Press n or j to go to the next uncovered block, b, p or k for the previous block.
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1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 | import type { ActiveTool, CompassPhase, StraightedgePhase, ExtendPhase, ConstructionState, EuclidViewportState, } from '../types' import { getPoint } from '../engine/constructionState' import { worldToScreen2D } from '../../shared/coordinateConversions' import { renderLineAlignedLabel, renderArcLabel } from './renderCitationFlash' import { CITATIONS } from '../engine/citations' // ── Constants ───────────────────────────────────────────────────── const COMPASS_LEG_LENGTH = 110 // screen px const COMPASS_HINGE_RADIUS = 6 const COMPASS_LEG_WIDTH_HINGE = 8 const COMPASS_LEG_WIDTH_TIP = 2 const COMPASS_IDLE_SPREAD = 15 // px apart when idle const STRAIGHTEDGE_WIDTH = 24 export const STRAIGHTEDGE_MIN_LENGTH = 120 export const STRAIGHTEDGE_OVERHANG = 30 const STRAIGHTEDGE_IDLE_LENGTH = 80 const STRAIGHTEDGE_IDLE_ANGLE = Math.PI / 6 // 30 degrees // Rigid-body friction physics for the straightedge trailing end. // Models a rod dragged by one end across a surface: viscous friction acts // on every point along the rod proportional to that point's velocity, // producing a torque that swings the trailing end behind the grip. // // Derivation: for a uniform rod of length L dragged by one end at velocity Ṗ, // friction at distance s from the grip creates torque dτ = -γ·s·(vPerp + s·ω) ds. // Integrating and dividing by moment of inertia I = ρL³/3 gives: // α = -β · [ (3/(2L)) · vPerp + ω ] // where β = γ/ρ (friction-to-mass ratio) and vPerp is the component of Ṗ // perpendicular to the rod. // Stability limit: β × dt_max < 2, with dt_max = 50ms → β_max = 0.04 const FRICTION_MIN = 0.001 const FRICTION_MAX = 0.04 let friction = FRICTION_MAX function clampFriction(v: number): number { return Math.max(FRICTION_MIN, Math.min(FRICTION_MAX, v)) } /** Get the current friction coefficient. */ export function getFriction(): number { return friction } /** Friction range for debug UI. */ export function getFrictionRange(): { min: number; max: number } { return { min: FRICTION_MIN, max: FRICTION_MAX } } /** Set the friction coefficient (clamped to safe range). */ export function setFriction(value: number) { friction = clampFriction(value) } // ── Straightedge draw animation type ───────────────────────────── export interface StraightedgeDrawAnim { segmentId: string fromId: string toId: string color: string startTime: number duration: number } // ── Module-level state for angle physics ───────────────────────── const sePhysics = { /** Current angle of the trailing end (radians) */ angle: STRAIGHTEDGE_IDLE_ANGLE, /** Angular velocity (rad/ms) */ omega: 0, /** Previous screen-space tip position (for computing cursor velocity) */ prevSx: 0, prevSy: 0, /** Whether the physics state has been initialized with a position */ initialized: false, /** Last frame timestamp */ lastTime: 0, } // ── Helpers ─────────────────────────────────────────────────────── function toScreen(wx: number, wy: number, viewport: EuclidViewportState, w: number, h: number) { return worldToScreen2D( wx, wy, viewport.center.x, viewport.center.y, viewport.pixelsPerUnit, viewport.pixelsPerUnit, w, h ) } /** * Rigid-body friction simulation for the straightedge angle. * * Models a uniform rod of length L dragged by one end across a surface with * viscous friction. The