Another good stopping point

This commit is contained in:
Steve Ruiz 2021-05-09 14:04:42 +01:00
parent 055caef3a5
commit e7a52dd70f
16 changed files with 1626 additions and 5 deletions

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import styled from "styles"
import { useRef } from "react"
import useZoomEvents from "hooks/useZoomEvents"
import useZoomPanEffect from "hooks/useZoomPanEffect"
export default function Canvas() {
const rCanvas = useRef<SVGSVGElement>(null)
const rGroup = useRef<SVGGElement>(null)
const events = useZoomEvents(rCanvas)
useZoomPanEffect(rGroup)
return (
<MainSVG ref={rCanvas} {...events}>
<MainGroup ref={rGroup}>
<circle cx={100} cy={100} r={50} />
<circle cx={500} cy={500} r={200} />
<circle cx={200} cy={800} r={100} />
</MainGroup>
</MainSVG>
)
}
const MainSVG = styled("svg", {
position: "fixed",
top: 0,
left: 0,
width: "100%",
height: "100%",
touchAction: "none",
zIndex: 100,
})
const MainGroup = styled("g", {})

11
components/editor.tsx Normal file
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import Canvas from "./canvas/canvas"
import StatusBar from "./status-bar"
export default function Editor() {
return (
<>
<Canvas />
<StatusBar />
</>
)
}

62
components/status-bar.tsx Normal file
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import { useStateDesigner } from "@state-designer/react"
import state from "state"
import styled from "styles"
import { useRef } from "react"
export default function StatusBar() {
const local = useStateDesigner(state)
const { count, time } = useRenderCount()
const active = local.active.slice(1).map((s) => s.split("root.")[1])
const log = local.log[0]
return (
<StatusBarContainer>
<States>{active.join(" | ")}</States>
<Section>| {log}</Section>
<Section title="Renders | Time">
{count} | {time.toString().padStart(3, "0")}
</Section>
</StatusBarContainer>
)
}
const StatusBarContainer = styled("div", {
position: "absolute",
bottom: 0,
left: 0,
width: "100%",
height: 40,
userSelect: "none",
borderTop: "1px solid black",
gridArea: "status",
display: "grid",
gridTemplateColumns: "auto 1fr auto",
alignItems: "center",
backgroundColor: "white",
gap: 8,
padding: "0 16px",
zIndex: 200,
})
const Section = styled("div", {
whiteSpace: "nowrap",
overflow: "hidden",
})
const States = styled("div", {})
function useRenderCount() {
const rTime = useRef(Date.now())
const rCounter = useRef(0)
rCounter.current++
const now = Date.now()
let time = now - rTime.current
if (time > 100) {
time = 0
}
rTime.current = now
return { count: rCounter.current, time }
}

61
hooks/useZoomEvents.ts Normal file
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import React, { useEffect, useRef } from "react"
import state from "state"
import * as vec from "utils/vec"
export default function useZoomEvents(
ref: React.MutableRefObject<SVGSVGElement>
) {
const rTouchDist = useRef(0)
useEffect(() => {
const element = ref.current
if (!element) return
function handleWheel(e: WheelEvent) {
e.preventDefault()
if (e.ctrlKey) {
state.send("ZOOMED_CAMERA", {
delta: e.deltaY,
point: [e.pageX, e.pageY],
})
return
}
state.send("PANNED_CAMERA", {
delta: [e.deltaX, e.deltaY],
point: [e.pageX, e.pageY],
})
}
function handleTouchMove(e: TouchEvent) {
if (e.ctrlKey) {
e.preventDefault()
}
if (e.touches.length === 2) {
const { clientX: x0, clientY: y0 } = e.touches[0]
const { clientX: x1, clientY: y1 } = e.touches[1]
const dist = vec.dist([x0, y0], [x1, y1])
state.send("WHEELED", { delta: [0, dist - rTouchDist.current] })
rTouchDist.current = dist
}
}
element.addEventListener("wheel", handleWheel)
element.addEventListener("touchstart", handleTouchMove)
element.addEventListener("touchmove", handleTouchMove)
return () => {
element.removeEventListener("wheel", handleWheel)
element.removeEventListener("touchstart", handleTouchMove)
element.removeEventListener("touchmove", handleTouchMove)
}
}, [ref])
return {}
}

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hooks/useZoomPanEffect.ts Normal file
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import React, { useEffect } from "react"
import state from "state"
/**
* When the state's camera changes, update the transform of
* the SVG group to reflect the correct zoom and pan.
* @param ref
*/
export default function useZoomPanEffect(
ref: React.MutableRefObject<SVGGElement>
) {
useEffect(() => {
let { camera } = state.data
return state.onUpdate(({ data }) => {
const g = ref.current
if (!g) return
const { point, zoom } = data.camera
if (point !== camera.point || zoom !== camera.zoom) {
console.log("changed!")
g.setAttribute(
"transform",
`scale(${zoom}) translate(${point[0]} ${point[1]})`
)
}
camera = data.camera
})
}, [state])
}

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@ -1,5 +1,6 @@
import { AppProps } from "next/app"
import { globalStyles } from "styles"
import "styles/globals.css"
function MyApp({ Component, pageProps }: AppProps) {
globalStyles()

