excalidraw/src/math.ts

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import { Point } from "./types";
import { LINE_CONFIRM_THRESHOLD } from "./constants";
import { ExcalidrawLinearElement } from "./element/types";
// https://stackoverflow.com/a/6853926/232122
export const distanceBetweenPointAndSegment = (
x: number,
y: number,
x1: number,
y1: number,
x2: number,
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y2: number,
) => {
const A = x - x1;
const B = y - y1;
const C = x2 - x1;
const D = y2 - y1;
const dot = A * C + B * D;
const lenSquare = C * C + D * D;
let param = -1;
if (lenSquare !== 0) {
// in case of 0 length line
param = dot / lenSquare;
}
let xx, yy;
if (param < 0) {
xx = x1;
yy = y1;
} else if (param > 1) {
xx = x2;
yy = y2;
} else {
xx = x1 + param * C;
yy = y1 + param * D;
}
const dx = x - xx;
const dy = y - yy;
return Math.hypot(dx, dy);
};
export const rotate = (
x1: number,
y1: number,
x2: number,
y2: number,
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angle: number,
): [number, number] =>
// 𝑎𝑥=(𝑎𝑥𝑐𝑥)cos𝜃(𝑎𝑦𝑐𝑦)sin𝜃+𝑐𝑥
// 𝑎𝑦=(𝑎𝑥𝑐𝑥)sin𝜃+(𝑎𝑦𝑐𝑦)cos𝜃+𝑐𝑦.
// https://math.stackexchange.com/questions/2204520/how-do-i-rotate-a-line-segment-in-a-specific-point-on-the-line
[
(x1 - x2) * Math.cos(angle) - (y1 - y2) * Math.sin(angle) + x2,
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(x1 - x2) * Math.sin(angle) + (y1 - y2) * Math.cos(angle) + y2,
];
export const adjustXYWithRotation = (
sides: {
n?: boolean;
e?: boolean;
s?: boolean;
w?: boolean;
},
x: number,
y: number,
angle: number,
deltaX1: number,
deltaY1: number,
deltaX2: number,
deltaY2: number,
): [number, number] => {
const cos = Math.cos(angle);
const sin = Math.sin(angle);
if (sides.e && sides.w) {
x += deltaX1 + deltaX2;
} else if (sides.e) {
x += deltaX1 * (1 + cos);
y += deltaX1 * sin;
x += deltaX2 * (1 - cos);
y += deltaX2 * -sin;
} else if (sides.w) {
x += deltaX1 * (1 - cos);
y += deltaX1 * -sin;
x += deltaX2 * (1 + cos);
y += deltaX2 * sin;
Rotation support (#1099) * rotate rectanble with fixed angle * rotate dashed rectangle with fixed angle * fix rotate handler rect * fix canvas size with rotation * angle in element base * fix bug in calculating canvas size * trial only for rectangle * hitTest for rectangle rotation * properly resize rotated rectangle * fix canvas size calculation * giving up... workaround for now * **experimental** handler to rotate rectangle * remove rotation on copy for debugging * update snapshots * better rotation handler with atan2 * rotate when drawImage * add rotation handler * hitTest for any shapes * fix hitTest for curved lines * rotate text element * rotation locking * hint messaage for rotating * show proper handlers on mobile (a workaround, there should be a better way) * refactor hitTest * support exporting png * support exporting svg * fix rotating curved line * refactor drawElementFromCanvas with getElementAbsoluteCoords * fix export png and svg * adjust resize positions for lines (N, E, S, W) * do not make handlers big on mobile * Update src/locales/en.json Alright! Co-Authored-By: Lipis <lipiridis@gmail.com> * do not show rotation/resizing hints on mobile * proper calculation for N and W positions * simplify calculation * use "rotation" as property name for clarification (may increase bundle size) * update snapshots excluding rotation handle * refactor with adjustPositionWithRotation * refactor with adjustXYWithRotation * forgot to rename rotation * rename internal function * initialize element angle on restore * rotate wysiwyg editor * fix shift-rotate around 270deg * improve rotation locking * refactor adjustXYWithRotation * avoid rotation degree becomes >=360 * refactor with generateHandler Co-authored-by: Lipis <lipiridis@gmail.com> Co-authored-by: dwelle <luzar.david@gmail.com>
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}
if (sides.n && sides.s) {
y += deltaY1 + deltaY2;
} else if (sides.n) {
x += deltaY1 * sin;
y += deltaY1 * (1 - cos);
x += deltaY2 * -sin;
y += deltaY2 * (1 + cos);
} else if (sides.s) {
x += deltaY1 * -sin;
y += deltaY1 * (1 + cos);
x += deltaY2 * sin;
y += deltaY2 * (1 - cos);
