Files
vectorcraft/crates/effects/src/solids.rs
T

362 lines
17 KiB
Rust

//! Extrude & Bevel, Inflate and Rotate as live, shaded vector art, shared by the canvas and every
//! exporter. Like Revolve, the source path stays editable and the effect draws its 3D faces.
use std::sync::Arc;
use serde_json::Value;
use vectorcraft_doc::color::{BlendMode, Paint};
use vectorcraft_doc::{Appearance, AppearanceItem, Effect, Node, NodeKind, StrokeLayer};
use vectorcraft_geom::{FillRule, PathData, Rect};
use vectorcraft_three_d::{Bevel, BevelShape, Extrude, Facet, Inflate, View};
#[cfg(test)]
use vectorcraft_doc::color::Color;
use crate::util::{flag, num, text};
use crate::{GeomContext, apply_geometry_with, is_geometry};
pub const EXTRUDE: &str = "threeD.extrude";
pub const INFLATE: &str = "threeD.inflate";
pub const ROTATE: &str = "threeD.rotate";
/// The 3D effects this module draws (Revolve has its own).
pub const SOLIDS: [&str; 3] = [EXTRUDE, INFLATE, ROTATE];
/// Is `id` one of the 3D and Materials effects (Revolve included)?
pub fn is_three_d(id: &str) -> bool {
id == crate::REVOLVE || SOLIDS.contains(&id)
}
fn solid(fx: &[Effect]) -> Option<(usize, &Effect)> {
fx.iter().enumerate().find(|(_, e)| e.visible && SOLIDS.contains(&e.id.as_str()))
}
/// Does `n` carry a visible Extrude & Bevel, Inflate or Rotate effect?
pub fn has_solid(n: &Node) -> bool {
solid(&n.appearance.effects).is_some() || n.appearance.items.iter().any(|i| i.visible() && solid(i.effects()).is_some())
}
/// The Position presets: (id, [rotation X, Y, Z]). Front, Back, Left, Right, Top and Bottom face
/// the art that way; Off-Axis tilts each 20° down and 25° aside (showing the top and right);
/// Isometric lays the art on the left, right, top or bottom plane of an isometric view (the
/// visible axes foreshortened equally: atan(1/√2) ≈ 35.26° and 45°). Our own values, from the
/// geometry of each view.
pub const ROTATION_PRESETS: [(&str, [f64; 3]); 16] = [
("front", [0.0, 0.0, 0.0]),
("back", [0.0, 180.0, 0.0]),
("left", [0.0, 90.0, 0.0]),
("right", [0.0, -90.0, 0.0]),
("top", [-90.0, 0.0, 0.0]),
("bottom", [90.0, 0.0, 0.0]),
("offAxisFront", [-21.88, -23.4, 9.06]),
("offAxisBack", [-158.12, 23.4, -170.94]),
("offAxisLeft", [-40.74, 58.39, -36.26]),
("offAxisRight", [-139.26, -58.39, 143.74]),
("offAxisTop", [-111.88, -23.4, 9.06]),
("offAxisBottom", [68.12, -23.4, 9.06]),
("isometricLeft", [-45.0, -35.26, 30.0]),
("isometricRight", [-45.0, 35.26, -30.0]),
("isometricTop", [45.0, -35.26, 30.0]),
("isometricBottom", [-45.0, -35.26, -30.0]),
];
/// The view parameters every 3D effect shares, named as Revolve's.
pub fn view_options(p: &Value) -> View {
View {
rotation_x: num(p, "rotationX", ROTATION_PRESETS[6].1[0]),
rotation_y: num(p, "rotationY", ROTATION_PRESETS[6].1[1]),
rotation_z: num(p, "rotationZ", ROTATION_PRESETS[6].1[2]),
perspective: num(p, "perspectiveAngle", 0.0),
light_rotation: num(p, "lightRotation", vectorcraft_three_d::DEFAULT_LIGHT.0),
light_height: num(p, "lightHeight", vectorcraft_three_d::DEFAULT_LIGHT.1),
light_behind: flag(p, "lightBehind", false),
light_color: crate::lighting::light_color(p),
lights: crate::lighting::lights(p),
light_intensity: num(p, "lightIntensity", 80.0) / 100.0,
light_softness: num(p, "lightSoftness", 0.0) / 100.0,
ambient: num(p, "ambient", 25.0) / 100.0,
shade: flag(p, "shade", true),
}
}
/// Extrude & Bevel's parameters. `bevel` is `"none"` or a [`BevelShape`] id.
