update to use curveMonotoneX alg for smothing curves
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@@ -160,19 +160,46 @@ function linePathD(pts: [number, number][]): string {
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return pts.map((p, i) => `${i ? "L" : "M"}${p[0]},${p[1]}`).join(" ");
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return pts.map((p, i) => `${i ? "L" : "M"}${p[0]},${p[1]}`).join(" ");
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}
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}
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// Catmull-Rom → cubic bezier, so the curve passes through every point (a plain bezier
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const sign = (x: number) => (x < 0 ? -1 : 1);
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// smoothing would miss them).
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// Interior tangent for monotone-cubic interpolation (d3's curveMonotoneX): the lesser of
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// the two neighbouring secant slopes, and zero at a local extremum. This is the whole
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// point of the monotone curve — the tangent is capped so a segment can never bulge past
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// its endpoints, so an area fill can't dip below a value-0 point into negative space the
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// way a Catmull-Rom overshoot does.
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function monoTangent(x0: number, y0: number, x1: number, y1: number, x2: number, y2: number): number {
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const h0 = x1 - x0, h1 = x2 - x1;
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const s0 = h0 !== 0 ? (y1 - y0) / h0 : 0;
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const s1 = h1 !== 0 ? (y2 - y1) / h1 : 0;
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const p = (s0 * h1 + s1 * h0) / (h0 + h1);
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return (sign(s0) + sign(s1)) * Math.min(Math.abs(s0), Math.abs(s1), 0.5 * Math.abs(p)) || 0;
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}
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// Endpoint tangent (d3 slope2): a parabola-end estimate constrained by the adjacent
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// interior tangent t, so the boundary segments don't overshoot either.
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function endTangent(x0: number, y0: number, x1: number, y1: number, t: number): number {
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const h = x1 - x0;
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return h !== 0 ? (3 * (y1 - y0) / h - t) / 2 : t;
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}
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// Monotone cubic through every point, emitted as cubic beziers. A monotone interpolant
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// never overshoots its data, so the smoothed curve stays within the value range of each
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// pair of adjacent points.
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function smoothPathD(pts: [number, number][]): string {
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function smoothPathD(pts: [number, number][]): string {
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if (pts.length < 3) return linePathD(pts);
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const n = pts.length;
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if (n < 3) return linePathD(pts);
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const m: number[] = new Array(n);
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for (let i = 1; i < n - 1; i++) {
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m[i] = monoTangent(pts[i - 1][0], pts[i - 1][1], pts[i][0], pts[i][1], pts[i + 1][0], pts[i + 1][1]);
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}
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m[0] = endTangent(pts[0][0], pts[0][1], pts[1][0], pts[1][1], m[1]);
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m[n - 1] = endTangent(pts[n - 2][0], pts[n - 2][1], pts[n - 1][0], pts[n - 1][1], m[n - 2]);
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let d = `M${pts[0][0]},${pts[0][1]}`;
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let d = `M${pts[0][0]},${pts[0][1]}`;
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for (let i = 0; i < pts.length - 1; i++) {
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for (let i = 0; i < n - 1; i++) {
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const p0 = pts[i - 1] ?? pts[i];
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const dx = (pts[i + 1][0] - pts[i][0]) / 3;
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const p1 = pts[i];
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const c1x = pts[i][0] + dx, c1y = pts[i][1] + dx * m[i];
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const p2 = pts[i + 1];
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const c2x = pts[i + 1][0] - dx, c2y = pts[i + 1][1] - dx * m[i + 1];
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const p3 = pts[i + 2] ?? p2;
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d += ` C${c1x},${c1y} ${c2x},${c2y} ${pts[i + 1][0]},${pts[i + 1][1]}`;
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const c1x = p1[0] + (p2[0] - p0[0]) / 6, c1y = p1[1] + (p2[1] - p0[1]) / 6;
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const c2x = p2[0] - (p3[0] - p1[0]) / 6, c2y = p2[1] - (p3[1] - p1[1]) / 6;
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d += ` C${c1x},${c1y} ${c2x},${c2y} ${p2[0]},${p2[1]}`;
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}
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}
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return d;
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return d;
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}
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}
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@@ -170,26 +170,66 @@ func linePathD(pts [][2]float64) string {
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return b.String()
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return b.String()
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}
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}
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// smoothPathD: Catmull-Rom → cubic bezier through every point.