Rotation support (#1099) * rotate rectanble with fixed angle * rotate dashed rectangle with fixed angle * fix rotate handler rect * fix canvas size with rotation * angle in element base * fix bug in calculating canvas size * trial only for rectangle * hitTest for rectangle rotation * properly resize rotated rectangle * fix canvas size calculation * giving up... workaround for now * **experimental** handler to rotate rectangle * remove rotation on copy for debugging * update snapshots * better rotation handler with atan2 * rotate when drawImage * add rotation handler * hitTest for any shapes * fix hitTest for curved lines * rotate text element * rotation locking * hint messaage for rotating * show proper handlers on mobile (a workaround, there should be a better way) * refactor hitTest * support exporting png * support exporting svg * fix rotating curved line * refactor drawElementFromCanvas with getElementAbsoluteCoords * fix export png and svg * adjust resize positions for lines (N, E, S, W) * do not make handlers big on mobile * Update src/locales/en.json Alright! Co-Authored-By: Lipis <lipiridis@gmail.com> * do not show rotation/resizing hints on mobile * proper calculation for N and W positions * simplify calculation * use "rotation" as property name for clarification (may increase bundle size) * update snapshots excluding rotation handle * refactor with adjustPositionWithRotation * refactor with adjustXYWithRotation * forgot to rename rotation * rename internal function * initialize element angle on restore * rotate wysiwyg editor * fix shift-rotate around 270deg * improve rotation locking * refactor adjustXYWithRotation * avoid rotation degree becomes >=360 * refactor with generateHandler Co-authored-by: Lipis <lipiridis@gmail.com> Co-authored-by: dwelle <luzar.david@gmail.com>
2020-04-02 17:40:26 +09:00
}
return [x, y];
};
export const getFlipAdjustment = (
side: "n" | "s" | "w" | "e" | "nw" | "ne" | "sw" | "se",
nextWidth: number,
nextHeight: number,
nextX1: number,
nextY1: number,
nextX2: number,
nextY2: number,
finalX1: number,
finalY1: number,
finalX2: number,
finalY2: number,
needsRotation: boolean,
angle: number,
): [number, number] => {
const cos = Math.cos(angle);
const sin = Math.sin(angle);
let flipDiffX = 0;
let flipDiffY = 0;
if (nextWidth < 0) {
if (side === "e" || side === "ne" || side === "se") {
if (needsRotation) {
flipDiffX += (finalX2 - nextX1) * cos;
flipDiffY += (finalX2 - nextX1) * sin;
} else {
flipDiffX += finalX2 - nextX1;
}
}
if (side === "w" || side === "nw" || side === "sw") {
if (needsRotation) {
flipDiffX += (finalX1 - nextX2) * cos;
flipDiffY += (finalX1 - nextX2) * sin;
} else {
flipDiffX += finalX1 - nextX2;
}
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}
}
if (nextHeight < 0) {
if (side === "s" || side === "se" || side === "sw") {
if (needsRotation) {
flipDiffY += (finalY2 - nextY1) * cos;
flipDiffX += (finalY2 - nextY1) * -sin;
} else {
flipDiffY += finalY2 - nextY1;
}
}
if (side === "n" || side === "ne" || side === "nw") {
if (needsRotation) {
flipDiffY += (finalY1 - nextY2) * cos;
flipDiffX += (finalY1 - nextY2) * -sin;
} else {
flipDiffY += finalY1 - nextY2;
}
}
}
return [flipDiffX, flipDiffY];
};
Rotation support (#1099) * rotate rectanble with fixed angle * rotate dashed rectangle with fixed angle * fix rotate handler rect * fix canvas size with rotation * angle in element base * fix bug in calculating canvas size * trial only for rectangle * hitTest for rectangle rotation * properly resize rotated rectangle * fix canvas size calculation * giving up... workaround for now * **experimental** handler to rotate rectangle * remove rotation on copy for debugging * update snapshots * better rotation handler with atan2 * rotate when drawImage * add rotation handler * hitTest for any shapes * fix hitTest for curved lines * rotate text element * rotation locking * hint messaage for rotating * show proper handlers on mobile (a workaround, there should be a better way) * refactor hitTest * support exporting png * support exporting svg * fix rotating curved line * refactor drawElementFromCanvas with getElementAbsoluteCoords * fix export png and svg * adjust resize positions for lines (N, E, S, W) * do not make handlers big on mobile * Update src/locales/en.json Alright! Co-Authored-By: Lipis <lipiridis@gmail.com> * do not show rotation/resizing hints on mobile * proper calculation for N and W positions * simplify calculation * use "rotation" as property name for clarification (may increase bundle size) * update snapshots excluding rotation handle * refactor with adjustPositionWithRotation * refactor with adjustXYWithRotation * forgot to rename rotation * rename internal function * initialize element angle on restore * rotate wysiwyg editor * fix shift-rotate around 270deg * improve rotation locking * refactor adjustXYWithRotation * avoid rotation degree becomes >=360 * refactor with generateHandler Co-authored-by: Lipis <lipiridis@gmail.com> Co-authored-by: dwelle <luzar.david@gmail.com>
