import type { Point2D, ConicCoeffs, ConicType, ConicArc, RationalQuadBezier, IntersectionPoint } from "./types"; const EPS = 1e-10; // ──────────────────────────────────────────────────────── // Conic fitting via null space of design matrix // ──────────────────────────────────────────────────────── /** * Fit a general conic Ax²+Bxy+Cy²+Dx+Ey+F=0 through a set of points. * Uses SVD-like approach: find the eigenvector of M^T*M with smallest eigenvalue. * Points are normalized to [-1,1] before fitting for numerical stability. */ export function fitConic(points: Point2D[]): ConicCoeffs { if (points.length < 5) { return { A: 0, B: 0, C: 0, D: 0, E: 0, F: 1 }; // degenerate } // Normalize coordinates to [-1,1] let mx = 0, my = 0; for (const p of points) { mx += p.x; my += p.y; } mx /= points.length; my /= points.length; let sx = 0, sy = 0; for (const p of points) { sx = Math.max(sx, Math.abs(p.x - mx)); sy = Math.max(sy, Math.abs(p.y - my)); } sx = sx || 1; sy = sy || 1; // Build design matrix D (n x 6): each row = [x², xy, y², x, y, 1] const n = points.length; const D: number[][] = []; for (const p of points) { const x = (p.x - mx) / sx; const y = (p.y - my) / sy; D.push([x * x, x * y, y * y, x, y, 1]); } // Compute M = D^T * D (6x6) const M = Array.from({ length: 6 }, () => new Float64Array(6)); for (let i = 0; i < 6; i++) { for (let j = i; j < 6; j++) { let sum = 0; for (let k = 0; k < n; k++) sum += D[k][i] * D[k][j]; M[i][j] = sum; M[j][i] = sum; } } // Find eigenvector with smallest eigenvalue via inverse power iteration const coeffs = smallestEigenvector6(M); // Denormalize: transform coefficients back to original coordinate space // Substituting x_norm = (x - mx)/sx, y_norm = (y - my)/sy into the conic equation const [a, b, c, d, e, f] = coeffs; const A = a / (sx * sx); const B = b / (sx * sy); const C = c / (sy * sy); const D2 = d / sx - 2 * a * mx / (sx * sx) - b * my / (sx * sy); const E2 = e / sy - 2 * c * my / (sy * sy) - b * mx / (sx * sy); const F2 = a * mx * mx / (sx * sx) + b * mx * my / (sx * sy) + c * my * my / (sy * sy) - d * mx / sx - e * my / sy + f; return { A, B, C, D: D2, E: E2, F: F2 }; } /** * Find the eigenvector corresponding to the smallest eigenvalue of a 6x6 symmetric matrix. * Uses inverse power iteration with a small shift. */ function smallestEigenvector6(M: Float64Array[]): number[] { // Estimate smallest eigenvalue with Gershgorin circle theorem lower bound let minEig = Infinity; for (let i = 0; i < 6; i++) { let r = 0; for (let j = 0; j < 6; j++) if (i !== j) r += Math.abs(M[i][j]); minEig = Math.min(minEig, M[i][i] - r); } const shift = minEig - 0.001; // M_shifted = M - shift*I const Ms = Array.from({ length: 6 }, (_, i) => { const row = new Float64Array(6); for (let j = 0; j < 6; j++) row[j] = M[i][j]; row[i] -= shift; return row; }); // LU decomposition of Ms const LU = Ms.map((r) => Float64Array.from(r)); const piv = Array.from({ length: 6 }, (_, i) => i); for (let k = 0; k < 6; k++) { let maxVal = 0, maxRow = k; for (let i = k; i < 6; i++) { if (Math.abs(LU[i][k]) > maxVal) { maxVal = Math.abs(LU[i][k]); maxRow = i; } } if (maxRow !