feat: Ghost points at the end of the splines

Signed-off-by: Mark Tolmacs <mark@lazycat.hu>
This commit is contained in:
Mark Tolmacs
2026-03-20 14:33:04 +00:00
parent c1082923ee
commit c94e05970d
6 changed files with 172 additions and 80 deletions
+133 -53
View File
@@ -625,60 +625,72 @@ export const generateLinearCollisionShape = (
});
}
return generator
.curve(points as unknown as RoughPoint[], options)
.sets[0].ops.slice(0, element.points.length)
.map((op, i) => {
if (i === 0) {
const p = pointRotateRads<GlobalPoint>(
pointFrom<GlobalPoint>(
element.x + op.data[0],
element.y + op.data[1],
),
center,
element.angle,
);
// Generate collision ops using the same Catmull-Rom → cubic Bézier
// algorithm as generateSimpleArrowShape so hit-testing matches rendering.
const tension = 0.5;
const rotateLocal = (lx: number, ly: number): LocalPoint => {
const g = pointRotateRads<GlobalPoint>(
pointFrom<GlobalPoint>(element.x + lx, element.y + ly),
center,
element.angle,
);
return pointFrom<LocalPoint>(g[0] - element.x, g[1] - element.y);
};
return {
op: "move",
data: pointFrom<LocalPoint>(p[0] - element.x, p[1] - element.y),
};
}
const collisionOps: Array<{
op: string;
data: number[] | LocalPoint;
}> = [];
collisionOps.push({
op: "move",
data: rotateLocal(points[0][0], points[0][1]),
});
return {
op: "bcurveTo",
data: [
pointRotateRads(
pointFrom<GlobalPoint>(
element.x + op.data[0],
element.y + op.data[1],
),
center,
element.angle,
),
pointRotateRads(
pointFrom<GlobalPoint>(
element.x + op.data[2],
element.y + op.data[3],
),
center,
element.angle,
),
pointRotateRads(
pointFrom<GlobalPoint>(
element.x + op.data[4],
element.y + op.data[5],
),
center,
element.angle,
),
]
.map((p) =>
pointFrom<LocalPoint>(p[0] - element.x, p[1] - element.y),
)
.flat(),
};
if (points.length === 2) {
collisionOps.push({
op: "lineTo",
data: rotateLocal(points[1][0], points[1][1]),
});
} else {
const n = points.length;
const ptx = new Float64Array(n);
const pty = new Float64Array(n);
for (let i = 0; i < n; i++) {
if (i === 0) {
const pbx = 3 * points[0][0] - 3 * points[1][0] + points[2][0];
const pby = 3 * points[0][1] - 3 * points[1][1] + points[2][1];
ptx[i] = tension * (points[1][0] - pbx);
pty[i] = tension * (points[1][1] - pby);
} else if (i === n - 1) {
const pax =
3 * points[n - 1][0] - 3 * points[n - 2][0] + points[n - 3][0];
const pay =
3 * points[n - 1][1] - 3 * points[n - 2][1] + points[n - 3][1];
ptx[i] = tension * (pax - points[n - 2][0]);
pty[i] = tension * (pay - points[n - 2][1]);
} else {
ptx[i] = tension * (points[i + 1][0] - points[i - 1][0]);
pty[i] = tension * (points[i + 1][1] - points[i - 1][1]);
}
}
for (let i = 0; i < n - 1; i++) {
const cp1x = points[i][0] + ptx[i] / 3;
const cp1y = points[i][1] + pty[i] / 3;
const cp2x = points[i + 1][0] - ptx[i + 1] / 3;
const cp2y = points[i + 1][1] - pty[i + 1] / 3;
const rcp1 = rotateLocal(cp1x, cp1y);
const rcp2 = rotateLocal(cp2x, cp2y);
const rend = rotateLocal(points[i + 1][0], points[i + 1][1]);
collisionOps.push({
op: "bcurveTo",
data: [rcp1[0], rcp1[1], rcp2[0], rcp2[1], rend[0], rend[1]],
});
}
}
return collisionOps;
}
case "freedraw": {
if (element.points.length < 2) {
@@ -920,7 +932,12 @@ const _generateElementShape = (
];
}
} else {
shape = [generator.curve(points as unknown as RoughPoint[], options)];
shape = [
generator.path(
generateSimpleArrowShape(points, 0.5),
generateRoughOptions(element, true, isDarkMode),
),
];
}
// add lines only in arrow
@@ -1004,10 +1021,73 @@ const _generateElementShape = (
}
};
const generateSimpleArrowShape = (
points: readonly LocalPoint[],
tension = 0.5,
): string => {
if (points.length < 2) {
return "";
}
if (points.length === 2) {
return `M ${points[0][0]} ${points[0][1]} L ${points[1][0]} ${points[1][1]}`;
}
// Catmull-Rom spline converted to cubic Bézier segments.
// Tangents are computed from neighboring points (one-sided at endpoints),
// guaranteeing C1 continuity — smooth tangent direction at every data point
// with no pinching at segment joints.
//
// tension=0 → straight lines; tension=0.5 → standard Catmull-Rom.
const n = points.length;
// Compute tangent vectors at each point.
const tx = new Float64Array(n);
const ty = new Float64Array(n);
// Quadratic-extrapolation phantom points so endpoints use the same
// central-difference formula as interior points, preventing degenerate
// (chord-parallel) first/last segments.
// phantom_before = 3*P[0] - 3*P[1] + P[2]
// phantom_after = 3*P[n-1] - 3*P[n-2] + P[n-3]
for (let i = 0; i < n; i++) {
if (i === 0) {
const pbx = 3 * points[0][0] - 3 * points[1][0] + points[2][0];
const pby = 3 * points[0][1] - 3 * points[1][1] + points[2][1];
tx[i] = tension * (points[1][0] - pbx);
ty[i] = tension * (points[1][1] - pby);
} else if (i === n - 1) {
const pax =
3 * points[n - 1][0] - 3 * points[n - 2][0] + points[n - 3][0];
const pay =
3 * points[n - 1][1] - 3 * points[n - 2][1] + points[n - 3][1];
tx[i] = tension * (pax - points[n - 2][0]);
ty[i] = tension * (pay - points[n - 2][1]);
} else {
tx[i] = tension * (points[i + 1][0] - points[i - 1][0]);
ty[i] = tension * (points[i + 1][1] - points[i - 1][1]);
}
}
const path: string[] = [`M ${points[0][0]} ${points[0][1]}`];
for (let i = 0; i < n - 1; i++) {
const cp1x = points[i][0] + tx[i] / 3;
const cp1y = points[i][1] + ty[i] / 3;
const cp2x = points[i + 1][0] - tx[i + 1] / 3;
const cp2y = points[i + 1][1] - ty[i + 1] / 3;
path.push(
`C ${cp1x} ${cp1y} ${cp2x} ${cp2y} ${points[i + 1][0]} ${
points[i + 1][1]
}`,
);
}
return path.join(" ");
};
const generateElbowArrowShape = (
points: readonly LocalPoint[],
radius: number,
) => {
): string => {
const subpoints = [] as [number, number][];
for (let i = 1; i < points.length - 1; i += 1) {
const prev = points[i - 1];