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func monoSign(x float64) float64 {
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if x < 0 {
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return -1
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}
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return 1
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}
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// monoTangent is the interior tangent for monotone-cubic interpolation (d3's
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// curveMonotoneX): the lesser of the two neighbouring secant slopes, and zero at a local
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// extremum. Capping the tangent is what stops a segment bulging past its endpoints, so an
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// area fill can't dip below a value-0 point into negative space the way a Catmull-Rom
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// overshoot does.
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func monoTangent(x0, y0, x1, y1, x2, y2 float64) float64 {
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h0, h1 := x1-x0, x2-x1
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var s0, s1 float64
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if h0 != 0 {
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s0 = (y1 - y0) / h0
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}
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if h1 != 0 {
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s1 = (y2 - y1) / h1
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}
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p := (s0*h1 + s1*h0) / (h0 + h1)
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m := (monoSign(s0) + monoSign(s1)) * math.Min(math.Min(math.Abs(s0), math.Abs(s1)), 0.5*math.Abs(p))
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if math.IsNaN(m) || math.IsInf(m, 0) {
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return 0
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}
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return m
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}
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// monoEndTangent is the endpoint tangent (d3 slope2): a parabola-end estimate constrained
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// by the adjacent interior tangent t, so the boundary segments don't overshoot either.
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func monoEndTangent(x0, y0, x1, y1, t float64) float64 {
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h := x1 - x0
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if h == 0 {
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return t
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}
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return (3*(y1-y0)/h - t) / 2
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}
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// smoothPathD: monotone cubic through every point, emitted as cubic beziers. A monotone
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// interpolant never overshoots its data, so the smoothed curve stays within the value
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// range of each pair of adjacent points.
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func smoothPathD(pts [][2]float64) string {
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func smoothPathD(pts [][2]float64) string {
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if len(pts) < 3 {
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n := len(pts)
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if n < 3 {
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return linePathD(pts)
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return linePathD(pts)
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}
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}
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m := make([]float64, n)
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for i := 1; i < n-1; i++ {
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m[i] = monoTangent(pts[i-1][0], pts[i-1][1], pts[i][0], pts[i][1], pts[i+1][0], pts[i+1][1])
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}
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m[0] = monoEndTangent(pts[0][0], pts[0][1], pts[1][0], pts[1][1], m[1])
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m[n-1] = monoEndTangent(pts[n-2][0], pts[n-2][1], pts[n-1][0], pts[n-1][1], m[n-2])
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var b strings.Builder
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var b strings.Builder
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b.WriteString("M" + num(pts[0][0]) + "," + num(pts[0][1]))
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b.WriteString("M" + num(pts[0][0]) + "," + num(pts[0][1]))
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for i := 0; i < len(pts)-1; i++ {
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for i := 0; i < n-1; i++ {
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p0 := pts[i]
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dx := (pts[i+1][0] - pts[i][0]) / 3
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if i > 0 {
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c1x, c1y := pts[i][0]+dx, pts[i][1]+dx*m[i]
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p0 = pts[i-1]
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c2x, c2y := pts[i+1][0]-dx, pts[i+1][1]-dx*m[i+1]
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}
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b.WriteString(" C" + num(c1x) + "," + num(c1y) + " " + num(c2x) + "," + num(c2y) + " " + num(pts[i+1][0]) + "," + num(pts[i+1][1]))
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p1, p2 := pts[i], pts[i+1]
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p3 := p2
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if i+2 < len(pts) {
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p3 = pts[i+2]
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}
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c1x, c1y := p1[0]+(p2[0]-p0[0])/6, p1[1]+(p2[1]-p0[1])/6
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c2x, c2y := p2[0]-(p3[0]-p1[0])/6, p2[1]-(p3[1]-p1[1])/6
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b.WriteString(" C" + num(c1x) + "," + num(c1y) + " " + num(c2x) + "," + num(c2y) + " " + num(p2[0]) + "," + num(p2[1]))
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}
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}
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return b.String()
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return b.String()
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}
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}
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