diff --git a/crates/doc/src/blend.rs b/crates/doc/src/blend.rs index bc44b7bf4..850d5cc6d 100644 --- a/crates/doc/src/blend.rs +++ b/crates/doc/src/blend.rs @@ -19,7 +19,7 @@ use std::f64::consts::PI; use std::sync::Arc; use vectorcraft_color::{Color, Gradient, GradientPaint, GradientStop, Paint}; -use vectorcraft_geom::kurbo::ParamCurveArclen; +use vectorcraft_geom::kurbo::{ParamCurve, ParamCurveArclen, ParamCurveDeriv}; use vectorcraft_geom::{Affine, Anchor, BezPath, FillRule, PathData, Point, Rect, SubPath, Vec2}; use crate::appearance::{Appearance, AppearanceItem, Dash, StrokeLayer, WidthProfile}; @@ -904,6 +904,7 @@ pub struct Spine { cum: Vec, anchors: Vec, closed: bool, + path: PathData, } impl Spine { @@ -943,7 +944,7 @@ impl Spine { if pts.len() < 2 { return None; } - Some(Self { pts, cum, anchors, closed: sp.closed }) + Some(Self { pts, cum, anchors, closed: sp.closed, path: path.clone() }) } pub fn length(&self) -> f64 { *self.cum.last().unwrap_or(&0.0) @@ -1002,20 +1003,31 @@ impl Spine { pub fn at(&self, f: f64) -> (Point, f64) { self.at_length(f.clamp(0.0, 1.0) * self.length()) } - /// Point and tangent angle (radians) at arc length `s` (clamped to the spine). + /// Point and tangent angle (radians) at arc length `s` (clamped to the spine). The point and + /// tangent come from the original curve at that arc length, not from the flattened polyline: a + /// flattened chord's direction is piecewise constant, so steps oriented to a curved spine with + /// `Align to Path` jump between chords instead of following the curve smoothly. pub fn at_length(&self, s: f64) -> (Point, f64) { - let last = self.pts.len().saturating_sub(2); let s = if s.is_finite() { s.clamp(0.0, self.length()) } else { 0.0 }; - let i = match self.cum.binary_search_by(|c| c.total_cmp(&s)) { - Ok(i) => i.min(last), - Err(i) => i.saturating_sub(1).min(last), - }; - let (Some(p0), Some(p1), Some(c0), Some(c1)) = (self.pts.get(i), self.pts.get(i + 1), self.cum.get(i), self.cum.get(i + 1)) else { - return (self.pts.first().copied().unwrap_or_default(), 0.0); - }; - let u = ((s - c0) / (c1 - c0).max(1e-12)).clamp(0.0, 1.0); - let d = *p1 - *p0; - (p0.lerp(*p1, u), d.y.atan2(d.x)) + let Some(sp) = self.path.subpaths.first() else { return (self.pts.first().copied().unwrap_or_default(), 0.0) }; + let n = sp.segment_count(); + let mut start = 0.0; + for i in 0..n { + let c = sp.segment(i); + let len = c.arclen(1e-9); + if s <= start + len || i + 1 == n { + let t = c.inv_arclen((s - start).max(0.0), 1e-9).clamp(1e-9, 1.0 - 1e-9); + let e = c.eval(t); + let tv = c.deriv().eval(t); + return (Point::new(e.x, e.y), tv.y.atan2(tv.x)); + } + start += len; + } + let c = sp.segment(n - 1); + let t = c.inv_arclen(c.arclen(1e-9), 1e-9).clamp(1e-9, 1.0 - 1e-9); + let e = c.eval(t); + let tv = c.deriv().eval(t); + (Point::new(e.x, e.y), tv.y.atan2(tv.x)) } } @@ -1446,6 +1458,29 @@ mod tests { assert_eq!(out[0].geometric_bounds().unwrap().center(), Point::new(5.0, 5.0), "keys stay put"); } + #[test] + fn orientations_follow_a_curved_spine_smoothly() { + // A curved spine: from (0, 0) with handles (+50, +50) / (-50, -50) to (100, 0) with handles + // (+50, -50) / (-50, +50) — the classic up-bow arc. + let spine = PathData::single(SubPath::new( + vec![Anchor::smooth(Point::new(0.0, 0.0), Point::new(50.0, 50.0)), Anchor::smooth(Point::new(100.0, 0.0), Point::new(50.0, -50.0))], + false, + )); + let sp = Spine::new(&spine).unwrap(); + // Many steps along the bow: each step's tangent comes from the curve at its arc length, + // not from a flattened chord — so the orientations must sweep the true angle, smoothly. + let len = sp.length(); + let mut prev: Option = None; + for i in 1..=200 { + let (pt, ang) = sp.at_length(len * i as f64 / 201.0); + if let Some(p) = prev { + let step = (ang - p).abs().min(2.0 * std::f64::consts::PI - (ang - p).abs()); + assert!(step < 0.1, "tangent step {} is too big at {} ({}, {})", step, i, pt.x, pt.y); + } + prev = Some(ang); + } + } + #[test] fn easing_keeps_the_ends_and_stays_monotone() { use crate::live::{BlendEase, BlendEaseType as K};