friction on each infinitesimal element creates torque * proportional to that element's velocity and its distance from the grip, * yielding the angular acceleration: * * α = -β · [ (3/(2L)) · vPerp + ω ] * * where vPerp is the cursor velocity component perpendicular to the rod. * The (3/(2L)) factor comes from integrating friction torque along the rod * and dividing by the moment of inertia (ρL³/3). * * This produces natural behavior: the trailing end swings behind the * direction of motion, with slight underdamping at typical cursor speeds * giving a physical, weighty feel. The double integration (α → ω → θ) * naturally filters out input noise without needing velocity smoothing. */ function updateAnglePhysics(tipSx: number, tipSy: number, now: number): number { if (!sePhysics.initialized) { sePhysics.prevSx = tipSx sePhysics.prevSy = tipSy sePhysics.omega = 0 sePhysics.lastTime = now sePhysics.initialized = true return sePhysics.angle } const rawDt = now - sePhysics.lastTime if (rawDt < 1) return sePhysics.angle // skip sub-millisecond updates const dt = Math.min(rawDt, 50) // clamp to avoid explosion after tab switch sePhysics.lastTime = now // Cursor velocity (px/ms) const vx = (tipSx - sePhysics.prevSx) / dt const vy = (tipSy - sePhysics.prevSy) / dt sePhysics.prevSx = tipSx sePhysics.prevSy = tipSy // Perpendicular component of cursor velocity relative to the rod direction. // vPerp > 0 when cursor moves in the rod's "left" direction (counterclockwise). const cosA = Math.cos(sePhysics.angle) const sinA = Math.sin(sePhysics.angle) const vPerp = vy * cosA - vx * sinA // Angular acceleration from distributed friction along the rod const L = STRAIGHTEDGE_IDLE_LENGTH const alpha = -friction * ((3 / (2 * L)) * vPerp + sePhysics.omega) // Semi-implicit Euler integration (update ω first, then θ, for stability) sePhysics.omega += alpha * dt sePhysics.angle += sePhysics.omega * dt // Safety: reset if non-finite (prevents infinite while loop in normalization) if (!isFinite(sePhysics.angle) || !isFinite(sePhysics.omega)) { sePhysics.omega = 0 sePhysics.angle = STRAIGHTEDGE_IDLE_ANGLE return sePhysics.angle } // Normalize angle to [-π, π] while (sePhysics.angle > Math.PI) sePhysics.angle -= 2 * Math.PI while (sePhysics.angle <= -Math.PI) sePhysics.angle += 2 * Math.PI return sePhysics.angle } function dist(ax: number, ay: number, bx: number, by: number): number { const dx = bx - ax const dy = by - ay return Math.sqrt(dx * dx + dy * dy) } /** Compute hinge point for compass given pivot and scriber screen positions. */ function computeHinge( pivotX: number, pivotY: number, scriberX: number, scriberY: number ): { x: number; y: number } { const midX = (pivotX + scriberX) / 2 const midY = (pivotY + scriberY) / 2 const halfBase = dist(pivotX, pivotY, scriberX, scriberY) / 2 let hingeHeight: number if (halfBase >= COMPASS_LEG_LENGTH) { hingeHeight = 0 // fully open, hinge at midpoint } else { hingeHeight = Math.sqrt(COMPASS_LEG_LENGTH * COMPASS_LEG_LENGTH - halfBase * halfBase) } // Perpendicular direction to pivot→scriber const dx = scriberX - pivotX const dy = scriberY - pivotY const len = Math.sqrt(dx * dx + dy * dy) if (len < 0.1) { // Points coincide — place hinge above return { x: midX, y: midY - COMPASS_LEG_LENGTH } } // Two perpendicular directions: (-dy, dx) and (dy, -dx) const perpAx = -dy / len const perpAy = dx / len const perpBx = dy / len const perpBy = -dx / len // Bias toward screen-top (smaller Y) const hingeAy = midY + perpAy * hingeHeight const hingeBy = midY + perpBy * hingeHeight if (hingeAy <= hingeBy) { return { x: midX + perpAx * hingeHeight, y: hingeAy } } return { x: midX + perpBx * hingeHeight, y: hingeBy } } // ── Leg rendering (pseudo-3D trapezoid) ─────────────────────────── function renderLeg( ctx: CanvasRenderingContext2D, hingeX: number, hingeY: number, tipX: number, tipY: number, alpha: number ) { const dx = tipX - hingeX const dy = tipY - hingeY const len = Math.sqrt(dx * dx + dy * dy) if (len < 1) return // Perpendicular unit vector const px = -dy / len const py = dx / len const hw = COMPASS_LEG_WIDTH_HINGE / 2 const tw = COMPASS_LEG_WIDTH_TIP / 2 // Trapezoid corners: hinge-left, hinge-right, tip-right, tip-left const hlx = hingeX + px * hw const hly = hingeY + py * hw const hrx = hingeX - px * hw const hry = hingeY - py * hw const trx = tipX - px * tw const try_ = tipY - py * tw const tlx = tipX + px * tw const tly = tipY + py * tw // Shadow (offset 2px down-right) ctx.save() ctx.globalAlpha = alpha * 0.2 ctx.beginPath() ctx.moveTo(hlx + 2, hly + 2) ctx.lineTo(hrx + 2, hry + 2) ctx.lineTo(trx + 2, try_ + 2) ctx.lineTo(tlx + 2, tly + 2) ctx.closePath() ctx.fillStyle = '#000' ctx.fill() ctx.restore() // Gradient fill — lighter left, darker right (cylindrical appearance) const grad = ctx.createLinearGradient(hlx, hly, hrx, hry) grad.addColorStop(0, '#B0B0B0') grad.addColorStop(0.4, '#A0A0A0') grad.addColorStop(1, '#606060') ctx.save() ctx.globalAlpha = alpha ctx.beginPath() ctx.moveTo(hlx, hly) ctx.lineTo(hrx, hry) ctx.lineTo(trx, try_) ctx.lineTo(tlx, tly) ctx.closePath() ctx.fillStyle = grad ctx.fill() // Outline ctx.strokeStyle = `rgba(80, 80, 80, ${alpha * 0.5})` ctx.lineWidth = 1 ctx.stroke() ctx.restore() } // ── Hinge rendering ─────────────────────────────────────────────── function renderHinge(ctx: CanvasRenderingContext2D, x: number, y: number, alpha: number) { ctx.save() ctx.globalAlpha = alpha // Radial gradient: center highlight → edge shadow const grad = ctx.createRadialGradient(x - 1, y - 1, 0, x, y, COMPASS_HINGE_RADIUS) grad.addColorStop(0, '#D0D0D0') grad.addColorStop(0.5, '#B0B0B0') grad.addColorStop(1, '#505050') ctx.beginPath() ctx.arc(x, y, COMPASS_HINGE_RADIUS, 0, Math.PI * 2) ctx.fillStyle = grad ctx.fill() // Center dot ctx.beginPath() ctx.arc(x, y, 2, 0, Math.PI * 2) ctx.fillStyle = '#404040' ctx.fill() ctx.restore() } // ── Compass tip rendering ───────────────────────────────────────── function renderPivotTip( ctx: CanvasRenderingContext2D, tipX: number, tipY: number, hingeX: number, hingeY: number, alpha: number ) { // Needle-sharp triangle — this IS the cursor, so it needs to read as "the point" const dx = tipX - hingeX const dy = tipY - hingeY const len = Math.sqrt(dx * dx + dy * dy) if (len < 1) return const nx = dx / len const ny = dy / len const px = -ny const py = nx const tipLength = 12 const tipWidth = 3 ctx.save() ctx.globalAlpha = alpha // Dark steel needle ctx.beginPath() ctx.moveTo(tipX + nx * tipLength, tipY + ny * tipLength) ctx.lineTo(tipX + px * tipWidth, tipY + py * tipWidth) ctx.lineTo(tipX - px * tipWidth, tipY - py * tipWidth) ctx.closePath() ctx.fillStyle = '#303030' ctx.fill() // Thin highlight edge on one side for metallic look ctx.beginPath() ctx.moveTo(tipX + nx * tipLength, tipY + ny * tipLength) ctx.lineTo(tipX + px * tipWidth, tipY + py * tipWidth) ctx.strokeStyle = `rgba(200, 200, 200, ${alpha * 