends the strip between two slices into a saddle: its normal is the whole // quad's average (Newell's), not one corner's triangle, which leans far to one side. let mut normal = newell(std::slice::from_ref(&quad)); if normal.dot(normal) < 1e-18 { continue; } if normal.dot(self.camera.rotate(outward(i))) < 0.0 { normal = V3(-normal.0, -normal.1, -normal.2); } self.face(vec![quad], normal, order)?; } } Ok(()) } fn finish(mut self) -> Vec { self.facets.sort_by(|a, b| a.depth.total_cmp(&b.depth)); self.facets } } /// How many pieces each edge of a twisted wall is drawn in, from two neighboring slices of the /// wall, `a` and `b` (partner rings): as many as make each piece about as long along the edge as /// the band between the slices is wide there, 1 to [`MAX_PIECES`]. Twisted walls pass in front of /// one another, and a strip the length of its edge has no one depth where another crosses it. fn cuts(a: &[V3], b: &[V3]) -> Vec { let n = a.len().min(b.len()); let length = |p: V3, q: V3| q.sub(p).dot(q.sub(p)).sqrt(); (0..n) .map(|i| { let j = (i + 1) % n; let (along, across) = (length(a[i], a[j]).max(length(b[i], b[j])), length(a[i], b[i]).max(length(a[j], b[j]))); let count = (along / across.max(1e-9)).ceil(); if count.is_finite() { (count as usize).clamp(1, MAX_PIECES) } else { MAX_PIECES } }) .collect() } /// Lowers the [`cuts`] of every ring's edges (one list per ring) so that `bands` bands of each /// make no more than `room` quads in all, or one per edge and band when that is more: the pieces /// past each edge's first share the room in proportion. fn fit(cuts: &mut [Vec], bands: usize, room: usize) { let edges = cuts.iter().map(Vec::len).sum::().saturating_mul(bands); let total = cuts.iter().flatten().sum::().saturating_mul(bands); let room = room.max(edges); if total > room { let share = (room - edges) as f64 / (total - edges) as f64; for c in cuts.iter_mut().flatten() { *c = 1 + ((c.saturating_sub(1)) as f64 * share).floor() as usize; } } } /// The area-weighted normal of (possibly non-planar) contours, by Newell's method: for contours /// winding with their filled side on the left as seen from in front, it points to the front. fn newell(contours: &[Vec]) -> V3 { let mut n = V3::default(); for c in contours { for (a, b) in c.iter().zip(c.iter().cycle().skip(1)).take(c.len()) { let x = a.cross(*b); n = V3(n.0 + x.0, n.1 + x.1, n.2 + x.2); } } n } fn check_bounds(b: Rect) -> Result<(), String> { if [b.x0, b.y0, b.x1, b.y1].iter().all(|v| v.is_finite() && v.abs() <= 1e8) { Ok(()) } else { Err("3D effects require finite coordinates within 100 million points".into()) } } /// The art's outward direction at edge `i` of `ring` (before rotation), tilted towards the face /// it borders by `z` (+1 front, -1 back, 0 a side wall). fn outward(ring: &[Point], i: usize, z: f64) -> V3 { let n = ring.len(); let (lx, ly) = left(ring[i], ring[(i + 1) % n]); V3(-lx, -ly, z) } /// The cross-section of a side: each ring of the shape at depth fraction `t` (0 front, 1 back), /// turned by the twist and scaled by the taper about the centre of `bounds`. fn section(ring: &[Point], bounds: Rect, o: &Extrude, t: f64) -> Vec { let turn = Turn::new(bounds, o.twist, o.taper, t); ring.iter().map(|p| turn.apply(*p)).collect() } /// The twist and taper at depth fraction `t` (0 front, 1 back): a turn by `twist · t` and a /// scale from 1 to `taper`, about the centre of the bounds. #[derive(Clone, Copy)] struct Turn { centre: Point, sin: f64, cos: f64, scale: f64, } impl Turn { fn new(bounds: Rect, twist: f64, taper: f64, t: f64) -> Self { let (sin, cos) = (twist * t).to_radians().sin_cos(); Self { centre: bounds.center(), sin, cos, scale: 1.0 + (taper - 1.0) * t } } fn apply(&self, p: Point) -> Point { let (x, y) = ((p.x - self.centre.x) * self.scale, (p.y - self.centre.y) * self.scale); Point::new(self.centre.x + x * self.cos - y * self.sin, self.centre.y + x * self.sin + y * self.cos) } } /// One step of an extrusion's outline: how far it is inset (negative: outset) and its depth /// fraction (0 front, 1 back), with the face it borders (+1 front bevel, -1 back bevel, 0 wall). #[derive(Clone, Copy)] struct Step { inset: f64, t: f64, face: f64, } /// The outline's steps from the front cap's edge to the back cap's edge. fn steps(o: &Extrude) -> Vec { let d = o.depth.max(1e-6); let mut out = vec![]; let bevel = o.bevel.filter(|b| b.width > 0.0 || b.height > 0.0); // A bevel can't be deeper than the extrusion (half of it on each side with both sides). let sides = if bevel.is_some_and(|b| b.both_sides) { 2.0 } else { 1.0 }; let height = bevel.map_or(0.0, |b| b.height.min(o.depth / sides)); // The bevel's cross-section across the width: (share across, share down). let profile = |b: &Bevel| -> Vec<(f64, f64)> { let mut pts = vec![(0.0, 0.0)]; let n = b.repeat.max(1) as f64; let run = (1.0 - b.space) / n; let gap = if b.repeat > 1 { b.space / (n - 1.0) } else { 0.0 }; for k in 0..b.repeat.max(1) { let start = k as f64 * (run + gap); for s in b.shape.samples().into_iter().skip(1) { let (x, y) = b.shape.at(s); pts.push((start + x * run, (k as f64 + y) / n)); } if b.repeat > 1 && k + 1 < b.repeat { pts.push((start + run + gap, (k as f64 + 1.0) / n)); } } if let Some(last) = pts.last_mut() { last.0 = 1.0; } pts }; // With the bevel inside, the cap is inset by its width and the wall is the outline; outside, // the cap is the outline and the wall is outset by the width. let wall = match bevel { Some(b) if !b.inside => -b.width, _ => 0.0, }; // A twist turns a bevel's steps too: each step between two samples is cut into steps that // turn no further than 6°, as the walls' slices do at most. let refine = |pts: Vec<(f64, f64)>| -> Vec<(f64, f64)> { if o.twist == 0.0 { return pts; } let mut out = Vec::with_capacity(pts.len()); for (k, p) in pts.iter().enumerate() { if let Some(q) = k.checked_sub(1).and_then(|k| pts.get(k)) { let turn = (p.1 - q.1).abs() * height / d * o.twist.abs(); let n = ((turn / 6.0).ceil() as usize).clamp(1, 64); for m in 1..n { let s = m as f64 / n as f64; out.push((q.0 + (p.0 - q.0) * s, q.1 + (p.1 - q.1) * s)); } } out.push(*p); } out }; if let Some(b) = bevel { for (x, y) in refine(profile(&b)) { let inset = if b.inside { b.width * (1.0 - x) } else { -b.width * x }; out.push(Step { inset, t: y * height / d, face: 1.0 }); } } else { out.push(Step { inset: 0.0, t: 0.0, face: 1.0 }); } // Twist and taper bend the walls: cut them into slices. let slices = if o.twist != 0.0 || o.taper != 1.0 { ((o.twist.abs() / 6.0).ceil() as usize).clamp(8, 64) } else { 1 }; let back_height = if bevel.is_some_and(|b| b.both_sides) { height } else { 0.0 }; let (t0, t1) = (height / d, 1.0 - back_height / d); for k in 0..=slices { let t = t0 + (t1 - t0) * k as f64 / slices as f64; out.push(Step { inset: wall, t, face: 0.0 }); } if let Some(b) = bevel.filter(|b| b.both_sides) { for (x, y) in refine(profile(&b)).into_iter().rev() { let inset = if b.inside { b.width * (1.0 - x) } else { -b.width * x }; out.push(Step { inset, t: 1.0 - y * height / d, face: -1.0 }); } } out.dedup_by(|a, b| (a.inset - b.inset).abs() < 1e-9 && (a.t - b.t).abs() < 1e-12); out } /// Extrude & Bevel: the shape's outline extruded backwards, with optional twist, taper, bevels /// and caps. pub fn extrude(path: &PathData, rule: FillRule, bounds: Rect, options: Extrude, view: View) -> Result, String> { check_bounds(bounds)?; let o = options.sanitized(); // No depth: the flat shape, seen from either side. if o.depth <= 0.0 { return plane(path, rule, bounds, view); } let rings = rings(path, rule, bounds.width().max(bounds.height()), MAX_SOLID_POINTS)?; let camera = Camera::new(view, bounds, o.depth); let mut b = Builder { camera: &camera, closed: o.cap, facets: vec![] }; let steps = steps(&o); let z = |t: f64| o.depth / 2.0 - o.depth * t; let ring_at = |ring: &[Point], s: &Step| -> Vec { section(&inset(ring, s.inset), bounds, &o, s.t).iter().map(|p| camera.place(*p, z(s.t))).collect() }; // Every band of a twisted outline, bevels included, is cut as its walls' first slice is (with // bevels and no walls, as its shallowest band is), within the facet limit. let depth_of = |s: &[Step]| s.get(1).zip(s.first()).map_or(0.0, |(b, a)| (b.t - a.t).abs()); let wall = steps .windows(2) .find(|s| s[0].face == 0.0 && s[1].face == 0.0) .or_else(|| steps.windows(2).filter(|s| depth_of(s) > 1e-12).min_by(|a, c| depth_of(a).total_cmp(&depth_of(c)))); let mut pieces: Vec> = rings .iter() .map(|ring| match wall { Some([s0, s1]) if o.twist != 0.0 => cuts(&ring_at(ring, s0), &ring_at(ring, s1)), _ => vec![], }) .collect(); fit(&mut pieces, steps.len().saturating_sub(1), MAX_FACES); for (ring, pieces) in rings.iter().zip(&pieces) { let placed: Vec> = steps.iter().map(|s| ring_at(ring, s)).collect(); for (k, pair) in placed.windows(2).enumerate() { let ([a, c], Some(s0), Some(s1)) = (pair, steps.get(k), steps.get(k + 1)) else { continue }; // A band between two front bevel steps borders the front, one reaching a back bevel // step the back; the rest are walls. let face = if s1.face < 0.0 { -1.0 } else if s0.face > 0.0 && s1.face > 0.0 { 1.0 } else { 0.0 }; b.band(a, c, pieces, |i| outward(ring, i, face))?; } } if o.cap { // A cap turned toward the