554 lines
14 KiB
TypeScript
554 lines
14 KiB
TypeScript
import { getArcLength, uniqueId } from 'utils/utils'
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import vec from 'utils/vec'
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import {
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getSvgPathFromStroke,
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rng,
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getBoundsFromPoints,
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translateBounds,
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pointsBetween,
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} from 'utils/utils'
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import {
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ArrowShape,
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DashStyle,
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Decoration,
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ShapeHandle,
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ShapeType,
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} from 'types'
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import { circleFromThreePoints, isAngleBetween } from 'utils/utils'
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import { pointInBounds } from 'utils/hitTests'
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import {
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intersectArcBounds,
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intersectLineSegmentBounds,
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} from 'utils/intersections'
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import { pointInCircle } from 'utils/hitTests'
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import { defaultStyle, getShapeStyle } from 'state/shape-styles'
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import getStroke from 'perfect-freehand'
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import React from 'react'
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import { registerShapeUtils } from './register'
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import { getPerfectDashProps } from 'utils/dashes'
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const pathCache = new WeakMap<ArrowShape, string>([])
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// A cache for semi-expensive circles calculated from three points
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function getCtp(shape: ArrowShape) {
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const { start, end, bend } = shape.handles
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return circleFromThreePoints(start.point, end.point, bend.point)
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}
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const arrow = registerShapeUtils<ArrowShape>({
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boundsCache: new WeakMap([]),
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create(props) {
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const {
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point = [0, 0],
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handles = {
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start: {
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id: 'start',
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index: 0,
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point: [0, 0],
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},
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end: {
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id: 'end',
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index: 1,
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point: [1, 1],
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},
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bend: {
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id: 'bend',
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index: 2,
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point: [0.5, 0.5],
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},
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},
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} = props
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return {
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id: uniqueId(),
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seed: Math.random(),
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type: ShapeType.Arrow,
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isGenerated: false,
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name: 'Arrow',
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parentId: 'page1',
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childIndex: 0,
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point,
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rotation: 0,
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isAspectRatioLocked: false,
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isLocked: false,
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isHidden: false,
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bend: 0,
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handles,
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decorations: {
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start: null,
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middle: null,
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end: Decoration.Arrow,
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},
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...props,
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style: {
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...defaultStyle,
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...props.style,
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isFilled: false,
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},
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}
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},
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render(shape) {
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const { id, bend, handles, style } = shape
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const { start, end, bend: _bend } = handles
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const isStraightLine = vec.isEqual(
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_bend.point,
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vec.med(start.point, end.point)
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)
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const styles = getShapeStyle(style)
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const strokeWidth = +styles.strokeWidth
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const sw =
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strokeWidth * (style.dash === DashStyle.Solid && bend === 0 ? 1 : 1.618)
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const arrowDist = vec.dist(start.point, end.point)
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let shaftPath: JSX.Element
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let startAngle: number
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let endAngle: number
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if (isStraightLine) {
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if (shape.style.dash === DashStyle.Solid && !pathCache.has(shape)) {
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renderFreehandArrowShaft(shape)
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}
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const path =
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shape.style.dash === DashStyle.Solid
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? pathCache.get(shape)
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: 'M' + start.point + 'L' + end.point
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const { strokeDasharray, strokeDashoffset } =
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shape.style.dash === DashStyle.Solid
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? {
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strokeDasharray: 'none',
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strokeDashoffset: '0',
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}
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: getPerfectDashProps(
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arrowDist,
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sw,
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shape.style.dash === DashStyle.Dotted ? 'dotted' : 'dashed',
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2
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)
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startAngle = Math.PI
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endAngle = 0
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shaftPath = (
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<>
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<path
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d={path}
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stroke="transparent"
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fill="none"
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strokeWidth={Math.max(8, strokeWidth * 2)}
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strokeDasharray="none"
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strokeDashoffset="none"
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strokeLinecap="round"
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/>
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<path
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d={path}
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fill="none"
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strokeWidth={sw}
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strokeDasharray={strokeDasharray}
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strokeDashoffset={strokeDashoffset}
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strokeLinecap="round"
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></path>
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</>
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)
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} else {
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const circle = getCtp(shape)
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const path = getArrowArcPath(start, end, circle, bend)
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const { strokeDasharray, strokeDashoffset } =
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shape.style.dash === DashStyle.Solid
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? {
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strokeDasharray: 'none',
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strokeDashoffset: '0',
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}
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: getPerfectDashProps(
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getArcLength(
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[circle[0], circle[1]],
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circle[2],
