tldraw/lib/shape-utils/arrow.tsx

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import { v4 as uuid } from 'uuid'
import * as vec from 'utils/vec'
import * as svg from 'utils/svg'
import {
ArrowShape,
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Bounds,
ColorStyle,
DashStyle,
ShapeHandle,
ShapeType,
SizeStyle,
} from 'types'
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import { registerShapeUtils } from './index'
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import {
circleFromThreePoints,
clamp,
getBoundsCenter,
isAngleBetween,
rotateBounds,
} from 'utils/utils'
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import { pointInBounds } from 'utils/bounds'
import {
intersectArcBounds,
intersectLineSegmentBounds,
} from 'utils/intersections'
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import { getBoundsFromPoints, translateBounds } from 'utils/utils'
import { pointInCircle } from 'utils/hitTests'
import { defaultStyle, getShapeStyle } from 'lib/shape-styles'
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const ctpCache = new WeakMap<ArrowShape['handles'], number[]>()
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function getCtp(shape: ArrowShape) {
if (!ctpCache.has(shape.handles)) {
const { start, end, bend } = shape.handles
ctpCache.set(
shape.handles,
circleFromThreePoints(start.point, end.point, bend.point)
)
}
return ctpCache.get(shape.handles)
}
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const arrow = registerShapeUtils<ArrowShape>({
boundsCache: new WeakMap([]),
create(props) {
const {
point = [0, 0],
points = [
[0, 0],
[0, 1],
],
handles = {
start: {
id: 'start',
index: 0,
point: [0, 0],
},
end: {
id: 'end',
index: 1,
point: [1, 1],
},
bend: {
id: 'bend',
index: 2,
point: [0.5, 0.5],
},
},
} = props
return {
id: uuid(),
type: ShapeType.Arrow,
isGenerated: false,
name: 'Arrow',
parentId: 'page0',
childIndex: 0,
point,
rotation: 0,
isAspectRatioLocked: false,
isLocked: false,
isHidden: false,
bend: 0,
points,
handles,
decorations: {
start: null,
end: null,
middle: null,
},
...props,
style: {
...defaultStyle,
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...props.style,
isFilled: false,
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},
}
},
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render(shape) {
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const { id, bend, handles } = shape
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const { start, end, bend: _bend } = handles
const arrowDist = vec.dist(start.point, end.point)
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const showCircle = !vec.isEqual(
_bend.point,
vec.med(start.point, end.point)
)
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const style = getShapeStyle(shape.style)
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let body: JSX.Element
let endAngle: number
if (showCircle) {
if (!ctpCache.has(handles)) {
ctpCache.set(
handles,
circleFromThreePoints(start.point, end.point, _bend.point)
)
}
const circle = getCtp(shape)
body = (
<path
d={getArrowArcPath(start, end, circle, bend)}
fill="none"
strokeLinecap="round"
/>
)
const CE =
vec.angle([circle[0], circle[1]], end.point) -
vec.angle(start.point, end.point) +
(Math.PI / 2) * (bend > 0 ? 0.98 : -0.98)
endAngle = CE
} else {
body = (
<polyline
points={[start.point, end.point].join(' ')}
strokeLinecap="round"
/>
)
endAngle = 0
}
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// Arrowhead
const length = Math.min(arrowDist / 2, 16 + +style.strokeWidth * 2)
const u = vec.uni(vec.vec(start.point, end.point))
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const v = vec.rot(vec.mul(vec.neg(u), length), endAngle)
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const b = vec.add(end.point, vec.rot(v, Math.PI / 6))
const c = vec.add(end.point, vec.rot(v, -(Math.PI / 6)))
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return (
<g id={id}>
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{body}
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<circle
cx={start.point[0]}
cy={start.point[1]}
r={+style.strokeWidth}
fill={style.stroke}
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strokeDasharray="none"
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/>
<polyline
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points={[b, end.point, c].join()}