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@ -16,9 +16,7 @@ class MyDocument extends Document {
render() {
return (
<Html>
<Head>
<title>ScribbleScript</title>
</Head>
<Head />
<body className={dark}>
<Main />
<NextScript />

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@ -1,6 +1,11 @@
import Head from "next/head"
import Image from "next/image"
import Editor from "components/editor"
export default function Home() {
return <div></div>
return (
<div>
<Editor />
</div>
)
}

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state/index.ts Normal file
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import state, { useSelector } from "./state"
export default state
export { useSelector }

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import { createSelectorHook, createState } from "@state-designer/react"
import * as vec from "utils/vec"
import { clamp, screenToWorld } from "utils/utils"
import { IData } from "types"
const state = createState({})
const initialData: IData = {
camera: {
point: [0, 0],
zoom: 1,
},
}
const state = createState({
data: initialData,
on: {
ZOOMED_CAMERA: {
do: "zoomCamera",
},
PANNED_CAMERA: {
do: "panCamera",
},
},
actions: {
zoomCamera(data, payload: { delta: number; point: number[] }) {
const { camera } = data
const p0 = screenToWorld(payload.point, data)
camera.zoom = clamp(
camera.zoom - (payload.delta / 100) * camera.zoom,
0.5,
3
)
const p1 = screenToWorld(payload.point, data)
camera.point = vec.add(camera.point, vec.sub(p1, p0))
},
panCamera(data, payload: { delta: number[]; point: number[] }) {
const { camera } = data
data.camera.point = vec.sub(
camera.point,
vec.div(payload.delta, camera.zoom)
)
},
},
})
export default state

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styles/globals.css Normal file
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* {
box-sizing: border-box;
}
html,
body {
margin: 0;
padding: 0;
overscroll-behavior: none;
}

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@ -25,6 +25,11 @@ const dark = theme({})
const globalStyles = global({
"*": { boxSizing: "border-box" },
"html, body": {
padding: "0",
margin: "0",
overscrollBehavior: "none",
},
})
export default styled

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types.ts Normal file
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export interface IData {
camera: {
point: number[]
zoom: number
}
}

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utils/svg.ts Normal file
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// Some helpers for drawing SVGs.
import * as vec from "./vec"
import { getSweep } from "utils/utils"
// General
export function ellipse(A: number[], r: number) {
return `M ${A[0] - r},${A[1]}
a ${r},${r} 0 1,0 ${r * 2},0
a ${r},${r} 0 1,0 -${r * 2},0 `
}
export function moveTo(v: number[]) {
return `M ${v[0]},${v[1]} `
}
export function lineTo(v: number[]) {
return `L ${v[0]},${v[1]} `
}
export function line(a: number[], ...pts: number[][]) {
return moveTo(a) + pts.map((p) => lineTo(p)).join()
}
export function hLineTo(v: number[]) {
return `H ${v[0]},${v[1]} `
}
export function vLineTo(v: number[]) {
return `V ${v[0]},${v[1]} `
}
export function bezierTo(A: number[], B: number[], C: number[]) {
return `C ${A[0]},${A[1]} ${B[0]},${B[1]} ${C[0]},${C[1]} `
}
export function arcTo(C: number[], r: number, A: number[], B: number[]) {
return [
// moveTo(A),
"A",
r,
r,
0,
getSweep(C, A, B) > 0 ? "1" : "0",
0,
B[0],
B[1],
].join(" ")
}
export function closePath() {
return "Z"
}
export function rectTo(A: number[]) {
return ["R", A[0], A[1]].join(" ")
}
export function getPointAtLength(path: SVGPathElement, length: number) {
const point = path.getPointAtLength(length)
return [point.x, point.y]
}