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start.point,
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end.point
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) - 1,
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sw,
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shape.style.dash === DashStyle.Dotted ? 'dotted' : 'dashed',
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2
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)
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startAngle =
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vec.angle([circle[0], circle[1]], start.point) -
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vec.angle(end.point, start.point) +
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(Math.PI / 2) * (bend > 0 ? 0.98 : -0.98)
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endAngle =
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vec.angle([circle[0], circle[1]], end.point) -
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vec.angle(start.point, end.point) +
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(Math.PI / 2) * (bend > 0 ? 0.98 : -0.98)
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shaftPath = (
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<>
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<path
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d={path}
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stroke="transparent"
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fill="none"
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strokeWidth={Math.max(8, strokeWidth * 2)}
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strokeDasharray="none"
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strokeDashoffset="none"
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strokeLinecap="round"
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/>
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<path
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d={path}
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fill="none"
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strokeWidth={sw}
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strokeDasharray={strokeDasharray}
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strokeDashoffset={strokeDashoffset}
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strokeLinecap="round"
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></path>
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</>
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)
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}
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return (
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<g id={id}>
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{shaftPath}
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{shape.decorations.start === Decoration.Arrow && (
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<path
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d={getArrowHeadPath(shape, start.point, startAngle)}
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strokeWidth={strokeWidth * 1.618}
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fill="none"
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strokeDashoffset="none"
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strokeDasharray="none"
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/>
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)}
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{shape.decorations.end === Decoration.Arrow && (
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<path
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d={getArrowHeadPath(shape, end.point, endAngle)}
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strokeWidth={strokeWidth * 1.618}
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fill="none"
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strokeDashoffset="none"
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strokeDasharray="none"
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/>
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)}
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</g>
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)
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},
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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)
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start.point = vec.rotWith(start.point, mp, delta)
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end.point = vec.rotWith(end.point, mp, delta)
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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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},
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rotateTo(shape, rotation, delta) {
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const { start, end, bend } = shape.handles
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const mp = vec.med(start.point, end.point)
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start.point = vec.rotWith(start.point, mp, delta)
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end.point = vec.rotWith(end.point, mp, delta)
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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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},
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getBounds(shape) {
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if (!this.boundsCache.has(shape)) {
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const { start, bend, end } = shape.handles
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this.boundsCache.set(
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shape,
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getBoundsFromPoints([start.point, bend.point, end.point])
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)
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}
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return translateBounds(this.boundsCache.get(shape), shape.point)
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},
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getRotatedBounds(shape) {
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const { start, bend, end } = shape.handles
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return translateBounds(
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getBoundsFromPoints([start.point, bend.point, end.point], shape.rotation),
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shape.point
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)
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},
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getCenter(shape) {
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const { start, end } = shape.handles
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return vec.add(shape.point, vec.med(start.point, end.point))
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},
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hitTest(shape, point) {
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const { start, end } = shape.handles
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if (shape.bend === 0) {
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return (
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vec.distanceToLineSegment(
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start.point,
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end.point,
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vec.sub(point, shape.point)
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) < 4
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)
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}
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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)
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},
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hitTestBounds(this, shape, brushBounds) {
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const { start, end, bend } = shape.handles
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const sp = vec.add(shape.point, start.point)
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const ep = vec.add(shape.point, end.point)
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if (pointInBounds(sp, brushBounds) || pointInBounds(ep, brushBounds)) {
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return true
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}
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if (vec.isEqual(vec.med(start.point, end.point), bend.point)) {
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return intersectLineSegmentBounds(sp, ep, brushBounds).length > 0
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} else {
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const [cx, cy, r] = getCtp(shape)
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const cp = vec.add(shape.point, [cx, cy])
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return intersectArcBounds(sp, ep, cp, r, brushBounds).length > 0
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}
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},
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transform(shape, bounds, { initialShape, scaleX, scaleY }) {
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const initialShapeBounds = this.getBounds(initialShape)
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// let nw = initialShape.point[0] / initialShapeBounds.width
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// let nh = initialShape.point[1] / initialShapeBounds.height
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// shape.point = [
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// bounds.width * (scaleX < 0 ? 1 - nw : nw),
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// bounds.height * (scaleY < 0 ? 1 - nh : nh),
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// ]
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shape.point = [bounds.minX, bounds.minY]
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const handles = ['start', 'end']
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handles.forEach((handle) => {
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const [x, y] = initialShape.handles[handle].point
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const nw = x / initialShapeBounds.width
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const nh = y / initialShapeBounds.height
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shape.handles[handle].point = [
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bounds.width * (scaleX < 0 ? 1 - nw : nw),
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bounds.height * (scaleY < 0 ? 1 - nh : nh),
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]
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})
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const { start, bend, end } = shape.handles
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const dist = vec.dist(start.point, end.point)
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const midPoint = vec.med(start.point, end.point)
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const bendDist = (dist / 2) * initialShape.bend
