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homelable/frontend/src/components/canvas/edges/waypointUtils.ts
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2026-04-20 23:24:26 -04:00

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TypeScript

import type { Waypoint } from '@/types'
// ── Path builders ─────────────────────────────────────────────────────────────
/** Catmull-Rom → cubic bezier for smooth curves through waypoints */
function buildCatmullRomPath(pts: Waypoint[]): string {
if (pts.length < 2) return `M ${pts[0].x} ${pts[0].y}`
let d = `M ${pts[0].x} ${pts[0].y}`
for (let i = 0; i < pts.length - 1; i++) {
const p0 = pts[Math.max(i - 1, 0)]
const p1 = pts[i]
const p2 = pts[i + 1]
const p3 = pts[Math.min(i + 2, pts.length - 1)]
const cp1x = p1.x + (p2.x - p0.x) / 6
const cp1y = p1.y + (p2.y - p0.y) / 6
const cp2x = p2.x - (p3.x - p1.x) / 6
const cp2y = p2.y - (p3.y - p1.y) / 6
d += ` C ${cp1x} ${cp1y} ${cp2x} ${cp2y} ${p2.x} ${p2.y}`
}
return d
}
/** Polyline with rounded corners at each waypoint vertex (quadratic bezier) */
function buildRoundedPolylinePath(pts: Waypoint[], radius = 8): string {
if (pts.length < 2) return `M ${pts[0].x} ${pts[0].y}`
if (pts.length === 2) return `M ${pts[0].x} ${pts[0].y} L ${pts[1].x} ${pts[1].y}`
let d = `M ${pts[0].x} ${pts[0].y}`
for (let i = 1; i < pts.length - 1; i++) {
const prev = pts[i - 1]
const curr = pts[i]
const next = pts[i + 1]
const dx1 = curr.x - prev.x
const dy1 = curr.y - prev.y
const len1 = Math.hypot(dx1, dy1)
const dx2 = next.x - curr.x
const dy2 = next.y - curr.y
const len2 = Math.hypot(dx2, dy2)
if (len1 < 1 || len2 < 1) {
d += ` L ${curr.x} ${curr.y}`
continue
}
const r = Math.min(radius, len1 / 2, len2 / 2)
// Approach point (on segment prev→curr, r units before corner)
const bx = curr.x - (dx1 / len1) * r
const by = curr.y - (dy1 / len1) * r
// Departure point (on segment curr→next, r units after corner)
const ax = curr.x + (dx2 / len2) * r
const ay = curr.y + (dy2 / len2) * r
d += ` L ${bx} ${by} Q ${curr.x} ${curr.y} ${ax} ${ay}`
}
d += ` L ${pts[pts.length - 1].x} ${pts[pts.length - 1].y}`
return d
}
export function buildWaypointPath(
sourceX: number, sourceY: number,
waypoints: Waypoint[],
targetX: number, targetY: number,
pathStyle: string = 'bezier',
): string {
const pts = [{ x: sourceX, y: sourceY }, ...waypoints, { x: targetX, y: targetY }]
return pathStyle === 'smooth' ? buildRoundedPolylinePath(pts) : buildCatmullRomPath(pts)
}
function interpolateLine(a: Waypoint, b: Waypoint, t: number): Waypoint {
return {
x: a.x + (b.x - a.x) * t,
y: a.y + (b.y - a.y) * t,
}
}
function interpolateQuadratic(a: Waypoint, b: Waypoint, c: Waypoint, t: number): Waypoint {
const mt = 1 - t
return {
x: mt * mt * a.x + 2 * mt * t * b.x + t * t * c.x,
y: mt * mt * a.y + 2 * mt * t * b.y + t * t * c.y,
}
}
function interpolateCubic(a: Waypoint, b: Waypoint, c: Waypoint, d: Waypoint, t: number): Waypoint {
const mt = 1 - t
return {
x: mt * mt * mt * a.x + 3 * mt * mt * t * b.x + 3 * mt * t * t * c.x + t * t * t * d.x,
y: mt * mt * mt * a.y + 3 * mt * mt * t * b.y + 3 * mt * t * t * c.y + t * t * t * d.y,
}
}
function approximateLength(pointAt: (t: number) => Waypoint, steps = 24): number {
let length = 0
let prev = pointAt(0)
for (let step = 1; step <= steps; step++) {
const next = pointAt(step / steps)
length += Math.hypot(next.x - prev.x, next.y - prev.y)
prev = next
}
return length
}
type PathSegment = {
length: number
pointAt: (t: number) => Waypoint
}
function buildBezierSegments(pts: Waypoint[]): PathSegment[] {
if (pts.length < 2) return []
return pts.slice(0, -1).map((_, i) => {
const p0 = pts[Math.max(i - 1, 0)]
const p1 = pts[i]
const p2 = pts[i + 1]
const p3 = pts[Math.min(i + 2, pts.length - 1)]
const cp1 = {
x: p1.x + (p2.x - p0.x) / 6,
y: p1.y + (p2.y - p0.y) / 6,
}
const cp2 = {
x: p2.x - (p3.x - p1.x) / 6,
y: p2.y - (p3.y - p1.y) / 6,
}
const pointAt = (t: number) => interpolateCubic(p1, cp1, cp2, p2, t)
return {
length: approximateLength(pointAt),