pub fn extrude_options(p: &Value) -> Extrude {
Extrude {
depth: num(p, "depth", 50.0),
twist: num(p, "twist", 0.0),
taper: num(p, "taper", 100.0) / 100.0,
cap: flag(p, "cap", true),
bevel: BevelShape::parse(text(p, "bevel", "none")).map(|shape| Bevel {
shape,
width: num(p, "bevelWidth", 4.0),
height: num(p, "bevelHeight", 4.0),
repeat: num(p, "bevelRepeat", 1.0).clamp(1.0, 32.0) as usize,
space: num(p, "bevelSpace", 0.0) / 100.0,
inside: flag(p, "bevelInside", false),
both_sides: flag(p, "bevelBothSides", false),
}),
}
}
pub fn inflate_options(p: &Value) -> Inflate {
Inflate {
depth: num(p, "depth", 0.0),
volume: num(p, "volume", 50.0),
both_sides: flag(p, "bothSides", false),
twist: num(p, "twist", 0.0),
taper: num(p, "taper", 100.0) / 100.0,
cap: flag(p, "cap", true),
}
}
/// The shape a solid is made from: a path's or a compound path's outline.
fn profile(n: &Node) -> Option<(PathData, FillRule)> {
match &n.kind {
NodeKind::Path { path, rule, guide: false, clipping: false, .. } => Some((path.clone(), *rule)),
NodeKind::Compound { children, rule } => {
Some((PathData::new(children.iter().filter_map(|c| c.path_data()).flat_map(|p| p.subpaths.iter().cloned()).collect()), *rule))
}
_ => None,
}
}
fn facets(id: &str, path: &PathData, rule: FillRule, bounds: Rect, p: &Value) -> Result<Vec<Facet>, String> {
let view = view_options(p);
match id {
EXTRUDE => vectorcraft_three_d::extrude(path, rule, bounds, extrude_options(p), view),
INFLATE => vectorcraft_three_d::inflate(path, rule, bounds, inflate_options(p), view),
_ => vectorcraft_three_d::plane(path, rule, bounds, view),
}
}
/// Validate before a command changes the document; the evaluator bounds loaded files too.
pub fn validate_solid(n: &Node, id: &str, p: &Value) -> Result<(), String> {
crate::lighting::validate(p)?;
let label = crate::effect_info(id).map_or("This effect", |e| e.label.trim_end_matches('…'));
let (path, rule) =
profile(n).ok_or_else(|| format!("{label} currently requires a path or compound path. Convert type, images and groups to paths first."))?;
let b = path.bounds().ok_or_else(|| format!("{label} requires a shape with at least two anchors"))?;
if let Some(v) = p.get("bevel")
&& !v.as_str().is_some_and(|s| s == "none" || BevelShape::parse(s).is_some())
{
let names: Vec<_> = BevelShape::ALL.iter().map(|b| b.id()).collect();
return Err(format!("bevel must be none or one of {}", names.join(", ")));
}
facets(id, &path, rule, b, p).map(|_| ())
}
/// Can 3D effect `id` (Revolve included, [`is_three_d`]) with parameters `p` draw `n`? Checked
/// before a command changes the document: Revolve by [`crate::validate_revolve`], the others by
/// [`validate_solid`].
pub fn validate_three_d(n: &Node, id: &str, p: &Value) -> Result<(), String> {
if id == crate::REVOLVE { crate::validate_revolve(n, p) } else { validate_solid(n, id, p) }
}
/// One surface: each facet a path shaded from `paint`, as a group with the paint's opacity and
/// blend mode (so overlapping facets don't add up their transparency).
fn surface(n: &Node, facets: Vec<Facet>, paint: &Paint, opacity: f32, blend: BlendMode, colored: bool) -> Node {
if colored && paint.color().is_some() && facets.iter().any(|face| face.rgb_gradient.is_some()) {
let mut group = crate::lighting::solid_surface(n.id, &facets, paint);
group.opacity = opacity;
group.blend = blend;
return group;
}
// Preserve existing white-light paints, alpha composition and seam joins exactly.
let (opaque, mask) = if colored { crate::lighting::opaque_paint(paint) } else { (paint.clone(), None) };
let paint = &opaque;
let children = facets
.into_iter()
.map(|face| {
// Adjacent facets, antialiased on their own, would leave hairline seams: a narrow
// stroke of the same paint closes them. No wider than the facet is thick, though: seen
// at a grazing angle a facet can be thinner than the stroke, and its stroke would then
// paint over its neighbours.