0.5})` ctx.lineWidth = 0.5 ctx.stroke() ctx.restore() } function renderScriberTip( ctx: CanvasRenderingContext2D, tipX: number, tipY: number, color: string, alpha: number ) { ctx.save() ctx.globalAlpha = alpha // Contrasting outline so the colored dot reads clearly against any background ctx.beginPath() ctx.arc(tipX, tipY, 4.5, 0, Math.PI * 2) ctx.strokeStyle = `rgba(40, 40, 40, ${alpha * 0.6})` ctx.lineWidth = 1 ctx.stroke() // Colored fill ctx.beginPath() ctx.arc(tipX, tipY, 3.5, 0, Math.PI * 2) ctx.fillStyle = color ctx.fill() ctx.restore() } // ── Full compass rendering ──────────────────────────────────────── function renderCompass( ctx: CanvasRenderingContext2D, pivotX: number, pivotY: number, scriberX: number, scriberY: number, alpha: number, nextColor: string ) { const hinge = computeHinge(pivotX, pivotY, scriberX, scriberY) // Draw legs renderLeg(ctx, hinge.x, hinge.y, pivotX, pivotY, alpha) renderLeg(ctx, hinge.x, hinge.y, scriberX, scriberY, alpha) // Draw hinge renderHinge(ctx, hinge.x, hinge.y, alpha) // Draw tips renderPivotTip(ctx, pivotX, pivotY, hinge.x, hinge.y, alpha) renderScriberTip(ctx, scriberX, scriberY, nextColor, alpha) } // ── Straightedge rendering ──────────────────────────────────────── function renderStraightedgeBar( ctx: CanvasRenderingContext2D, fromX: number, fromY: number, toX: number, toY: number, alpha: number ) { const dx = toX - fromX const dy = toY - fromY const len = Math.sqrt(dx * dx + dy * dy) if (len < 0.1) return const nx = dx / len const ny = dy / len // Perpendicular (pointing to the offset side) const px = -ny const py = nx const barLength = Math.max(len, STRAIGHTEDGE_MIN_LENGTH) + STRAIGHTEDGE_OVERHANG * 2 const halfLen = barLength / 2 const midX = (fromX + toX) / 2 const midY = (fromY + toY) / 2 // Bar corners (offset to one side so working edge sits on the line) const x1 = midX - nx * halfLen const y1 = midY - ny * halfLen const x2 = midX + nx * halfLen const y2 = midY + ny * halfLen // Four corners of the rectangle, offset perpendicular const offset = STRAIGHTEDGE_WIDTH const corners = [ { x: x1, y: y1 }, // working edge start { x: x2, y: y2 }, // working edge end { x: x2 + px * offset, y: y2 + py * offset }, // far edge end { x: x1 + px * offset, y: y1 + py * offset }, // far edge start ] // Shadow ctx.save() ctx.globalAlpha = alpha * 0.15 ctx.beginPath() ctx.moveTo(corners[0].x + 3, corners[0].y + 3) for (let i = 1; i < corners.length; i++) { ctx.lineTo(corners[i].x + 3, corners[i].y + 3) } ctx.closePath() ctx.fillStyle = '#000' ctx.fill() ctx.restore() // Gradient fill — warm tan/wood tone, lighter top darker bottom const grad = ctx.createLinearGradient(x1, y1, x1 + px * offset, y1 + py * offset) grad.addColorStop(0, '#D8CCA8') grad.addColorStop(0.3, '#C8B896') grad.addColorStop(1, '#8A7A5A') ctx.save() ctx.globalAlpha = alpha // Rounded rectangle via path ctx.beginPath() ctx.moveTo(corners[0].x, corners[0].y) for (let i = 1; i < corners.length; i++) { ctx.lineTo(corners[i].x, corners[i].y) } ctx.closePath() ctx.fillStyle = grad ctx.fill() // Working edge (bottom) — solid darker line ctx.beginPath() ctx.moveTo(corners[0].x, corners[0].y) ctx.lineTo(corners[1].x, corners[1].y) ctx.strokeStyle = '#5A5040' ctx.lineWidth = 2 ctx.stroke() // Opposite edge — lighter line ctx.beginPath() ctx.moveTo(corners[2].x, corners[2].y) ctx.lineTo(corners[3].x, corners[3].y) ctx.strokeStyle = '#D8CCA8' ctx.lineWidth = 1 ctx.stroke() ctx.restore() } // ── Straightedge