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utils/utils.ts Normal file
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import { IData } from "types"
import * as svg from "./svg"
import * as vec from "./vec"
export function screenToWorld(point: number[], data: IData) {
return vec.add(vec.div(point, data.camera.zoom), data.camera.point)
}
// A helper for getting tangents.
export function getCircleTangentToPoint(
A: number[],
r0: number,
P: number[],
side: number
) {
const B = vec.lrp(A, P, 0.5),
r1 = vec.dist(A, B),
delta = vec.sub(B, A),
d = vec.len(delta)
if (!(d <= r0 + r1 && d >= Math.abs(r0 - r1))) {
return
}
const a = (r0 * r0 - r1 * r1 + d * d) / (2.0 * d),
n = 1 / d,
p = vec.add(A, vec.mul(delta, a * n)),
h = Math.sqrt(r0 * r0 - a * a),
k = vec.mul(vec.per(delta), h * n)
return side === 0 ? vec.add(p, k) : vec.sub(p, k)
}
export function circleCircleIntersections(a: number[], b: number[]) {
const R = a[2],
r = b[2]
let dx = b[0] - a[0],
dy = b[1] - a[1]
const d = Math.sqrt(dx * dx + dy * dy),
x = (d * d - r * r + R * R) / (2 * d),
y = Math.sqrt(R * R - x * x)
dx /= d
dy /= d
return [
[a[0] + dx * x - dy * y, a[1] + dy * x + dx * y],
[a[0] + dx * x + dy * y, a[1] + dy * x - dx * y],
]
}
export function getClosestPointOnCircle(
C: number[],
r: number,
P: number[],
padding = 0
) {
const v = vec.sub(C, P)
return vec.sub(C, vec.mul(vec.div(v, vec.len(v)), r + padding))
}
export function projectPoint(p0: number[], a: number, d: number) {
return [Math.cos(a) * d + p0[0], Math.sin(a) * d + p0[1]]
}
function shortAngleDist(a0: number, a1: number) {
const max = Math.PI * 2
const da = (a1 - a0) % max
return ((2 * da) % max) - da
}
export function lerpAngles(a0: number, a1: number, t: number) {
return a0 + shortAngleDist(a0, a1) * t
}
export function getBezierCurveSegments(points: number[][], tension = 0.4) {
const len = points.length,
cpoints: number[][] = [...points]
if (len < 2) {
throw Error("Curve must have at least two points.")
}
for (let i = 1; i < len - 1; i++) {
const p0 = points[i - 1],
p1 = points[i],
p2 = points[i + 1]
const pdx = p2[0] - p0[0],
pdy = p2[1] - p0[1],
pd = Math.hypot(pdx, pdy),
nx = pdx / pd, // normalized x
ny = pdy / pd, // normalized y
dp = Math.hypot(p1[0] - p0[0], p1[1] - p0[1]), // Distance to previous
dn = Math.hypot(p1[0] - p2[0], p1[1] - p2[1]) // Distance to next
cpoints[i] = [
// tangent start
p1[0] - nx * dp * tension,
p1[1] - ny * dp * tension,
// tangent end
p1[0] + nx * dn * tension,
p1[1] + ny * dn * tension,
// normal
nx,
ny,
]
}
// TODO: Reflect the nearest control points, not average them
const d0 = Math.hypot(points[0][0] + cpoints[1][0])
cpoints[0][2] = (points[0][0] + cpoints[1][0]) / 2
cpoints[0][3] = (points[0][1] + cpoints[1][1]) / 2
cpoints[0][4] = (cpoints[1][0] - points[0][0]) / d0
cpoints[0][5] = (cpoints[1][1] - points[0][1]) / d0
const d1 = Math.hypot(points[len - 1][1] + cpoints[len - 1][1])
cpoints[len - 1][0] = (points[len - 1][0] + cpoints[len - 2][2]) / 2
cpoints[len - 1][1] = (points[len - 1][1] + cpoints[len - 2][3]) / 2
cpoints[len - 1][4] = (cpoints[len - 2][2] - points[len - 1][0]) / -d1
cpoints[len - 1][5] = (cpoints[len - 2][3] - points[len - 1][1]) / -d1
const results: {
start: number[]
tangentStart: number[]
normalStart: number[]
pressureStart: number
end: number[]
tangentEnd: number[]
normalEnd: number[]
pressureEnd: number
}[] = []
for (let i = 1; i < cpoints.length; i++) {
results.push({
start: points[i - 1].slice(0, 2),
tangentStart: cpoints[i - 1].slice(2, 4),
normalStart: cpoints[i - 1].slice(4, 6),
pressureStart: 2 + ((i - 1) % 2 === 0 ? 1.5 : 0),
end: points[i].slice(0, 2),
tangentEnd: cpoints[i].slice(0, 2),
normalEnd: cpoints[i].slice(4, 6),
pressureEnd: 2 + (i % 2 === 0 ? 1.5 : 0),
})
}
return results
}
export function cubicBezier(
tx: number,
x1: number,
y1: number,
x2: number,
y2: number
) {
// Inspired by Don Lancaster's two articles
// http://www.tinaja.com/glib/cubemath.pdf
// http://www.tinaja.com/text/bezmath.html
// Set start and end point
const x0 = 0,
y0 = 0,
x3 = 1,
y3 = 1,
// Convert the coordinates to equation space
A = x3 - 3 * x2 + 3 * x1 - x0,
B = 3 * x2 - 6 * x1 + 3 * x0,
C = 3 * x1 - 3 * x0,
D = x0,
E = y3 - 3 * y2 + 3 * y1 - y0,
F = 3 * y2 - 6 * y1 + 3 * y0,
G = 3 * y1 - 3 * y0,
H = y0,
// Variables for the loop below
iterations = 5
let i: number,
slope: number,
x: number,
t = tx
// Loop through a few times to get a more accurate time value, according to the Newton-Raphson method
