vectorcraft/crates/pathops/src/pathfinder.rs

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//! Illustrator's Pathfinder panel and Shape Builder regions, over an ordered stack of shapes
//! (index 0 = back-most, last = front-most).
use std::collections::HashMap;
use kurbo::{BezPath, ParamCurve, ParamCurveNearest, Point, Shape as _};
use linesweeper::topology::ContourIdx;
use vectorcraft_geom::{FillRule, PathData};
use crate::boolean::{Arrangement, Multi, Seg, all_contours_to_path, contours_to_path, fill_bezpath, segs_to_subpath, unite_all};
/// A filled shape in a Pathfinder stack. `key` identifies its paint (e.g. a hashed fill colour);
/// results carry the key of the object whose paint they keep.
#[derive(Clone, Debug, PartialEq)]
pub struct Shape {
pub path: PathData,
pub rule: FillRule,
pub key: u64,
}
impl Shape {
pub fn new(path: PathData, rule: FillRule, key: u64) -> Self {
Self { path, rule, key }
}
}
/// The ten Pathfinder panel operations.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum PathfinderOp {
/// Shape mode: union of everything; result keeps the front-most key.
Unite,
/// Shape mode: back-most minus everything in front; keeps the back-most key.
MinusFront,
/// Shape mode: area covered by *all* shapes; keeps the front-most key.
Intersect,
/// Shape mode: area covered by an odd number of shapes; keeps the front-most key.
Exclude,
/// Split into every non-overlapping face; each face keeps the key of the front-most shape
/// covering it.
Divide,
/// Remove hidden parts; one result per shape that remains visible (no merging).
Trim,
/// Trim, then merge touching/overlapping visible parts with the same key.
Merge,
/// Keep the visible parts of lower shapes that lie inside the front-most shape (which is removed).
Crop,
/// Split every edge at intersections; returns *open* paths keyed by the shape they bound.
Outline,
/// Front-most minus everything behind; keeps the front-most key.
MinusBack,
}
/// One face of the planar arrangement of a set of shapes (Shape Builder / Live Paint face).
#[derive(Clone, Debug, PartialEq)]
pub struct Region {
/// Face outline (outer contour plus holes, consistently oriented).
pub path: PathData,
/// Indices of the input shapes covering this face, ascending.
pub sources: Vec<usize>,
}
impl Region {
/// Front-most covering shape (`None` only for an uncovered face, which regions never are).
pub fn top(&self) -> Option<usize> {
self.sources.last().copied()
}
/// Does the face contain `p`?
pub fn contains(&self, p: Point) -> bool {
self.path.to_bezpath().winding(p) != 0
}
}
fn arrangement(shapes: &[Shape]) -> Option<Arrangement> {
let bps: Vec<(BezPath, FillRule)> = shapes.iter().map(|s| (fill_bezpath(&s.path), s.rule)).collect();
Arrangement::new(bps).ok()
}
fn topmost(m: &[bool]) -> Option<usize> {
m.iter().rposition(|&b| b)
}
fn one(path: PathData, key: u64) -> Vec<Shape> {
if path.is_empty() { Vec::new() } else { vec![Shape::new(path, FillRule::NonZero, key)] }
}
/// Run a Pathfinder operation over `shapes` (back → front).
pub fn pathfinder(op: PathfinderOp, shapes: &[Shape]) -> Vec<Shape> {
let n = shapes.len();
if n == 0 {
return Vec::new();
}
let front_key = shapes[n - 1].key;
let unite = || {
let v: Vec<(&PathData, FillRule)> = shapes.iter().map(|s| (&s.path, s.rule)).collect();
one(unite_all(&v), front_key)
};
// Unite doesn't need the arrangement.