endpoint nib ───────────────────────────────────── /** Small V-notch at the active end of the straightedge working edge. */ function renderStraightedgeEndpoint( ctx: CanvasRenderingContext2D, activeX: number, activeY: number, otherX: number, otherY: number, alpha: number ) { const dx = activeX - otherX const dy = activeY - otherY const len = Math.sqrt(dx * dx + dy * dy) if (len < 0.1) return const nx = dx / len const ny = dy / len const px = -ny const py = nx // Small triangular nib pointing toward the active point const nibLen = 7 const nibWidth = 4 ctx.save() ctx.globalAlpha = alpha ctx.beginPath() ctx.moveTo(activeX, activeY) ctx.lineTo(activeX - nx * nibLen + px * nibWidth, activeY - ny * nibLen + py * nibWidth) ctx.lineTo(activeX - nx * nibLen - px * nibWidth, activeY - ny * nibLen - py * nibWidth) ctx.closePath() ctx.fillStyle = '#404030' ctx.fill() ctx.restore() } // ── Geometric preview helpers (moved from renderConstruction Section 5) ── function renderCompassCenterSetPreview( ctx: CanvasRenderingContext2D, centerSx: number, centerSy: number, pointerSx: number, pointerSy: number, radiusScreen: number ) { // Dashed line center -> pointer ctx.beginPath() ctx.setLineDash([6, 4]) ctx.moveTo(centerSx, centerSy) ctx.lineTo(pointerSx, pointerSy) ctx.strokeStyle = 'rgba(100, 100, 100, 0.5)' ctx.lineWidth = 1 ctx.stroke() ctx.setLineDash([]) // Faint circle at current radius if (radiusScreen > 1) { ctx.beginPath() ctx.arc(centerSx, centerSy, radiusScreen, 0, Math.PI * 2) ctx.strokeStyle = 'rgba(100, 100, 100, 0.2)' ctx.lineWidth = 1 ctx.stroke() } } function renderCompassRadiusSetPreview( ctx: CanvasRenderingContext2D, centerSx: number, centerSy: number, pointerSx: number, pointerSy: number, radiusScreen: number ) { // Faint guide ring ctx.beginPath() ctx.arc(centerSx, centerSy, radiusScreen, 0, Math.PI * 2) ctx.strokeStyle = 'rgba(100, 100, 100, 0.15)' ctx.lineWidth = 1 ctx.stroke() // Line center -> pointer ctx.beginPath() ctx.moveTo(centerSx, centerSy) ctx.lineTo(pointerSx, pointerSy) ctx.strokeStyle = 'rgba(100, 100, 100, 0.3)' ctx.lineWidth = 1 ctx.stroke() } function renderCompassSweepingPreview( ctx: CanvasRenderingContext2D, centerSx: number, centerSy: number, radiusScreen: number, startAngle: number, cumulativeSweep: number, pointerSx: number | null, pointerSy: number | null, nextColor: string ) { // Faint guide ring ctx.beginPath() ctx.arc(centerSx, centerSy, radiusScreen, 0, Math.PI * 2) ctx.strokeStyle = 'rgba(100, 100, 100, 0.12)' ctx.lineWidth = 1 ctx.stroke() // Arc from startAngle through cumulativeSweep // Y-inversion: negate angles for screen rendering const screenStartAngle = -startAngle const screenEndAngle = -(startAngle + cumulativeSweep) const counterclockwise = cumulativeSweep > 0 ctx.beginPath() ctx.arc(centerSx, centerSy, radiusScreen, screenStartAngle, screenEndAngle, counterclockwise) ctx.strokeStyle = nextColor ctx.lineWidth = 2.5 ctx.stroke() // Thin line from center to current pointer angle if (pointerSx != null && pointerSy != null) { ctx.beginPath() ctx.moveTo(centerSx, centerSy) ctx.lineTo(pointerSx, pointerSy) ctx.strokeStyle = 'rgba(100, 100, 100, 0.2)' ctx.lineWidth = 0.5 ctx.stroke() } } function renderStraightedgeFromSetPreview( ctx: CanvasRenderingContext2D, fromSx: number, fromSy: number, pointerSx: number, pointerSy: number, nextColor: string, canvasW: number, canvasH: number ) { // Extend line to viewport edges const dx = pointerSx - fromSx