let seam = (face.thickness() / 2.0).clamp(0.05, 0.75);
if let Some(g) = face.rgb_gradient
&& (paint.color().is_some() || matches!(paint, Paint::Gradient(_)))
{
return Arc::new(crate::lighting::facet_art(n.id, &face.path(), paint, g, seam));
}
let items = crate::lighting::fills(paint, face.illumination, face.brightness, colored);
let items = items
.into_iter()
.flat_map(|item| {
let AppearanceItem::Fill(fill) = &item else { return vec![item] };
let mut edge = StrokeLayer::new(fill.paint.clone(), seam);
if colored {
edge.join = vectorcraft_doc::LineJoin::Round;
}
edge.opacity = fill.opacity;
vec![item, AppearanceItem::Stroke(edge)]
})
.collect();
Arc::new(Node::path(n.id, face.path(), Appearance { items, ..Default::default() }))
})
.collect();
let mut group = Node::group(n.id, children);
group.opacity = opacity;
group.blend = blend;
if let Some(mask) = mask {
let bounds = group.visual_bounds().unwrap_or(Rect::ZERO).inflate(1.0, 1.0);
let coverage = Node::path(n.id, vectorcraft_geom::shapes::rectangle(bounds), Appearance::basic(mask, Paint::None, 0.0));
group.extras_mut().mask = Some(Box::new(vectorcraft_doc::OpacityMask::new(coverage, true)));
}
group
}
fn paint_of(item: &AppearanceItem) -> (Paint, f32, BlendMode) {
match item {
AppearanceItem::Fill(f) => (f.paint.clone(), f.opacity, f.blend),
AppearanceItem::Stroke(s) => (s.paint.clone(), s.opacity, s.blend),
}
}
/// The area `item` paints on `path`, and the rule that fills it: the path itself for a fill, the
/// stroke's outline (whose contours nest as its holes do) for a stroke.
fn region(path: &PathData, rule: FillRule, item: &AppearanceItem) -> (PathData, FillRule) {
match item {
AppearanceItem::Stroke(s) if s.width > 0.0 && s.width.is_finite() => (crate::stroke::outline_region(path, rule, s), FillRule::EvenOdd),
_ => (path.clone(), rule),
}
}
/// The 3D art of one effect `fx` on `path` (already through the effects before it).
/// Rotate turns every fill and stroke, each in its own paint. Extrude & Bevel and Inflate build a
/// solid from the path for the top visible fill and one from the outline of each visible stroke,
/// each in its own paint. When every one is opaque with normal blending and no colored light makes
/// a surface one composite or masks it, their faces are drawn in one back-to-front order (where
/// depths tie, as for the caps turned toward the viewer, in the order of the appearance);
/// otherwise each solid is a surface of its own, in that order.
fn art_for(n: &Node, fx: &Effect, path: &PathData, rule: FillRule, items: &[&AppearanceItem]) -> Option<Vec<Arc<Node>>> {
let b = path.bounds()?;
let p = crate::merged_params(&fx.id, &fx.params);
let colored = view_options(&p).has_colored_lights();
if fx.id == ROTATE {
// Every part turns about the centre of the object's own bounds, so they stay together.
let mut out = vec![];
for item in items {
let (paint, opacity, blend) = paint_of(item);
let (area, rule) = region(path, rule, item);
let f = facets(ROTATE, &area, rule, b, &p).ok()?;
out.push(Arc::new(surface(n, f, &paint, opacity, blend, colored)));
}
return Some(out);
}
let top_fill = items.iter().rposition(|i| matches!(i, AppearanceItem::Fill(_)));
let parts: Vec<(&AppearanceItem, PathData, FillRule)> = items
.iter()
.enumerate()
.filter(|(k, i)| Some(*k) == top_fill || matches!(i, AppearanceItem::Stroke(_)))
.map(|(_, i)| {
let (area, rule) = region(path, rule, i);
(*i, area, rule)
})
.collect();
// The solids share the bounds of all their shapes: one center to turn, twist and taper about,
// and Inflate's grid reaches over the strokes' outlines.
let bounds = parts.iter().filter_map(|(_, area, _)| area.bounds()).reduce(|a, c| a.union(c)).unwrap_or(b);
let built = if fx.id == INFLATE {
// One eye for every puff, as far away as the highest needs.
let shapes: Vec<(&PathData, FillRule)> = parts.iter().map(|(_, area, rule)| (area, *rule)).collect();
vectorcraft_three_d::inflate_together(&shapes, bounds, inflate_options(&p), view_options(&p))
} else {
parts.iter().map(|(_, area, rule)| facets(&fx.id, area, *rule, bounds, &p)).collect()
};
let mut solids = vec![];
for ((item, _, _), f) in parts.iter().zip(built) {
let item: &AppearanceItem = item;
match f {
Ok(f) => solids.push((item, f)),
// A stroke's outline past the limits is left out; the fill's solid still draws.