// http://en.wikipedia.org/wiki/Newton's_method
for (i = 0; i < iterations; i++) {
// The curve's x equation for the current time value
x = A * t * t * t + B * t * t + C * t + D
// The slope we want is the inverse of the derivate of x
slope = 1 / (3 * A * t * t + 2 * B * t + C)
// Get the next estimated time value, which will be more accurate than the one before
t -= (x - tx) * slope
t = t > 1 ? 1 : t < 0 ? 0 : t
}
// Find the y value through the curve's y equation, with the now more accurate time value
return Math.abs(E * t * t * t + F * t * t + G * t * H)
}
export function copyToClipboard(string: string) {
let textarea: HTMLTextAreaElement
let result: boolean
try {
navigator.clipboard.writeText(string)
} catch (e) {
try {
textarea = document.createElement("textarea")
textarea.setAttribute("position", "fixed")
textarea.setAttribute("top", "0")
textarea.setAttribute("readonly", "true")
textarea.setAttribute("contenteditable", "true")
textarea.style.position = "fixed" // prevent scroll from jumping to the bottom when focus is set.
textarea.value = string
document.body.appendChild(textarea)
textarea.focus()
textarea.select()
const range = document.createRange()
range.selectNodeContents(textarea)
const sel = window.getSelection()
sel.removeAllRanges()
sel.addRange(range)
textarea.setSelectionRange(0, textarea.value.length)
result = document.execCommand("copy")
} catch (err) {
result = null
} finally {
document.body.removeChild(textarea)
}
}
return !!result
}
/**
* Get a bezier curve data to for a spline that fits an array of points.
* @param points An array of points formatted as [x, y]
* @param k Tension
* @returns An array of points as [cp1x, cp1y, cp2x, cp2y, px, py].
*/
export function getSpline(pts: number[][], k = 0.5) {
let p0: number[],
[p1, p2, p3] = pts
const results: number[][] = []
for (let i = 1, len = pts.length; i < len; i++) {
p0 = p1
p1 = p2
p2 = p3
p3 = pts[i + 2] ? pts[i + 2] : p2
results.push([
p1[0] + ((p2[0] - p0[0]) / 6) * k,
p1[1] + ((p2[1] - p0[1]) / 6) * k,
p2[0] - ((p3[0] - p1[0]) / 6) * k,
p2[1] - ((p3[1] - p1[1]) / 6) * k,
pts[i][0],
pts[i][1],
])
}
return results
}
export function getCurvePoints(
pts: number[][],
tension = 0.5,
isClosed = false,
numOfSegments = 3
) {
const _pts = [...pts],
len = pts.length,
res: number[][] = [] // results
let t1x: number, // tension vectors
t2x: number,
t1y: number,
t2y: number,
c1: number, // cardinal points
c2: number,
c3: number,
c4: number,
st: number,
st2: number,
st3: number
// The algorithm require a previous and next point to the actual point array.
// Check if we will draw closed or open curve.
// If closed, copy end points to beginning and first points to end
// If open, duplicate first points to befinning, end points to end
if (isClosed) {
_pts.unshift(_pts[len - 1])
_pts.push(_pts[0])
} else {
//copy 1. point and insert at beginning
_pts.unshift(_pts[0])
_pts.push(_pts[len - 1])
// _pts.push(_pts[len - 1])
}
// For each point, calculate a segment
for (let i = 1; i < _pts.length - 2; i++) {
// Calculate points along segment and add to results
for (let t = 0; t <= numOfSegments; t++) {
// Step
st = t / numOfSegments
st2 = Math.pow(st, 2)
st3 = Math.pow(st, 3)
// Cardinals
c1 = 2 * st3 - 3 * st2 + 1
c2 = -(2 * st3) + 3 * st2
c3 = st3 - 2 * st2 + st
c4 = st3 - st2
// Tension
t1x = (_pts[i + 1][0] - _pts[i - 1][0]) * tension
t2x = (_pts[i + 2][0] - _pts[i][0]) * tension
t1y = (_pts[i + 1][1] - _pts[i - 1][1]) * tension
t2y = (_pts[i + 2][1] - _pts[i][1]) * tension
// Control points
res.push([
c1 * _pts[i][0] + c2 * _pts[i + 1][0] + c3 * t1x + c4 * t2x,
c1 * _pts[i][1] + c2 * _pts[i + 1][1] + c3 * t1y + c4 * t2y,
])
}
}
res.push(pts[pts.length - 1])
return res
}
export function angleDelta(a0: number, a1: number) {
return shortAngleDist(a0, a1)
}
/**
* Rotate a point around a center.
* @param x The x-axis coordinate of the point.
* @param y The y-axis coordinate of the point.
* @param cx The x-axis coordinate of the point to rotate round.
* @param cy The y-axis coordinate of the point to rotate round.
* @param angle The distance (in radians) to rotate.
*/
export function rotatePoint(A: number[], B: number[], angle: number) {
const s = Math.sin(angle)
const c = Math.cos(angle)
const px = A[0] - B[0]
const py = A[1] - B[1]
const nx = px * c - py * s
const ny = px * s + py * c
return [nx + B[0], ny + B[1]]
}
export function degreesToRadians(d: number) {
return (d * Math.PI) / 180
}
export function radiansToDegrees(r: number) {