const dy = pointerSy - fromSy const len = Math.sqrt(dx * dx + dy * dy) if (len > 0.1) { const extend = Math.max(canvasW, canvasH) * 2 const nx = dx / len const ny = dy / len ctx.beginPath() ctx.moveTo(fromSx - nx * extend, fromSy - ny * extend) ctx.lineTo(fromSx + nx * extend, fromSy + ny * extend) ctx.strokeStyle = 'rgba(100, 100, 100, 0.15)' ctx.lineWidth = 1 ctx.stroke() } // Actual segment preview ctx.beginPath() ctx.moveTo(fromSx, fromSy) ctx.lineTo(pointerSx, pointerSy) ctx.strokeStyle = nextColor ctx.lineWidth = 2 ctx.setLineDash([8, 4]) ctx.stroke() ctx.setLineDash([]) } // ── Main entry point ────────────────────────────────────────────── export function renderToolOverlay( ctx: CanvasRenderingContext2D, activeTool: ActiveTool, compassPhase: CompassPhase, straightedgePhase: StraightedgePhase, pointerWorld: { x: number; y: number } | null, state: ConstructionState, viewport: EuclidViewportState, w: number, h: number, nextColor: string, isComplete: boolean, straightedgeDrawAnim: StraightedgeDrawAnim | null, extendPhase?: ExtendPhase, extendPreview?: { x: number; y: number } | null ): void { const ppu = viewport.pixelsPerUnit // ── Straightedge drawing animation (takes priority over everything) ── if (straightedgeDrawAnim) { const now = performance.now() const elapsed = now - straightedgeDrawAnim.startTime const rawProgress = Math.min(1, elapsed / straightedgeDrawAnim.duration) // Ease-out quadratic — starts fast, slows at end like a pencil stroke const progress = 1 - (1 - rawProgress) * (1 - rawProgress) const fromPt = getPoint(state, straightedgeDrawAnim.fromId) const toPt = getPoint(state, straightedgeDrawAnim.toId) if (fromPt && toPt) { const sf = toScreen(fromPt.x, fromPt.y, viewport, w, h) const st = toScreen(toPt.x, toPt.y, viewport, w, h) const px = sf.x + (st.x - sf.x) * progress const py = sf.y + (st.y - sf.y) * progress // Straightedge bar FIRST (behind the ink line) renderStraightedgeBar(ctx, sf.x, sf.y, st.x, st.y, 0.65) // Progressive colored line ON TOP — glow layer for visibility ctx.beginPath() ctx.moveTo(sf.x, sf.y) ctx.lineTo(px, py) ctx.strokeStyle = straightedgeDrawAnim.color ctx.globalAlpha = 0.3 ctx.lineWidth = 6 ctx.lineCap = 'round' ctx.stroke() ctx.globalAlpha = 1 // Solid ink line ctx.beginPath() ctx.moveTo(sf.x, sf.y) ctx.lineTo(px, py) ctx.strokeStyle = straightedgeDrawAnim.color ctx.lineWidth = 2.5 ctx.lineCap = 'round' ctx.stroke() ctx.lineCap = 'butt' // Endpoint nib tracks the progress point (the "pencil tip") renderStraightedgeEndpoint(ctx, px, py, sf.x, sf.y, 0.75) // Seed physics with the segment orientation so when idle resumes // the trailing end smoothly swings from the drawing angle sePhysics.angle = Math.atan2(sf.y - st.y, sf.x - st.x) sePhysics.omega = 0 sePhysics.initialized = false // re-initialize position on first idle frame } return } // ── Compass phases ── if (activeTool === 'compass') { // Clear straightedge physics when switching tools sePhysics.initialized = false if (compassPhase.tag === 'center-set' && pointerWorld) { const center = getPoint(state, compassPhase.centerId) if (center) { const sc = toScreen(center.x, center.y, viewport, w, h) const sp = toScreen(pointerWorld.x, pointerWorld.y, viewport, w, h) const dx = pointerWorld.x - center.x const dy = pointerWorld.y - center.y const radiusScreen = Math.sqrt(dx * dx + dy * dy) * ppu renderCompassCenterSetPreview(ctx, sc.x, sc.y, sp.x, sp.y, radiusScreen) renderCompass(ctx, sc.x, sc.y, sp.x, sp.y, 