How the Path tool should behave #666
Replies: 3 comments 2 replies
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Sounds pretty intuitive to me! 👍 The only thing I'm wondering about is using the V shortcut, which in many other applications actuay activates the cursor / transform tool. Personally, I'm a big fan of Figma's vector networks, i.e. that one point can have more than two lines connected to it. It makes it incredibly efficient to draw and edit things like line icons and other illustrations with intersecting lines. I'd also appreciate a form of smart snapping relating existing points, perhaps even of other nearby shapes. And it would be great to have an option for creating polygons that consist of multiple disconnected shapes, i.e. the last point should be selected to continue the line from there, but if it's not, a new, disconnected point is created. I know these features are quite advanced and probably out of scope initially, but I wanted to suggest them anyway for future reference. 😊 Keep up the great work! 🎉 |
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The player need an option to control the kind of node he is drawing. The default should be node with mirrored handles in terms of angle and position. If he press and hold some key, he can control the position of one of the handles. If he press and hold another key, he can also control the angle of this handle. |
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An initial implementation of the path tool is now in the Big shout out to @AshishS-1123 for his amazing work on this initial milestone. Next on the list to improve the path tool is:
More thing to come later... |
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After PR #663 we got an initial implementation for the Path/Vector tool.
Let's use this discussion to define its behavior and all related functionalities.
Path Creation
Draw straight lines
Draw curved lines
Auto close path
Edit path
Double clicking on any other canvas item should be handled separately in another discussion.
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