Hand-aligning a dragged segment could leave two parallel runs a pixel
or two apart, joined by a tiny perpendicular step, because alignment
snapping only ever targeted OTHER wires' geometry.
- Segment and bend-point drags now also snap (6 px threshold) against
the dragged wire's own points — excluding the ones being dragged —
so a run clicks into line with its neighbour and the exact
simplification fuses them into one segment on commit.
- fuseMicroJogs: parallel runs offset by under 2 px joined by a tiny
step are aligned automatically (the run not anchored to a wire
endpoint moves; shorter run yields when both are free). Applied at
render time and in renderedToWaypoints/normalizeWireWaypoints, so
already-saved crooked wires display straight without touching data.
Three wiring quality fixes:
- Rounded corners: every bend now renders as a quadratic curve
(radius 7, clamped to half the shorter adjacent segment), with
round line caps/joins. Segment/waypoint drag previews and the
in-progress preview use the same path builder so the look is
consistent everywhere.
- Degenerate geometry cleanup at render time: the expanded polyline
is simplified (duplicates, collinear runs, U-turns) before the
path is emitted, so wires saved with junk waypoints no longer
render on top of themselves. Stored data is untouched until the
user edits the wire.
- WYSIWYG commit: finishWireCreation materialises the final-leg
elbow exactly as the live preview drew it (longer axis first) and
normalises the stored waypoints. Previously the committed wire
fell back to horizontal-first and visibly changed shape on click.
simplifyOrthogonalPath moved to wireUtils (re-exported from
wireHitDetection for existing imports); the duplicated inline
expansions in SimulatorCanvas now use the shared helper. Waypoint
dots on idle wires removed (visual noise); endpoint dots stay.