0.75, nextColor) } return } if (compassPhase.tag === 'radius-set' && pointerWorld) { const center = getPoint(state, compassPhase.centerId) const radiusPt = getPoint(state, compassPhase.radiusPointId) if (center && radiusPt) { const sc = toScreen(center.x, center.y, viewport, w, h) const sp = toScreen(pointerWorld.x, pointerWorld.y, viewport, w, h) const sr = toScreen(radiusPt.x, radiusPt.y, viewport, w, h) const radiusScreen = compassPhase.radius * ppu renderCompassRadiusSetPreview(ctx, sc.x, sc.y, sp.x, sp.y, radiusScreen) renderCompass(ctx, sc.x, sc.y, sr.x, sr.y, 0.85, nextColor) } return } if (compassPhase.tag === 'sweeping') { const center = getPoint(state, compassPhase.centerId) if (center) { const sc = toScreen(center.x, center.y, viewport, w, h) const radiusScreen = compassPhase.radius * ppu const pointerSx = pointerWorld ? toScreen(pointerWorld.x, pointerWorld.y, viewport, w, h).x : null const pointerSy = pointerWorld ? toScreen(pointerWorld.x, pointerWorld.y, viewport, w, h).y : null renderCompassSweepingPreview( ctx, sc.x, sc.y, radiusScreen, compassPhase.startAngle, compassPhase.cumulativeSweep, pointerSx, pointerSy, nextColor ) const currentAngle = compassPhase.startAngle + compassPhase.cumulativeSweep const scriberSx = sc.x + radiusScreen * Math.cos(currentAngle) const scriberSy = sc.y - radiusScreen * Math.sin(currentAngle) renderCompass(ctx, sc.x, sc.y, scriberSx, scriberSy, 0.7, nextColor) // Real-time citation preview: "Postulate 3" curved along the arc renderArcLabel(ctx, CITATIONS['Post.3'].label, sc.x, sc.y, radiusScreen, 0.5, 12) } return } if (compassPhase.tag === 'idle' && pointerWorld) { const sp = toScreen(pointerWorld.x, pointerWorld.y, viewport, w, h) const bob = Math.sin(performance.now() / 600) * 2 renderCompass(ctx, sp.x, sp.y + bob, sp.x + COMPASS_IDLE_SPREAD, sp.y + bob, 0.4, nextColor) } return } // ── Point tool crosshair ── if (activeTool === 'point') { // Clear straightedge physics when switching tools sePhysics.initialized = false if (pointerWorld) { const sp = toScreen(pointerWorld.x, pointerWorld.y, viewport, w, h) const bob = Math.sin(performance.now() / 600) * 2 const cx = sp.x const cy = sp.y + bob const dotR = 3.5 const crossGap = 6 const crossLen = 12 ctx.save() ctx.globalAlpha = 0.55 // Filled center dot ctx.beginPath() ctx.arc(cx, cy, dotR, 0, Math.PI * 2) ctx.fillStyle = '#404040' ctx.fill() // Four crosshair lines ctx.strokeStyle = '#404040' ctx.lineWidth = 1.5 ctx.lineCap = 'round' // Top ctx.beginPath() ctx.moveTo(cx, cy - crossGap) ctx.lineTo(cx, cy - crossLen) ctx.stroke() // Bottom ctx.beginPath() ctx.moveTo(cx, cy + crossGap) ctx.lineTo(cx, cy + crossLen) ctx.stroke() // Left ctx.beginPath() ctx.moveTo(cx - crossGap, cy) ctx.lineTo(cx - crossLen, cy) ctx.stroke() // Right ctx.beginPath() ctx.moveTo(cx + crossGap, cy) ctx.lineTo(cx + crossLen, cy) ctx.stroke() ctx.restore() } return } // ── Straightedge phases ── if (activeTool === 'straightedge') { if (straightedgePhase.tag === 'from-set' && pointerWorld) { const from = getPoint(state, straightedgePhase.fromId) if (from) { const sf = toScreen(from.x, from.y, viewport, w, h) const sp = toScreen(pointerWorld.x, pointerWorld.y, viewport, w, h) // Sync physics to the current straightedge orientation // so releasing back to idle doesn't cause a jarring snap sePhysics.angle = Math.atan2(sf.y - sp.y, sf.x - sp.x) sePhysics.omega = 0 sePhysics.prevSx = sp.x sePhysics.prevSy = sp.y sePhysics.lastTime = performance.now() sePhysics.initialized = true renderStraightedgeFromSetPreview(ctx, sf.x, sf.y, sp.x, sp.y, nextColor, w, h) renderStraightedgeBar(ctx, sf.x, sf.y, sp.x, sp.y, 0.6) renderStraightedgeEndpoint(ctx, sp.x, sp.y, sf.x, sf.y, 0.6) // Real-time citation preview: "Postulate 1" along the segment // Skip when extend is active (extend has its own label) or segment too short if (extendPhase?.tag !