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strokeLinecap="round"
strokeLinejoin="round"
fill="none"
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strokeDasharray="none"
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/>
</g>
)
},
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rotateBy(shape, delta) {
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const { start, end, bend } = shape.handles
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const mp = vec.med(start.point, end.point)
start.point = vec.rotWith(start.point, mp, delta)
end.point = vec.rotWith(end.point, mp, delta)
bend.point = vec.rotWith(bend.point, mp, delta)
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this.onHandleChange(shape, shape.handles)
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return this
},
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rotateTo(shape, rotation, delta) {
const { start, end, bend } = shape.handles
const mp = vec.med(start.point, end.point)
start.point = vec.rotWith(start.point, mp, delta)
end.point = vec.rotWith(end.point, mp, delta)
bend.point = vec.rotWith(bend.point, mp, delta)
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this.onHandleChange(shape, shape.handles)
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return this
},
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getBounds(shape) {
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if (!this.boundsCache.has(shape)) {
const { start, end } = shape.handles
this.boundsCache.set(shape, getBoundsFromPoints([start.point, end.point]))
}
return translateBounds(this.boundsCache.get(shape), shape.point)
},
getRotatedBounds(shape) {
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const { start, end } = shape.handles
return translateBounds(
getBoundsFromPoints([start.point, end.point], shape.rotation),
shape.point
)
},
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getCenter(shape) {
const { start, end } = shape.handles
return vec.add(shape.point, vec.med(start.point, end.point))
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},
hitTest(shape, point) {
const { start, end, bend } = shape.handles
if (shape.bend === 0) {
return (
vec.distanceToLineSegment(
start.point,
end.point,
vec.sub(point, shape.point)
) < 4
)
}
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const [cx, cy, r] = getCtp(shape)
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return !pointInCircle(point, vec.add(shape.point, [cx, cy]), r - 4)
},
hitTestBounds(this, shape, brushBounds) {
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const { start, end, bend } = shape.handles
const sp = vec.add(shape.point, start.point)
const ep = vec.add(shape.point, end.point)
if (pointInBounds(sp, brushBounds) || pointInBounds(ep, brushBounds)) {
return true
}
if (vec.isEqual(vec.med(start.point, end.point), bend.point)) {
return intersectLineSegmentBounds(sp, ep, brushBounds).length > 0
} else {
const [cx, cy, r] = getCtp(shape)
const cp = vec.add(shape.point, [cx, cy])
return intersectArcBounds(sp, ep, cp, r, brushBounds).length > 0
}
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},
transform(shape, bounds, { initialShape, scaleX, scaleY }) {
const initialShapeBounds = this.getBounds(initialShape)
shape.point = [bounds.minX, bounds.minY]
shape.points = shape.points.map((_, i) => {
const [x, y] = initialShape.points[i]
let nw = x / initialShapeBounds.width
let nh = y / initialShapeBounds.height
if (i === 1) {
let [x0, y0] = initialShape.points[0]
if (x0 === x) nw = 1
if (y0 === y) nh = 1
}
return [
bounds.width * (scaleX < 0 ? 1 - nw : nw),
bounds.height * (scaleY < 0 ? 1 - nh : nh),
]
})
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const { start, end, bend } = shape.handles
start.point = shape.points[0]
end.point = shape.points[1]
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bend.point = getBendPoint(shape)
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shape.points = [shape.handles.start.point, shape.handles.end.point]
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return this
},
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onHandleChange(shape, handles) {
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// const oldBounds = this.getRotatedBounds(shape)
// const prevCenter = getBoundsCenter(oldBounds)
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for (let id in handles) {