2020-04-02 17:40:26 +09:00
export const getPointOnAPath = (point: Point, path: Point[]) => {
const [px, py] = point;
const [start, ...other] = path;
let [lastX, lastY] = start;
let kLine: number = 0;
let idx: number = 0;
// if any item in the array is true, it means that a point is
// on some segment of a line based path
const retVal = other.some(([x2, y2], i) => {
// we always take a line when dealing with line segments
const x1 = lastX;
const y1 = lastY;
lastX = x2;
lastY = y2;
// if a point is not within the domain of the line segment
// it is not on the line segment
if (px < x1 || px > x2) {
return false;
}
// check if all points lie on the same line
// y1 = kx1 + b, y2 = kx2 + b
// y2 - y1 = k(x2 - x2) -> k = (y2 - y1) / (x2 - x1)
// coefficient for the line (p0, p1)
const kL = (y2 - y1) / (x2 - x1);
// coefficient for the line segment (p0, point)
const kP1 = (py - y1) / (px - x1);
// coefficient for the line segment (point, p1)
const kP2 = (py - y2) / (px - x2);
// because we are basing both lines from the same starting point
// the only option for collinearity is having same coefficients
// using it for floating point comparisons
const epsilon = 0.3;
// if coefficient is more than an arbitrary epsilon,
// these lines are nor collinear
if (Math.abs(kP1 - kL) > epsilon && Math.abs(kP2 - kL) > epsilon) {
return false;
}
// store the coefficient because we are goint to need it
kLine = kL;
idx = i;
return true;
});
// Return a coordinate that is always on the line segment
if (retVal === true) {
return { x: point[0], y: kLine * point[0], segment: idx };
}
return null;
};
export const distance2d = (x1: number, y1: number, x2: number, y2: number) => {
const xd = x2 - x1;
const yd = y2 - y1;
return Math.hypot(xd, yd);
};
// Checks if the first and last point are close enough
// to be considered a loop
export const isPathALoop = (
points: ExcalidrawLinearElement["points"],
): boolean => {
if (points.length >= 3) {
const [firstPoint, lastPoint] = [points[0], points[points.length - 1]];
return (
distance2d(firstPoint[0], firstPoint[1], lastPoint[0], lastPoint[1]) <=
LINE_CONFIRM_THRESHOLD
);
}
return false;
};
// Draw a line from the point to the right till infiinty
// Check how many lines of the polygon does this infinite line intersects with
// If the number of intersections is odd, point is in the polygon
export const isPointInPolygon = (
points: Point[],
x: number,
y: number,
): boolean => {
const vertices = points.length;
// There must be at least 3 vertices in polygon
if (vertices < 3) {
return false;
}
const extreme: Point = [Number.MAX_SAFE_INTEGER, y];
const p: Point = [x, y];
let count = 0;
for (let i = 0; i < vertices; i++) {
const current = points[i];
const next = points[(i + 1) % vertices];
if (doIntersect(current, next, p, extreme)) {
if (orientation(current, p, next) === 0) {
return onSegment(current, p, next);
}
count++;
}
}
// true if count is off
return count % 2 === 1;
};
// Check if q lies on the line segment pr
const onSegment = (p: Point, q: Point, r: Point) => {
return (
q[0] <= Math.max(p[0], r[0]) &&
q[0] >= Math.min(p[0], r[0]) &&
q[1] <= Math.max(p[1], r[1]) &&
q[1] >= Math.min(p[1], r[1])
);
};
// For the ordered points p, q, r, return
// 0 if p, q, r are collinear
// 1 if Clockwise
// 2 if counterclickwise
const orientation = (p: Point, q: Point, r: Point) => {
const val = (q[1] - p[1]) * (r[0] - q[0]) - (q[0] - p[0]) * (r[1] - q[1]);
if (val === 0) {
return 0;
}
return val > 0 ? 1 : 2;
};
// Check is p1q1 intersects with p2q2
const doIntersect = (p1: Point, q1: Point, p2: Point, q2: Point) => {
const o1 = orientation(p1, q1, p2);
const o2 = orientation(p1, q1, q2);
const o3 = orientation(p2, q2, p1);
const o4 = orientation(p2, q2, q1);
if (o1 !== o2 && o3 !== o4) {
return true;
}
// p1, q1 and p2 are colinear and p2 lies on segment p1q1
if (o1 === 0 && onSegment(p1, p2, q1)) {
return true;
}
// p1, q1 and p2 are colinear and q2 lies on segment p1q1
if (o2 === 0 && onSegment(p1, q2, q1)) {
return true;
}
// p2, q2 and p1 are colinear and p1 lies on segment p2q2
if (o3 === 0 && onSegment(p2, p1, q2)) {
return true;
}
// p2, q2 and q1 are colinear and q1 lies on segment p2q2
if (o4 === 0 && onSegment(p2, q1, q2)) {
return true;
}
return false;
};
export const getGridPoint = (
x: number,
y: number,
gridSize: number | null,
): [number, number] => {
if (gridSize) {
return [
Math.round(x / gridSize) * gridSize,
Math.round(y / gridSize) * gridSize,
];
}
return [x, y];
};