* 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>
212 lines
6.7 KiB
TypeScript
212 lines
6.7 KiB
TypeScript
import { ExcalidrawElement, ExcalidrawLinearElement } from "./types";
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import { rotate } from "../math";
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import { Drawable } from "roughjs/bin/core";
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import { Point } from "../types";
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import { getShapeForElement } from "../renderer/renderElement";
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import { isLinearElement } from "./typeChecks";
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// If the element is created from right to left, the width is going to be negative
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// This set of functions retrieves the absolute position of the 4 points.
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export function getElementAbsoluteCoords(element: ExcalidrawElement) {
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if (isLinearElement(element)) {
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return getLinearElementAbsoluteBounds(element);
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}
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return [
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element.x,
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element.y,
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element.x + element.width,
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element.y + element.height,
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];
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}
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export function getDiamondPoints(element: ExcalidrawElement) {
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// Here we add +1 to avoid these numbers to be 0
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// otherwise rough.js will throw an error complaining about it
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const topX = Math.floor(element.width / 2) + 1;
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const topY = 0;
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const rightX = element.width;
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const rightY = Math.floor(element.height / 2) + 1;
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const bottomX = topX;
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const bottomY = element.height;
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const leftX = topY;
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const leftY = rightY;
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return [topX, topY, rightX, rightY, bottomX, bottomY, leftX, leftY];
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}
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export function getLinearElementAbsoluteBounds(
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element: ExcalidrawLinearElement,
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) {
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if (element.points.length < 2 || !getShapeForElement(element)) {
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const { minX, minY, maxX, maxY } = element.points.reduce(
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(limits, [x, y]) => {
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limits.minY = Math.min(limits.minY, y);
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limits.minX = Math.min(limits.minX, x);
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limits.maxX = Math.max(limits.maxX, x);
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limits.maxY = Math.max(limits.maxY, y);
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return limits;
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},
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{ minX: Infinity, minY: Infinity, maxX: -Infinity, maxY: -Infinity },
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);
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return [
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minX + element.x,
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minY + element.y,
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maxX + element.x,
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maxY + element.y,
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];
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}
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const shape = getShapeForElement(element) as Drawable[];
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// first element is always the curve
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const ops = shape[0].sets[0].ops;
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let currentP: Point = [0, 0];
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const { minX, minY, maxX, maxY } = ops.reduce(
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(limits, { op, data }) => {
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// There are only four operation types:
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// move, bcurveTo, lineTo, and curveTo
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if (op === "move") {
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// change starting point
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currentP = (data as unknown) as Point;
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// move operation does not draw anything; so, it always
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// returns false
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} else if (op === "bcurveTo") {
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// create points from bezier curve
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// bezier curve stores data as a flattened array of three positions
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// [x1, y1, x2, y2, x3, y3]
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const p1 = [data[0], data[1]] as Point;
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const p2 = [data[2], data[3]] as Point;
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const p3 = [data[4], data[5]] as Point;
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const p0 = currentP;
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currentP = p3;
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const equation = (t: number, idx: number) =>
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Math.pow(1 - t, 3) * p3[idx] +
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3 * t * Math.pow(1 - t, 2) * p2[idx] +
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3 * Math.pow(t, 2) * (1 - t) * p1[idx] +
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p0[idx] * Math.pow(t, 3);
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let t = 0;
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while (t <= 1.0) {
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const x = equation(t, 0);
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const y = equation(t, 1);
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limits.minY = Math.min(limits.minY, y);
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limits.minX = Math.min(limits.minX, x);
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limits.maxX = Math.max(limits.maxX, x);
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limits.maxY = Math.max(limits.maxY, y);
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t += 0.1;
