feat: Ghost points at the end of the splines
Signed-off-by: Mark Tolmacs <mark@lazycat.hu>
This commit is contained in:
+133
-53
@@ -625,60 +625,72 @@ export const generateLinearCollisionShape = (
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});
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}
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return generator
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.curve(points as unknown as RoughPoint[], options)
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.sets[0].ops.slice(0, element.points.length)
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.map((op, i) => {
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if (i === 0) {
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const p = pointRotateRads<GlobalPoint>(
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pointFrom<GlobalPoint>(
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element.x + op.data[0],
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element.y + op.data[1],
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),
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center,
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element.angle,
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);
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// Generate collision ops using the same Catmull-Rom → cubic Bézier
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// algorithm as generateSimpleArrowShape so hit-testing matches rendering.
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const tension = 0.5;
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const rotateLocal = (lx: number, ly: number): LocalPoint => {
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const g = pointRotateRads<GlobalPoint>(
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pointFrom<GlobalPoint>(element.x + lx, element.y + ly),
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center,
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element.angle,
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);
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return pointFrom<LocalPoint>(g[0] - element.x, g[1] - element.y);
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};
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return {
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op: "move",
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data: pointFrom<LocalPoint>(p[0] - element.x, p[1] - element.y),
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};
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}
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const collisionOps: Array<{
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op: string;
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data: number[] | LocalPoint;
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}> = [];
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collisionOps.push({
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op: "move",
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data: rotateLocal(points[0][0], points[0][1]),
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});
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return {
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op: "bcurveTo",
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data: [
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pointRotateRads(
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pointFrom<GlobalPoint>(
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element.x + op.data[0],
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element.y + op.data[1],
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),
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center,
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element.angle,
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),
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pointRotateRads(
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pointFrom<GlobalPoint>(
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element.x + op.data[2],
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element.y + op.data[3],
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),
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center,
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element.angle,
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),
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pointRotateRads(
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pointFrom<GlobalPoint>(
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element.x + op.data[4],
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element.y + op.data[5],
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),
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center,
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element.angle,
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),
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]
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.map((p) =>
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pointFrom<LocalPoint>(p[0] - element.x, p[1] - element.y),
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)
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.flat(),
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};
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if (points.length === 2) {
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collisionOps.push({
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op: "lineTo",
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data: rotateLocal(points[1][0], points[1][1]),
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});
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} else {
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const n = points.length;
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const ptx = new Float64Array(n);
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const pty = new Float64Array(n);
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for (let i = 0; i < n; i++) {
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if (i === 0) {
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const pbx = 3 * points[0][0] - 3 * points[1][0] + points[2][0];
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const pby = 3 * points[0][1] - 3 * points[1][1] + points[2][1];
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ptx[i] = tension * (points[1][0] - pbx);
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pty[i] = tension * (points[1][1] - pby);
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} else if (i === n - 1) {
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const pax =
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3 * points[n - 1][0] - 3 * points[n - 2][0] + points[n - 3][0];
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const pay =
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3 * points[n - 1][1] - 3 * points[n - 2][1] + points[n - 3][1];
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ptx[i] = tension * (pax - points[n - 2][0]);
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pty[i] = tension * (pay - points[n - 2][1]);
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} else {
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ptx[i] = tension * (points[i + 1][0] - points[i - 1][0]);
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pty[i] = tension * (points[i + 1][1] - points[i - 1][1]);
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}
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}
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for (let i = 0; i < n - 1; i++) {
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const cp1x = points[i][0] + ptx[i] / 3;
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const cp1y = points[i][1] + pty[i] / 3;
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const cp2x = points[i + 1][0] - ptx[i + 1] / 3;
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const cp2y = points[i + 1][1] - pty[i + 1] / 3;
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const rcp1 = rotateLocal(cp1x, cp1y);
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const rcp2 = rotateLocal(cp2x, cp2y);
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const rend = rotateLocal(points[i + 1][0], points[i + 1][1]);
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collisionOps.push({
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op: "bcurveTo",
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data: [rcp1[0], rcp1[1], rcp2[0], rcp2[1], rend[0], rend[1]],
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});
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}
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}
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return collisionOps;
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}
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case "freedraw": {
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if (element.points.length < 2) {
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@@ -920,7 +932,12 @@ const _generateElementShape = (
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];
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}
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} else {
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shape = [generator.curve(points as unknown as RoughPoint[], options)];
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shape = [
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generator.path(
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generateSimpleArrowShape(points, 0.5),
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generateRoughOptions(element, true, isDarkMode),
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),
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];
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}
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// add lines only in arrow
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@@ -1004,10 +1021,73 @@ const _generateElementShape = (
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}
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};
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const generateSimpleArrowShape = (
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points: readonly LocalPoint[],
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tension = 0.5,
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): string => {
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if (points.length < 2) {
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return "";
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}
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if (points.length === 2) {
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return `M ${points[0][0]} ${points[0][1]} L ${points[1][0]} ${points[1][1]}`;
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}
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// Catmull-Rom spline converted to cubic Bézier segments.
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// Tangents are computed from neighboring points (one-sided at endpoints),
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// guaranteeing C1 continuity — smooth tangent direction at every data point
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// with no pinching at segment joints.
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//
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// tension=0 → straight lines; tension=0.5 → standard Catmull-Rom.
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const n = points.length;
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// Compute tangent vectors at each point.
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const tx = new Float64Array(n);
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const ty = new Float64Array(n);
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// Quadratic-extrapolation phantom points so endpoints use the same
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// central-difference formula as interior points, preventing degenerate
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// (chord-parallel) first/last segments.
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// phantom_before = 3*P[0] - 3*P[1] + P[2]
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// phantom_after = 3*P[n-1] - 3*P[n-2] + P[n-3]
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for (let i = 0; i < n; i++) {
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if (i === 0) {
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const pbx = 3 * points[0][0] - 3 * points[1][0] + points[2][0];
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const pby = 3 * points[0][1] - 3 * points[1][1] + points[2][1];
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tx[i] = tension * (points[1][0] - pbx);
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ty[i] = tension * (points[1][1] - pby);
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} else if (i === n - 1) {
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const pax =
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3 * points[n - 1][0] - 3 * points[n - 2][0] + points[n - 3][0];
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const pay =
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3 * points[n - 1][1] - 3 * points[n - 2][1] + points[n - 3][1];
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tx[i] = tension * (pax - points[n - 2][0]);
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ty[i] = tension * (pay - points[n - 2][1]);
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} else {
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tx[i] = tension * (points[i + 1][0] - points[i - 1][0]);
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ty[i] = tension * (points[i + 1][1] - points[i - 1][1]);
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}
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}
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const path: string[] = [`M ${points[0][0]} ${points[0][1]}`];
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for (let i = 0; i < n - 1; i++) {
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const cp1x = points[i][0] + tx[i] / 3;
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const cp1y = points[i][1] + ty[i] / 3;
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const cp2x = points[i + 1][0] - tx[i + 1] / 3;
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const cp2y = points[i + 1][1] - ty[i + 1] / 3;
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path.push(
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`C ${cp1x} ${cp1y} ${cp2x} ${cp2y} ${points[i + 1][0]} ${
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points[i + 1][1]
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}`,
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);
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}
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return path.join(" ");
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};
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const generateElbowArrowShape = (
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points: readonly LocalPoint[],
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radius: number,
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) => {
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): string => {
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const subpoints = [] as [number, number][];
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for (let i = 1; i < points.length - 1; i += 1) {
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const prev = points[i - 1];
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