return (r * 180) / Math.PI
}
export function getArcLength(C: number[], r: number, A: number[], B: number[]) {
const sweep = getSweep(C, A, B)
return r * (2 * Math.PI) * (sweep / (2 * Math.PI))
}
export function getArcDashOffset(
C: number[],
r: number,
A: number[],
B: number[],
step: number
) {
const del0 = getSweep(C, A, B)
const len0 = getArcLength(C, r, A, B)
const off0 = del0 < 0 ? len0 : 2 * Math.PI * C[2] - len0
return -off0 / 2 + step
}
export function getEllipseDashOffset(A: number[], step: number) {
const c = 2 * Math.PI * A[2]
return -c / 2 + -step
}
export function getSweep(C: number[], A: number[], B: number[]) {
return angleDelta(vec.angle(C, A), vec.angle(C, B))
}
export function deepCompareArrays<T>(a: T[], b: T[]) {
if (a?.length !== b?.length) return false
return deepCompare(a, b)
}
export function deepCompare<T>(a: T, b: T) {
return a === b || JSON.stringify(a) === JSON.stringify(b)
}
/**
* Get outer tangents of two circles.
* @param x0
* @param y0
* @param r0
* @param x1
* @param y1
* @param r1
* @returns [lx0, ly0, lx1, ly1, rx0, ry0, rx1, ry1]
*/
export function getOuterTangents(
C0: number[],
r0: number,
C1: number[],
r1: number
) {
const a0 = vec.angle(C0, C1)
const d = vec.dist(C0, C1)
// Circles are overlapping, no tangents
if (d < Math.abs(r1 - r0)) return
const a1 = Math.acos((r0 - r1) / d),
t0 = a0 + a1,
t1 = a0 - a1
return [
[C0[0] + r0 * Math.cos(t1), C0[1] + r0 * Math.sin(t1)],
[C1[0] + r1 * Math.cos(t1), C1[1] + r1 * Math.sin(t1)],
[C0[0] + r0 * Math.cos(t0), C0[1] + r0 * Math.sin(t0)],
[C1[0] + r1 * Math.cos(t0), C1[1] + r1 * Math.sin(t0)],
]
}
export function arrsIntersect<T, K>(
a: T[],
b: K[],
fn?: (item: K) => T
): boolean
export function arrsIntersect<T>(a: T[], b: T[]): boolean
export function arrsIntersect<T>(
a: T[],
b: unknown[],
fn?: (item: unknown) => T
) {
return a.some((item) => b.includes(fn ? fn(item) : item))
}
// /**
// * Will mutate an array to remove items.
// * @param arr
// * @param item
// */
// export function pull<T>(arr: T[], ...items: T[]) {
// for (let item of items) {
// arr.splice(arr.indexOf(item), 1)
// }
// return arr
// }
// /**
// * Will mutate an array to remove items, based on a function
// * @param arr
// * @param fn
// * @returns
// */
// export function pullWith<T>(arr: T[], fn: (item: T) => boolean) {
// pull(arr, ...arr.filter((item) => fn(item)))
// return arr
// }
// export function rectContainsRect(
// x0: number,
// y0: number,
// x1: number,
// y1: number,
// box: { x: number; y: number; width: number; height: number }
// ) {
// return !(
// x0 > box.x ||
// x1 < box.x + box.width ||
// y0 > box.y ||
// y1 < box.y + box.height
// )
// }
export function getTouchDisplay() {
return (
"ontouchstart" in window ||
navigator.maxTouchPoints > 0 ||
navigator.msMaxTouchPoints > 0
)
}
const rounds = [1, 10, 100, 1000]
export function round(n: number, p = 2) {
return Math.floor(n * rounds[p]) / rounds[p]
}
/**
* Linear interpolation betwen two numbers.
* @param y1
* @param y2
* @param mu
*/
export function lerp(y1: number, y2: number, mu: number) {
mu = clamp(mu, 0, 1)
return y1 * (1 - mu) + y2 * mu
}
/**
* Modulate a value between two ranges.
* @param value
* @param rangeA from [low, high]
* @param rangeB to [low, high]
* @param clamp
*/
export function modulate(
value: number,
rangeA: number[],
rangeB: number[],
clamp = false
) {
const [fromLow, fromHigh] = rangeA
const [v0, v1] = rangeB
const result = v0 + ((value - fromLow) / (fromHigh - fromLow)) * (v1 - v0)
return clamp
? v0 < v1
? Math.max(Math.min(result, v1), v0)
: Math.max(Math.min(result, v0), v1)
: result
}
/**
* Clamp a value into a range.
* @param n
* @param min
*/
export function clamp(n: number, min: number): number
export function clamp(n: number, min: number, max: number): number
export function clamp(n: number, min: number, max?: number): number {
return Math.max(min, typeof max !== "undefined" ? Math.min(n, max) : n)
}
// CURVES
// Mostly adapted from https://github.com/Pomax/bezierjs
export function computePointOnCurve(t: number, points: number[][]) {
// shortcuts
if (t === 0) {
return points[0]
}
const order = points.length - 1
if (t === 1) {
return points[order]
}
const mt = 1 - t
let p = points // constant?
if (order === 0) {
return points[0]
} // linear?
if (order === 1) {
return [mt * p[0][0] + t * p[1][0], mt * p[0][1] + t * p[1][1]]
} // quadratic/cubic curve?
if (order < 4) {
const mt2 = mt * mt,
t2 = t * t
let a: number,
b: number,
c: number,