viewer covers the walls it overlaps, even those nearer than its // center: twisted walls, and the walls of a fill inside the solid of its stroke. for (s, n) in [(steps.first(), 1.0), (steps.last(), -1.0)] { let Some(s) = s else { continue }; b.face(rings.iter().map(|r| ring_at(r, s)).collect(), camera.rotate(V3(0.0, 0.0, n)), Order::Last)?; } } Ok(b.finish()) } /// Rotate: the flat art turned in 3D about the centre of `bounds` (which may be larger than the /// shape's own, so that every part of one object turns about the same point). pub fn plane(path: &PathData, rule: FillRule, bounds: Rect, view: View) -> Result, String> { check_bounds(bounds)?; let rings = rings(path, rule, bounds.width().max(bounds.height()), MAX_PLANE_POINTS)?; let camera = Camera::new(view, bounds, 0.0); let mut b = Builder { camera: &camera, closed: false, facets: vec![] }; let contours: Vec> = rings.iter().map(|r| r.iter().map(|p| camera.place(*p, 0.0)).collect()).collect(); // A plane is one flat face, seen from either side. Its normal is turned toward the viewer, so // it is drawn last, as a cap is, and planes drawn in one order keep the order they are given in. let up = camera.rotate(V3(0.0, 0.0, 1.0)); let n = if camera.facing(V3::default(), up) < 0.0 { V3(-up.0, -up.1, -up.2) } else { up }; b.face(contours, n, Order::Last)?; Ok(b.finish()) } /// The distance from `p` to the segment `a`–`b`. fn segment_distance(p: Point, a: Point, b: Point) -> f64 { let (dx, dy) = (b.x - a.x, b.y - a.y); let l2 = dx * dx + dy * dy; let t = if l2 < 1e-18 { 0.0 } else { (((p.x - a.x) * dx + (p.y - a.y) * dy) / l2).clamp(0.0, 1.0) }; p.distance(Point::new(a.x + dx * t, a.y + dy * t)) } /// The distance from `p` to the nearest edge of `rings`, edge by edge. #[cfg(test)] fn edge_distance(rings: &[Vec], p: Point) -> f64 { rings .iter() .flat_map(|r| r.iter().zip(r.iter().cycle().skip(1)).take(r.len())) .map(|(a, b)| segment_distance(p, *a, *b)) .fold(f64::INFINITY, f64::min) } /// The edges of `rings` filed in a grid of square buckets, so the nearest edge to a point is /// found among the buckets around it rather than among all the edges. struct Edges { edges: Vec<(Point, Point)>, normals: Vec<(Vec2, Vec2)>, origin: Point, size: f64, n: usize, buckets: Vec>, } impl Edges { fn new(rings: &[Vec]) -> Self { const N: usize = 64; let edges: Vec<(Point, Point)> = rings.iter().flat_map(|r| r.iter().zip(r.iter().cycle().skip(1)).take(r.len()).map(|(a, b)| (*a, *b))).collect(); let normals = rings .iter() .flat_map(|r| { let normal = |i: usize| { let (x, y) = left(r[i], r[(i + 1) % r.len()]); Vec2::new(x, y) }; (0..r.len()).map(move |i| { let n = normal(i); let at = |other: Vec2| if n.dot(other) > 0.7 { (n + other).normalize() } else { n }; (at(normal((i + r.len() - 1) % r.len())), at(normal((i + 1) % r.len()))) }) }) .collect(); let bounds = edges.iter().fold(None, |b: Option, (a, c)| Some(b.map_or(Rect::from_points(*a, *c), |b| b.union_pt(*a).union_pt(*c)))); let bounds = bounds.unwrap_or(Rect::ZERO); let size = (bounds.width().max(bounds.height()) / N as f64).max(1e-9); let mut buckets = vec![vec![]; N * N]; let index = |v: f64, o: f64| (((v - o) / size).floor().max(0.0) as usize).min(N - 1); for (k, (a, b)) in edges.iter().enumerate() { let (i0, i1) = (index(a.x.min(b.x), bounds.x0), index(a.x.max(b.x), bounds.x0)); let (j0, j1) = (index(a.y.min(b.y), bounds.y0), index(a.y.max(b.y), bounds.y0)); for j in j0..=j1 { for i in i0..=i1 { buckets[j * N + i].push(k as u32); } } } Self { edges, normals, origin: bounds.origin(), size, n: N, buckets } } /// The bucket row or column of coordinate `v`, from the grid's origin `o` on that axis. fn cell(&self, v: f64, o: f64) -> isize { (((v - o) / self.size).floor() as isize).clamp(0, self.n as isize - 1) } /// Is `p` within `tolerance` of an edge? Only the buckets `p` could share an edge with are /// looked at. fn near(&self, p: Point, tolerance: f64) -> bool { self.touch(Rect::new(p.x - tolerance, p.y - tolerance, p.x + tolerance, p.y + tolerance)) && { let n = self.n as isize; let (i0, i1) = (self.cell(p.x - tolerance, self.origin.x), self.cell(p.x + tolerance, self.origin.x)); let (j0, j1) = (self.cell(p.y - tolerance, self.origin.y), self.cell(p.y + tolerance, self.origin.y)); (j0..=j1).any(|j| { (i0..=i1).any(|i| { self.buckets[(j * n + i) as usize] .iter() .filter_map(|k| self.edges.get(*k as usize)) .any(|(a, b)| segment_distance(p, *a, *b) <= tolerance) }) }) } } /// Call `f` with each edge whose bounding box overlaps `r` (an edge in several of the /// buckets `r` covers comes more than once). fn each(&self, r: Rect, mut f: impl FnMut(Point, Point)) { let n = self.n as isize; for j in self.cell(r.y0, self.origin.y)..