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const u = vec.uni(vec.vec(start.point, end.point))
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const point = vec.add(midPoint, vec.mul(vec.per(u), bendDist))
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bend.point = Math.abs(bendDist) < 10 ? midPoint : point
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return this
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},
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onDoublePointHandle(shape, handle) {
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switch (handle) {
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case 'bend': {
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shape.bend = 0
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shape.handles.bend.point = getBendPoint(shape)
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break
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}
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case 'start': {
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shape.decorations.start = shape.decorations.start
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? null
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: Decoration.Arrow
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break
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}
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case 'end': {
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shape.decorations.end = shape.decorations.end ? null : Decoration.Arrow
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break
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}
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}
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return this
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},
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onHandleChange(shape, handles) {
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for (const id in handles) {
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const handle = handles[id]
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shape.handles[handle.id] = handle
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}
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if ('bend' in handles) {
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const { start, end, bend } = shape.handles
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const dist = vec.dist(start.point, end.point)
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const midPoint = vec.med(start.point, end.point)
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const u = vec.uni(vec.vec(start.point, end.point))
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const ap = vec.add(midPoint, vec.mul(vec.per(u), dist / 2))
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const bp = vec.sub(midPoint, vec.mul(vec.per(u), dist / 2))
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bend.point = vec.nearestPointOnLineSegment(ap, bp, bend.point, true)
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shape.bend = vec.dist(bend.point, midPoint) / (dist / 2)
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const sa = vec.angle(end.point, start.point)
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const la = sa - Math.PI / 2
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if (isAngleBetween(sa, la, vec.angle(end.point, bend.point))) {
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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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return this
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},
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onSessionComplete(shape) {
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const bounds = this.getBounds(shape)
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const offset = vec.sub([bounds.minX, bounds.minY], shape.point)
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this.translateTo(shape, vec.add(shape.point, offset))
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const { start, end, bend } = shape.handles
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start.point = vec.sub(start.point, offset)
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end.point = vec.sub(end.point, offset)
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bend.point = vec.sub(bend.point, offset)
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shape.handles = { ...shape.handles }
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return this
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},
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applyStyles(shape, style) {
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Object.assign(shape.style, style)
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shape.style.isFilled = false
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return this
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},
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canStyleFill: false,
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})
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export default arrow
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function getArrowArcPath(
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start: ShapeHandle,
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end: ShapeHandle,
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circle: number[],
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bend: number
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) {
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return [
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'M',
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start.point[0],
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start.point[1],
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'A',
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circle[2],
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circle[2],
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0,
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0,
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bend < 0 ? 0 : 1,
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end.point[0],
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end.point[1],
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].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)
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const midPoint = vec.med(start.point, end.point)
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const bendDist = (dist / 2) * shape.bend
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const u = vec.uni(vec.vec(start.point, end.point))
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return Math.abs(bendDist) < 10
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? midPoint
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: vec.add(midPoint, vec.mul(vec.per(u), bendDist))
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}
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function renderFreehandArrowShaft(shape: ArrowShape) {
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const { style, id } = shape
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const { start, end } = shape.handles
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const getRandom = rng(id)
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const strokeWidth = +getShapeStyle(style).strokeWidth * 2
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const m = vec.add(
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vec.lrp(start.point, end.point, 0.25 + Math.abs(getRandom()) / 2),
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[getRandom() * strokeWidth, getRandom() * strokeWidth]
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)
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const stroke = getStroke(
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[
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...pointsBetween(start.point, m),
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...pointsBetween(m, end.point),
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end.point,
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end.point,
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end.point,
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],
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{
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size: 1 + strokeWidth,
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thinning: 0.6,
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easing: (t) => t * t * t * t,
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end: { taper: strokeWidth * 2 },
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start: { taper: strokeWidth * 2 },
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simulatePressure: false,
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}
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)
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pathCache.set(shape, getSvgPathFromStroke(stroke))
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}
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function getArrowHeadPath(shape: ArrowShape, point: number[], angle = 0) {
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const { left, right } = getArrowHeadPoints(shape, point, angle)
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return ['M', left, 'L', point, right].join(' ')
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}
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function getArrowHeadPoints(shape: ArrowShape, point: number[], angle = 0) {
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const { start, end } = shape.handles
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const stroke = +getShapeStyle(shape.style).strokeWidth * 2
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const arrowDist = vec.dist(start.point, end.point)
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const arrowHeadlength = Math.min(arrowDist / 3, stroke * 4)
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// Unit vector from start to end
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const u = vec.uni(vec.vec(start.point, end.point))
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// The end of the arrowhead wings
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const v = vec.rot(vec.mul(vec.neg(u), arrowHeadlength), angle)
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// Use the shape's random seed to create minor offsets for the angles
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const getRandom = rng(shape.id)
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return {
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left: vec.add(point, vec.rot(v, Math.PI / 6 + (Math.PI / 8) * getRandom())),
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right: vec.add(
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point,
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vec.rot(v, -(Math.PI / 6) + (Math.PI / 8) * getRandom())
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),
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}
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}
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