Tldraw/packages/tldraw/src/lib/shapes/geo/cloudOutline.ts

385 wiersze
11 KiB
TypeScript

import {
PI,
TLDefaultSizeStyle,
Vec,
VecModel,
clockwiseAngleDist,
getPointOnCircle,
rng,
toDomPrecision,
} from '@tldraw/editor'
function getPillCircumference(width: number, height: number) {
const radius = Math.min(width, height) / 2
const longSide = Math.max(width, height) - radius * 2
return Math.PI * (radius * 2) + 2 * longSide
}
type PillSection =
| {
type: 'straight'
start: VecModel
delta: VecModel
}
| {
type: 'arc'
center: VecModel
startAngle: number
}
export function getPillPoints(width: number, height: number, numPoints: number) {
const radius = Math.min(width, height) / 2
const longSide = Math.max(width, height) - radius * 2
const circumference = Math.PI * (radius * 2) + 2 * longSide
const spacing = circumference / numPoints
const sections: PillSection[] =
width > height
? [
{
type: 'straight',
start: new Vec(radius, 0),
delta: new Vec(1, 0),
},
{
type: 'arc',
center: new Vec(width - radius, radius),
startAngle: -PI / 2,
},
{
type: 'straight',
start: new Vec(width - radius, height),
delta: new Vec(-1, 0),
},
{
type: 'arc',
center: new Vec(radius, radius),
startAngle: PI / 2,
},
]
: [
{
type: 'straight',
start: new Vec(width, radius),
delta: new Vec(0, 1),
},
{
type: 'arc',
center: new Vec(radius, height - radius),
startAngle: 0,
},
{
type: 'straight',
start: new Vec(0, height - radius),
delta: new Vec(0, -1),
},
{
type: 'arc',
center: new Vec(radius, radius),
startAngle: PI,
},
]
let sectionOffset = 0
const points: Vec[] = []
for (let i = 0; i < numPoints; i++) {
const section = sections[0]
if (section.type === 'straight') {
points.push(Vec.Add(section.start, Vec.Mul(section.delta, sectionOffset)))
} else {
points.push(
getPointOnCircle(section.center, radius, section.startAngle + sectionOffset / radius)
)
}
sectionOffset += spacing
let sectionLength = section.type === 'straight' ? longSide : PI * radius
while (sectionOffset > sectionLength) {
sectionOffset -= sectionLength
sections.push(sections.shift()!)
sectionLength = sections[0].type === 'straight' ? longSide : PI * radius
}
}
return points
}
const switchSize = <T>(size: TLDefaultSizeStyle, s: T, m: T, l: T, xl: T) => {
switch (size) {
case 's':
return s
case 'm':
return m
case 'l':
return l
case 'xl':
return xl
}
}
export function getCloudArcs(
width: number,
height: number,
seed: string,
size: TLDefaultSizeStyle
) {
const getRandom = rng(seed)
const pillCircumference = getPillCircumference(width, height)
const numBumps = Math.max(
Math.ceil(pillCircumference / switchSize(size, 50, 70, 100, 130)),
6,
Math.ceil(pillCircumference / Math.min(width, height))
)
const targetBumpProtrusion = (pillCircumference / numBumps) * 0.2
// if the aspect ratio is high, innerWidth should be smaller
const innerWidth = Math.max(width - targetBumpProtrusion * 2, 1)
const innerHeight = Math.max(height - targetBumpProtrusion * 2, 1)
const paddingX = (width - innerWidth) / 2
const paddingY = (height - innerHeight) / 2
const distanceBetweenPointsOnPerimeter = getPillCircumference(innerWidth, innerHeight) / numBumps
const bumpPoints = getPillPoints(innerWidth, innerHeight, numBumps).map((p) => {
return p.addXY(paddingX, paddingY)
})
const maxWiggleX = width < 20 ? 0 : targetBumpProtrusion * 0.3
const maxWiggleY = height < 20 ? 0 : targetBumpProtrusion * 0.3
// wiggle the points from either end so that the bumps 'pop'
// in at the bottom-right and the top-left looks relatively stable