== k) { [LU[k], LU[maxRow]] = [LU[maxRow], LU[k]]; [piv[k], piv[maxRow]] = [piv[maxRow], piv[k]]; } if (Math.abs(LU[k][k]) < 1e-15) LU[k][k] = 1e-15; for (let i = k + 1; i < 6; i++) { LU[i][k] /= LU[k][k]; for (let j = k + 1; j < 6; j++) LU[i][j] -= LU[i][k] * LU[k][j]; } } function solveLU(b: number[]): number[] { const pb = piv.map((i) => b[i]); // Forward substitution for (let i = 1; i < 6; i++) { for (let j = 0; j < i; j++) pb[i] -= LU[i][j] * pb[j]; } // Back substitution for (let i = 5; i >= 0; i--) { for (let j = i + 1; j < 6; j++) pb[i] -= LU[i][j] * pb[j]; pb[i] /= LU[i][i]; } return pb; } // Power iteration on (M - shift*I)^{-1} let v = [1, 1, 1, 1, 1, 1]; for (let iter = 0; iter < 30; iter++) { v = solveLU(v); let norm = 0; for (const x of v) norm += x * x; norm = Math.sqrt(norm) || 1; for (let i = 0; i < 6; i++) v[i] /= norm; } return v; } // ──────────────────────────────────────────────────────── // Conic classification // ──────────────────────────────────────────────────────── export function classifyConic(c: ConicCoeffs): { type: ConicType; eccentricity: number } { const delta = c.B * c.B - 4 * c.A * c.C; // 3x3 determinant for degeneracy check const det3 = c.A * (c.C * c.F - c.E * c.E / 4) - c.B / 2 * (c.B * c.F / 2 - c.E * c.D / 4) + c.D / 2 * (c.B * c.E / 4 - c.C * c.D / 2); if (Math.abs(det3) < EPS) return { type: "degenerate", eccentricity: 0 }; if (Math.abs(delta) < EPS) { return { type: "parabola", eccentricity: 1 }; } if (delta < 0) { // Ellipse or circle if (Math.abs(c.A - c.C) < EPS && Math.abs(c.B) < EPS) { return { type: "circle", eccentricity: 0 }; } // Eccentricity from eigenvalues of [[A, B/2], [B/2, C]] const tr = c.A + c.C; const det = c.A * c.C - (c.B / 2) ** 2; const disc = Math.sqrt(Math.max(0, tr * tr - 4 * det)); const lam1 = (tr + disc) / 2; const lam2 = (tr - disc) / 2; const ratio = Math.min(Math.abs(lam1), Math.abs(lam2)) / Math.max(Math.abs(lam1), Math.abs(lam2)); const e = Math.sqrt(Math.max(0, 1 - ratio)); return { type: "ellipse", eccentricity: e }; } // Hyperbola const tr = c.A + c.C; const det = c.A * c.C - (c.B / 2) ** 2; const disc = Math.sqrt(Math.max(0, tr * tr - 4 * det)); const lam1 = (tr + disc) / 2; const lam2 = (tr - disc) / 2; const absRatio = Math.abs(lam1 / (lam2 || 1)); const e = Math.sqrt(1 + absRatio); return { type: "hyperbola", eccentricity: Math.min(e, 10) }; // cap for display } // ──────────────────────────────────────────────────────── // Route segmentation // ──────────────────────────────────────────────────────── /** * Split route points into overlapping segments for conic fitting. * Each segment has maxPerArc points with 2-point overlap. */ export function segmentRoute(points: Point2D[], maxPerArc = 10): Point2D[][] { if (points.length <= maxPerArc) return [points]; const segments: Point2D[][] = []; const step = maxPerArc - 2; // overlap of 2 for (let i = 0; i < points.length - 4; i += step) { const end = Math.min(i + maxPerArc, points.length); segments.push(points.slice(i, end)); if (end >= points.length) break; } return segments; } // ──────────────────────────────────────────────────────── // Conic arc → Bézier conversion for SVG rendering // ──────────────────────────────────────────────────────── /** * Convert a conic arc (defined by its fitted points) into piecewise rational quadratic Béziers. * For each consecutive pair of points, computes a Bézier arc using the conic gradient for tangents. */ export function conicArcToBeziers(coeffs: ConicCoeffs, points: Point2D[]): RationalQuadBezier[] { if (points.length < 2) return []; const beziers: RationalQuadBezier[] = []; for (let i = 0; i < points.length - 1; i++) { const p0 = points[i]; const p2 = points[i + 1]; // Tangent at each point: gradient of Ax²+Bxy+Cy²+Dx+Ey+F // ∇F = (2Ax+By+D, Bx+2Cy+E), tangent is perpendicular to gradient const g0x = 2 * coeffs.A * p0.x + coeffs.B * p0.y + coeffs.D; const g0y = coeffs.B * p0.x + 2 * coeffs.C * p0.y + coeffs.E; const g2x = 2 * coeffs.A * p2.x + coeffs.B * p2.y + coeffs.D; const g2y = coeffs.B * p2.x + 2 * coeffs.C * p2.y + coeffs.E; // Tangent = perpendicular to gradient: (-gy, gx) const t0x = -g0y, t0y = g0x; const t2x = -g2y, t2y = g2x; // Control point = intersection of tangent lines from p0 and p2 const p1 = intersectLines(p0.x, p0.y, t0x, t0y, p2.x, p2.y, t2x, t2y); if (p1) { // Weight from the conic — use the midpoint deviation const mid = { x: (p0.x + p2.x) / 2, y: (p0.y + p2.y) / 2 }; const d0 = Math.hypot(p1.x - mid.x, p1.y - mid.y); const d1 = Math.hypot(p2.x - p0.x, p2.y - p0.y); const w = d1 > EPS ? Math.min(Math.max(d1 / (2 * d0 + d1), 0.1), 5) : 1; beziers.push({ p0, p1, p2, w }); } else { // Tangent lines are parallel → straight segment beziers.push({ p0, p2, p1: { x: (p0.x + p2.x) / 2, y: (p0.y + p2.y) / 2 }, w: 1, }); } } return beziers; } /** Intersect two lines: (px, py) + t*(dx, dy) and (qx, qy) + s*(ex, ey) */ function intersectLines( px: number, py: number, dx: number, dy: number, qx: number, qy: number, ex: number, ey: number, ): Point2D | null { const denom = dx * ey - dy * ex; if (Math.abs(denom) < EPS) return null; const t = ((qx - px) * ey - (qy - py) * ex) / denom; return { x: px + t * dx, y: py + t * dy }; } // ──────────────────────────────────────────────────────── // Conic intersection via Sylvester resultant // ──────────────────────────────────────────────────────── /** * Find intersection points of two general conics. * Uses the resultant method: eliminate x to get a degree-4 polynomial in y, * then solve the quartic via companion matrix eigenvalues. */ export function findIntersections(c1: ConicCoeffs, c2: ConicCoeffs): Point2D[] { // Each conic: A*x² + (B*y + D)*x + (C*y² + E*y + F) = 0 // Treat as quadratics in x with y-dependent coefficients: // a_i(y)*x² + b_i(y)*x + c_i(y) = 0 // a₁ = A₁, b₁(y) = B₁y + D₁, c₁(y) = C₁y² + E₁y + F₁ // Resultant eliminates x, giving poly in y of degree ≤ 4 // Build the resultant polynomial coefficients in y // Res(f,g) = a₁²c₂² + a₂²c₁² - a₁a₂(b₁c₂+b₂c₁) + b₁²a₂c₂ + ... (Sylvester det) // It's cleaner to use the 4x4 Sylvester matrix determinant directly. // Sylvester matrix for two quadratics in x: // | a₁ b₁(y) c₁(y) 0 | // | 0 a₁ b₁(y) c₁(y)| // | a₂ b₂(y) c₂(y) 0 | // | 0 a₂ b₂(y) c₂(y)| // // Each entry is a polynomial in y. The determinant is a polynomial in y of degree ≤ 4. // We evaluate at 5 values of y and interpolate to find the coefficients. const yVals = [-2, -1, 0, 1, 2]; const detVals = yVals.map((y) => { const b1 = c1.B * y + c1.D; const cc1 = c1.C * y * y + c1.E * y + c1.F; const b2 = c2.B * y + c2.D; const cc2 = c2.C * y * y + c2.E * y + c2.F; // 4x4 determinant const m = [ [c1.A, b1, cc1, 0], [0, c1.A, b1, cc1], [c2.A, b2, cc2, 0], [0, c2.A, b2, cc2], ]; return det4x4(m); }); // Interpolate: we have 5 points → degree-4 polynomial const polyCoeffs = lagrangeInterpolate(yVals, detVals); // Find real roots of the degree-4 polynomial const yRoots = findRealRoots(polyCoeffs); // For each y root, solve for x from the original conics const results: Point2D[] = []; for (const y of yRoots) { const xSolutions = solveForX(c1, c2, y); for (const x of xSolutions) { // Verify solution satisfies both conics (within tolerance) const v1 = evalConic(c1, x, y); const v2 = evalConic(c2, x, y); const maxCoeff = Math.max( Math.abs(c1.A) + Math.abs(c1.C) + Math.abs(c1.F), Math.abs(c2.A) + Math.abs(c2.C) + Math.abs(c2.F), 1, ); if (Math.abs(v1) < maxCoeff * 0.1 && Math.abs(v2) < maxCoeff * 0.1) { results.push({ x, y }); } } } return deduplicatePoints(results); } function evalConic(c: ConicCoeffs, x: number, y: number): number { return c.A * x * x + c.B * x * y + c.C * y * y + c.D * x + c.E * y + c.F; } function det4x4(m: number[][]): number { const [a, b, c, d] = m; return ( a[0] * (b[1] * (c[2] * d[3] - c[3] * d[2]) - b[2] * (c[1] * d[3] - c[3] * d[1]) + b[3] * (c[1] * d[2] - c[2] * d[1])) - a[1] * (b[0] * (c[2] * d[3] - c[3] * d[2]) - b[2] * (c[0] * d[3] - c[3] * d[0]) + b[3] * (c[0] * d[2] - c[2] * d[0])) + a[2] * (b[0] * (c[1] * d[3] - c[3] * d[1]) - b[1] * (c[0] * d[3] - c[3] * d[0]) + b[3] * (c[0] * d[1] - c[1] * d[0])) - a[3] * (b[0] * (c[1] * d[2] - c[2] * d[1]) - b[1] * (c[0] * d[2] - c[2] * d[0]) + b[2] * (c[0] * d[1] - c[1] * d[0])) ); } /** * Lagrange interpolation: given (x_i, y_i) pairs, return polynomial coefficients [a0, a1, ..., an] * such that p(x) = a0 + a1*x + a2*x² + ... */ function lagrangeInterpolate(xs: number[], ys: number[]): number[] { const n = xs.length; const coeffs = new Array(n).fill(0); for (let i = 0; i < n; i++) { // Build the i-th Lagrange basis polynomial const basis = [ys[i]]; for (let j = 0; j < n; j++) { if (j === i) continue; const scale = 1 / (xs[i] - xs[j]); const newBasis = new Array(basis.length + 1).fill(0); for (let k = 0; k < basis.length; k++) { newBasis[k] += basis[k] * (-xs[j]) * scale; newBasis[k + 1] += basis[k] * scale; } basis.length = newBasis.length; for (let k = 0; k < newBasis.length; k++) basis[k] = newBasis[k]; } for (let k = 0; k < basis.length && k < n; k++) coeffs[k] += basis[k]; } return coeffs; } /** * Find real roots of a polynomial a0 + a1*x + a2*x² + ... + an*x^n = 0 * Uses companion matrix eigenvalues via QR iteration. */ function findRealRoots(coeffs: number[]): number[] { // Trim trailing near-zero coefficients while (coeffs.length > 1 && Math.abs(coeffs[coeffs.length - 1]) < EPS) { coeffs.pop(); } const deg = coeffs.length - 1; if (deg <= 0) return []; if (deg === 1) return [-coeffs[0] / coeffs[1]]; if (deg === 2) return solveQuadratic(coeffs[2], coeffs[1], coeffs[0]); // Build companion matrix const n = deg; const C = Array.from({ length: n }, () => new Float64Array(n)); const lead = coeffs[n]; for (let i = 0; i < n; i++) { C[i][n - 1] = -coeffs[i] / lead; } for (let i = 1; i < n; i++) { C[i][i - 1] = 1; } // QR iteration to find eigenvalues return qrEigenvalues(C); } /** Solve ax²+bx+c=0 for real roots */ function solveQuadratic(a: number, b: number, c: number): number[] { if (Math.abs(a) < EPS) { if (Math.abs(b) < EPS) return []; return [-c / b]; } const disc = b * b - 4 * a * c; if (disc < -EPS) return []; if (disc < EPS) return [-b / (2 * a)]; const sq = Math.sqrt(disc); return [(-b + sq) / (2 * a), (-b - sq) / (2 * a)]; } /** * QR iteration for eigenvalues of an n×n matrix (n ≤ 4). * Returns only real eigenvalues. */ function qrEigenvalues(A: Float64Array[]): number[] { const n = A.length; const H = A.map((r) => Float64Array.from(r)); // Hessenberg reduction first for (let k = 0; k < n - 2; k++) { // Find the pivot let maxVal = 0, maxIdx = k + 1; for (let i = k + 1; i < n; i++) { if (Math.abs(H[i][k]) > maxVal) { maxVal = Math.abs(H[i][k]); maxIdx = i; } } if (maxVal < EPS) continue; if (maxIdx !