d = 0
if (order === 2) {
p = [p[0], p[1], p[2], [0, 0]]
a = mt2
b = mt * t * 2
c = t2
} else if (order === 3) {
a = mt2 * mt
b = mt2 * t * 3
c = mt * t2 * 3
d = t * t2
}
return [
a * p[0][0] + b * p[1][0] + c * p[2][0] + d * p[3][0],
a * p[0][1] + b * p[1][1] + c * p[2][1] + d * p[3][1],
]
} // higher order curves: use de Casteljau's computation
}
function distance2(p: DOMPoint, point: number[]) {
const dx = p.x - point[0],
dy = p.y - point[1]
return dx * dx + dy * dy
}
/**
* Find the closest point on a path to an off-path point.
* @param pathNode
* @param point
* @returns
*/
export function getClosestPointOnPath(
pathNode: SVGPathElement,
point: number[]
) {
const pathLen = pathNode.getTotalLength()
let p = 8,
best: DOMPoint,
bestLen: number,
bestDist = Infinity,
bl: number,
al: number
// linear scan for coarse approximation
for (
let scan: DOMPoint, scanLen = 0, scanDist: number;
scanLen <= pathLen;
scanLen += p
) {
if (
(scanDist = distance2(
(scan = pathNode.getPointAtLength(scanLen)),
point
)) < bestDist
) {
;(best = scan), (bestLen = scanLen), (bestDist = scanDist)
}
}
// binary search for precise estimate
p /= 2
while (p > 0.5) {
let before: DOMPoint, after: DOMPoint, bd: number, ad: number
if (
(bl = bestLen - p) >= 0 &&
(bd = distance2((before = pathNode.getPointAtLength(bl)), point)) <
bestDist
) {
;(best = before), (bestLen = bl), (bestDist = bd)
} else if (
(al = bestLen + p) <= pathLen &&
(ad = distance2((after = pathNode.getPointAtLength(al)), point)) <
bestDist
) {
;(best = after), (bestLen = al), (bestDist = ad)
} else {
p /= 2
}
}
return {
point: [best.x, best.y],
distance: bestDist,
length: (bl + al) / 2,
t: (bl + al) / 2 / pathLen,
}
}
export function det(
a: number,
b: number,
c: number,
d: number,
e: number,
f: number,
g: number,
h: number,
i: number
) {
return a * e * i + b * f * g + c * d * h - a * f * h - b * d * i - c * e * g
}
/**
* Get a circle from three points.
* @param p0
* @param p1
* @param center
* @returns
*/
export function circleFromThreePoints(A: number[], B: number[], C: number[]) {
const a = det(A[0], A[1], 1, B[0], B[1], 1, C[0], C[1], 1)
const bx = -det(
A[0] * A[0] + A[1] * A[1],
A[1],
1,
B[0] * B[0] + B[1] * B[1],
B[1],
1,
C[0] * C[0] + C[1] * C[1],
C[1],
1
)
const by = det(
A[0] * A[0] + A[1] * A[1],
A[0],
1,
B[0] * B[0] + B[1] * B[1],
B[0],
1,
C[0] * C[0] + C[1] * C[1],
C[0],
1
)
const c = -det(
A[0] * A[0] + A[1] * A[1],
A[0],
A[1],
B[0] * B[0] + B[1] * B[1],
B[0],
B[1],
C[0] * C[0] + C[1] * C[1],
C[0],
C[1]
)
return [
-bx / (2 * a),
-by / (2 * a),
Math.sqrt(bx * bx + by * by - 4 * a * c) / (2 * Math.abs(a)),
]
}
// eslint-disable-next-line @typescript-eslint/no-explicit-any
export function throttle<P extends any[], T extends (...args: P) => any>(
fn: T,
wait: number,
preventDefault?: boolean
) {
// eslint-disable-next-line @typescript-eslint/no-explicit-any
let inThrottle: boolean, lastFn: any, lastTime: number
return function(...args: P) {
if (preventDefault) args[0].preventDefault()
// eslint-disable-next-line @typescript-eslint/no-this-alias
const context = this
if (!inThrottle) {
fn.apply(context, args)
lastTime = Date.now()
inThrottle = true
} else {
clearTimeout(lastFn)
lastFn = setTimeout(function() {
if (Date.now() - lastTime >= wait) {
fn.apply(context, args)
lastTime = Date.now()
}
}, Math.max(wait - (Date.now() - lastTime), 0))
}
}
}
export function pointInRect(
point: number[],
minX: number,
minY: number,
maxX: number,
maxY: number
) {
return !(
point[0] < minX ||
point[0] > maxX ||
point[1] < minY ||
point[1] > maxY
)
}
/**
* Get the intersection of two rays, with origin points p0 and p1, and direction vectors n0 and n1.
* @param p0 The origin point of the first ray
* @param n0 The direction vector of the first ray
* @param p1 The origin point of the second ray
* @param n1 The direction vector of the second ray
* @returns
*/
export function getRayRayIntersection(
p0: number[],
n0: number[],
p1: number[],
n1: number[]
) {
const p0e = vec.add(p0, n0),
p1e = vec.add(p1, n1),
m0 = (p0e[1] - p0[1]) / (p0e[0] - p0[0]),
m1 = (p1e[1] - p1[1]) / (p1e[0] - p1[0]),
b0 = p0[1] - m0 * p0[0],
b1 = p1[1] - m1 * p1[0],
x = (b1 - b0) / (m0 - m1),
y = m0 * x + b0
return [x, y]
}
export async function postJsonToEndpoint(
endpoint: string,
data: { [key: string]: unknown }
) {
const d = await fetch(
`${process.env.NEXT_PUBLIC_BASE_API_URL}/api/${endpoint}`,
{
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(data),
}
)
return await d.json()
}