=self.cell(r.y1, self.origin.y) { for i in self.cell(r.x0, self.origin.x)..=self.cell(r.x1, self.origin.x) { for (a, b) in self.buckets[(j * n + i) as usize].iter().filter_map(|k| self.edges.get(*k as usize)) { if a.x.min(b.x) <= r.x1 && a.x.max(b.x) >= r.x0 && a.y.min(b.y) <= r.y1 && a.y.max(b.y) >= r.y0 { f(*a, *b); } } } } } /// Does any edge pass through `r` (its bounding box, at least, overlapping it)? fn touch(&self, r: Rect) -> bool { let n = self.n as isize; let (i0, i1) = (self.cell(r.x0, self.origin.x), self.cell(r.x1, self.origin.x)); let (j0, j1) = (self.cell(r.y0, self.origin.y), self.cell(r.y1, self.origin.y)); (j0..=j1).any(|j| { (i0..=i1).any(|i| { self.buckets[(j * n + i) as usize] .iter() .filter_map(|k| self.edges.get(*k as usize)) .any(|(a, b)| a.x.min(b.x) <= r.x1 && a.x.max(b.x) >= r.x0 && a.y.min(b.y) <= r.y1 && a.y.max(b.y) >= r.y0) }) }) } /// The distance from `p` to the nearest edge: the buckets are searched in growing squares /// around `p`'s, until no unsearched bucket could hold a nearer edge. fn distance(&self, p: Point) -> f64 { self.closest(p).2 } /// Closest outline point, its inward normal and distance. Curved outline samples share /// corner normals, while a sharp source corner keeps each edge's own direction. fn closest(&self, p: Point) -> (Point, Vec2, f64) { let (fx, fy) = ((p.x - self.origin.x) / self.size, (p.y - self.origin.y) / self.size); if !fx.is_finite() || !fy.is_finite() { return (p, Vec2::ZERO, f64::INFINITY); } let n = self.n as isize; let (ci, cj) = ((fx.floor() as isize).clamp(0, n - 1), (fy.floor() as isize).clamp(0, n - 1)); // How far `p` is outside the grid: the nearest point of the grid to it lies in `p`'s bucket. let outside = (fx.clamp(0.0, n as f64) - fx).hypot(fy.clamp(0.0, n as f64) - fy) * self.size; let mut best = f64::INFINITY; let mut nearest = (p, Vec2::ZERO); for r in 0..n { for j in (cj - r)..=(cj + r) { for i in (ci - r)..=(ci + r) { if (j - cj).abs() != r && (i - ci).abs() != r || i < 0 || j < 0 || i >= n || j >= n { continue; } for k in &self.buckets[(j * n + i) as usize] { if let Some((a, b)) = self.edges.get(*k as usize) { let d = *b - *a; let t = if d.hypot2() < 1e-18 { 0.0 } else { ((p - *a).dot(d) / d.hypot2()).clamp(0.0, 1.0) }; let q = Point::new(a.x + d.x * t, a.y + d.y * t); let distance = p.distance(q); if distance < best { best = distance; let n = self.normals.get(*k as usize).map_or(Vec2::ZERO, |(a, b)| *a * (1.0 - t) + *b * t); nearest = (q, if n.hypot2() > 0.0 { n.normalize() } else { n }); } } } } } // Buckets r + 1 away are at least r buckets from any point of `p`'s own, and that // far across the grid from a `p` outside it (at right angles to its way in, at worst). if best <= outside.hypot(r as f64 * self.size) { break; } } (nearest.0, nearest.1, best) } } /// Is `p` filled by `rings` (nonzero winding, as they are oriented)? fn filled(rings: &[Vec], p: Point) -> bool { rings.iter().filter(|r| contains(r, p)).count() % 2 == 1 } /// `ring` cut to the rectangle `cell` (Sutherland–Hodgman: the rectangle is convex, the ring /// needn't be). fn clip(ring: &[Point], cell: Rect) -> Vec { let mut pts = ring.to_vec(); let sides: [fn(Point, Rect) -> f64; 4] = [|p, c| p.x - c.x0, |p, c| c.x1 - p.x, |p, c| p.y - c.y0, |p, c| c.y1 - p.y]; for side in sides { if pts.is_empty() { break; } let mut out = vec![]; for (a, b) in pts.iter().zip(pts.iter().cycle().skip(1)).take(pts.len()) { let (da, db) = (side(*a, cell), side(*b, cell)); if da >= 0.0 { out.push(*a); } if (da >= 0.0) != (db >= 0.0) { out.push(a.lerp(*b, da / (da - db))); } } pts = out; } pts.dedup_by(|a, b| a.distance(*b) < 1e-9); if pts.len() >= 3 && signed_area(&pts).abs() > 1e-12 { pts } else { vec![] } } /// The shape's surface as a membrane under pressure, held at zero along its outline (and its /// holes): the solution of ∇²φ = −1 on a grid, with each node's distance to the outline along the /// grid lines taken into account where it is less than a grid step (Shortley–Weller), so the /// outline needn't fall on the grid. √φ rises vertically from the outline and rounds smoothly /// inside, without the creases a distance-to-the-edge height has along a shape's middle. struct Membrane { origin: Point, step: f64, nx: usize, ny: usize, /// φ at each node; outside the shape, extrapolated (negative) from the inside, so /// interpolation crosses zero near the outline. phi: Vec, peak: f64, } impl Membrane { /// `edges` is the index of `rings`' edges (`Edges::new(rings)`). fn solve(rings: &[Vec], edges: &Edges, origin: Point, step: f64, nx: usize, ny: usize) -> Self { let node = |i: usize, j: usize| Point::new(origin.x + i as f64 * step, origin.y + j as f64 * step); let idx = |i: usize, j: usize| j * nx + i; // A node on the outline itself is held at zero with the outside. let inside: Vec = (0..nx * ny) .map(|k| { let p = node(k % nx, k / nx); filled(rings, p) && !edges.near(p, 1e-6 * step) }) .collect(); // The nearest crossing of the outline from `p` along (dx, dy), within one step. let crossing = |p: Point, dx: f64, dy: f64| -> f64 { let mut best = step; let reach = Rect::from_points(p, Point::new(p.x + dx * step, p.y + dy * step)); edges.each(reach, |a, b| { let t = if dy == 0.0 { if (a.y > p.y) == (b.y > p.y) { return; } (a.x + (p.y - a.y) / (b.y - a.y) * (b.x - a.x) - p.x) * dx } else { if (a.x > p.x) == (b.x > p.x) { return; } (a.y + (p.x - a.x) / (b.x - a.x) * (b.y - a.y) - p.y) * dy }; if t > 1e-9 * step && t < best { best = t; } }); best }; // Each inside node's four neighbours: (weight, neighbour inside or None at the outline). let mut stencil: Vec<[(f64, Option); 4]> = vec![[(0.0, None); 4]; nx * ny]; for j in 0..ny { for i in 0..nx { let k = idx(i, j); if !inside[k] { continue; } let p = node(i, j); let dirs = [(1.0, 0.0), (-1.0, 0.0), (0.0, 1.0), (0.0, -1.0)]; let h: Vec = dirs.iter().map(|(dx, dy)| crossing(p, *dx, *dy)).collect(); for (d, (dx, dy)) in dirs.iter().enumerate() { let opp = h[d ^ 1]; let w = 2.0 / (h[d] * (h[d] + opp)); let (ni, nj) = (i as isize + *dx as isize, j as isize + *dy as isize); let neighbour = (h[d] >= step && ni >= 0 && nj >= 0 && (ni as usize) < nx && (nj as usize) < ny) .then(|| idx(ni as usize, nj as usize)) .filter(|n| inside[*n]); stencil[k][d] = (w, neighbour); } } } // Successive over-relaxation. let mut phi = vec![0.0; nx * ny]; let tolerance = 1e-9 * step * step * (nx * ny) as f64; for _ in 0..2000 { let mut change: f64 = 0.0; for k in 0..nx * ny { if !inside[k] { continue; } let (mut sum, mut weight) = (1.0, 0.0); for (w, n) in stencil[k] { weight += w; sum += w * n.map_or(0.0, |n| phi[n]); } let next = phi[k] + 1.8 * (sum / weight - phi[k]); change = change.max((next - phi[k]).abs()); phi[k] = next; } if change < tolerance { break; } } let peak = phi.iter().copied().fold(0.0, f64::max); // Outside nodes next to the shape: φ continued past the outline at the slope of their // inside neighbours, so values interpolated between them reach zero at the outline. let mut ext = phi.clone(); for j in 0..ny { for i in 0..nx { let k = idx(i, j); if inside[k] { continue; } let d_out = edges.distance(node(i, j)); let mut slopes = vec![]; for (di, dj) in [(1isize, 0isize), (-1, 0), (0, 1), (0, -1)] { let (ni, nj) = (i as isize + di, j as isize + dj); if ni < 0 || nj < 0 || ni as usize >= nx || nj as usize >= ny || !inside[idx(ni as usize, nj as usize)] { continue; } let d_in = edges.distance(node(ni as usize, nj as usize)).max(1e-9); slopes.push(phi[idx(ni as usize, nj as usize)] / d_in); } if !slopes.is_empty() { ext[k] = -d_out * slopes.iter().sum::() / slopes.len() as f64; } } } Self { origin, step, nx, ny, phi: ext, peak } } /// φ at `p`, interpolated between the four nodes around it. fn at(&self, p: Point) -> f64 { self.interpolate(p, |i, j| self.phi.get(j * self.nx + i).copied().unwrap_or(0.0)) } /// Interpolate central node derivatives, rather than differentiating each bilinear cell. /// The latter jumps at every grid line and shows the solver's grid in the lighting. fn gradient(&self, p: Point) -> (f64, f64) { let value = |i, j| self.phi.get(j * self.nx + i).copied().unwrap_or(0.0); let dx = self.interpolate(p, |i, j| { let (a, b) = (i.saturating_sub(1), (i + 1).min(self.nx - 1)); (value(b, j) - value(a, j)) / ((b - a).max(1) as f64 * self.step) }); let dy = self.interpolate(p, |i, j| { let (a, b) = (j.saturating_sub(1), (j + 1).min(self.ny - 1)); (value(i, b) - value(i, a)) / ((b - a).max(1) as f64 * self.step) }); (dx, dy) } fn interpolate(&self, p: Point, v: impl Fn(usize, usize) -> f64) -> f64 { let fx = ((p.x - self.origin.x) / self.step).clamp(0.0, (self.nx - 1) as f64); let fy = ((p.y - self.origin.y) / self.step).clamp(0.0, (self.ny - 1) as f64); let (i, j) = ((fx.floor() as usize).min(self.nx.saturating_sub(2)), (fy.floor() as usize).min(self.ny.saturating_sub(2))); let (tx, ty) = (fx - i as f64, fy - j as f64); if self.nx < 2 || self.ny < 2 { return v(0, 0); } let top = v(i, j) * (1.0 - tx) + v(i + 1, j) * tx; let bottom = v(i, j + 1) * (1.0 - tx) + v(i + 1, j + 1) * tx; top * (1.0 - ty) + bottom * ty } } /// A bounded ear clipping pass on a simple cell contour. Keep its collinear