fix: Balancing curve angles

Signed-off-by: Mark Tolmacs <mark@lazycat.hu>
This commit is contained in:
Mark Tolmacs
2026-03-23 21:41:38 +00:00
parent eb6ab3f5b0
commit cc1f502a0f
+138 -9
View File
@@ -80,13 +80,18 @@ import type {
import type { Drawable, Options } from "roughjs/bin/core";
import type { Point as RoughPoint } from "roughjs/bin/geometry";
// At sharp corners, scale tangent handle lengths up by this fraction of the
// Controls how handle distance scales with chord length.
// At 1.0 handles are exactly h/3 (standard Hermite). Values below 1 make
// short segments curvier and long segments more taut (sub-linear scaling).
const CP_CHORD_POWER = 1;
// At curved knots the C2 spline tangent can be tilted away from the
// bisector direction, making one side of the knot tight and the other taut.
// This factor [0, 1] controls how far the tangent direction is pulled toward
// the bisector (the chord-bisector normal) linearly with turn sharpness.
// 0 = pure C2 spline; 1 = tangent fully aligned with the bisector.
const CP_ANGLE_CORRECTION = 0.5;
export class ShapeCache {
private static rg = new RoughGenerator();
private static cache = new WeakMap<
@@ -1094,13 +1099,13 @@ const debugRoundedArrowControlPoints = (
const CP_RADIUS = 5;
const DIAMOND_RADIUS = 6;
// Segment points: red X
for (let i = 0; i < nPts; i++) {
debugDrawPoint(g(points[i][0], points[i][1]), {
color: "#ff3333",
...PERMANENT,
});
}
// // Segment points: red X
// for (let i = 0; i < nPts; i++) {
// debugDrawPoint(g(points[i][0], points[i][1]), {
// color: "#ff3333",
// ...PERMANENT,
// });
// }
if (nPts === 2) {
debugDrawLine(
@@ -1169,6 +1174,89 @@ const debugRoundedArrowControlPoints = (
mlen[i] = Math.max(1e-10, Math.hypot(mx[i], my[i]));
}
// Mirror the angle-correction from generateRoundedSimpleArrowShape.
for (let k = 1; k < n; k++) {
const d1x = (points[k][0] - points[k - 1][0]) / h[k - 1];
const d1y = (points[k][1] - points[k - 1][1]) / h[k - 1];
const d2x = (points[k + 1][0] - points[k][0]) / h[k];
const d2y = (points[k + 1][1] - points[k][1]) / h[k];
const dot = d1x * d2x + d1y * d2y;
const t = ((1 - dot) / 2) * CP_ANGLE_CORRECTION;
if (t < 1e-6) {
continue;
}
const bx = d1x + d2x;
const by = d1y + d2y;
const blen = Math.hypot(bx, by);
if (blen < 1e-10) {
continue;
}
// Blend target: the bisector direction itself (pick sign aligning with current tangent)
let px = bx / blen;
let py = by / blen;
const tx = mx[k] / mlen[k];
const ty = my[k] / mlen[k];
if (tx * px + ty * py < 0) {
px = -px;
py = -py;
}
const blendX = tx + t * (px - tx);
const blendY = ty + t * (py - ty);
const blendLen = Math.max(1e-10, Math.hypot(blendX, blendY));
mx[k] = (blendX / blendLen) * mlen[k];
my[k] = (blendY / blendLen) * mlen[k];
}
// Bisector at interior knots: orange line along bisector, yellow tick for
// perpendicular-to-bisector (the ideal symmetric tangent direction).
const BISECTOR_HALF_LEN = 20;
const PERP_HALF_LEN = 12;
for (let k = 1; k < n; k++) {
const d1x = (points[k][0] - points[k - 1][0]) / h[k - 1];
const d1y = (points[k][1] - points[k - 1][1]) / h[k - 1];
const d2x = (points[k + 1][0] - points[k][0]) / h[k];
const d2y = (points[k + 1][1] - points[k][1]) / h[k];
const bx = d1x + d2x;
const by = d1y + d2y;
const blen = Math.hypot(bx, by);
if (blen < 1e-10) {
continue;
}
const bnx = bx / blen;
const bny = by / blen;
const pnx = -bny; // perpendicular to bisector = ideal tangent direction
const pny = bnx;
const pk = g(points[k][0], points[k][1]);
// bisector (orange)
debugDrawLine(
lineSegment(
pointFrom<GlobalPoint>(
pk[0] - bnx * BISECTOR_HALF_LEN,
pk[1] - bny * BISECTOR_HALF_LEN,
),
pointFrom<GlobalPoint>(
pk[0] + bnx * BISECTOR_HALF_LEN,
pk[1] + bny * BISECTOR_HALF_LEN,
),
),
{ color: "#ff8800", ...PERMANENT },
);
// perpendicular tick / ideal tangent (yellow)
debugDrawLine(
lineSegment(
pointFrom<GlobalPoint>(
pk[0] - pnx * PERP_HALF_LEN,
pk[1] - pny * PERP_HALF_LEN,
),
pointFrom<GlobalPoint>(
pk[0] + pnx * PERP_HALF_LEN,
pk[1] + pny * PERP_HALF_LEN,
),
),
{ color: "#ffdd00", ...PERMANENT },
);
}
for (let i = 0; i < n; i++) {
const cpDist = Math.pow(h[i], CP_CHORD_POWER) / 3;
const p0 = g(points[i][0], points[i][1]);
@@ -1305,6 +1393,47 @@ const generateRoundedSimpleArrowShape = (
mlen[i] = Math.max(1e-10, Math.hypot(mx[i], my[i]));
}
// At interior knots, blend the C2 tangent direction toward the
// perpendicular-to-bisector (the perfectly symmetric tangent) by a factor
// proportional to turn sharpness × CP_ANGLE_CORRECTION.
// Both cp2 (incoming) and cp1 (outgoing) at the knot share the same adjusted
// direction, so collinear (aligned) handles are preserved.
for (let k = 1; k < n; k++) {
const d1x = (points[k][0] - points[k - 1][0]) / h[k - 1];
const d1y = (points[k][1] - points[k - 1][1]) / h[k - 1];
const d2x = (points[k + 1][0] - points[k][0]) / h[k];
const d2y = (points[k + 1][1] - points[k][1]) / h[k];
const dot = d1x * d2x + d1y * d2y;
// t: 0 = straight, 1 = hairpin
const t = ((1 - dot) / 2) * CP_ANGLE_CORRECTION;
if (t < 1e-6) {
continue;
}
// Bisector of the two chord directions as the "normal" at the knot.
// Its perpendicular is the ideal symmetric tangent direction.
const bx = d1x + d2x;
const by = d1y + d2y;
const blen = Math.hypot(bx, by);
if (blen < 1e-10) {
continue; // 180° hairpin bisector undefined, skip
}
// Blend target: bisector direction (pick sign aligning with current tangent)
let px = bx / blen;
let py = by / blen;
const tx = mx[k] / mlen[k];
const ty = my[k] / mlen[k];
if (tx * px + ty * py < 0) {
px = -px;
py = -py;
}
// Linear blend of unit directions, then renormalize to preserve magnitude.
const blendX = tx + t * (px - tx);
const blendY = ty + t * (py - ty);
const blendLen = Math.max(1e-10, Math.hypot(blendX, blendY));
mx[k] = (blendX / blendLen) * mlen[k];
my[k] = (blendY / blendLen) * mlen[k];
}
const path: string[] = [`M ${points[0][0]} ${points[0][1]}`];
for (let i = 0; i < n; i++) {
const cpDist = Math.pow(h[i], CP_CHORD_POWER) / 3;