improves indicators (roll into arrow shape)

pull/71/head
Steve Ruiz 2021-08-14 17:52:18 +01:00
rodzic 6aa58c7966
commit ffc180fa1c
2 zmienionych plików z 66 dodań i 34 usunięć

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@ -40,8 +40,8 @@ export class Svg {
r,
r,
0,
Utils.getSweep(C, A, B) > 0 ? '1' : '0',
0,
Utils.getArcLength(C, r, A, B) > 0 ? '1' : '0',
B[0],
B[1],
].join(' ')

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@ -8,6 +8,7 @@ import {
Intersect,
TLHandle,
TLPointerInfo,
Svg,
} from '@tldraw/core'
import getStroke from 'perfect-freehand'
import { defaultStyle, getPerfectDashProps, getShapeStyle } from '~shape/shape-styles'
@ -235,57 +236,88 @@ export class Arrow extends TLDrawShapeUtil<ArrowShape> {
renderIndicator(shape: ArrowShape) {
const {
handles: { start, end },
bend,
decorations,
handles: { start, end, bend: _bend },
style,
} = shape
const path = Utils.getFromCache(this.simplePathCache, shape, () =>
getArrowArcPath(start, end, getCtp(shape), bend)
)
const styles = getShapeStyle(style, false)
const { strokeWidth } = styles
const { strokeWidth } = getShapeStyle(style, false)
const arrowDist = Vec.dist(start.point, end.point)
const arrowHeadlength = Math.min(arrowDist / 3, strokeWidth * 8)
let insetStart: number[]
let insetEnd: number[]
const aw = arrowHeadlength / 2
if (bend === 0) {
insetStart = Vec.nudge(start.point, end.point, arrowHeadlength)
insetEnd = Vec.nudge(end.point, start.point, arrowHeadlength)
const path: (string | number)[] = []
const isStraightLine = Vec.dist(_bend.point, Vec.round(Vec.med(start.point, end.point))) < 1
if (isStraightLine) {
path.push(Svg.moveTo(start.point), Svg.lineTo(end.point))
if (decorations?.start) {
const point = start.point
const ints = Intersect.circle.lineSegment(start.point, aw, start.point, end.point).points
const int = ints[0]
path.push(
Svg.moveTo(Vec.nudge(Vec.rotWith(int, point, Math.PI / 6), point, -aw)),
Svg.lineTo(start.point),
Svg.lineTo(Vec.nudge(Vec.rotWith(int, point, -Math.PI / 6), point, -aw))
)
}
if (decorations?.end) {
const point = end.point
const ints = Intersect.circle.lineSegment(end.point, aw, start.point, end.point).points
const int = ints[0]
path.push(
Svg.moveTo(Vec.nudge(Vec.rotWith(int, point, Math.PI / 6), point, -aw)),
Svg.lineTo(end.point),
Svg.lineTo(Vec.nudge(Vec.rotWith(int, point, -Math.PI / 6), point, -aw))
)
}
} else {
const circle = getCtp(shape)
const arcLength = Utils.getArcLength(
[circle[0], circle[1]],
circle[2],
start.point,
end.point
)
const center = [circle[0], circle[1]]
const radius = circle[2]
const sa = Vec.angle(center, start.point)
const ea = Vec.angle(center, end.point)
const t = arrowHeadlength / Math.abs(arcLength)
const sweep = Utils.getArcLength(center, radius, start.point, end.point) > 0
insetStart = Vec.nudgeAtAngle(center, Utils.lerpAngles(sa, ea, t), radius)
insetEnd = Vec.nudgeAtAngle(center, Utils.lerpAngles(ea, sa, t), radius)
path.push(
Svg.moveTo(start.point),
`A ${radius} ${radius} 0 0 ${sweep ? '1' : '0'} ${end.point}`
)
if (decorations?.start) {
const point = start.point
const ints = Intersect.circle.circle(center, radius, point, aw).points
const int = sweep ? ints[0] : ints[1]
path.push(
Svg.moveTo(Vec.nudge(Vec.rotWith(int, point, Math.PI / 6), point, -aw)),
Svg.lineTo(start.point),
Svg.lineTo(Vec.nudge(Vec.rotWith(int, point, -Math.PI / 6), point, -aw))
)
}
if (decorations?.end) {
const point = end.point
const ints = Intersect.circle.circle(center, radius, point, aw).points
const int = sweep ? ints[1] : ints[0]
path.push(
Svg.moveTo(Vec.nudge(Vec.rotWith(int, point, Math.PI / 6), point, -aw)),
Svg.lineTo(end.point),
Svg.lineTo(Vec.nudge(Vec.rotWith(int, point, -Math.PI / 6), point, -aw))
)
}
}
return (
<g>
<path d={path} />
{shape.decorations?.start === Decoration.Arrow && (
<path d={getArrowHeadPath(shape, start.point, insetStart)} />
)}
{shape.decorations?.end === Decoration.Arrow && (
<path d={getArrowHeadPath(shape, end.point, insetEnd)} />
)}
<path d={path.join()} />
</g>
)
}