== 'extending') { const segScreenLen = Math.sqrt((sp.x - sf.x) ** 2 + (sp.y - sf.y) ** 2) if (segScreenLen >= 40) { const segMidX = (sf.x + sp.x) / 2 const segMidY = (sf.y + sp.y) / 2 const segAngle = Math.atan2(sp.y - sf.y, sp.x - sf.x) renderLineAlignedLabel( ctx, CITATIONS['Post.1'].label, segMidX, segMidY, segAngle, 0.5, 12, -10 ) } } // ── Extend preview overlay (Post.2: produce a line) ── if (extendPhase?.tag === 'extending') { const basePt = getPoint(state, extendPhase.baseId) const throughPt = getPoint(state, extendPhase.throughId) if (basePt && throughPt) { const as = toScreen(basePt.x, basePt.y, viewport, w, h) const bs = toScreen(throughPt.x, throughPt.y, viewport, w, h) // Draw faint infinite ray from A through B const rdx = bs.x - as.x const rdy = bs.y - as.y const rlen = Math.sqrt(rdx * rdx + rdy * rdy) if (rlen > 0.1) { const extend = Math.max(w, h) * 2 const rnx = rdx / rlen const rny = rdy / rlen ctx.beginPath() ctx.moveTo(as.x, as.y) ctx.lineTo(as.x + rnx * extend, as.y + rny * extend) ctx.strokeStyle = 'rgba(100, 100, 100, 0.15)' ctx.lineWidth = 1 ctx.stroke() } if (extendPreview) { const ps = toScreen(extendPreview.x, extendPreview.y, viewport, w, h) // Dashed colored segment from B to projected cursor position ctx.beginPath() ctx.moveTo(bs.x, bs.y) ctx.lineTo(ps.x, ps.y) ctx.strokeStyle = nextColor ctx.lineWidth = 2 ctx.setLineDash([8, 4]) ctx.stroke() ctx.setLineDash([]) // Small circle at projected cursor (point preview) ctx.beginPath() ctx.arc(ps.x, ps.y, 4, 0, Math.PI * 2) ctx.fillStyle = nextColor ctx.fill() ctx.beginPath() ctx.arc(ps.x, ps.y, 4, 0, Math.PI * 2) ctx.strokeStyle = 'rgba(40, 40, 40, 0.5)' ctx.lineWidth = 1 ctx.stroke() // Real-time citation preview: "Postulate 2" along the extension const extScreenLen = Math.sqrt((ps.x - bs.x) ** 2 + (ps.y - bs.y) ** 2) if (extScreenLen >= 40) { const extMidX = (bs.x + ps.x) / 2 const extMidY = (bs.y + ps.y) / 2 const extAngle = Math.atan2(ps.y - bs.y, ps.x - bs.x) renderLineAlignedLabel( ctx, CITATIONS['Post.2'].label, extMidX, extMidY, extAngle, 0.5, 12, -10 ) } } // Highlight through point with dashed ring ctx.beginPath() ctx.arc(bs.x, bs.y, 10, 0, Math.PI * 2) ctx.strokeStyle = nextColor ctx.lineWidth = 2 ctx.setLineDash([4, 3]) ctx.stroke() ctx.setLineDash([]) } } } return } // Idle straightedge — tip always at cursor, trailing end swings via angle physics if (straightedgePhase.tag === 'idle' && pointerWorld) { const now = performance.now() const sp = toScreen(pointerWorld.x, pointerWorld.y, viewport, w, h) const bob = Math.sin(now / 600) * 1.5 const tipX = sp.x const tipY = sp.y + bob // Angle physics: trailing end swings behind cursor movement direction const angle = updateAnglePhysics(tipX, tipY, now) const cosA = Math.cos(angle) const sinA = Math.sin(angle) const trailX = tipX + cosA * STRAIGHTEDGE_IDLE_LENGTH const trailY = tipY + sinA * STRAIGHTEDGE_IDLE_LENGTH renderStraightedgeBar(ctx, tipX, tipY, trailX, trailY, 0.4) renderStraightedgeEndpoint(ctx, tipX, tipY, trailX, trailY, 0.4) } } } |