== k + 1) { [H[k + 1], H[maxIdx]] = [H[maxIdx], H[k + 1]]; for (let i = 0; i < n; i++) { const tmp = H[i][k + 1]; H[i][k + 1] = H[i][maxIdx]; H[i][maxIdx] = tmp; } } for (let i = k + 2; i < n; i++) { const factor = H[i][k] / H[k + 1][k]; for (let j = k; j < n; j++) H[i][j] -= factor * H[k + 1][j]; for (let j = 0; j < n; j++) H[j][k + 1] += factor * H[j][i]; } } // QR iteration with Wilkinson shift const eigenvalues: number[] = []; let m = n; for (let maxIter = 0; maxIter < 200 && m > 0; maxIter++) { if (m === 1) { eigenvalues.push(H[0][0]); break; } // Check for convergence on sub-diagonal if (Math.abs(H[m - 1][m - 2]) < EPS * (Math.abs(H[m - 1][m - 1]) + Math.abs(H[m - 2][m - 2]) + 1)) { eigenvalues.push(H[m - 1][m - 1]); m--; continue; } // Wilkinson shift: eigenvalue of bottom-right 2x2 closer to H[m-1][m-1] const a11 = H[m - 2][m - 2], a12 = H[m - 2][m - 1]; const a21 = H[m - 1][m - 2], a22 = H[m - 1][m - 1]; const tr = a11 + a22; const det = a11 * a22 - a12 * a21; const disc = tr * tr - 4 * det; let shift: number; if (disc >= 0) { const sq = Math.sqrt(disc); const e1 = (tr + sq) / 2, e2 = (tr - sq) / 2; shift = Math.abs(e1 - a22) < Math.abs(e2 - a22) ? e1 : e2; } else { shift = tr / 2; } // QR step: (H - shift*I) = Q*R, then H = R*Q + shift*I // Implemented via Givens rotations for (let i = 0; i < m; i++) H[i][i] -= shift; const cs = new Float64Array(m - 1); const sn = new Float64Array(m - 1); for (let i = 0; i < m - 1; i++) { const a = H[i][i], b = H[i + 1][i]; const r = Math.hypot(a, b); if (r < EPS) { cs[i] = 1; sn[i] = 0; continue; } cs[i] = a / r; sn[i] = b / r; // Apply rotation to rows i, i+1 for (let j = 0; j < m; j++) { const t1 = H[i][j], t2 = H[i + 1][j]; H[i][j] = cs[i] * t1 + sn[i] * t2; H[i + 1][j] = -sn[i] * t1 + cs[i] * t2; } } // Apply Q^T from the right for (let i = 0; i < m - 1; i++) { for (let j = 0; j < m; j++) { const t1 = H[j][i], t2 = H[j][i + 1]; H[j][i] = cs[i] * t1 + sn[i] * t2; H[j][i + 1] = -sn[i] * t1 + cs[i] * t2; } } for (let i = 0; i < m; i++) H[i][i] += shift; } return eigenvalues.filter((v) => isFinite(v)); } /** Given a y value, solve for x from both conics and return candidate x values */ function solveForX(c1: ConicCoeffs, c2: ConicCoeffs, y: number): number[] { // From conic 1: A₁x² + (B₁y+D₁)x + (C₁y²+E₁y+F₁) = 0 const a1 = c1.A; const b1 = c1.B * y + c1.D; const cc1 = c1.C * y * y + c1.E * y + c1.F; const roots1 = solveQuadratic(a1, b1, cc1); const a2 = c2.A; const b2 = c2.B * y + c2.D; const cc2 = c2.C * y * y + c2.E * y + c2.F; const roots2 = solveQuadratic(a2, b2, cc2); // Return x values that appear in both solutions (within tolerance) const results: number[] = []; for (const x1 of roots1) { for (const x2 of roots2) { if (Math.abs(x1 - x2) < Math.max(Math.abs(x1), 1) * 0.01) { results.push((x1 + x2) / 2); } } } // If no matching roots, return all roots from conic 1 (the resultant guarantees they exist) if (results.length === 0) return roots1; return results; } function deduplicatePoints(pts: Point2D[], tol = 1): Point2D[] { const out: Point2D[] = []; for (const p of pts) { if (!out.some((q) => Math.hypot(q.x - p.x, q.y - p.y) < tol)) { out.push(p); } } return out; } // ──────────────────────────────────────────────────────── // High-level: process a route into conic arcs // ──────────────────────────────────────────────────────── export function fitRoute(points: Point2D[]): ConicArc[] { const segments = segmentRoute(points); return segments.map((seg) => { const coeffs = fitConic(seg); const { type, eccentricity } = classifyConic(coeffs); const beziers = conicArcToBeziers(coeffs, seg); return { coeffs, type, eccentricity, points: seg, beziers }; }); } /** * Find all intersection points between arcs of two fitted routes. * Filters to points that lie within the bounding box of both arcs. */ export function findAllIntersections(arcsA: ConicArc[], arcsB: ConicArc[]): IntersectionPoint[] { const results: IntersectionPoint[] = []; for (let ia = 0; ia < arcsA.length; ia++) { for (let ib = 0; ib < arcsB.length; ib++) { // Quick bounding-box overlap check const bbA = arcBounds(arcsA[ia].points); const bbB = arcBounds(arcsB[ib].points); if (!boxesOverlap(bbA, bbB)) continue; const pts = findIntersections(arcsA[ia].coeffs, arcsB[ib].coeffs); for (const pt of pts) { // Filter: point must be within expanded bounding boxes of both arcs if (inBox(pt, bbA, 20) && inBox(pt, bbB, 20)) { results.push({ point: pt, arcIndexA: ia, arcIndexB: ib }); } } } } // Deduplicate across arc pairs const unique: IntersectionPoint[] = []; for (const r of results) { if (!unique.some((u) => Math.hypot(u.point.x - r.point.x, u.point.y - r.point.y) < 3)) { unique.push(r); } } return unique; } interface BBox { minX: number; maxX: number; minY: number; maxY: number } function arcBounds(pts: Point2D[]): BBox { let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity; for (const p of pts) { if (p.x < minX) minX = p.x; if (p.x > maxX) maxX = p.x; if (p.y < minY) minY = p.y; if (p.y > maxY) maxY = p.y; } return { minX, maxX, minY, maxY }; } function boxesOverlap(a: BBox, b: BBox): boolean { return a.minX <= b.maxX && a.maxX >= b.minX && a.minY <= b.maxY && a.maxY >= b.minY; } function inBox(p: Point2D, bb: BBox, margin: number): boolean { return p.x >= bb.minX - margin && p.x <= bb.maxX + margin && p.y >= bb.minY - margin && p.y <= bb.maxY + margin; } // ──────────────────────────────────────────────────────── // Ghost conic curve sampling & tangent // ──────────────────────────────────────────────────────── /** * Return the tangent direction at a point on the conic (perpendicular to gradient). * Gradient of F = (2Ax+By+D, Bx+2Cy+E), tangent = (-∂F/∂y, ∂F/∂x). */ export function conicTangentAt(coeffs: ConicCoeffs, pt: Point2D): { dx: number; dy: number } { const gx = 2 * coeffs.A * pt.x + coeffs.B * pt.y + coeffs.D; const gy = coeffs.B * pt.x + 2 * coeffs.C * pt.y + coeffs.E; const len = Math.hypot(gx, gy) || 1; return { dx: -gy / len, dy: gx / len }; } /** * Sample the full conic curve extending `extend` units beyond the arc endpoints. * Marches along the tangent direction, projecting back onto the conic via Newton's method. * Returns the extended point array (backward extension + original arc + forward extension). */ export function sampleConicCurve(coeffs: ConicCoeffs, arcPoints: Point2D[], extend: number): Point2D[] { if (arcPoints.length < 2) return [...arcPoints]; const { type } = classifyConic(coeffs); if (type === "degenerate") return [...arcPoints]; // Clamp extension to 50% of arc length, minimum 20 const arcLen = arcPoints.reduce((sum, p, i) => i === 0 ? 