border nodes: /// those shared samples can have different heights once lifted onto the membrane. A tiny /// cell containing a complete hole, or a complex/degenerate contour, keeps its original fill. fn cell_triangles(pieces: &[Vec]) -> Option> { let mut triangles = vec![]; for ring in pieces { if ring.len() > 128 || signed_area(ring) <= 0.0 { return None; } let mut ring = ring.clone(); ring.dedup_by(|a, b| a.distance(*b) < 1e-9); if ring.first().zip(ring.last()).is_some_and(|(a, b)| a.distance(*b) < 1e-9) { ring.pop(); } while ring.len() > 3 { let ear = (0..ring.len()).find(|&i| { let n = ring.len(); let (a, b, c) = (ring[(i + n - 1) % n], ring[i], ring[(i + 1) % n]); if (b - a).cross(c - a) <= 1e-12 { return false; } !ring.iter().enumerate().any(|(j, p)| { j != i && j != (i + n - 1) % n && j != (i + 1) % n && (b - a).cross(*p - a) >= -1e-12 && (c - b).cross(*p - b) >= -1e-12 && (a - c).cross(*p - c) >= -1e-12 }) })?; let n = ring.len(); triangles.push([ring[(ear + n - 1) % n], ring[ear], ring[(ear + 1) % n]]); ring.remove(ear); } if let [a, b, c] = ring.as_slice() { triangles.push([*a, *b, *c]); } } Some(triangles) } /// The part of `outline` (its rings, each with its bounds) inside `cell`, as rings (holes running /// the other way). Only the rings whose bounds meet the cell's go into the boolean. fn material(outline: &[(Rect, vectorcraft_geom::SubPath)], cell: Rect) -> Option>> { let r = PathData::single(vectorcraft_geom::SubPath::polyline( &[Point::new(cell.x0, cell.y0), Point::new(cell.x1, cell.y0), Point::new(cell.x1, cell.y1), Point::new(cell.x0, cell.y1)], true, )); let near = PathData::new( outline.iter().filter(|(b, _)| b.x0 <= cell.x1 && cell.x0 <= b.x1 && b.y0 <= cell.y1 && cell.y0 <= b.y1).map(|(_, s)| s.clone()).collect(), ); let rule = FillRule::NonZero; let part = vectorcraft_pathops::try_boolean(&r, rule, &near, rule, vectorcraft_pathops::BoolOp::Intersect, vectorcraft_pathops::DEFAULT_PRECISION) .ok()?; rings(&part, rule, cell.width(), MAX_PLANE_POINTS).ok() } /// A shape to inflate: its rings and the membrane under them on the grid of the bounds. struct Puff { rings: Vec>, /// The index of the rings' edges. edges: Edges, cell: f64, nx: usize, ny: usize, m: Membrane, /// How high the front rises at its peak. height: f64, } /// The rings of `path` and its membrane on the grid of `bounds`; `None` for a shape with no area. fn puff(path: &PathData, rule: FillRule, bounds: Rect, o: &Inflate) -> Result, String> { let rings = rings(path, rule, bounds.width().max(bounds.height()), MAX_SOLID_POINTS)?; if rings.is_empty() { return Ok(None); } let size = bounds.width().max(bounds.height()); if size <= 0.0 { return Ok(None); } const CELLS: usize = 48; let cell = size / CELLS as f64; let (nx, ny) = (((bounds.width() / cell).ceil() as usize).max(1), ((bounds.height() / cell).ceil() as usize).max(1)); let edges = Edges::new(&rings); let m = Membrane::solve(&rings, &edges, bounds.origin(), cell, nx + 1, ny + 1); // A circle of radius r puffs into a half sphere of radius r at 50 % (its membrane peaks at r²/4). let height = 2.0 * m.peak.sqrt() * o.volume / 50.0; Ok(Some(Puff { rings, edges, cell, nx, ny, m, height })) } /// Inflate: the shape puffed out like a cushion, its edge kept where the art's outline is. pub fn inflate(path: &PathData, rule: FillRule, bounds: Rect, options: Inflate, view: View) -> Result, String> { inflate_together(&[(path, rule)], bounds, options, view).pop().unwrap_or(Ok(vec![])) } /// Inflate for several shapes of one object (a fill and the outlines of its strokes): each puffs /// on its own over the grid of `bounds`, and one eye sees them all, as far away as the highest /// puff needs with Perspective. One result for each shape, in order. pub fn inflate_together(shapes: &[(&PathData, FillRule)], bounds: Rect, options: Inflate, view: View) -> Vec, String>> { let o = options.sanitized(); let puffs: Vec, String>> = shapes.iter().map(|(path, rule)| check_bounds(bounds).and_then(|()| puff(path, *rule, bounds, &o))).collect(); let reach = puffs.iter().flatten().flatten().map(|p| p.height).fold(0.0, f64::max); puffs .into_iter() .map(|p| match p { Ok(Some(p)) => inflated(p, bounds, o, view, reach), Ok(None) => Ok(vec![]), Err(e) => Err(e), }) .collect() } /// The facets of one inflated shape, for a camera that allows for a puff `reach` high (or the /// shape's own, if higher): `reach` is the highest puff of the shapes drawn together. fn inflated(p: Puff, bounds: Rect, o: Inflate, view: View, reach: f64) -> Result, String> { let Puff { rings, edges, cell, nx, ny, m, height } = p; let outline: Vec<(Rect, vectorcraft_geom::SubPath)> = rings .iter() .filter_map(|r| { let b = r.iter().skip(1).fold(Rect::from_points(*r.first()?, *r.first()?), |b, p| b.union_pt(*p)); Some((b, vectorcraft_geom::SubPath::polyline(r, true))) }) .collect(); // When no shape puffs (no volume, or shapes too narrow for the grid), every front (and a back // that puffs too) lies flat in one plane: its cells are drawn last, as caps are. If one shape // puffs, a flat front can be behind its puff, so the cells keep their depths. let flat = reach <= 0.0; let lift = |p: Point| { if m.peak <= 0.0 || edges.near(p, 1e-9) { return 0.0; } height * (m.at(p).max(0.0) / m.peak).sqrt() }; let normal = |p: Point| { let (dx, dy) = m.gradient(p); let (_, inward, distance) = edges.closest(p); let t = (distance / (2.0 * cell)).clamp(0.0, 1.0); let weight = (1.0 - t).powi(2) * (1.0 + 2.0 * t); let gradient = Vec2::new(dx, dy); let slope = gradient.dot(inward).max(0.0); // The zero boundary condition also fixes the tangential derivative at the outline. // Extrapolated outside solver nodes cannot supply it reliably. Blend to that known // direction and its limiting phi near the rim, without showing the grid in highlights. let gradient = gradient * (1.0 - weight) + inward * (slope * weight); let phi = m.at(p).max(0.0) * (1.0 - weight) + slope * distance * weight; // Multiplying the height-function normal by 2√(peak φ) avoids division by // zero at the rim, where the limiting normal is horizontal. let n = V3(-height * gradient.x, -height * gradient.y, 2.0 * (m.peak * phi).sqrt()).unit(); if n.dot(n) > 0.5 { n } else { V3(0.0, 0.0, 1.0) } }; let smooth = view.shade && view.has_colored_lights(); let camera = Camera::new(view, bounds, o.depth + 2.0 * height.max(reach)); // Without its back cap the object is a shell open behind, its inside showing. let mut b = Builder { camera: &camera, closed: o.cap, facets: vec![] }; let half = o.depth / 2.0; // The back: turned and scaled by the twist and taper, its puff too. let back_turn = Turn::new(bounds, o.twist, o.taper, 1.0); // The grid's cells, those the surface rises steeply across (near the outline) cut into // halves or quarters each way, so the steep rim is drawn in facets as fine as its curve. // Every corner sits on one fine lattice (a quarter cell), computed the same way wherever it // is used, and a cell's border takes its finer neighbour's lattice points too: where cells // of different fineness meet, their edges follow the surface through the same points, with // no cracks. const FINE: usize = 4; let unit = cell / FINE as f64; let at = |qx: usize, qy: usize| Point::new(bounds.x0 + qx as f64 * unit, bounds.y0 + qy as f64 * unit); let base = |i: usize, j: usize| Rect::from_points(at(i * FINE, j * FINE), at((i + 1) * FINE, (j + 1) * FINE)); // The shape's part of a rectangle, as rings. let cut = |r: Rect| -> Vec> { // A cell no edge crosses is wholly inside the shape or wholly outside it. if !edges.touch(r) { let corners = vec![Point::new(r.x0, r.y0), Point::new(r.x1, r.y0), Point::new(r.x1, r.y1), Point::new(r.x0, r.y1)]; return if filled(&rings, r.center()) { vec![corners] } else { vec![] }; } let pieces: Vec> = rings.iter().map(|ring| clip(ring, r)).filter(|c| !c.is_empty()).collect(); if pieces.iter().map(|p| signed_area(p)).sum::() <= 1e-9 * r.area() { return vec![]; } // Where a hole's piece cancels part of an outline's, that only holds flat: lifted onto // the surface the two no longer meet. Such a cell takes the shape's own part of it. let mixed = pieces.iter().any(|p| signed_area(p) < 0.0) && pieces.iter().any(|p| signed_area(p) > 0.0); if mixed { material(&outline, r).unwrap_or(pieces) } else { pieces } }; // How many times each cell is halved each way (0, 1 or 2), from how steeply it rises. let levels: Vec = (0..nx * ny) .map(|k| { let pieces = cut(base(k % nx, k / nx)); let (lo, hi) = pieces.iter().flatten().map(|q| lift(*q)).fold((f64::INFINITY, f64::NEG_INFINITY), |(lo, hi), h| (lo.min(h), hi.max(h))); let rise = if pieces.is_empty() { 0.0 } else { (hi - lo) / cell }; if rise > 6.0 { 2 } else if rise > 2.0 { 1 } else { 0 } }) .collect(); let level = |i: isize, j: isize| -> u32 { if i < 0 || j < 0 || i as usize >= nx || j as usize >= ny { 0 } else { levels[j as usize * nx + i as usize] } }; for j in 0..ny { for i in 0..nx { let l = level(i as isize, j as isize); let step = FINE >> l; // The lattice spacing along each side of this cell: its own or its neighbour's. let (ii, jj) = (i as isize, j as isize); let side_step = |dl: u32| FINE >> l.max(dl); let (left, right, top, bottom) = (side_step(level(ii - 1, jj)), side_step(level(ii + 1, jj)), side_step(level(ii, jj - 1)), side_step(level(ii, jj + 1))); let (bx0, by0, bx1, by1) = (i * FINE, j * FINE, (i + 1) * FINE, (j + 1) * FINE); for sy in (by0..by1).step_by(step) { for sx in (bx0..bx1).step_by(step) { let r = Rect::from_points(at(sx, sy), at(sx + step, sy + step)); let pieces = cut(r); if pieces.is_empty() { continue; } // Lattice points along the cell's own border, between each edge's ends. let stitch = |a: Point, b: Point| -> Vec { let tol = 1e-7 * unit; let along = |fixed_x: Option, fixed_y: Option, every: usize| -> Vec { let mut out = vec![]; match (fixed_x, fixed_y) { (Some(qx), None) => { let (lo, hi) = (a.y.min(b.y), a.y.max(b.y)); for qy in (by0..=by1).step_by(every) { let p = at(qx, qy); if p.y > lo + tol && p.y < hi - tol { out.push(p); } } } (None, Some(qy)) => { let (lo, hi) = (a.x.min(b.x), a.x.max(b.x)); for qx in (bx0..=bx1).step_by(every) { let p = at(qx, qy); if p.x > lo + tol && p.x < hi - tol { out.push(p); } } } _ => {} } if (a.x > b.x) || (a.y > b.y) { out.reverse(); } out }; let on = |v: f64, w: f64| (v - w).abs() <= tol; let (x0, x1, y0, y1) = (at(bx0, by0).x, at(bx1, by1).x, at(bx0, by0).y, at(bx1, by1).y); if on(a.x, x0) && on(b.x, x0) { along(Some(bx0), None, left) } else if on(a.x, x1) && on(b.x, x1) { along(Some(bx1), None, right) } else if on(a.y, y0) && on(b.y, y0) { along(None, Some(by0), top) } else if on(a.y, y1) && on(b.y, y1) { along(None, Some(by1), bottom) } else { vec![] } }; let pieces: Vec> = pieces .iter() .map(|p| { let mut out = Vec::with_capacity(p.len()); for (a, b) in p.iter().zip(p.iter().cycle().skip(1)).take(p.len()) { out.push(*a); out.extend(stitch(*a, *b)); } out }) .collect(); if height > 0.0 && smooth && let Some(triangles) = cell_triangles(&pieces) { for points in triangles { let front = points.map(|q| camera.place(q, half + lift(q))); b.smooth_triangle(front, points.map(|q| camera.rotate(normal(q))), false)?; if o.both_sides && o.cap { let back = points.map(|q| camera.place(back_turn.apply(q), -half - lift(q) * back_turn.scale)); let normals = points.map(|q| { let n = normal(q); // A uniform taper scales all three coordinates equally; // twist turns the back normal about the shape's z-axis. camera.rotate(V3(back_turn.cos * n.0 - back_turn.sin * n.1, back_turn.sin * n.0 + back_turn.cos * n.1, -n.2)) }); b.smooth_triangle(back, normals, true)?; } } continue; } let lifts: Vec> = pieces.iter().map(|p| p.iter().map(|q| lift(*q)).collect()).collect(); // Each piece lifted onto the surface. Its normal is the lifted piece's own average // (Newell's), not the slope at one point: near the edge the surface turns // vertical, and a point sample there misjudges which way a whole piece faces. let front: Vec> = pieces.iter().zip(&lifts).map(|(p, h)| p.iter().zip(h).map(|(q, h)| camera.place(*q, half + h)).collect()).collect(); let n = newell(&front); let order = if flat { Order::Last } else { Order::Depth }; b.face(front, n, order)?; if o.both_sides && o.cap { // The back winds the same way round as the front, so its outward normal is // reversed. let back: Vec> = pieces .iter() .zip(&lifts) .map(|(p, h)| p.iter().zip(h).map(|(q, h)| camera.place(back_turn.apply(*q), -half - h * back_turn.scale)).collect()) .collect(); let n = newell(&back); b.face(back, V3(-n.0, -n.1, -n.2), order)?; } } } } } if !o.both_sides && o.cap { let back: Vec> = rings.iter().map(|r| r.iter().map(|p| camera.place(back_turn.apply(*p), -half)).collect()).collect(); // The back turned toward the viewer covers the walls it overlaps, even those nearer than // its center: twisted walls, and the walls of a fill inside the solid of its stroke. b.face(back, camera.rotate(V3(0.0, 0.0, -1.0)), Order::Last)?; } if o.depth > 0.0 { // The sides, cut into slices that follow a twist or taper. let slices = if o.twist != 0.0 || o.taper != 1.0 { ((o.twist.abs() / 6.0).ceil() as usize).clamp(8, 64) } else { 1 }; let at = |ring: &[Point], k: usize| -> Vec { let t = k as f64 / slices as f64; let turn = Turn::new(bounds, o.twist, o.taper, t); ring.iter().map(|p| camera.place(turn.apply(*p), half - o.depth * t)).collect() }; let mut pieces: Vec> = rings.iter().map(|r| if o.twist != 0.0 { cuts(&at(r, 0), &at(r, 1)) } else { vec![] }).collect(); fit(&mut pieces, slices, MAX_FACES.saturating_sub(b.facets.len())); for (ring, pieces) in rings.iter().zip(&pieces) { for k in 0..slices { b.band(&at(ring, k), &at(ring, k + 1), pieces, |i| outward(ring, i, 0.0))?; } } } Ok(b.finish()) } #[cfg(test)] #[path = "tests_solid.rs"] mod tests; #[cfg(test)] #[path = "tests_inflate_shading.rs"] mod tests_inflate_shading;