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/**
* Clamp a value into a range.
* @param n
* @param min
*/
export function clamp(n: number, min: number): number
export function clamp(n: number, min: number, max: number): number
export function clamp(n: number, min: number, max?: number): number {
return Math.max(min, typeof max !== "undefined" ? Math.min(n, max) : n)
}
/**
* Negate a vector.
* @param A
*/
export function neg(A: number[]) {
return [-A[0], -A[1]]
}
/**
* Add vectors.
* @param A
* @param B
*/
export function add(A: number[], B: number[]) {
return [A[0] + B[0], A[1] + B[1]]
}
/**
* Subtract vectors.
* @param A
* @param B
*/
export function sub(A: number[], B: number[]) {
return [A[0] - B[0], A[1] - B[1]]
}
/**
* Get the vector from vectors A to B.
* @param A
* @param B
*/
export function vec(A: number[], B: number[]) {
// A, B as vectors get the vector from A to B
return [B[0] - A[0], B[1] - A[1]]
}
/**
* Vector multiplication by scalar
* @param A
* @param n
*/
export function mul(A: number[], n: number) {
return [A[0] * n, A[1] * n]
}
export function mulV(A: number[], B: number[]) {
return [A[0] * B[0], A[1] * B[1]]
}
/**
* Vector division by scalar.
* @param A
* @param n
*/
export function div(A: number[], n: number) {
return [A[0] / n, A[1] / n]
}
/**
* Vector division by vector.
* @param A
* @param n
*/
export function divV(A: number[], B: number[]) {
return [A[0] / B[0], A[1] / B[1]]
}
/**
* Perpendicular rotation of a vector A
* @param A
*/
export function per(A: number[]) {
return [A[1], -A[0]]
}
/**
* Dot product
* @param A
* @param B
*/
export function dpr(A: number[], B: number[]) {
return A[0] * B[0] + A[1] * B[1]
}
/**
* Cross product (outer product) | A X B |
* @param A
* @param B
*/
export function cpr(A: number[], B: number[]) {
return A[0] * B[1] - B[0] * A[1]
}
/**
* Length of the vector squared
* @param A
*/
export function len2(A: number[]) {
return A[0] * A[0] + A[1] * A[1]
}
/**
* Length of the vector
* @param A
*/
export function len(A: number[]) {
return Math.hypot(A[0], A[1])
}
/**
* Project A over B
* @param A
* @param B
*/
export function pry(A: number[], B: number[]) {
return dpr(A, B) / len(B)
}
/**
* Get normalized / unit vector.
* @param A
*/
export function uni(A: number[]) {
return div(A, len(A))
}
/**
* Get normalized / unit vector.
* @param A
*/
export function normalize(A: number[]) {
return uni(A)
}
/**
* Get the tangent between two vectors.
* @param A
* @param B
* @returns
*/
export function tangent(A: number[], B: number[]) {
return normalize(sub(A, B))
}
/**
* Dist length from A to B squared.
* @param A
* @param B
*/
export function dist2(A: number[], B: number[]) {
return len2(sub(A, B))
}
/**
* Dist length from A to B
* @param A
* @param B
*/
export function dist(A: number[], B: number[]) {
return Math.hypot(A[1] - B[1], A[0] - B[0])
}
/**
* A faster, though less accurate method for testing distances. Maybe faster?
* @param A
* @param B
* @returns
*/
export function fastDist(A: number[], B: number[]) {
const V = [B[0] - A[0], B[1] - A[1]]
const aV = [Math.abs(V[0]), Math.abs(V[1])]
let r = 1 / Math.max(aV[0], aV[1])
r = r * (1.29289 - (aV[0] + aV[1]) * r * 0.29289)
return [V[0] * r, V[1] * r]
}
/**
* Angle between vector A and vector B in radians
* @param A
* @param B
*/
export function ang(A: number[], B: number[]) {
return Math.atan2(cpr(A, B), dpr(A, B))
}
/**
* Angle between vector A and vector B in radians
* @param A
* @param B
*/
export function angle(A: number[], B: number[]) {
return Math.atan2(B[1] - A[1], B[0] - A[0])
}
/**
* Mean between two vectors or mid vector between two vectors
* @param A
* @param B
*/
export function med(A: number[], B: number[]) {
return mul(add(A, B), 0.5)
}
/**
* Vector rotation by r (radians)
* @param A
* @param r rotation in radians
*/
export function rot(A: number[], r: number) {
return [
A[0] * Math.cos(r) - A[1] * Math.sin(r),
A[0] * Math.sin(r) + A[1] * Math.cos(r),
]
}
/**
* Rotate a vector around another vector by r (radians)
* @param A vector
* @param C center
* @param r rotation in radians
*/
export function rotWith(A: number[], C: number[], r: number) {
const s = Math.sin(r)
const c = Math.cos(r)
const px = A[0] - C[0]
const py = A[1] - C[1]
const nx = px * c - py * s
const ny = px * s + py * c
return [nx + C[0], ny + C[1]]
}
/**
* Check of two vectors are identical.
* @param A
* @param B
*/
export function isEqual(A: number[], B: number[]) {
return A[0] === B[0] && A[1] === B[1]
}
/**
* Interpolate vector A to B with a scalar t
