314 lines
7.5 KiB
TypeScript
314 lines
7.5 KiB
TypeScript
import { v4 as uuid } from 'uuid'
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import * as vec from 'utils/vec'
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import * as svg from 'utils/svg'
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import {
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ArrowShape,
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ColorStyle,
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DashStyle,
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ShapeHandle,
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ShapeType,
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SizeStyle,
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} from 'types'
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import { registerShapeUtils } from './index'
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import { circleFromThreePoints, clamp, isAngleBetween } from 'utils/utils'
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import { pointInBounds } from 'utils/bounds'
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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 { getBoundsFromPoints, translateBounds } from 'utils/utils'
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import { pointInCircle } from 'utils/hitTests'
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import { defaultStyle, getShapeStyle } from 'lib/shape-styles'
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const ctpCache = new WeakMap<ArrowShape['handles'], number[]>()
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function getCtp(shape: ArrowShape) {
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if (!ctpCache.has(shape.handles)) {
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const { start, end, bend } = shape.handles
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ctpCache.set(
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shape.handles,
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circleFromThreePoints(start.point, end.point, bend.point)
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)
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}
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return ctpCache.get(shape.handles)
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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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points = [
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[0, 0],
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[0, 1],
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],
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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: uuid(),
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type: ShapeType.Arrow,
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isGenerated: false,
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name: 'Arrow',
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parentId: 'page0',
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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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points,
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handles,
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decorations: {
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start: null,
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end: null,
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middle: null,
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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, points, handles } = shape
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const { start, end, bend: _bend } = handles
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const arrowDist = vec.dist(start.point, end.point)
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const bendDist = arrowDist * bend
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const showCircle = Math.abs(bendDist) > 20
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const style = getShapeStyle(shape.style)
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// Arrowhead
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const length = Math.min(arrowDist / 2, 16 + +style.strokeWidth * 2)
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const angle = showCircle ? bend * (Math.PI * 0.48) : 0
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const u = vec.uni(vec.vec(start.point, end.point))
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const v = vec.rot(vec.mul(vec.neg(u), length), angle)
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const b = vec.add(points[1], vec.rot(v, Math.PI / 6))
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const c = vec.add(points[1], vec.rot(v, -(Math.PI / 6)))
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if (showCircle && !ctpCache.has(handles)) {
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ctpCache.set(
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handles,
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circleFromThreePoints(start.point, end.point, _bend.point)
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)
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}
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const circle = showCircle && getCtp(shape)
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return (
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<g id={id}>
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{circle ? (
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<>
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<path
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d={getArrowArcPath(start, end, circle, bend)}
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fill="none"
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strokeLinecap="round"
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/>
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</>
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) : (
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<polyline
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points={[start.point, end.point].join(' ')}
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strokeLinecap="round"
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/>
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)}
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<circle
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cx={start.point[0]}
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cy={start.point[1]}
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r={+style.strokeWidth}
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fill={style.stroke}
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strokeDasharray="none"
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/>
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<polyline
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points={[b, points[1], c].join()}
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strokeLinecap="round"
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strokeLinejoin="round"
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fill="none"
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strokeDasharray="none"
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/>
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</g>
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)
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},
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getBounds(shape) {
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if (!this.boundsCache.has(shape)) {
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this.boundsCache.set(shape, getBoundsFromPoints(shape.points))
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}
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return translateBounds(this.boundsCache.get(shape), shape.point)
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},
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hitTest(shape, point) {
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const { start, end, bend } = 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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shape.point = [bounds.minX, bounds.minY]
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shape.points = shape.points.map((_, i) => {
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const [x, y] = initialShape.points[i]
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let nw = x / initialShapeBounds.width
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let nh = y / initialShapeBounds.height
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if (i === 1) {
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let [x0, y0] = initialShape.points[0]
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if (x0 === x) nw = 1
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if (y0 === y) nh = 1
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}
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return [
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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, end, bend } = shape.handles
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start.point = shape.points[0]
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end.point = shape.points[1]
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bend.point = getBendPoint(shape)
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shape.points = [shape.handles.start.point, shape.handles.end.point]
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return this
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},
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onHandleMove(shape, handles) {
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for (let id in handles) {
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const handle = handles[id]
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shape.handles[handle.id] = handle
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if (handle.index < 2) {
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shape.points[handle.index] = handle.point
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}
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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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if (handle.id === 'bend') {
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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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}
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shape.handles.bend.point = getBendPoint(shape)
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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, 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 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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