const wiggledPoints = bumpPoints.slice(0)
for (let i = 0; i < Math.floor(numBumps / 2); i++) {
wiggledPoints[i] = Vec.AddXY(
wiggledPoints[i],
getRandom() * maxWiggleX,
getRandom() * maxWiggleY
)
wiggledPoints[numBumps - i - 1] = Vec.AddXY(
wiggledPoints[numBumps - i - 1],
getRandom() * maxWiggleX,
getRandom() * maxWiggleY
)
}
const arcs: Arc[] = []
for (let i = 0; i < wiggledPoints.length; i++) {
const j = i === wiggledPoints.length - 1 ? 0 : i + 1
const leftWigglePoint = wiggledPoints[i]
const rightWigglePoint = wiggledPoints[j]
const leftPoint = bumpPoints[i]
const rightPoint = bumpPoints[j]
const midPoint = Vec.Average([leftPoint, rightPoint])
const offsetAngle = Vec.Angle(leftPoint, rightPoint) - Math.PI / 2
// when the points are on the curvy part of a pill, there is a natural arc that we need to extends past
// otherwise it looks like the bumps get less bumpy on the curvy parts
const distanceBetweenOriginalPoints = Vec.Dist(leftPoint, rightPoint)
const curvatureOffset = distanceBetweenPointsOnPerimeter - distanceBetweenOriginalPoints
const distanceBetweenWigglePoints = Vec.Dist(leftWigglePoint, rightWigglePoint)
const relativeSize = distanceBetweenWigglePoints / distanceBetweenOriginalPoints
const finalDistance = (Math.max(paddingX, paddingY) + curvatureOffset) * relativeSize
const arcPoint = Vec.Add(midPoint, Vec.FromAngle(offsetAngle, finalDistance))
if (arcPoint.x < 0) {
arcPoint.x = 0
} else if (arcPoint.x > width) {
arcPoint.x = width
}
if (arcPoint.y < 0) {
arcPoint.y = 0
} else if (arcPoint.y > height) {
arcPoint.y = height
}
const center = getCenterOfCircleGivenThreePoints(leftWigglePoint, rightWigglePoint, arcPoint)
const radius = Vec.Dist(
center ? center : Vec.Average([leftWigglePoint, rightWigglePoint]),
leftWigglePoint
)
arcs.push({
leftPoint: leftWigglePoint,
rightPoint: rightWigglePoint,
arcPoint,
center,
radius,
})
}
return arcs
}
type Arc = {
leftPoint: Vec
rightPoint: Vec
arcPoint: Vec
center: Vec | null
radius: number
}
function getCenterOfCircleGivenThreePoints(a: Vec, b: Vec, c: Vec) {
const A = a.x * (b.y - c.y) - a.y * (b.x - c.x) + b.x * c.y - c.x * b.y
const B =
(a.x * a.x + a.y * a.y) * (c.y - b.y) +
(b.x * b.x + b.y * b.y) * (a.y - c.y) +
(c.x * c.x + c.y * c.y) * (b.y - a.y)
const C =
(a.x * a.x + a.y * a.y) * (b.x - c.x) +
(b.x * b.x + b.y * b.y) * (c.x - a.x) +
(c.x * c.x + c.y * c.y) * (a.x - b.x)
const x = -B / (2 * A)
const y = -C / (2 * A)
// handle situations where the points are colinear (this happens when the cloud is very small)
if (!Number.isFinite(x) || !Number.isFinite(y)) {
return null
}
return new Vec(x, y)
}
export function cloudOutline(
width: number,
height: number,
seed: string,
size: TLDefaultSizeStyle
) {
const path: Vec[] = []
const arcs = getCloudArcs(width, height, seed, size)
for (const { center, radius, leftPoint, rightPoint } of arcs) {
path.push(...pointsOnArc(leftPoint, rightPoint, center, radius, 10))
}
return path
}
export function cloudSvgPath(
width: number,
height: number,
seed: string,
size: TLDefaultSizeStyle
) {
// const points = cloudOutline(width, height, seed, size)
// {
// let path = `M${toDomPrecision(points[0].x)},${toDomPrecision(points[0].y)}`
// for (const point of points.slice(1)) {
// path += ` L${toDomPrecision(point.x)},${toDomPrecision(point.y)}`
// }
// return path
// }
const arcs = getCloudArcs(width, height, seed, size)
let path = `M${toDomPrecision(arcs[0].leftPoint.x)},${toDomPrecision(arcs[0].leftPoint.y)}`