const handle = handles[id]
shape.handles[handle.id] = handle
if (handle.index < 2) {
shape.points[handle.index] = handle.point
}
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const { start, end, bend } = shape.handles
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const dist = vec.dist(start.point, end.point)
if (handle.id === 'bend') {
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const midPoint = vec.med(start.point, end.point)
const u = vec.uni(vec.vec(start.point, end.point))
const ap = vec.add(midPoint, vec.mul(vec.per(u), dist / 2))
const bp = vec.sub(midPoint, vec.mul(vec.per(u), dist / 2))
bend.point = vec.nearestPointOnLineSegment(ap, bp, bend.point, true)
shape.bend = vec.dist(bend.point, midPoint) / (dist / 2)
const sa = vec.angle(end.point, start.point)
const la = sa - Math.PI / 2
if (isAngleBetween(sa, la, vec.angle(end.point, bend.point))) {
shape.bend *= -1
}
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}
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}
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shape.handles.bend.point = getBendPoint(shape)
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// const newBounds = this.getRotatedBounds(shape)
// const newCenter = getBoundsCenter(newBounds)
// shape.point = vec.add(shape.point, vec.neg(vec.sub(newCenter, prevCenter)))
return this
},
onSessionComplete(shape) {
const bounds = this.getBounds(shape)
const offset = vec.sub([bounds.minX, bounds.minY], shape.point)
this.translateTo(shape, vec.add(shape.point, offset))
const { start, end, bend } = shape.handles
start.point = vec.sub(start.point, offset)
end.point = vec.sub(end.point, offset)
bend.point = vec.sub(bend.point, offset)
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return this
},
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applyStyles(shape, style) {
Object.assign(shape.style, style)
shape.style.isFilled = false
return this
},
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canStyleFill: false,
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})
export default arrow
function getArrowArcPath(
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start: ShapeHandle,
end: ShapeHandle,
circle: number[],
bend: number
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) {
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return [
'M',
start.point[0],
start.point[1],
'A',
circle[2],
circle[2],
0,
0,
bend < 0 ? 0 : 1,
end.point[0],
end.point[1],
].join(' ')
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}
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function getBendPoint(shape: ArrowShape) {
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const { start, end } = shape.handles
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const dist = vec.dist(start.point, end.point)
const midPoint = vec.med(start.point, end.point)
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const bendDist = (dist / 2) * shape.bend * Math.min(1, dist / 128)
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const u = vec.uni(vec.vec(start.point, end.point))
return Math.abs(bendDist) < 10
? midPoint
: vec.add(midPoint, vec.mul(vec.per(u), bendDist))
}
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function getResizeOffset(a: Bounds, b: Bounds) {
const { minX: x0, minY: y0, width: w0, height: h0 } = a
const { minX: x1, minY: y1, width: w1, height: h1 } = b
let delta: number[]
if (h0 === h1 && w0 !== w1) {
if (x0 !== x1) {
// moving left edge, pin right edge
delta = vec.sub([x1, y1 + h1 / 2], [x0, y0 + h0 / 2])
} else {
// moving right edge, pin left edge
delta = vec.sub([x1 + w1, y1 + h1 / 2], [x0 + w0, y0 + h0 / 2])
}
} else if (h0 !== h1 && w0 === w1) {
if (y0 !== y1) {
// moving top edge, pin bottom edge
delta = vec.sub([x1 + w1 / 2, y1], [x0 + w0 / 2, y0])
} else {
// moving bottom edge, pin top edge
delta = vec.sub([x1 + w1 / 2, y1 + h1], [x0 + w0 / 2, y0 + h0])
}
} else if (x0 !== x1) {
if (y0 !== y1) {
// moving top left, pin bottom right
delta = vec.sub([x1, y1], [x0, y0])
} else {
// moving bottom left, pin top right
delta = vec.sub([x1, y1 + h1], [x0, y0 + h0])
}
} else if (y0 !== y1) {
// moving top right, pin bottom left
delta = vec.sub([x1 + w1, y1], [x0 + w0, y0])
} else {
// moving bottom right, pin top left
delta = vec.sub([x1 + w1, y1 + h1], [x0 + w0, y0 + h0])
}
return delta
}