if op == PathfinderOp::Unite {
return unite();
}
let Some(arr) = arrangement(shapes) else { return Vec::new() };
let p = &arr.tidy;
match op {
PathfinderOp::Unite => unite(),
PathfinderOp::MinusFront => one(all_contours_to_path(&arr.contours(|m| m[0] && !m[1..].iter().any(|&b| b)), p), shapes[0].key),
PathfinderOp::MinusBack => one(all_contours_to_path(&arr.contours(|m| m[n - 1] && !m[..n - 1].iter().any(|&b| b)), p), front_key),
PathfinderOp::Intersect => one(all_contours_to_path(&arr.contours(|m| m.iter().all(|&b| b)), p), front_key),
PathfinderOp::Exclude => one(all_contours_to_path(&arr.contours(|m| m.iter().filter(|&&b| b).count() % 2 == 1), p), front_key),
PathfinderOp::Divide => regions_of(&arr)
.into_iter()
.filter_map(|r| {
let key = shapes.get(r.top()?)?.key;
Some(Shape::new(r.path, FillRule::NonZero, key))
})
.collect(),
PathfinderOp::Trim => (0..n).flat_map(|i| one(all_contours_to_path(&arr.contours(|m| topmost(m) == Some(i)), p), shapes[i].key)).collect(),
PathfinderOp::Merge => {
let mut keys: Vec<u64> = Vec::new();
for s in shapes {
if !keys.contains(&s.key) {
keys.push(s.key);
}
}
let mut out = Vec::new();
for k in keys {
let c = arr.contours(|m| topmost(m).is_some_and(|t| shapes[t].key == k));
for g in c.grouped() {
out.extend(one(contours_to_path(&c, g, p), k));
}
}
out
}
PathfinderOp::Crop => {
if n < 2 {
return Vec::new();
}
(0..n - 1)
.flat_map(|i| {
let c = arr.contours(|m| m[n - 1] && topmost(&m[..n - 1]) == Some(i));
one(all_contours_to_path(&c, p), shapes[i].key)
})
.collect()
}
PathfinderOp::Outline => outline_edges(&arr, shapes),
}
}
/// The faces of `arr`, each distinct coverage mask's in turn (sorted), each face grouped as
/// `arr.contours(|m| m == mask).grouped()` groups it.
///
/// A contour pass walks the whole arrangement, so one pass per mask would cost masks × edges
/// (two blends crossing make thousands of each). Instead the masks go into batches whose faces
/// share no vertex (so no edge either): one pass per batch walks each face's contours exactly as
/// its own mask's pass would, and the mask a contour bounds is the one of its batch at its first
/// point.
fn regions_of(arr: &Arrangement) -> Vec<Region> {
let masks = arr.distinct_masks();
let ids: HashMap<&[bool], usize> = masks.iter().enumerate().map(|(i, m)| (m.as_slice(), i)).collect();
let id = |w: &Multi| ids.get(arr.mask(w).as_slice()).copied();
let top = &arr.top;
// The masks of the faces around each vertex.
let mut around: HashMap<(u64, u64), Vec<usize>> = HashMap::new();
for s in top.segment_indices() {
let h = s.first_half();
let sides = [id(top.winding_clockwise(h)), id(top.winding_counter_clockwise(h))];
for end in [h, s.second_half()] {
let at = around.entry(vertex_key(top.point(end).to_kurbo())).or_default();
for m in sides.into_iter().flatten() {
if !at.contains(&m) {
at.push(m);
}
}
}
}
let mut near = vec![Vec::new(); masks.len()];
for at in around.values() {
for &a in at {
near[a].extend(at.iter().copied().filter(|&b| b != a));
}
}
// Greedy colouring: each mask takes the first batch none of its neighbours is in.
let mut batch = vec![usize::MAX; masks.len()];
let mut batches = 0;
for m in 0..masks.len() {
let mut taken = vec![false; batches];
for &n in &near[m] {
if let Some(t) = taken.get_mut(batch[n]) {
*t = true;
}
}
batch[m] = taken.iter().position(|t| !t).unwrap_or(batches);
batches = batches.max(batch[m] + 1);
}
let mut faces: Vec<Vec<PathData>> = vec![Vec::new(); masks.len()];
for b in 0..batches {
let c = top.contours(|w| id(w).is_some_and(|m| batch[m] == b));
let owner: Option<Vec<usize>> = c
.contours()
.map(|ct| {
let Some(kurbo::PathEl::MoveTo(p)) = ct.path.elements().first() else { return None };
around.get(&vertex_key(*p))?.iter().copied().find(|&m| batch[m] == b)
})
.collect();
let Some(owner) = owner else {
// Not expected: every contour starts at a vertex of the arrangement. Fall back to a
// pass per mask for this batch.
for (m, mask) in masks.iter().enumerate().filter(|(m, _)| batch[*m] == b) {
let c = arr.contours(|k| k == mask.as_slice());
faces[m].extend(c.grouped().into_iter().map(|g| contours_to_path(&c, g, &arr.tidy)));
}
continue;
};
// A contour belongs under the nearest enclosing contour of the same mask, as in that
// mask's own pass.
let mut children = vec![Vec::new(); owner.len()];
let mut roots = Vec::new();
for (i, &m) in owner.iter().enumerate() {
let mut up = c[ContourIdx(i)].parent;
while let Some(p) = up.filter(|p| owner.get(p.0) != Some(&m)) {
up = c[p].parent;
}
match up {
Some(p) => children[p.0].push(i),
None => roots.push(i),
}
}
for r in roots {
let mut group = Vec::new();
let mut stack = vec![r];
while let Some(i) = stack.pop() {
group.push(ContourIdx(i));
stack.extend(children[i].iter().rev());
}
faces[owner[r]].push(contours_to_path(&c, group, &arr.tidy));
}
}
let mut out = Vec::new();
for (mask, paths) in masks.iter().zip(faces) {
let sources: Vec<usize> = mask.iter().enumerate().filter(|(_, b)| **b).map(|(i, _)| i).collect();
out.extend(paths.into_iter().filter(|p| !p.is_empty()).map(|path| Region { path, sources: sources.clone() }));
}
out
}
/// A point as a map key (the arrangement's vertices are exact).