// now draw arcs for each circle, starting where it intersects the previous circle, and ending where it intersects the next circle
for (const { leftPoint, rightPoint, radius, center } of arcs) {
if (center === null) {
// draw a line to rightPoint instead
path += ` L${toDomPrecision(rightPoint.x)},${toDomPrecision(rightPoint.y)}`
continue
}
// use the large arc if the center of the circle is to the left of the line between the two points
const arc = isLeft(leftPoint, rightPoint, center) ? '0' : '1'
path += ` A${toDomPrecision(radius)},${toDomPrecision(radius)} 0 ${arc},1 ${toDomPrecision(
rightPoint.x
)},${toDomPrecision(rightPoint.y)}`
}
path += ' Z'
return path
}
export function inkyCloudSvgPath(
width: number,
height: number,
seed: string,
size: TLDefaultSizeStyle
) {
const getRandom = rng(seed)
const mutMultiplier = size === 's' ? 0.5 : size === 'm' ? 0.7 : size === 'l' ? 0.9 : 1.6
const mut = (n: number) => {
return n + getRandom() * mutMultiplier * 2
}
const arcs = getCloudArcs(width, height, seed, size)
const avgArcLength =
arcs.reduce((sum, arc) => sum + Vec.Dist(arc.leftPoint, arc.rightPoint), 0) / arcs.length
const shouldMutatePoints = avgArcLength > mutMultiplier * 15
const mutPoint = shouldMutatePoints ? (p: Vec) => new Vec(mut(p.x), mut(p.y)) : (p: Vec) => p
let pathA = `M${toDomPrecision(arcs[0].leftPoint.x)},${toDomPrecision(arcs[0].leftPoint.y)}`
let leftMutPoint = mutPoint(arcs[0].leftPoint)
let pathB = `M${toDomPrecision(leftMutPoint.x)},${toDomPrecision(leftMutPoint.y)}`
for (const { leftPoint, center, rightPoint, radius, arcPoint } of arcs) {
if (center === null) {
// draw a line to rightPoint instead
pathA += ` L${toDomPrecision(rightPoint.x)},${toDomPrecision(rightPoint.y)}`
const rightMutPoint = mutPoint(rightPoint)
pathB += ` L${toDomPrecision(rightMutPoint.x)},${toDomPrecision(rightMutPoint.y)}`
leftMutPoint = rightMutPoint
continue
}
const arc = isLeft(leftPoint, rightPoint, center) ? '0' : '1'
pathA += ` A${toDomPrecision(radius)},${toDomPrecision(radius)} 0 ${arc},1 ${toDomPrecision(
rightPoint.x
)},${toDomPrecision(rightPoint.y)}`
const rightMutPoint = mutPoint(rightPoint)
const mutArcPoint = mutPoint(arcPoint)
const mutCenter = getCenterOfCircleGivenThreePoints(leftMutPoint, rightMutPoint, mutArcPoint)
if (!mutCenter) {
// draw a line to rightMutPoint instead
pathB += ` L${toDomPrecision(rightMutPoint.x)},${toDomPrecision(rightMutPoint.y)}`
leftMutPoint = rightMutPoint
continue
}
const mutRadius = Math.abs(Vec.Dist(mutCenter, leftMutPoint))
pathB += ` A${toDomPrecision(mutRadius)},${toDomPrecision(
mutRadius
)} 0 ${arc},1 ${toDomPrecision(rightMutPoint.x)},${toDomPrecision(rightMutPoint.y)}`
leftMutPoint = rightMutPoint
}
return pathA + pathB + ' Z'
}
export function pointsOnArc(
startPoint: VecModel,
endPoint: VecModel,
center: VecModel | null,
radius: number,
numPoints: number
): Vec[] {
if (center === null) {
return [Vec.From(startPoint), Vec.From(endPoint)]
}
const results: Vec[] = []
const startAngle = Vec.Angle(center, startPoint)
const endAngle = Vec.Angle(center, endPoint)
const l = clockwiseAngleDist(startAngle, endAngle)
for (let i = 0; i < numPoints; i++) {
const t = i / (numPoints - 1)
const angle = startAngle + l * t
const point = getPointOnCircle(center, radius, angle)
results.push(point)
}
return results
}
function isLeft(a: Vec, b: Vec, c: Vec) {
return (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x) > 0
}