fix(geom): Corner Options keep curves and round every corner point

Corners were applied only where two straight segments meet, and every
other segment was redrawn as a straight line: a Pathfinder quarter
circle with rounded corners rendered as a triangle with one round
corner. Corner points are now where the path turns; the sides next to a
corner are trimmed along their length, curves included, and stay
curves. Smooth points are left alone; rectangles are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
moppeeerandClaude Opus 5.5 authored and paaspaas00 committed 2026-10-12 18:29:13 +02:00
1 parent d020b4e85d
commit a175245f95
2 files changed
+112 -41

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@@ -132,6 +132,7 @@ Newest first.
- **2026-10-12** · Window close and application/menu Quit ask about unsaved documents; later Cancel keeps every tab open, including earlier Don't Save choices. Approvals are rechecked after edits. Cancelable macOS Dock Quit remains open (#544). No readiness percentage change.
- **2026-10-12** · Each running app keeps recovery data in its own locked folder; current folder and lock ownership are checked before writes and cleanup. Failed isolation disables recovery with a warning instead of sharing document IDs. No readiness percentage change.
- **2026-10-12** · Native engine saves and exports replace files atomically; failed writes retain the original, private staging preserves Unix permissions, and valid long filenames work. Desktop Services and CLI raster exports remain separate follow-ups. No readiness percentage change.
- **2026-10-11** · Corner Options keep curved sides curved and round every corner point, including where an arc meets a line (a Pathfinder quarter circle with rounded corners stayed a triangle). No readiness percentage change.
- **2026-10-12** · Words in capitals hyphenate like capitalized words (FERRUM COM-MODI), as in InDesign; Hyphenate Capitalized Words off keeps them whole. No readiness percentage change.
- **2026-10-11** · `transform.move {copy}`, Edit › Duplicate and Step and Repeat return the copies' ids, so a script can go on with them. No readiness percentage change.
- **2026-10-11** · `object.fill` and `object.stroke` refuse a swatch name the document doesn't have (it painted nothing) and suggest the name meant (`Paper` → `[Paper]`). No readiness percentage change.
+111 -41
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@@ -1,9 +1,10 @@
//! Live corner options (Object → Corner Options): rounded, inverse rounded, inset, bevel, fancy.
//!
//! Corners are applied at render time to the straight-segment corners of a closed path, so the
//! frame keeps its simple editable geometry (as in InDesign).
//! Corners are applied at render time to the corner points of a closed path (where its direction
//! turns), so the frame keeps its simple editable geometry (as in InDesign). Curved sides stay
//! curved: a corner where an arc meets a line trims the arc along its length.
use kurbo::{BezPath, Point, Vec2};
use kurbo::{BezPath, CubicBez, ParamCurve, ParamCurveArclen, Point, Vec2};
use serde::{Deserialize, Serialize};
use crate::path::{PathData, SubPath};
@@ -63,8 +64,9 @@ impl CornerOptions {
}
}
/// Apply corner options to `path`. Corners are applied to anchors joining two straight segments of
/// closed subpaths; other anchors are kept. Anchor `i` of every subpath uses `opts.corners[i % 4]`.
/// Apply corner options to `path`. Corners are applied to the corner points of closed subpaths
/// (where the incoming and outgoing directions differ, curved sides included); smooth points are
/// kept. Anchor `i` of every subpath uses `opts.corners[i % 4]`.
pub fn apply(path: &PathData, opts: &CornerOptions) -> BezPath {
if opts.is_none() {
return path.to_bezpath();
@@ -76,50 +78,76 @@ pub fn apply(path: &PathData, opts: &CornerOptions) -> BezPath {
out
}
/// Arc length accuracy (points) when trimming curved sides.
const ARC_ACCURACY: f64 = 1e-3;
/// Directions closer than this (cosine, about 1°) are a smooth point, not a corner.
const SMOOTH: f64 = 0.9998;
/// The unit direction a segment leaves its start in (None for a point).
fn start_dir(c: &CubicBez) -> Option<Vec2> {
[c.p1, c.p2, c.p3].into_iter().map(|q| q - c.p0).find(|d| d.hypot() > 1e-9).map(|d| d / d.hypot())
}
/// The unit direction a segment arrives at its end in (None for a point).
fn end_dir(c: &CubicBez) -> Option<Vec2> {
[c.p2, c.p1, c.p0].into_iter().map(|q| c.p3 - q).find(|d| d.hypot() > 1e-9).map(|d| d / d.hypot())
}
/// Does the path turn where `prev` ends and `next` starts?
fn is_corner(prev: &CubicBez, next: &CubicBez) -> bool {
matches!((end_dir(prev), start_dir(next)), (Some(a), Some(b)) if a.dot(b) < SMOOTH)
}
fn apply_subpath(sp: &SubPath, opts: &CornerOptions, out: &mut BezPath) {
let n = sp.anchors.len();
let straight_corner = |i: usize| {
let a = &sp.anchors[i];
sp.closed && !a.has_in() && !a.has_out()
};
if !sp.closed || n < 3 || !(0..n).any(straight_corner) {
if !sp.closed || n < 2 {
sp.to_bezpath_into(out);
return;
}
let pts: Vec<Point> = sp.anchors.iter().map(|a| a.p).collect();
let mut first = true;
for i in 0..n {
let c = opts.corners[i % 4];
let p = pts[i];
let prev = pts[(i + n - 1) % n];
let next = pts[(i + 1) % n];
if c.is_none() || !straight_corner(i) || !straight_corner((i + n - 1) % n) && sp.anchors[(i + n - 1) % n].has_out() {
if first {
out.move_to(p);
first = false;
} else {
out.line_to(p);
// Segment `i` runs from anchor `i` to anchor `i + 1`; the corner at anchor `i` joins segments
// `i - 1` and `i`, and takes at most half of each.
