635 lines
16 KiB
TypeScript
635 lines
16 KiB
TypeScript
import vec from 'utils/vec'
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import {
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getArcLength,
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uniqueId,
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getSvgPathFromStroke,
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rng,
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getBoundsFromPoints,
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translateBounds,
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pointInBounds,
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circleFromThreePoints,
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isAngleBetween,
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getPerfectDashProps,
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clampToRotationToSegments,
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lerpAngles,
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clamp,
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getFromCache,
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} from '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 {
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intersectArcBounds,
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intersectLineSegmentBounds,
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} from 'utils/intersections'
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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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// 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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defaultProps: {
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id: uniqueId(),
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type: ShapeType.Arrow,
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name: 'Arrow',
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parentId: 'page1',
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childIndex: 0,
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point: [0, 0],
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rotation: 0,
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bend: 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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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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style: {
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...defaultStyle,
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isFilled: false,
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},
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},
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create(props) {
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const shape = {
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...this.defaultProps,
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...props,
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decorations: {
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...this.defaultProps.decorations,
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...props.decorations,
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},
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style: {
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...this.defaultProps.style,
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...props.style,
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isFilled: false,
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},
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}
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return shape
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},
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shouldRender(shape, prev) {
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return shape.handles !== prev.handles || shape.style !== prev.style
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},
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render(shape) {
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const { bend, handles, style } = shape
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const { start, end, bend: _bend } = handles
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const isStraightLine =
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vec.dist(_bend.point, vec.round(vec.med(start.point, end.point))) < 1
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const isDraw = shape.style.dash === DashStyle.Draw
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const styles = getShapeStyle(style)
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const { strokeWidth } = styles
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const arrowDist = vec.dist(start.point, end.point)
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const arrowHeadlength = Math.min(arrowDist / 3, strokeWidth * 8)
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let shaftPath: JSX.Element
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let insetStart: number[]
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let insetEnd: number[]
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if (isStraightLine) {
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const sw = strokeWidth * (isDraw ? 0.618 : 1.618)
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const path = isDraw
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? renderFreehandArrowShaft(shape)
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: 'M' + vec.round(start.point) + 'L' + vec.round(end.point)
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const { strokeDasharray, strokeDashoffset } = getPerfectDashProps(
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arrowDist,
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sw,
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shape.style.dash,
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2
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)
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insetStart = vec.nudge(start.point, end.point, arrowHeadlength)
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insetEnd = vec.nudge(end.point, start.point, arrowHeadlength)
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// Straight arrow path
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shaftPath = (
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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={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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strokeLinejoin="round"
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/>
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<path
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d={path}
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fill={styles.stroke}
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stroke={styles.stroke}
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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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strokeLinejoin="round"
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/>
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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 sw = strokeWidth * (isDraw ? 0.618 : 1.618)
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const path = isDraw
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? renderCurvedFreehandArrowShaft(shape, circle)
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: getArrowArcPath(start, end, circle, bend)
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const arcLength = 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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)
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const { strokeDasharray, strokeDashoffset } = getPerfectDashProps(
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arcLength - 1,
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sw,
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shape.style.dash,
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2
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)
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const center = [circle[0], circle[1]]
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const radius = circle[2]
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const sa = vec.angle(center, start.point)
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const ea = vec.angle(center, end.point)
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const t = arrowHeadlength / Math.abs(arcLength)
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insetStart = vec.nudgeAtAngle(center, lerpAngles(sa, ea, t), radius)
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insetEnd = vec.nudgeAtAngle(center, lerpAngles(ea, sa, t), radius)
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// Curved arrow path
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shaftPath = (
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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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stroke="transparent"
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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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strokeLinejoin="round"
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/>
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<path
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d={path}
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fill={isDraw ? styles.stroke : 'none'}
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stroke={styles.stroke}
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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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strokeLinejoin="round"
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/>
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</>
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)
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}
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const sw = strokeWidth * 1.618
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return (
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<g pointerEvents="all">
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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, insetStart)}
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fill="none"
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stroke={styles.stroke}
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strokeWidth={sw}
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strokeDashoffset="none"
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strokeDasharray="none"
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strokeLinecap="round"
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strokeLinejoin="round"
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pointerEvents="stroke"
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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, insetEnd)}
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fill="none"
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stroke={styles.stroke}
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strokeWidth={sw}
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strokeDashoffset="none"
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strokeDasharray="none"
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strokeLinecap="round"
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strokeLinejoin="round"
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pointerEvents="stroke"
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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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delta: [0, 0],
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shiftKey: false,
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})
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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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delta: [0, 0],
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shiftKey: false,
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})
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return this
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},
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getBounds(shape) {
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const bounds = getFromCache(this.boundsCache, shape, (cache) => {
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const { start, bend, end } = shape.handles
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cache.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(bounds, 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() {
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return true
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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, { shiftKey }) {
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// Apple changes to the 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 the user is holding shift, we want to snap the handles to angles
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for (const id in handles) {
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if ((id === 'start' || id === 'end') && shiftKey) {
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const point = handles[id].point
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const other = id === 'start' ? shape.handles.end : shape.handles.start
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const angle = vec.angle(other.point, point)
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const distance = vec.dist(other.point, point)
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const newAngle = clampToRotationToSegments(angle, 24)
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shape.handles[id].point = vec.nudgeAtAngle(
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other.point,
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newAngle,
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distance
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)
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}
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}
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// If the user is moving the bend handle, we want to move the bend point
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if ('bend' in handles) {
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const { start, end, bend } = shape.handles
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const distance = vec.dist(start.point, end.point)
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const midPoint = vec.med(start.point, end.point)
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const angle = vec.angle(start.point, end.point)
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const u = vec.uni(vec.vec(start.point, end.point))
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// Create a line segment perendicular to the line between the start and end points
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const ap = vec.add(midPoint, vec.mul(vec.per(u), distance / 2))
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const bp = vec.sub(midPoint, vec.mul(vec.per(u), distance / 2))
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const bendPoint = vec.nearestPointOnLineSegment(ap, bp, bend.point, true)
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// Find the distance between the midpoint and the nearest point on the
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// line segment to the bend handle's dragged point
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const bendDist = vec.dist(midPoint, bendPoint)
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// The shape's "bend" is the ratio of the bend to the distance between
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// the start and end points. If the bend is below a certain amount, the
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// bend should be zero.