fn vertex_key(p: Point) -> (u64, u64) {
(p.x.to_bits(), p.y.to_bits())
}
/// All faces of the planar arrangement of `shapes` (every area covered by at least one shape,
/// split wherever coverage changes).
pub fn regions(shapes: &[Shape]) -> Vec<Region> {
arrangement(shapes).map(|a| regions_of(&a)).unwrap_or_default()
}
/// The face under `point`, if any (Shape Builder hover/click).
pub fn region_at(shapes: &[Shape], point: Point) -> Option<Region> {
regions(shapes).into_iter().find(|r| r.contains(point))
}
/// Merge Shape Builder regions into one path (their union).
pub fn merge_regions(regions: &[&Region]) -> PathData {
let v: Vec<(&PathData, FillRule)> = regions.iter().map(|r| (&r.path, FillRule::NonZero)).collect();
unite_all(&v)
}
/// Pathfinder Outline: split every shape's boundary at junctions of the arrangement.
fn outline_edges(arr: &Arrangement, shapes: &[Shape]) -> Vec<Shape> {
let junctions = arr.junctions();
let scale = shapes.iter().filter_map(|s| s.path.control_bounds()).map(|r| r.width().max(r.height())).fold(1.0, f64::max);
let tol = scale * 1e-7;
// (chain, key, source index)
let mut chains: Vec<(Vec<Seg>, u64)> = Vec::new();
for s in shapes {
for sp in &s.path.subpaths {
if sp.anchors.len() < 2 {
continue;
}
let mut sp = sp.clone();
sp.closed = true;
// Split each segment at junctions; record which piece starts are breaks.
let mut pieces: Vec<(Seg, bool)> = Vec::new();
for i in 0..sp.segment_count() {
let c = sp.segment(i);
let line = sp.segment_is_line(i);
let mut ts: Vec<f64> = junctions
.iter()
.filter_map(|&j| {
let nr = c.nearest(j, 1e-9);
(nr.distance_sq.sqrt() <= tol.max(1e-6)).then_some(nr.t)
})
.collect();
ts.sort_by(f64::total_cmp);
let start_is_junction = ts.first().is_some_and(|&t| t < 1e-9);
let mut cuts: Vec<f64> = vec![0.0];
cuts.extend(ts.into_iter().filter(|&t| t > 1e-9 && t < 1.0 - 1e-9));
cuts.push(1.0);
cuts.dedup_by(|a, b| (*a - *b).abs() < 1e-9);
for (k, w) in cuts.windows(2).enumerate() {
let sub = c.subsegment(w[0]..w[1]);
let seg = if line { Seg::line(sub.p0, sub.p3) } else { Seg { c: sub, line: false } };
pieces.push((seg, if k == 0 { start_is_junction } else { true }));
}
}
// Chain pieces between breaks.
let first_break = pieces.iter().position(|(_, b)| *b);
match first_break {
None => {
let segs: Vec<Seg> = pieces.into_iter().map(|(s, _)| s).collect();
chains.push((segs, s.key));
}
Some(k) => {
pieces.rotate_left(k);
let mut cur: Vec<Seg> = Vec::new();
for (seg, brk) in pieces {
if brk && !cur.is_empty() {
chains.push((std::mem::take(&mut cur), s.key));
}
cur.push(seg);
}
if !cur.is_empty() {
chains.push((cur, s.key));
}
}
}
}
}
// De-duplicate coincident chains, keeping the front-most key (later shapes overwrite).
let mut out: Vec<(Vec<Seg>, u64)> = Vec::new();
let sig = |c: &[Seg]| -> (Point, Point, Point) {
let a = c[0].c.p0;
let b = c[c.len() - 1].c.p3;
let mid = mid_point(c);
(a, b, mid)
};
for (chain, key) in chains {
let (a, b, m) = sig(&chain);
let near = |p: Point, q: Point| p.distance(q) <= tol.max(1e-6) * 10.0;
if let Some(e) = out.iter_mut().find(|(c, _)| {
let (a2, b2, m2) = sig(c);
near(m, m2) && ((near(a, a2) && near(b, b2)) || (near(a, b2) && near(b, a2)))
}) {
e.1 = key;
} else {
out.push((chain, key));
}
}
out.into_iter()
.filter_map(|(chain, key)| {
// Chain joints are the shapes' own anchors, so there is nothing to re-merge.