* @param A
* @param B
* @param t scalar
*/
export function lrp(A: number[], B: number[], t: number) {
return add(A, mul(vec(A, B), t))
}
/**
* Interpolate from A to B when curVAL goes fromVAL => to
* @param A
* @param B
* @param from Starting value
* @param to Ending value
* @param s Strength
*/
export function int(A: number[], B: number[], from: number, to: number, s = 1) {
const t = (clamp(from, to) - from) / (to - from)
return add(mul(A, 1 - t), mul(B, s))
}
/**
* Get the angle between the three vectors A, B, and C.
* @param p1
* @param pc
* @param p2
*/
export function ang3(p1: number[], pc: number[], p2: number[]) {
// this,
const v1 = vec(pc, p1)
const v2 = vec(pc, p2)
return ang(v1, v2)
}
/**
* Absolute value of a vector.
* @param A
* @returns
*/
export function abs(A: number[]) {
return [Math.abs(A[0]), Math.abs(A[1])]
}
export function rescale(a: number[], n: number) {
const l = len(a)
return [(n * a[0]) / l, (n * a[1]) / l]
}
/**
* Get whether p1 is left of p2, relative to pc.
* @param p1
* @param pc
* @param p2
*/
export function isLeft(p1: number[], pc: number[], p2: number[]) {
// isLeft: >0 for counterclockwise
// =0 for none (degenerate)
// <0 for clockwise
return (pc[0] - p1[0]) * (p2[1] - p1[1]) - (p2[0] - p1[0]) * (pc[1] - p1[1])
}
export function clockwise(p1: number[], pc: number[], p2: number[]) {
return isLeft(p1, pc, p2) > 0
}
const rounds = [1, 10, 100, 1000]
export function round(a: number[], d = 2) {
return [
Math.round(a[0] * rounds[d]) / rounds[d],
Math.round(a[1] * rounds[d]) / rounds[d],
]
}
/**
* Get the minimum distance from a point P to a line with a segment AB.
* @param A The start of the line.
* @param B The end of the line.
* @param P A point.
* @returns
*/
// export function distanceToLine(A: number[], B: number[], P: number[]) {
// const delta = sub(B, A)
// const angle = Math.atan2(delta[1], delta[0])
// const dir = rot(sub(P, A), -angle)
// return dir[1]
// }
/**
* Get the nearest point on a line segment AB.
* @param A The start of the line.
* @param B The end of the line.
* @param P A point.
* @param clamp Whether to clamp the resulting point to the segment.
* @returns
*/
// export function nearestPointOnLine(
// A: number[],
// B: number[],
// P: number[],
// clamp = true
// ) {
// const delta = sub(B, A)
// const length = len(delta)
// const angle = Math.atan2(delta[1], delta[0])
// const dir = rot(sub(P, A), -angle)
// if (clamp) {
// if (dir[0] < 0) return A
// if (dir[0] > length) return B
// }
// return add(A, div(mul(delta, dir[0]), length))
// }
/**
* Get the nearest point on a line with a known unit vector that passes through point A
* @param A Any point on the line
* @param u The unit vector for the line.
* @param P A point not on the line to test.
* @returns
*/
export function nearestPointOnLineThroughPoint(
A: number[],
u: number[],
P: number[]
) {
return add(A, mul(u, pry(sub(P, A), u)))
}
/**
* Distance between a point and a line with a known unit vector that passes through a point.
* @param A Any point on the line
* @param u The unit vector for the line.
* @param P A point not on the line to test.
* @returns
*/
export function distanceToLineThroughPoint(
A: number[],
u: number[],
P: number[]
) {
return dist(P, nearestPointOnLineThroughPoint(A, u, P))
}
/**
* Get the nearest point on a line segment between A and B
* @param A The start of the line segment
* @param B The end of the line segment
* @param P The off-line point
* @param clamp Whether to clamp the point between A and B.
* @returns
*/
export function nearestPointOnLineSegment(
A: number[],
B: number[],
P: number[],
clamp = true
) {
const delta = sub(B, A)
const length = len(delta)
const u = div(delta, length)
const pt = add(A, mul(u, pry(sub(P, A), u)))
if (clamp) {
const da = dist(A, pt)
const db = dist(B, pt)
if (db < da && da > length) return B
if (da < db && db > length) return A
}
return pt
}
/**
* Distance between a point and the nearest point on a line segment between A and B
* @param A The start of the line segment
* @param B The end of the line segment
* @param P The off-line point
* @param clamp Whether to clamp the point between A and B.
* @returns
*/
export function distanceToLineSegment(
A: number[],
B: number[],
P: number[],
clamp = true
) {
return dist(P, nearestPointOnLineSegment(A, B, P, clamp))
}
/**
* Get a vector d distance from A towards B.
* @param A
* @param B
* @param d
* @returns
*/
export function nudge(A: number[], B: number[], d: number) {
return add(A, mul(uni(vec(A, B)), d))
}