All files / web/src/components/toys/number-line/constants/demos renderRollingCircle.ts

0% Statements 0/275
0% Branches 0/1
0% Functions 0/1
0% Lines 0/275

Press n or j to go to the next uncovered block, b, p or k for the previous block.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       
import type { NumberLineState } from '../../types'
import { numberToScreenX } from '../../numberLineTicks'

/**
 * Configuration for a rolling circle demo.
 * Shared by pi (d=1 circle, diameter spoke) and tau (r=1 circle, radius spoke).
 */
export interface RollingCircleConfig {
  radius: number
  /** How many full revolutions the circle makes over t=0→1. Default 1. */
  revolutions?: number
  /** Draw a radius spoke (center→edge) instead of a full diameter spoke. Default false. */
  radiusSpoke?: boolean
  circumColor: string
  spokeColor: string
  refColor: string
  accentColor: string // cycloid marker dot
  trailColor: string // cycloid trail
  spokeLabel: string // e.g. "d = 1"
}

/** Screen coordinates of the rolling circle, returned for label positioning. */
export interface RollingCirclePos {
  ccx: number // circle center screen x
  ccy: number // circle center screen y
  screenR: number // circle radius in pixels
  axisY: number // axis screen y
}

/**
 * Render a rolling circle that unrolls its circumference onto the number line.
 *
 * NL coord convention: positive y = down on screen (matching goldenRatioDemo).
 * The circle sits above the axis with its bottom touching at y=0.
 *
 * @param t Rolling progress 0-1 (0 = stationary, 1 = all revolutions complete)
 * @param circleAlpha Fade-in alpha for phase 1
 * @param opacity Overall overlay opacity
 * @returns Screen coordinates of the circle for label positioning
 */
export function renderRollingCircle(
  ctx: CanvasRenderingContext2D,
  state: NumberLineState,
  cssWidth: number,
  cssHeight: number,
  config: RollingCircleConfig,
  t: number,
  circleAlpha: number,
  opacity: number
): RollingCirclePos {
  const centerY = cssHeight / 2
  const ppu = state.pixelsPerUnit

  const toX = (nlx: number) => numberToScreenX(nlx, state.center, ppu, cssWidth)
  const toY = (nly: number) => centerY + nly * ppu

  const {
    radius: r,
    circumColor,
    spokeColor,
    refColor,
    accentColor,
    trailColor,
    spokeLabel,
  } = config
  const revolutions = config.revolutions ?? 1
  const radiusSpoke = config.radiusSpoke ?? false
  const circumference = 2 * Math.PI * r

  // Total revolutions completed at progress t
  const totalRevs = t * revolutions
  // Fraction within the current revolution (0-1)
  const revFrac = totalRevs % 1
  // Total distance rolled on the axis
  const totalDist = totalRevs * circumference
  // Total rotation angle
  const totalRotation = totalRevs * 2 * Math.PI

  // Circle center in NL coords
  const ccx = toX(totalDist)
  const ccy = toY(-r)
  const screenR = r * ppu
  const axisY = toY(0)

  // --- Tread marks (tire texture) ---
  const NUM_TREADS = 24
  const treadLen = Math.max(3, Math.min(8, screenR * 0.14))

  function drawTreads(alpha: number) {
    ctx.globalAlpha = alpha
    ctx.strokeStyle = circumColor
    ctx.lineWidth = 1.5
    ctx.setLineDash([])

    const completedRevs = Math.floor(totalRevs)

    // Treads from completed revolutions — all on the ground
    for (let rev = 0; rev < completedRevs; rev++) {
      for (let i = 0; i < NUM_TREADS; i++) {
        const groundX = toX((rev + i / NUM_TREADS) * circumference)
        ctx.beginPath()
        ctx.moveTo(groundX, axisY - treadLen)
        ctx.lineTo(groundX, axisY + treadLen)
        ctx.stroke()
      }
    }

    // Treads from the current partial revolution
    for (let i = 0; i < NUM_TREADS; i++) {
      const s = i / NUM_TREADS

      if (s < revFrac) {
        // Touched down this revolution — on the ground
        const groundX = toX((completedRevs + s) * circumference)
        ctx.beginPath()
        ctx.moveTo(groundX, axisY - treadLen)
        ctx.lineTo(groundX, axisY + treadLen)
        ctx.stroke()
      } else {
        // Still on circle — radial hash extending outward
        const angle = Math.PI / 2 + 2 * Math.PI * (revFrac - s)
        const ix = ccx + screenR * Math.cos(angle)
        const iy = ccy + screenR * Math.sin(angle)
        const ox = ccx + (screenR + treadLen) * Math.cos(angle)
        const oy = ccy + (screenR + treadLen) * Math.sin(angle)
        ctx.beginPath()
        ctx.moveTo(ix, iy)
        ctx.lineTo(ox, oy)
        ctx.stroke()
      }
    }
  }

  // === Phase 1: Circle + spoke appear ===
  if (circleAlpha > 0) {
    ctx.globalAlpha = opacity * circleAlpha

    // Reference circle outline (thin, translucent)
    ctx.beginPath()
    ctx.arc(ccx, ccy, screenR, 0, Math.PI * 2)
    ctx.strokeStyle = refColor
    ctx.lineWidth = 1
    ctx.setLineDash([])
    ctx.stroke()