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shape.bend = clamp(bendDist / (distance / 2), -0.99, 0.99)
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// If the point is to the left of the line segment, we make the bend
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// negative, otherwise it's positive.
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const angleToBend = vec.angle(start.point, bendPoint)
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if (isAngleBetween(angle, angle + Math.PI, angleToBend)) {
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shape.bend *= -1
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}
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}
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shape.handles.start.point = vec.round(shape.handles.start.point)
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shape.handles.end.point = vec.round(shape.handles.end.point)
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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.round(vec.sub(start.point, offset))
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end.point = vec.round(vec.sub(end.point, offset))
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bend.point = vec.round(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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const point = vec.round(
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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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return point
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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 st = Math.abs(getRandom())
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const stroke = getStroke(
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[
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...vec.pointsBetween(start.point, end.point),
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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: strokeWidth / 2,
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thinning: 0.5 + getRandom() * 0.3,
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easing: (t) => t * t,
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end: { taper: 1 },
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start: { taper: 1 + 32 * (st * st * st) },
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simulatePressure: true,
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last: true,
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}
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)
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const path = getSvgPathFromStroke(stroke)
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return path
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}
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function renderCurvedFreehandArrowShaft(shape: ArrowShape, circle: number[]) {
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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
|
|
|
|
const st = Math.abs(getRandom())
|
|
|
|
const center = [circle[0], circle[1]]
|
|
const radius = circle[2]
|
|
|
|
const startAngle = vec.angle(center, start.point)
|
|
|
|
const endAngle = vec.angle(center, end.point)
|
|
|
|
const points: number[][] = []
|
|
|
|
for (let i = 0; i < 21; i++) {
|
|
const t = i / 20
|
|
const angle = lerpAngles(startAngle, endAngle, t)
|
|
points.push(vec.round(vec.nudgeAtAngle(center, angle, radius)))
|
|
}
|
|
|
|
const stroke = getStroke([...points, end.point, end.point], {
|
|
size: strokeWidth / 2,
|
|
thinning: 0.5 + getRandom() * 0.3,
|
|
easing: (t) => t * t,
|
|
end: {
|
|
taper: shape.decorations.end ? 1 : 1 + strokeWidth * 5 * (st * st * st),
|
|
},
|
|
start: {
|
|
taper: shape.decorations.start ? 1 : 1 + strokeWidth * 5 * (st * st * st),
|
|
},
|
|
simulatePressure: true,
|
|
streamline: 0.01,
|
|
last: true,
|
|
})
|
|
|
|
const path = getSvgPathFromStroke(stroke)
|
|
|
|
return path
|
|
}
|
|
|
|
function getArrowHeadPath(shape: ArrowShape, point: number[], inset: number[]) {
|
|
const { left, right } = getArrowHeadPoints(shape, point, inset)
|
|
return ['M', left, 'L', point, right].join(' ')
|
|
}
|
|
|
|
function getArrowHeadPoints(
|
|
shape: ArrowShape,
|
|
point: number[],
|
|
inset: number[]
|
|
) {
|
|
// Use the shape's random seed to create minor offsets for the angles
|
|
const getRandom = rng(shape.id)
|
|
|
|
return {
|
|
left: vec.rotWith(inset, point, Math.PI / 6 + (Math.PI / 12) * getRandom()),
|
|
right: vec.rotWith(
|
|
inset,
|
|
point,
|
|
-Math.PI / 6 + (Math.PI / 12) * getRandom()
|
|
),
|
|
}
|
|
}
|