Files
vectorcraft/crates/pathops
Taha-Mahmoodi 606796b934 Simplify: with part of a path direct-selected, Object › Path › Simplify refits only the selected runs of segments
The Simplify help page says a path can be simplified whole or "a specific
path region with the Direct Selection tool"
(https://helpx.adobe.com/illustrator/desktop/draw-shapes-and-paths/modify-paths/manually-simplify-paths.html).
Simplify refitted every selected path whole, whatever part of it was
direct-selected.

object.path.simplify now looks at each path's direct selection: the
segments picked as segments, or else every segment with both anchors
selected. Each run of consecutive selected segments is refitted on its own
(vectorcraft_pathops::simplify_part) between its two end anchors, which stay
where they are with their handles on the side away from the run; every
other anchor and segment stays exactly as it was. A closed path's run may
cross its start point (the path then starts at the run's end anchor),
separate runs on one path simplify independently in one undo step, and the
runs stay direct-selected (as segments when segments were picked). A path
with only lone anchors selected still simplifies whole, as before, and
wholePaths: true simplifies partly selected paths whole. The slider, its
preview, Auto-Simplify and the Simplify dialog all run the command, so
they act on the part too. simplify_with now shares its run fitting with
the part refit (same results).

Verification: crates/engine/src/tests_simplify_part.rs (unselected anchors
and segments equal bit for bit, run end anchors fixed, the run within the
tolerance, two runs equal to each simplified alone in one undo step, a
closed run across the start point, picked segments, wholePaths, slider
preview and Auto-Simplify, a run that can't be simpler records no step)
and simplify_slider_and_dialog_simplify_only_the_direct_selected_part_of_a_path
(the slider's preview, Enter and the dialog's OK). Live: the release build's
slider at level 20 on a 91-anchor wave with anchors 30–60 selected refits
only that stretch.
2026-10-24 02:05:19 +07:00
..

vectorcraft-pathops

Path operations for VectorCraft: booleans, the Pathfinder panel, Shape Builder regions, Live Paint planar maps, offset path, outline stroke, simplify and the other Object → Path commands. Everything takes and returns vectorcraft_geom::PathData.

Booleans (curve-preserving)

pub enum BoolOp { Union, Intersect, Difference, Xor }
pub fn boolean(a: &PathData, a_rule: FillRule, b: &PathData, b_rule: FillRule, op: BoolOp) -> PathData;
pub fn try_boolean(.., precision: f64) -> Result<PathData, PathOpsError>; // errors on NaN/inf
pub fn boolean_n(paths: &[(&PathData, FillRule)], pred: impl Fn(&[bool]) -> bool) -> PathData;
pub fn unite_all(paths: &[(&PathData, FillRule)]) -> PathData;   // fast many-shape union
pub fn normalize(path: &PathData, rule: FillRule) -> PathData;   // resolve self-overlaps
pub fn area(path: &PathData, rule: FillRule) -> f64;             // exact filled area

The engine is linesweeper (a robust sweep line that works directly on cubic Béziers, so there's no polygon flattening). The sweep splits curves at intersections and y-extrema. Afterwards:

  • pieces that lie on one input cubic are rebuilt exactly as a single sub-curve of that cubic;
  • other smooth joints (for example, in stroker output) are refitted by least squares within DEFAULT_PRECISION (0.01 pt);
  • collinear line pieces are merged;
  • the inputs' own anchors are always kept;
  • slivers narrower than the precision are dropped.

Output contours are simple and consistently oriented: outer contours and holes wind in opposite directions, so the result fills the same under either fill rule. Open subpaths are closed implicitly because they're treated as filled.