    // Full colored circumference at t=0
    if (t === 0) {
      ctx.beginPath()
      ctx.arc(ccx, ccy, screenR, 0, Math.PI * 2)
      ctx.strokeStyle = circumColor
      ctx.lineWidth = 3
      ctx.stroke()

      drawTreads(opacity * circleAlpha)
    }

    // Spoke (rotates with the circle) — radius or diameter
    const spoke1Angle = Math.PI / 2 + totalRotation
    const s1x = ccx + screenR * Math.cos(spoke1Angle)
    const s1y = ccy + screenR * Math.sin(spoke1Angle)

    ctx.beginPath()
    if (radiusSpoke) {
      // Radius: center → edge
      ctx.moveTo(ccx, ccy)
      ctx.lineTo(s1x, s1y)
    } else {
      // Full diameter: edge → edge through center
      const spoke2Angle = spoke1Angle + Math.PI
      const s2x = ccx + screenR * Math.cos(spoke2Angle)
      const s2y = ccy + screenR * Math.sin(spoke2Angle)
      ctx.moveTo(s1x, s1y)
      ctx.lineTo(s2x, s2y)
    }
    ctx.strokeStyle = spokeColor
    ctx.lineWidth = 1.5
    ctx.setLineDash([])
    ctx.stroke()

    // Center dot for radius spoke
    if (radiusSpoke) {
      ctx.beginPath()
      ctx.arc(ccx, ccy, 2.5, 0, Math.PI * 2)
      ctx.fillStyle = spokeColor
      ctx.fill()
    }

    // Spoke label — prominent at start, fades as rolling begins
    const labelAlpha = t <= 0 ? 1 : Math.max(0, 1 - t * revolutions * 3)
    if (labelAlpha > 0) {
      ctx.globalAlpha = opacity * circleAlpha * labelAlpha
      const fontSize = Math.max(12, Math.min(16, ppu * 0.15))
      ctx.font = `bold ${fontSize}px system-ui, sans-serif`
      ctx.fillStyle = spokeColor
      ctx.textAlign = 'left'
      ctx.textBaseline = 'middle'
      ctx.fillText(spokeLabel, ccx + screenR + 8, ccy)
      ctx.globalAlpha = opacity * circleAlpha
    }
  }

  // === Phase 2: Rolling ===
  if (t > 0) {
    ctx.globalAlpha = opacity

    // Untouched (remaining) arc for the current revolution
    // revFrac=0 at start of each revolution (full circle), revFrac→1 (empty)
    const effectiveFrac = totalRevs >= revolutions ? 1 : revFrac
    if (effectiveFrac > 0 && effectiveFrac < 1) {
      const arcStart = Math.PI / 2 - 2 * Math.PI * (1 - effectiveFrac)
      ctx.beginPath()
      ctx.arc(ccx, ccy, screenR, arcStart, Math.PI / 2, false)
      ctx.strokeStyle = circumColor
      ctx.lineWidth = 3
      ctx.setLineDash([])
      ctx.stroke()
    } else if (effectiveFrac === 0 && totalRevs > 0) {
      // Exactly at a revolution boundary — full circle colored
      ctx.beginPath()
      ctx.arc(ccx, ccy, screenR, 0, Math.PI * 2)
      ctx.strokeStyle = circumColor
      ctx.lineWidth = 3
      ctx.setLineDash([])
      ctx.stroke()
    }

    // Unrolled line on axis: x = 0 to x = totalDist
    ctx.beginPath()
    ctx.moveTo(toX(0), axisY)
    ctx.lineTo(toX(totalDist), axisY)
    ctx.strokeStyle = circumColor
    ctx.lineWidth = 3
    ctx.setLineDash([])
    ctx.stroke()

    // Treads — split between circle and ground
    drawTreads(opacity)

    // Contact point marker
    ctx.beginPath()
    ctx.arc(toX(totalDist), axisY, 4, 0, Math.PI * 2)
    ctx.fillStyle = circumColor
    ctx.fill()

    // Cycloid trail (repeats each revolution — multi-arch cycloid)
    const trailSteps = Math.max(2, Math.ceil(totalRevs * 80))
    ctx.beginPath()
    for (let i = 0; i <= trailSteps; i++) {
      const frac = i / trailSteps
      const theta = 2 * Math.PI * totalRevs * frac
      const nlx = r * (theta - Math.sin(theta))
      const nly = -(r * (1 - Math.cos(theta)))
      const sx = toX(nlx)
      const sy = toY(nly)
      if (i === 0) ctx.moveTo(sx, sy)
      else ctx.lineTo(sx, sy)
    }
    ctx.strokeStyle = trailColor
    ctx.lineWidth = 1
    ctx.setLineDash([3, 4])
    ctx.stroke()
    ctx.setLineDash([])

    // Marker dot on rim at initial contact point's current position
    const markerAngle = Math.PI / 2 + totalRotation
    const markerSx = ccx + screenR * Math.cos(markerAngle)
    const markerSy = ccy + screenR * Math.sin(markerAngle)
    ctx.beginPath()
    ctx.arc(markerSx, markerSy, 3.5, 0, Math.PI * 2)
    ctx.fillStyle = accentColor
    ctx.fill()
  }

  return { ccx, ccy, screenR, axisY }
}