let segs: Vec<CubicBez> = (0..n).map(|i| sp.segment(i)).collect();
let lens: Vec<f64> = segs.iter().map(|c| c.arclen(ARC_ACCURACY)).collect();
let size: Vec<f64> = (0..n)
.map(|i| {
let c = opts.corners[i % 4];
let prev = (i + n - 1) % n;
if c.is_none() || !is_corner(&segs[prev], &segs[i]) {
return 0.0;
}
continue;
}
let din = prev - p;
let dout = next - p;
let (lin, lout) = (din.hypot(), dout.hypot());
if lin < 1e-9 || lout < 1e-9 {
continue;
}
let s = c.size.min(lin / 2.0).min(lout / 2.0);
let ui = din / lin;
let uo = dout / lout;
let a = p + ui * s; // entry point on incoming edge
let b = p + uo * s; // exit point on outgoing edge
if first {
out.move_to(a);
first = false;
c.size.min(lens[prev] / 2.0).min(lens[i] / 2.0).max(0.0)
})
.collect();
if size.iter().all(|s| *s <= 0.0) {
sp.to_bezpath_into(out);
return;
}
// Each segment without the parts its corners take.
let trimmed: Vec<CubicBez> = (0..n)
.map(|i| {
let (s0, s1) = (size[i], size[(i + 1) % n]);
let t0 = if s0 > 0.0 { segs[i].inv_arclen(s0, ARC_ACCURACY) } else { 0.0 };
let t1 = if s1 > 0.0 { segs[i].inv_arclen(lens[i] - s1, ARC_ACCURACY) } else { 1.0 };
segs[i].subsegment(t0..t1.max(t0))
})
.collect();
out.move_to(trimmed[0].p0);
for i in 0..n {
let seg = &trimmed[i];
if sp.segment_is_line(i) {
out.line_to(seg.p3);
} else {
out.line_to(a);
out.curve_to(seg.p1, seg.p2, seg.p3);
}
// The corner at the segment's end, from where this segment stops to where the next starts.
let j = (i + 1) % n;
let next = &trimmed[j];
if size[j] > 0.0 {
match (end_dir(seg).or_else(|| end_dir(&segs[i])), start_dir(next).or_else(|| start_dir(&segs[j]))) {
(Some(ta), Some(tb)) => corner_shape(out, opts.corners[j % 4].shape, sp.anchors[j].p, seg.p3, next.p0, -ta, tb, size[j]),
_ => out.line_to(next.p0),
}
}
corner_shape(out, c.shape, p, a, b, ui, uo, s);
}
out.close_path();
}
@@ -185,6 +213,48 @@ mod tests {
assert!((a - std::f64::consts::PI * 100.0).abs() < 1.0, "{a}");
}
fn nearest(bp: &BezPath, p: Point) -> f64 {
use kurbo::ParamCurveNearest;
bp.segments().map(|s| s.nearest(p, 1e-6).distance_sq.sqrt()).fold(f64::INFINITY, f64::min)
}
/// A quarter disc of radius 100 centred on (0, 100): its arc from (0, 0) to (100, 100).
fn quarter_disc() -> PathData {
let k = 100.0 * crate::shapes::KAPPA;
let mut a0 = crate::path::Anchor::corner(Point::new(0.0, 0.0));
a0.h_out = Point::new(k, 0.0);
let mut a1 = crate::path::Anchor::corner(Point::new(100.0, 100.0));
a1.h_in = Point::new(100.0, 100.0 - k);
let a2 = crate::path::Anchor::corner(Point::new(0.0, 100.0));
PathData::new(vec![SubPath { anchors: vec![a0, a1, a2], closed: true }])
}
#[test]
fn rounded_corners_keep_curved_sides_and_round_where_an_arc_meets_a_line() {
let p = quarter_disc();
let bp = apply(&p, &CornerOptions::uniform(CornerShape::Rounded, 20.0));
// Still a quarter disc (area pi/4 * 100^2 = 7854), less three small rounded corners; a
// triangle would be 5000.
let area = bp.area().abs();
assert!(area > 7300.0 && area < 7854.0, "area {area}");
// The middle of the arc is kept.
let mid = Point::new(100.0 * std::f64::consts::FRAC_1_SQRT_2, 100.0 - 100.0 * std::f64::consts::FRAC_1_SQRT_2);
assert!(nearest(&bp, mid) < 0.05, "{}", nearest(&bp, mid));
// All three corners are rounded off: the line-line one and both where the arc meets a line.
for corner in [Point::new(0.0, 0.0), Point::new(100.0, 100.0), Point::new(0.0, 100.0)] {
assert!(nearest(&bp, corner) > 3.0, "{corner:?} is still sharp");
}
}
#[test]
fn smooth_points_are_not_corners() {
let e = crate::shapes::ellipse(Rect::new(0.0, 0.0, 100.0, 60.0));
for shape in CornerShape::ALL.into_iter().skip(1) {
let bp = apply(&e, &CornerOptions::uniform(shape, 20.0));
assert!((bp.area().abs() - e.to_bezpath().area().abs()).abs() < 1e-6, "{shape:?}");
}
}
#[test]
fn size_is_clamped_to_half_edge() {
let r = rectangle(Rect::new(0.0, 0.0, 10.0, 10.0));