0 : sum + Math.hypot(p.x - arcPoints[i - 1].x, p.y - arcPoints[i - 1].y), 0); const maxExt = Math.max(20, Math.min(extend, arcLen * 0.5)); const step = Math.max(2, maxExt / 25); const backward = marchConic(coeffs, arcPoints[0], arcPoints[1], -step, maxExt); const forward = marchConic(coeffs, arcPoints[arcPoints.length - 1], arcPoints[arcPoints.length - 2], -step, maxExt); // backward is in reverse order, forward is in forward order (away from arc end) return [...backward.reverse(), ...arcPoints, ...forward]; } /** * March along a conic curve from `start` in the direction away from `prev`. * At each step, advance along the tangent then project back onto the conic. */ function marchConic(coeffs: ConicCoeffs, start: Point2D, prev: Point2D, stepSize: number, maxDist: number): Point2D[] { const points: Point2D[] = []; let cur = { ...start }; // Initial direction: away from prev let dirX = start.x - prev.x; let dirY = start.y - prev.y; let dLen = Math.hypot(dirX, dirY) || 1; dirX /= dLen; dirY /= dLen; const absStep = Math.abs(stepSize); let traveled = 0; for (let i = 0; i < 30 && traveled < maxDist; i++) { // Advance along tangent direction const t = conicTangentAt(coeffs, cur); // Choose tangent direction consistent with our travel direction const dot = t.dx * dirX + t.dy * dirY; const sign = dot >= 0 ? 1 : -1; let nx = cur.x + sign * t.dx * absStep; let ny = cur.y + sign * t.dy * absStep; // Newton projection: push (nx,ny) back onto the conic for (let iter = 0; iter < 8; iter++) { const val = evalConicAt(coeffs, nx, ny); const gx = 2 * coeffs.A * nx + coeffs.B * ny + coeffs.D; const gy = coeffs.B * nx + 2 * coeffs.C * ny + coeffs.E; const g2 = gx * gx + gy * gy; if (g2 < 1e-20) break; const lambda = val / g2; nx -= lambda * gx; ny -= lambda * gy; if (Math.abs(val) < 1e-6) break; } // Bail if projection diverged if (!isFinite(nx) || !isFinite(ny)) break; if (Math.hypot(nx - cur.x, ny - cur.y) > absStep * 3) break; dirX = nx - cur.x; dirY = ny - cur.y; dLen = Math.hypot(dirX, dirY) || 1; dirX /= dLen; dirY /= dLen; cur = { x: nx, y: ny }; traveled += absStep; points.push({ ...cur }); } return points; } function evalConicAt(c: ConicCoeffs, x: number, y: number): number { return c.A * x * x + c.B * x * y + c.C * y * y + c.D * x + c.E * y + c.F; } // ──────────────────────────────────────────────────────── // Bézier → SVG path conversion // ──────────────────────────────────────────────────────── /** * Convert a rational quadratic Bézier to an SVG cubic Bézier path command. * Degree elevation: rational quad → approximated cubic. */ export function bezierToSVGCubic(b: RationalQuadBezier): string { // Approximate rational quadratic as cubic via degree elevation // For w ≈ 1, this is nearly exact. For w far from 1, sample instead. const w = b.w; if (w < 0.3 || w > 3) { // Sample the rational curve and emit as polyline return sampleBezierPath(b, 16); } const c1x = b.p0.x + (2 * w * (b.p1.x - b.p0.x)) / (1 + w) * (2 / 3); const c1y = b.p0.y + (2 * w * (b.p1.y - b.p0.y)) / (1 + w) * (2 / 3); const c2x = b.p2.x + (2 * w * (b.p1.x - b.p2.x)) / (1 + w) * (2 / 3); const c2y = b.p2.y + (2 * w * (b.p1.y - b.p2.y)) / (1 + w) * (2 / 3); return `C ${c1x.toFixed(1)} ${c1y.toFixed(1)} ${c2x.toFixed(1)} ${c2y.toFixed(1)} ${b.p2.x.toFixed(1)} ${b.p2.y.toFixed(1)}`; } /** Sample a rational quadratic Bézier and return SVG line-to commands */ function sampleBezierPath(b: RationalQuadBezier, samples: number): string { const parts: string[] = []; for (let i = 1; i <= samples; i++) { const t = i / samples; const pt = evalRationalQuadBezier(b, t); parts.push(`L ${pt.x.toFixed(1)} ${pt.y.toFixed(1)}`); } return parts.join(" "); } function evalRationalQuadBezier(b: RationalQuadBezier, t: number): Point2D { const omt = 1 - t; const w0 = omt * omt; const w1 = 2 * b.w * t * omt; const w2 = t * t; const denom = w0 + w1 + w2; return { x: (w0 * b.p0.x + w1 * b.p1.x + w2 * b.p2.x) / denom, y: (w0 * b.p0.y + w1 * b.p1.y + w2 * b.p2.y) / denom, }; }