import Vector from "lib/code/vector" import React from "react" import { Data, Bounds, Edge, Corner, Shape } from "types" import * as vec from "./vec" import _isMobile from "ismobilejs" import { getShapeUtils } from "lib/shape-utils" export function screenToWorld(point: number[], data: Data) { return vec.sub(vec.div(point, data.camera.zoom), data.camera.point) } /** * Get a bounding box that includes two bounding boxes. * @param a Bounding box * @param b Bounding box * @returns */ export function getExpandedBounds(a: Bounds, b: Bounds) { const minX = Math.min(a.minX, b.minX), minY = Math.min(a.minY, b.minY), maxX = Math.max(a.maxX, b.maxX), maxY = Math.max(a.maxY, b.maxY), width = Math.abs(maxX - minX), height = Math.abs(maxY - minY) return { minX, minY, maxX, maxY, width, height } } /** * Get the common bounds of a group of bounds. * @returns */ export function getCommonBounds(...b: Bounds[]) { if (b.length < 2) return b[0] let bounds = b[0] for (let i = 1; i < b.length; i++) { bounds = getExpandedBounds(bounds, b[i]) } return bounds } // export function getBoundsFromTwoPoints(a: number[], b: number[]) { // const minX = Math.min(a[0], b[0]) // const maxX = Math.max(a[0], b[0]) // const minY = Math.min(a[1], b[1]) // const maxY = Math.max(a[1], b[1]) // return { // minX, // maxX, // minY, // maxY, // width: maxX - minX, // height: maxY - minY, // } // } // 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(a: T[], b: T[]) { if (a?.length !== b?.length) return false return deepCompare(a, b) } export function deepCompare(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( a: T[], b: K[], fn?: (item: K) => T ): boolean export function arrsIntersect(a: T[], b: T[]): boolean export function arrsIntersect( 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(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(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

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() } export function getKeyboardEventInfo(e: KeyboardEvent | React.KeyboardEvent) { const { shiftKey, ctrlKey, metaKey, altKey } = e return { key: e.key, shiftKey, ctrlKey, metaKey: isDarwin() ? metaKey : ctrlKey, altKey, } } export function isDarwin() { return /Mac|iPod|iPhone|iPad/.test(window.navigator.platform) } export function metaKey(e: KeyboardEvent | React.KeyboardEvent) { return isDarwin() ? e.metaKey : e.ctrlKey } export function getTransformAnchor( type: Edge | Corner, isFlippedX: boolean, isFlippedY: boolean ) { let anchor: Corner | Edge = type // Change corner anchors if flipped switch (type) { case Corner.TopLeft: { if (isFlippedX && isFlippedY) { anchor = Corner.BottomRight } else if (isFlippedX) { anchor = Corner.TopRight } else if (isFlippedY) { anchor = Corner.BottomLeft } else { anchor = Corner.BottomRight } break } case Corner.TopRight: { if (isFlippedX && isFlippedY) { anchor = Corner.BottomLeft } else if (isFlippedX) { anchor = Corner.TopLeft } else if (isFlippedY) { anchor = Corner.BottomRight } else { anchor = Corner.BottomLeft } break } case Corner.BottomRight: { if (isFlippedX && isFlippedY) { anchor = Corner.TopLeft } else if (isFlippedX) { anchor = Corner.BottomLeft } else if (isFlippedY) { anchor = Corner.TopRight } else { anchor = Corner.TopLeft } break } case Corner.BottomLeft: { if (isFlippedX && isFlippedY) { anchor = Corner.TopRight } else if (isFlippedX) { anchor = Corner.BottomRight } else if (isFlippedY) { anchor = Corner.TopLeft } else { anchor = Corner.TopRight } break } } return anchor } export function vectorToPoint(point: number[] | Vector | undefined) { if (typeof point === "undefined") { return [0, 0] } if (point instanceof Vector) { return [point.x, point.y] } return point } export function getBoundsFromPoints(points: number[][]): Bounds { let minX = Infinity let minY = Infinity let maxX = -Infinity let maxY = -Infinity for (let [x, y] of points) { minX = Math.min(x, minX) minY = Math.min(y, minY) maxX = Math.max(x, maxX) maxY = Math.max(y, maxY) } return { minX, minY, maxX, maxY, width: maxX - minX, height: maxY - minY, } } /** * Move a bounding box without recalculating it. * @param bounds * @param delta * @returns */ export function translateBounds(bounds: Bounds, delta: number[]) { return { minX: bounds.minX + delta[0], minY: bounds.minY + delta[1], maxX: bounds.maxX + delta[0], maxY: bounds.maxY + delta[1], width: bounds.width, height: bounds.height, } } export function rotateBounds( bounds: Bounds, center: number[], rotation: number ) { const [minX, minY] = vec.rotWith([bounds.minX, bounds.minY], center, rotation) const [maxX, maxY] = vec.rotWith([bounds.maxX, bounds.maxY], center, rotation) return { minX, minY, maxX, maxY, width: bounds.width, height: bounds.height, } } export function getRotatedSize(size: number[], rotation: number) { const center = vec.div(size, 2) const points = [[0, 0], [size[0], 0], size, [0, size[1]]].map((point) => vec.rotWith(point, center, rotation) ) const bounds = getBoundsFromPoints(points) return [bounds.width, bounds.height] } export function getRotatedCorners(b: Bounds, rotation: number) { const center = [b.minX + b.width / 2, b.minY + b.height / 2] return [ [b.minX, b.minY], [b.maxX, b.minY], [b.maxX, b.maxY], [b.minX, b.maxY], ].map((point) => vec.rotWith(point, center, rotation)) } export function getTransformedBoundingBox( bounds: Bounds, handle: Corner | Edge | "center", delta: number[], rotation = 0, isAspectRatioLocked = false ) { // Create top left and bottom right corners. let [ax0, ay0] = [bounds.minX, bounds.minY] let [ax1, ay1] = [bounds.maxX, bounds.maxY] // Create a second set of corners for the new box. let [bx0, by0] = [bounds.minX, bounds.minY] let [bx1, by1] = [bounds.maxX, bounds.maxY] // If the drag is on the center, just translate the bounds. if (handle === "center") { return { minX: bx0 + delta[0], minY: by0 + delta[1], maxX: bx1 + delta[0], maxY: by1 + delta[1], width: bx1 - bx0, height: by1 - by0, scaleX: 1, scaleY: 1, } } // Counter rotate the delta. This lets us make changes as if // the (possibly rotated) boxes were axis aligned. let [dx, dy] = vec.rot(delta, -rotation) /* 1. Delta Use the delta to adjust the new box by changing its corners. The dragging handle (corner or edge) will determine which corners should change. */ switch (handle) { case Edge.Top: case Corner.TopLeft: case Corner.TopRight: { by0 += dy break } case Edge.Bottom: case Corner.BottomLeft: case Corner.BottomRight: { by1 += dy break } } switch (handle) { case Edge.Left: case Corner.TopLeft: case Corner.BottomLeft: { bx0 += dx break } case Edge.Right: case Corner.TopRight: case Corner.BottomRight: { bx1 += dx break } } const aw = ax1 - ax0 const ah = ay1 - ay0 const scaleX = (bx1 - bx0) / aw const scaleY = (by1 - by0) / ah const flipX = scaleX < 0 const flipY = scaleY < 0 const bw = Math.abs(bx1 - bx0) const bh = Math.abs(by1 - by0) /* 2. Aspect ratio If the aspect ratio is locked, adjust the corners so that the new box's aspect ratio matches the original aspect ratio. */ if (isAspectRatioLocked) { const ar = aw / ah const isTall = ar < bw / bh const tw = bw * (scaleY < 0 ? 1 : -1) * (1 / ar) const th = bh * (scaleX < 0 ? 1 : -1) * ar switch (handle) { case Corner.TopLeft: { if (isTall) by0 = by1 + tw else bx0 = bx1 + th break } case Corner.TopRight: { if (isTall) by0 = by1 + tw else bx1 = bx0 - th break } case Corner.BottomRight: { if (isTall) by1 = by0 - tw else bx1 = bx0 - th break } case Corner.BottomLeft: { if (isTall) by1 = by0 - tw else bx0 = bx1 + th break } case Edge.Bottom: case Edge.Top: { const m = (bx0 + bx1) / 2 const w = bh * ar bx0 = m - w / 2 bx1 = m + w / 2 break } case Edge.Left: case Edge.Right: { const m = (by0 + by1) / 2 const h = bw / ar by0 = m - h / 2 by1 = m + h / 2 break } } } /* 3. Rotation If the bounds are rotated, get a vector from the rotated anchor corner in the inital bounds to the rotated anchor corner in the result's bounds. Subtract this vector from the result's corners, so that the two anchor points (initial and result) will be equal. */ if (rotation % (Math.PI * 2) !