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