feat(gradient): selectable gradient types + working creation

GRADIENT silently degraded to a plain hatch: add_hatch rebuilt the
render model from the DXF entity but never encoded the gradient on it,
so the committed fill lost its gradient entirely. The entity now
carries the full gradient record (name, angle, colour stops,
solid-fill flag), and the standard shape set became selectable:
Linear / Cylinder / Spherical / Hemispherical / Curved plus an Invert
toggle, offered as prompt buttons on the GRADIENT command and as a
Gradient type dropdown + Invert box in the properties panel. All nine
standard DXF names round-trip (inverted linear persists by swapping
the colour stops), and the shaders shape each kind distinctly —
mirrored cylinder, eased curve, dome-profiled hemisphere — on both the
native and web pipelines without changing the GPU struct sizes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Fable 5 committed 2026-07-21 12:51:08 +03:00
1 parent 9bfcad18b9
commit 930d8c51ea
8 files changed
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@@ -29,6 +29,93 @@ pub struct PatFamily {
pub dashes: Vec<f32>,
}
/// The standard gradient fill shapes. Spherical / Hemispherical run from the
/// boundary centre outward; the others run along `angle_deg`.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum GradientKind {
Linear,
Cylinder,
Spherical,
Hemispherical,
Curved,
}
impl GradientKind {
pub const ALL: [GradientKind; 5] = [
GradientKind::Linear,
GradientKind::Cylinder,
GradientKind::Spherical,
GradientKind::Hemispherical,
GradientKind::Curved,
];
/// Radial fills shade from the boundary centre outward.
pub fn radial(self) -> bool {
matches!(self, GradientKind::Spherical | GradientKind::Hemispherical)
}
pub fn label(self) -> &'static str {
match self {
GradientKind::Linear => "Linear",
GradientKind::Cylinder => "Cylinder",
GradientKind::Spherical => "Spherical",
GradientKind::Hemispherical => "Hemispherical",
GradientKind::Curved => "Curved",
}
}
pub fn from_label(label: &str) -> Option<Self> {
Self::ALL.iter().copied().find(|k| k.label() == label)
}
/// Parse the DXF gradient name (`LINEAR`, `INVCYLINDER`, …) into the kind
/// plus its inverted flag. Unknown names read as Linear.
pub fn from_name(name: &str) -> (Self, bool) {
let n = name.trim().to_ascii_uppercase();
let invert = n.starts_with("INV");
let base = n.trim_start_matches("INV");
let kind = if base.contains("CYL") {
GradientKind::Cylinder
} else if base.contains("HEMI") {
GradientKind::Hemispherical
} else if base.contains("SPHER") {
GradientKind::Spherical
} else if base.contains("CURV") {
GradientKind::Curved
} else {
GradientKind::Linear
};
(kind, invert)
}
/// The DXF gradient name. Linear has no INV variant in the standard set —
/// an inverted linear is persisted by swapping the colour stops instead.
pub fn dxf_name(self, invert: bool) -> &'static str {
match (self, invert) {
(GradientKind::Linear, _) => "LINEAR",
(GradientKind::Cylinder, false) => "CYLINDER",
(GradientKind::Cylinder, true) => "INVCYLINDER",
(GradientKind::Spherical, false) => "SPHERICAL",
(GradientKind::Spherical, true) => "INVSPHERICAL",
(GradientKind::Hemispherical, false) => "HEMISPHERICAL",
(GradientKind::Hemispherical, true) => "INVHEMISPHERICAL",
(GradientKind::Curved, false) => "CURVED",
(GradientKind::Curved, true) => "INVCURVED",
}
}
/// Shape selector for the GPU shader (`grad_kind` low bits).
pub fn shader_kind(self) -> u32 {
match self {
GradientKind::Linear => 0,
GradientKind::Cylinder => 1,
GradientKind::Spherical => 2,
GradientKind::Hemispherical => 3,
GradientKind::Curved => 4,
}
}
}
/// Hatch fill pattern.
#[derive(Clone, Debug)]
pub enum HatchPattern {
@@ -36,13 +123,13 @@ pub enum HatchPattern {
Solid,
/// One or more line families (PAT format).
Pattern(Vec<PatFamily>),
/// Two-stop gradient from `color` to `color2`. Linear along `angle_deg`
/// unless `radial`, in which case it runs from the boundary centre outward
/// (spherical / hemispherical / curved fills).
/// Two-stop gradient from `color` to `color2`, shaped by `kind`; `invert`
/// swaps the two stops.
Gradient {
angle_deg: f32,
color2: [f32; 4],
radial: bool,
kind: GradientKind,
invert: bool,
},
}