== 0) { let cv = [0, 0] const c0 = vec.med([ax0, ay0], [ax1, ay1]) const c1 = vec.med([bx0, by0], [bx1, by1]) switch (handle) { case Corner.TopLeft: { cv = vec.sub( vec.rotWith([bx1, by1], c1, rotation), vec.rotWith([ax1, ay1], c0, rotation) ) break } case Corner.TopRight: { cv = vec.sub( vec.rotWith([bx0, by1], c1, rotation), vec.rotWith([ax0, ay1], c0, rotation) ) break } case Corner.BottomRight: { cv = vec.sub( vec.rotWith([bx0, by0], c1, rotation), vec.rotWith([ax0, ay0], c0, rotation) ) break } case Corner.BottomLeft: { cv = vec.sub( vec.rotWith([bx1, by0], c1, rotation), vec.rotWith([ax1, ay0], c0, rotation) ) break } case Edge.Top: { cv = vec.sub( vec.rotWith(vec.med([bx0, by1], [bx1, by1]), c1, rotation), vec.rotWith(vec.med([ax0, ay1], [ax1, ay1]), c0, rotation) ) break } case Edge.Left: { cv = vec.sub( vec.rotWith(vec.med([bx1, by0], [bx1, by1]), c1, rotation), vec.rotWith(vec.med([ax1, ay0], [ax1, ay1]), c0, rotation) ) break } case Edge.Bottom: { cv = vec.sub( vec.rotWith(vec.med([bx0, by0], [bx1, by0]), c1, rotation), vec.rotWith(vec.med([ax0, ay0], [ax1, ay0]), c0, rotation) ) break } case Edge.Right: { cv = vec.sub( vec.rotWith(vec.med([bx0, by0], [bx0, by1]), c1, rotation), vec.rotWith(vec.med([ax0, ay0], [ax0, ay1]), c0, rotation) ) break } } ;[bx0, by0] = vec.sub([bx0, by0], cv) ;[bx1, by1] = vec.sub([bx1, by1], cv) } /* 4. Flips If the axes are flipped (e.g. if the right edge has been dragged left past the initial left edge) then swap points on that axis. */ if (bx1 < bx0) { ;[bx1, bx0] = [bx0, bx1] } if (by1 < by0) { ;[by1, by0] = [by0, by1] } return { minX: bx0, minY: by0, maxX: bx1, maxY: by1, width: bx1 - bx0, height: by1 - by0, scaleX: ((bx1 - bx0) / (ax1 - ax0)) * (flipX ? -1 : 1), scaleY: ((by1 - by0) / (ay1 - ay0)) * (flipY ? -1 : 1), } } export function getRelativeTransformedBoundingBox( bounds: Bounds, initialBounds: Bounds, initialShapeBounds: Bounds, isFlippedX: boolean, isFlippedY: boolean ) { const nx = (isFlippedX ? initialBounds.maxX - initialShapeBounds.maxX : initialShapeBounds.minX - initialBounds.minX) / initialBounds.width const ny = (isFlippedY ? initialBounds.maxY - initialShapeBounds.maxY : initialShapeBounds.minY - initialBounds.minY) / initialBounds.height const nw = initialShapeBounds.width / initialBounds.width const nh = initialShapeBounds.height / initialBounds.height const minX = bounds.minX + bounds.width * nx const minY = bounds.minY + bounds.height * ny const width = bounds.width * nw const height = bounds.height * nh return { minX, minY, maxX: minX + width, maxY: minY + height, width, height, } } export function getShape( data: Data, shapeId: string, pageId = data.currentPageId ) { return data.document.pages[pageId].shapes[shapeId] } export function getPage(data: Data, pageId = data.currentPageId) { return data.document.pages[pageId] } export function getCurrentCode(data: Data, fileId = data.currentCodeFileId) { return data.document.code[fileId] } export function getShapes(data: Data, pageId = data.currentPageId) { const page = getPage(data, pageId) return Object.values(page.shapes) } export function getSelectedShapes(data: Data, pageId = data.currentPageId) { const page = getPage(data, pageId) const ids = Array.from(data.selectedIds.values()) return ids.map((id) => page.shapes[id]) } export function isMobile() { return _isMobile() } export function getShapeBounds(shape: Shape) { return getShapeUtils(shape).getBounds(shape) } export function getBoundsCenter(bounds: Bounds) { return [bounds.minX + bounds.width / 2, bounds.minY + bounds.height / 2] } export function clampRadians(r: number) { return (Math.PI * 2 + r) % (Math.PI * 2) } export function clampToRotationToSegments(r: number, segments: number) { const seg = (Math.PI * 2) / segments return Math.floor((clampRadians(r) + seg / 2) / seg) * seg }