pointAt,
}
})
}
function buildSmoothSegments(pts: Waypoint[], radius = 8): PathSegment[] {
if (pts.length < 2) return []
if (pts.length === 2) {
const pointAt = (t: number) => interpolateLine(pts[0], pts[1], t)
return [{ length: Math.hypot(pts[1].x - pts[0].x, pts[1].y - pts[0].y), pointAt }]
}
const segments: PathSegment[] = []
let cursor = pts[0]
for (let i = 1; i < pts.length - 1; i++) {
const prev = pts[i - 1]
const curr = pts[i]
const next = pts[i + 1]
const dx1 = curr.x - prev.x
const dy1 = curr.y - prev.y
const len1 = Math.hypot(dx1, dy1)
const dx2 = next.x - curr.x
const dy2 = next.y - curr.y
const len2 = Math.hypot(dx2, dy2)
if (len1 < 1 || len2 < 1) {
const start = { x: cursor.x, y: cursor.y }
const end = { x: curr.x, y: curr.y }
const lineToCurr = (t: number) => interpolateLine(start, end, t)
segments.push({
length: Math.hypot(curr.x - cursor.x, curr.y - cursor.y),
pointAt: lineToCurr,
})
cursor = curr
continue
}
const r = Math.min(radius, len1 / 2, len2 / 2)
const before = {
x: curr.x - (dx1 / len1) * r,
y: curr.y - (dy1 / len1) * r,
}
const after = {
x: curr.x + (dx2 / len2) * r,
y: curr.y + (dy2 / len2) * r,
}
const lineStart = { x: cursor.x, y: cursor.y }
const lineEnd = { x: before.x, y: before.y }
const lineToBefore = (t: number) => interpolateLine(lineStart, lineEnd, t)
segments.push({
length: Math.hypot(before.x - cursor.x, before.y - cursor.y),
pointAt: lineToBefore,
})
const curveAroundCorner = (t: number) => interpolateQuadratic(before, curr, after, t)
segments.push({
length: approximateLength(curveAroundCorner),
pointAt: curveAroundCorner,
})
cursor = after
}
const targetStart = { x: cursor.x, y: cursor.y }
const targetEnd = { x: pts[pts.length - 1].x, y: pts[pts.length - 1].y }
const lineToTarget = (t: number) => interpolateLine(targetStart, targetEnd, t)
segments.push({
length: Math.hypot(pts[pts.length - 1].x - cursor.x, pts[pts.length - 1].y - cursor.y),
pointAt: lineToTarget,
})
return segments
}
export function getWaypointLabelPosition(
sourceX: number, sourceY: number,
waypoints: Waypoint[],
targetX: number, targetY: number,
pathStyle: string = 'bezier',
): Waypoint {
const pts = [{ x: sourceX, y: sourceY }, ...waypoints, { x: targetX, y: targetY }]
const segments = pathStyle === 'smooth' ? buildSmoothSegments(pts) : buildBezierSegments(pts)
if (segments.length === 0) return pts[0]
const totalLength = segments.reduce((sum, segment) => sum + segment.length, 0)
if (totalLength <= 0) return pts[Math.floor(pts.length / 2)]
let remaining = totalLength / 2
for (const segment of segments) {
if (remaining <= segment.length) {
const t = segment.length === 0 ? 0 : remaining / segment.length
return segment.pointAt(t)
}
remaining -= segment.length
}
const lastSegment = segments[segments.length - 1]
return lastSegment.pointAt(1)
}
function getBezierSegmentPoint(
pts: Waypoint[],
insertIndex: number,
t: number,
): Waypoint {
const i = Math.max(0, Math.min(insertIndex, pts.length - 2))
const p0 = pts[Math.max(i - 1, 0)]
const p1 = pts[i]
const p2 = pts[i + 1]
const p3 = pts[Math.min(i + 2, pts.length - 1)]
const cp1 = {
x: p1.x + (p2.x - p0.x) / 6,
y: p1.y + (p2.y - p0.y) / 6,
}
const cp2 = {
x: p2.x - (p3.x - p1.x) / 6,
y: p2.y - (p3.y - p1.y) / 6,
}
return interpolateCubic(p1, cp1, cp2, p2, t)
}
export function getAddWaypointHandlePosition(
sourceX: number, sourceY: number,
waypoints: Waypoint[],
targetX: number, targetY: number,
insertIndex: number,
pathStyle: string = 'bezier',
): Waypoint {
const pts = [{ x: sourceX, y: sourceY }, ...waypoints, { x: targetX, y: targetY }]
if (pts.length < 2) return { x: sourceX, y: sourceY }
if (pathStyle !== 'smooth') {
return getBezierSegmentPoint(pts, insertIndex, 0.5)
}
const i = Math.max(0, Math.min(insertIndex, pts.length - 2))
return {
x: (pts[i].x + pts[i + 1].x) / 2,
y: (pts[i].y + pts[i + 1].y) / 2,
}
}
// ── 45° snapping ──────────────────────────────────────────────────────────────
/**
* Snap `pos` to the nearest 45°-multiple direction from `from`.