Err(_) if matches!(item, AppearanceItem::Stroke(_)) => {}
// A loaded file or a shape edited past the limits keeps drawing its source path
// instead of failing the frame; commands validate the same evaluator and report its
// errors.
Err(_) => return None,
}
}
if solids.is_empty() {
return None;
}
let opaque = solids.iter().all(|(item, _)| {
let (_, opacity, blend) = paint_of(item);
opacity >= 1.0 && blend == BlendMode::Normal
});
let surfaces: Vec<(Vec<f64>, Node)> = solids
.into_iter()
.map(|(item, f)| {
let depths: Vec<f64> = f.iter().map(|f| f.depth).collect();
let (paint, opacity, blend) = paint_of(item);
(depths, surface(n, f, &paint, opacity, blend, colored))
})
.collect();
// One order takes a plain group of faces from each solid, one face for each facet. With
// colored lights a surface can instead be one clipped composite of all its facets, or carry an
// opacity mask, and then it stays whole.
let plain = surfaces.iter().all(|(depths, s)| {
s.extras().mask.is_none() && matches!(&s.kind, NodeKind::Group { children, clip: false } if children.len() == depths.len())
});
if !opaque || !plain {
return Some(surfaces.into_iter().map(|(_, s)| Arc::new(s)).collect());
}
let mut faces = vec![];
for (depths, s) in surfaces {
if let NodeKind::Group { children, .. } = s.kind {
faces.extend(depths.into_iter().zip(children));
}
}
// A stable sort: faces at the same depth keep the order of the appearance.
faces.sort_by(|a, b| a.0.total_cmp(&b.0));
Some(vec![Arc::new(Node::group(n.id, faces.into_iter().map(|(_, face)| face).collect()))])
}
fn geometry(path: &PathData, fx: &[Effect], ctx: &GeomContext) -> PathData {
apply_geometry_with(fx, path, path.bounds().unwrap_or(Rect::ZERO), ctx)
}
/// `n` drawn with its Extrude & Bevel, Inflate or Rotate effect: a group of shaded faces keeping
/// the object's id and transparency, the source path untouched. `None` without such an effect.
pub fn solid_art(n: &Node) -> Option<Node> {
if !has_solid(n) {
return None;
}
let (path, rule) = profile(n)?;
let ctx = GeomContext::of(n);
let painted: Vec<&AppearanceItem> = n.appearance.items.iter().filter(|i| crate::paints(i)).collect();
let mut children = vec![];
let remaining: Vec<Effect>;
if let Some((index, fx)) = solid(&n.appearance.effects) {
let path = geometry(&path, n.appearance.effects.get(..index)?, &ctx);
children.extend(art_for(n, fx, &path, rule, &painted)?);
// Later geometry effects act on the projected art as a whole.
remaining = n
.appearance
.effects
.iter()
.enumerate()
.filter(|(i, e)| *i != index && (!is_geometry(&e.id) || *i > index))
.map(|(_, e)| e.clone())
.collect();
} else {
let path = geometry(&path, &n.appearance.effects, &ctx);
remaining = n.appearance.effects.iter().filter(|e| !is_geometry(&e.id)).cloned().collect();
for item in &painted {
if let Some((index, fx)) = solid(item.effects()) {
let p = geometry(&path, item.effects().get(..index)?, &ctx.item(item));
for mut art in art_for(n, fx, &p, rule, &[*item])? {
Arc::make_mut(&mut art).appearance.effects =
item.effects().iter().skip(index + 1).filter(|e| !is_three_d(&e.id)).cloned().collect();
children.push(art);
}
} else {
children.push(Arc::new(Node::path(n.id, path.clone(), Appearance { items: vec![(*item).clone()], ..Default::default() })));
}
}
}
let mut art = n.clone();
art.kind = NodeKind::Group { children, clip: false };
art.appearance = Appearance { effects: remaining, ..Default::default() }.into();
Some(art)
}
#[cfg(test)]
mod tests;