Commit Graph
3 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 2ff3a78607 Put the shapes of a vector drawing on layers and in groups (#190)
game-maker / gate (push) Successful in 2m41s
game-maker / suite (push) Failing after 7h24m17s
A vector drawing was one flat list of shapes. With many shapes the
list got hard to read, and several shapes could not be kept or moved
together. Now the shapes stand on layers, as in pixel art, and can be
put into groups that nest.

- A drawing has layers, each with a name and an eye. A hidden layer
  is neither in the tab nor in the picture a sprite wears, and its
  shapes cannot be pressed. One layer is the one worked on: the pen
  and Add shape draw onto it, and SHAPES lists what is on it.
- The inspector has a list LAYERS over the shapes. Its plus adds a
  layer, the cross on a row removes it with all on it, the last one
  stays. A double-click renames, a drag sorts.
- Group (Ctrl+G) puts the selected shapes into a group, Ungroup
  (Ctrl+Shift+G) takes it away. A group stands over its rows in the
  list, the rows one step in, and a row is dragged into a group or
  out of it.
- In the tab a press on a shape takes its outermost group, and a drag
  moves the group as one undo step.
- The model has layers with a tree of shapes and groups instead of a
  flat shapes array. The rules are pure functions in
  core/model/vectorTree.ts. A drawing saved before opens with all its
  shapes on one layer.
- SortableList takes rows with a depth and drops into a tree. The
  flat lists of tilemap and pixel art run as before.

Decided here:

- A group has no transformation of its own and cannot be hidden or
  locked. Rotating and scaling is the follow-up #291.
- A group is never empty: the one that loses its last shape goes
  with it.
- Several selected shapes are dragged together, grouped or not, and
  a click on a shape of the selection keeps the selection. This is
  what #217 asked for.
- Shift+click selects like Ctrl+click. With Select, Shift pans only
  beside the shapes, as in the scene view. The middle button pans
  anywhere, and with the pen and Paint Shift pans as before.
- A row of the list picks one shape of a group alone.
- Shapes change their layer through a row Layer in the inspector,
  which is there from two layers on. Rows are not dragged between
  layers.
- A group cannot span two layers, the button is off then.
- The pen does not draw onto a hidden layer, the hint says so.
- Groups are always shown unfolded.
- The four order buttons work inside the own group or layer.

Tests:
- Gate: 204 files, 3067 tests (3008 + 59), exit 0
- e2e 47,48: 108 checks. e2e 39,40,47,48 before the Shift change:
  209 checks. No full run, the sum of 1645 (1639 + 6) is reckoned
  and CI measures it.
- 59 unit tests: 36 in tests/core/vector-tree.test.ts, 23 in
  tests/editor/vector-layers.test.ts
- Six e2e checks with a real mouse in block 47j
- 47 unit counter-probes for layers and groups and three for the
  Shift click all fail tests, run on stein2
- Three browser counter-probes fail their checks
- Two screenshots looked at (group in the list, hidden layer)
- Only unit tested: the row Layer, sorting and removing layers,
  copying a group, the Shift pan beside the shapes

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 23:13:43 +02:00
adminandClaude Opus 5 6e3e8d23c5 Combining vector shapes keeps the curves it did not cut (#208)
game-maker / gate (push) Successful in 2m44s
game-maker / suite (push) Successful in 8m42s
Until now every boolean operation on vector art threw the curves away.
The shapes were flattened into line segments, the operation ran on those
segments, and the result came back as a polygon. A circle that nothing
even touched came out of an Exclude with 40 corners instead of its four
points and handles. Now the result carries the original curves again,
and only the edges the operation really drew stay straight.

- While flattening, every sample point remembers which curve it came
  from and where on that curve it sits. The operation runs on the same
  segments as before, so nothing about the boolean result changes.
- When a run of result points walks along one of those curves, that
  piece is cut out of the original curve again with de Casteljau. This
  is an exact cut, not a fit through the points.
- An edge whose two ends sit on the same curve but whose middle does
  not follow it stays straight. Without that rule a cut-off cap would
  bulge back into the shape.
- A closed contour keeps at least three points, so a lens shape does
  not collapse into two.
- The rule lives in its own module, src/core/model/vectorCurves.ts.
  vectorBoolean.ts only hands it the table of sampled points.

Findings:

- The two intersection points themselves sit up to 0.09 canvas pixels
  off the original curve. Clipper cuts the flattened segments, not the
  curves, so this was the case before as well and stays inside the
  0.2 px sampling tolerance.
- Refining those points with Newton steps on the curve was measured and
  gave nothing back (0.02952 px instead of 0.02978 px), because the
  error is in the intersection itself and not in the estimate. The code
  was removed again.
- Theme.ts rowHeight 22 -> 24 is in this commit. The change is not mine,
  it was already in the working tree; gate and module 47 are green with
  it.

Tests:

- ./check.sh: 143 files, 2133 tests, exit 0 (was 2127)
- e2e module 47 on a fresh seed: all passed, 59 checks (was 57)
- 6 new unit tests: untouched circle, untouched side plus a straight cut
  edge, a cut in the middle of a curve, a chord crossing one curve
  twice, two overlapping circles, the three point minimum
- 2 new e2e checks in block 47p: point count and handles from the model,
  plus a pixel pair on the round edge
- Four counter-proofs, all bite: no reconstruction -> 5 unit tests and
  the e2e check fail with 35 points and nothing curved; no chord test ->
  the cap bulges back to 28.28; no three point rule -> the lens test
  fails; handles halved -> the pixel check reads background

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 05:31:05 +02:00
adminandClaude Opus 5 1116818011 Vector shapes can be combined by union, subtract and more (#187)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m51s
Building a shape out of simpler ones meant drawing the result point by
point. The Vector Art tab now selects several shapes at once and
combines them with a boolean operation into one ordinary shape.

- Ctrl/Cmd+click in the tab and Ctrl or Shift+click in the shape list
  add a shape to the selection. Shift stays pan in the canvas.
- A COMBINE block in the inspector offers Union, Subtract, Intersect
  and Exclude. Subtract removes every upper shape from the lowest one.
- The result replaces the lowest selected shape and keeps its name,
  colours, stroke and place in the order. It is one undo step.
- Curves are flattened to 0.2 canvas pixels, a circle gets about 48
  points. Open lines and single shapes cannot be combined, the buttons
  are off and a hint gives the reason. An empty result is rejected.
- Delete now removes every selected shape, and the selection drops
  shapes that no longer exist.
- The geometry comes from clipper2-ts 2.0.1, pinned. It has no
  dependencies and speaks even-odd directly. Only the engine module
  is imported, the bundle grows by 55 kB instead of 110 kB.

Findings:

- clipper2-js was tried and dropped. It pulls in Angular 15 with a
  high npm audit finding and no fix.
- Pixi finds holes by containment, not by even-odd depth. An island
  inside a hole would be drawn as a hole again. Result rings are
  emitted outer ring before its islands, and a test mirrors Pixi's
  rule.
- A depth sort turned out to be dead code in a counter-check and was
  removed. A pixel check in 47h stayed green without the subtract
  and now checks both colours.

Tests:

- ./check.sh: 134 files, 1986 tests, exit 0 (before 133 / 1968)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 44 checks (before 39)
- 18 new unit tests, 5 new e2e checks in block 47h
- Five counter-checks bite, originals restored and verified with cmp
- Check sum 1222 in README and wiki, calculated (1217 + 5)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 11:56:41 +02:00