Pathfinder / Shape Builder

pub struct Shape { pub path: PathData, pub rule: FillRule, pub key: u64 } // key = paint identity
pub enum PathfinderOp { Unite, MinusFront, Intersect, Exclude, Divide, Trim, Merge, Crop, Outline, MinusBack }
pub fn pathfinder(op: PathfinderOp, shapes: &[Shape] /* back → front */) -> Vec<Shape>;

pub struct Region { pub path: PathData, pub sources: Vec<usize> }
pub fn regions(shapes: &[Shape]) -> Vec<Region>;            // all faces of the arrangement
pub fn region_at(shapes: &[Shape], p: Point) -> Option<Region>;
pub fn merge_regions(regions: &[&Region]) -> PathData;      // Shape Builder merge = union
pub fn shape_builder(shapes: &[Shape]) -> (Vec<Region>, Vec<Shape>); // (regions, open-path pieces)

Each result takes its key as follows:

Operation Result
Unite, Intersect, Exclude, Minus Back Takes the front-most key
Minus Front Takes the back-most key
Divide One shape per face, keyed by the front-most shape that covers the face
Trim One shape for each object that is still visible
Merge Joins touching visible parts that share a key; each connected component becomes one shape
Crop Keeps the visible parts of the lower objects inside the front-most object
Outline Returns open edge paths, split at every junction; coincident edges are de-duplicated, and each keeps the front-most key

Live Paint

pub fn live_paint(shapes: &[Shape] /* back → front */) -> (Vec<Region>, Vec<Shape>); // (faces, edges)
pub fn interior_point(path: &PathData) -> Option<Point>;

Unlike regions, which splits the filled areas of closed shapes, live_paint treats every path as an edge, open paths included. Three crossing lines enclose a triangle, a line across a rectangle splits it in two, and an area enclosed by paths becomes a face even when nothing fills it. Each face lists the inputs whose fill covers it; the list is empty for an area that is only enclosed by paths. Each edge is a piece of a path, split wherever another path meets it, and keeps the key of the front-most input it lies on.

shape_builder gives the Shape Builder's regions. With closed paths only, they are the regions. Once an open path is among them, they are the live_paint faces, so a stroke-only line across a shape splits it and lines can enclose a region of their own. The second list holds the pieces of each path that has no closed subpath, keyed by its index, so the Shape Builder can delete them one by one. The caller closes any open path whose fill should count. Inputs with more than SHAPE_BUILDER_MAX_SEGMENTS segments fall back to the filled areas.

Offset / stroke

pub use kurbo::{Cap, Join};
pub fn offset_path(path: &PathData, delta: f64, join: Join, miter_limit: f64) -> PathData; // delta < 0 insets
pub fn outline_stroke(path: &PathData, width: f64, cap: Cap, join: Join, miter_limit: f64) -> PathData;

outline_stroke passes the path to kurbo::stroke and then normalizes the result, which removes the overlaps at joins. offset_path computes fill ∪ stroke(2|d|) for a positive offset and fill − stroke(2|d|) for a negative one.

Path editing

pub fn simplify(path: &PathData, tolerance: f64) -> PathData;
pub fn simplify_with(path: &PathData, opts: &SimplifyOptions) -> PathData; // tolerance, corner_angle_deg, straight_lines
pub fn smooth(path: &PathData, amount: f64) -> PathData;
pub fn remove_redundant_points(path: &PathData, tolerance: f64) -> PathData;
pub fn add_anchor_points(path: &PathData) -> PathData;
pub fn average(path: &PathData, selection: &[(usize, usize)], axis: AverageAxis) -> PathData;
pub fn join(paths: &[PathData], tolerance: f64) -> PathData;
pub fn split_into_grid(rect: Rect, rows: usize, cols: usize, gutter: f64) -> Vec<PathData>;

simplify fits least-squares cubics with fixed end tangents, then reparameterizes with Newton steps and splits at the point of worst error. Any anchor that turns more than the corner threshold (30° by default) stays a corner.

Caveats

  • linesweeper is still in beta. When two identical curves overlap, the sweep can leave a tiny lens between them; the sliver filter removes it.
  • The Outline op finds split points by snapping to arrangement junctions with a small tolerance.
  • The quality of offsets depends on kurbo's parallel-curve stroker. Its output is refitted, so offset results have more anchors than boolean results.