* Only snaps when within SNAP_THRESHOLD px of a 45° position.
*/
export function snap45(from: Waypoint, pos: Waypoint): Waypoint {
const dx = pos.x - from.x
const dy = pos.y - from.y
const dist = Math.hypot(dx, dy)
if (dist < 1) return pos
const angle = Math.atan2(dy, dx)
const snapped = Math.round(angle / (Math.PI / 4)) * (Math.PI / 4)
const candidate = {
x: Math.round(from.x + dist * Math.cos(snapped)),
y: Math.round(from.y + dist * Math.sin(snapped)),
}
const deviation = Math.hypot(candidate.x - pos.x, candidate.y - pos.y)
return deviation <= SNAP_THRESHOLD ? candidate : pos
}
/** Snap threshold in flow-space pixels. Only snap when this close to a 45° position. */
const SNAP_THRESHOLD = 15
/**
* Find the position closest to `pos` that lies simultaneously on a 45°-ray
* from `prev` AND on a 45°-ray from `next`.
*
* Only snaps when the nearest valid intersection is within SNAP_THRESHOLD px —
* outside that zone the raw drag position is returned, allowing free placement.
*/
export function snap45both(prev: Waypoint, next: Waypoint, pos: Waypoint): Waypoint {
let best: Waypoint | null = null
let bestDist = Infinity
for (let i = 0; i < 8; i++) {
const a1 = i * Math.PI / 4
const c1 = Math.cos(a1), s1 = Math.sin(a1)
for (let j = 0; j < 8; j++) {
const a2 = j * Math.PI / 4
const c2 = Math.cos(a2), s2 = Math.sin(a2)
const dx = next.x - prev.x
const dy = next.y - prev.y
const det = -c1 * s2 + c2 * s1
if (Math.abs(det) < 1e-6) continue
const t = (-dx * s2 + c2 * dy) / det
const s = (c1 * dy - s1 * dx) / det
if (t < -1e-6 || s < -1e-6) continue
const ix = prev.x + t * c1
const iy = prev.y + t * s1
const d = Math.hypot(ix - pos.x, iy - pos.y)
if (d < bestDist) {
bestDist = d
best = { x: Math.round(ix), y: Math.round(iy) }
}
}
}
// Only snap if close enough — otherwise let the waypoint move freely
if (best === null || bestDist > SNAP_THRESHOLD) return pos
return best
}
// ── Geometry helpers ──────────────────────────────────────────────────────────
export function distToSegment(p: Waypoint, a: Waypoint, b: Waypoint): number {
const dx = b.x - a.x
const dy = b.y - a.y
const lenSq = dx * dx + dy * dy
if (lenSq === 0) return Math.hypot(p.x - a.x, p.y - a.y)
const t = Math.max(0, Math.min(1, ((p.x - a.x) * dx + (p.y - a.y) * dy) / lenSq))
return Math.hypot(p.x - (a.x + t * dx), p.y - (a.y + t * dy))
}
export function findInsertIndex(
sourceX: number, sourceY: number,
waypoints: Waypoint[],
targetX: number, targetY: number,
point: Waypoint,
): number {
const allPts = [{ x: sourceX, y: sourceY }, ...waypoints, { x: targetX, y: targetY }]
let minDist = Infinity
let best = 0
for (let i = 0; i < allPts.length - 1; i++) {
const d = distToSegment(point, allPts[i], allPts[i + 1])
if (d < minDist) { minDist = d; best = i }
}
return best
}