let sp = segs_to_subpath(&chain, false)?;
Some(Shape::new(PathData::single(sp), FillRule::NonZero, key))
})
.collect()
}
fn mid_point(c: &[Seg]) -> Point {
let lens: Vec<f64> = c.iter().map(|s| kurbo::ParamCurveArclen::arclen(&s.c, 1e-6)).collect();
let total: f64 = lens.iter().sum();
let mut acc = 0.0;
for (s, l) in c.iter().zip(&lens) {
if acc + l >= total / 2.0 && *l > 0.0 {
let t = kurbo::ParamCurveArclen::inv_arclen(&s.c, total / 2.0 - acc, 1e-6);
return s.c.eval(t);
}
acc += l;
}
c[0].c.p0
}
#[cfg(test)]
mod tests {
use super::*;
use proptest::prelude::*;
use vectorcraft_geom::{Rect, SubPath, shapes};
/// The faces one contour pass per mask finds: what [`regions_of`] must match exactly.
fn regions_one_mask_at_a_time(arr: &Arrangement) -> Vec<Region> {
let mut out = Vec::new();
for mask in arr.distinct_masks() {
let c = arr.contours(|m| m == mask.as_slice());
let sources: Vec<usize> = mask.iter().enumerate().filter(|(_, b)| **b).map(|(i, _)| i).collect();
for g in c.grouped() {
let path = contours_to_path(&c, g, &arr.tidy);
if !path.is_empty() {
out.push(Region { path, sources: sources.clone() });
}
}
}
out
}
fn same_as_one_mask_at_a_time(shapes: &[Shape]) {
let arr = arrangement(shapes).expect("arrangement");
assert_eq!(regions_of(&arr), regions_one_mask_at_a_time(&arr));
}
fn rect(x0: f64, y0: f64, x1: f64, y1: f64) -> PathData {
shapes::rectangle(Rect::new(x0, y0, x1, y1))
}
/// Shapes on a coarse grid, so that edges and corners coincide: rectangles, rectangles with
/// a hole, ellipses and polygons that may cross themselves, under either fill rule.
fn arb_shape() -> impl Strategy<Value = Shape> {
let c = || (0..12i32).prop_map(|v| f64::from(v) * 10.0);
let r = (c(), c(), 1..6i32, 1..6i32).prop_map(|(x, y, w, h)| (x, y, x + f64::from(w) * 10.0, y + f64::from(h) * 10.0));
let path = prop_oneof![
r.clone().prop_map(|(x0, y0, x1, y1)| rect(x0, y0, x1, y1)),
r.clone().prop_map(|(x0, y0, x1, y1)| {
let (cx, cy) = ((x0 + x1) / 2.0, (y0 + y1) / 2.0);
let mut p = rect(x0 - 10.0, y0 - 10.0, x1 + 10.0, y1 + 10.0);
p.subpaths.extend(rect(x0, y0, cx.max(x0 + 5.0), cy.max(y0 + 5.0)).subpaths);
p
}),
r.prop_map(|(x0, y0, x1, y1)| shapes::ellipse(Rect::new(x0, y0, x1, y1))),
prop::collection::vec((c(), c()), 3..7).prop_map(|pts| {
let pts: Vec<Point> = pts.into_iter().map(|(x, y)| Point::new(x, y)).collect();
PathData::single(SubPath::polyline(&pts, true))
}),
];
(path, any::<bool>(), any::<u64>())
.prop_map(|(p, even_odd, key)| Shape::new(p, if even_odd { FillRule::EvenOdd } else { FillRule::NonZero }, key))
}
#[test]
fn crossing_strips_match_one_mask_at_a_time() {
let mut v = Vec::new();
for i in 0..12 {
let x = 10.0 + 20.0 * f64::from(i);
v.push(Shape::new(rect(x, 0.0, x + 4.0, 250.0), FillRule::NonZero, 1));
v.push(Shape::new(rect(0.0, x, 250.0, x + 4.0), FillRule::NonZero, 2));
}
same_as_one_mask_at_a_time(&v);
// Every crossing, and each strip in 13 pieces.
assert_eq!(regions(&v).len(), 12 * 12 + 2 * 12 * 13);
}
proptest! {
#![proptest_config(ProptestConfig { cases: 256, failure_persistence: None, rng_seed: proptest::test_runner::RngSeed::Fixed(0x5eed_9a7f), ..ProptestConfig::default() })]
/// Batching the masks changes nothing: the same regions, in the same order, with the same
/// contours in each.
#[test]
fn batched_regions_match_one_mask_at_a_time(v in prop::collection::vec(arb_shape(), 1..8)) {
same_as_one_mask_at_a_time(&v);
}
}
}