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}
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} else if (op === "lineTo") {
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// TODO: Implement this
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} else if (op === "qcurveTo") {
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// TODO: Implement this
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}
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return limits;
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},
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{ minX: Infinity, minY: Infinity, maxX: -Infinity, maxY: -Infinity },
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);
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return [
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minX + element.x,
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minY + element.y,
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maxX + element.x,
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maxY + element.y,
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];
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}
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export function getArrowPoints(
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element: ExcalidrawLinearElement,
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shape: Drawable[],
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) {
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const ops = shape[0].sets[0].ops;
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const data = ops[ops.length - 1].data;
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const p3 = [data[4], data[5]] as Point;
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const p2 = [data[2], data[3]] as Point;
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const p1 = [data[0], data[1]] as Point;
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// we need to find p0 of the bezier curve
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// it is typically the last point of the previous
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// curve; it can also be the position of moveTo operation
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const prevOp = ops[ops.length - 2];
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let p0: Point = [0, 0];
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if (prevOp.op === "move") {
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p0 = (prevOp.data as unknown) as Point;
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} else if (prevOp.op === "bcurveTo") {
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p0 = [prevOp.data[4], prevOp.data[5]];
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}
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// B(t) = p0 * (1-t)^3 + 3p1 * t * (1-t)^2 + 3p2 * t^2 * (1-t) + p3 * t^3
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const equation = (t: number, idx: number) =>
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Math.pow(1 - t, 3) * p3[idx] +
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3 * t * Math.pow(1 - t, 2) * p2[idx] +
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3 * Math.pow(t, 2) * (1 - t) * p1[idx] +
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p0[idx] * Math.pow(t, 3);
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// we know the last point of the arrow
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const [x2, y2] = p3;
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// by using cubic bezier equation (B(t)) and the given parameters,
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// we calculate a point that is closer to the last point
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// The value 0.3 is chosen arbitrarily and it works best for all
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// the tested cases
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const [x1, y1] = [equation(0.3, 0), equation(0.3, 1)];
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// find the normalized direction vector based on the
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// previously calculated points
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const distance = Math.hypot(x2 - x1, y2 - y1);
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const nx = (x2 - x1) / distance;
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const ny = (y2 - y1) / distance;
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const size = 30; // pixels
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const arrowLength = element.points.reduce((total, [cx, cy], idx, points) => {
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const [px, py] = idx > 0 ? points[idx - 1] : [0, 0];
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return total + Math.hypot(cx - px, cy - py);
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}, 0);
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// Scale down the arrow until we hit a certain size so that it doesn't look weird
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// This value is selected by minizing a minmum size with the whole length of the arrow
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// intead of last segment of the arrow
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const minSize = Math.min(size, arrowLength / 2);
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const xs = x2 - nx * minSize;
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const ys = y2 - ny * minSize;
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const angle = 20; // degrees
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const [x3, y3] = rotate(xs, ys, x2, y2, (-angle * Math.PI) / 180);
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const [x4, y4] = rotate(xs, ys, x2, y2, (angle * Math.PI) / 180);
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return [x2, y2, x3, y3, x4, y4];
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}
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export function getCommonBounds(elements: readonly ExcalidrawElement[]) {
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let minX = Infinity;
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let maxX = -Infinity;
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let minY = Infinity;
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let maxY = -Infinity;
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elements.forEach((element) => {
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const [x1, y1, x2, y2] = getElementAbsoluteCoords(element);
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const angle = element.angle;
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const cx = (x1 + x2) / 2;
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const cy = (y1 + y2) / 2;
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const [x11, y11] = rotate(x1, y1, cx, cy, angle);
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const [x12, y12] = rotate(x1, y2, cx, cy, angle);
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const [x22, y22] = rotate(x2, y2, cx, cy, angle);
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const [x21, y21] = rotate(x2, y1, cx, cy, angle);
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minX = Math.min(minX, x11, x12, x22, x21);
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minY = Math.min(minY, y11, y12, y22, y21);
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maxX = Math.max(maxX, x11, x12, x22, x21);
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maxY = Math.max(maxY, y11, y12, y22, y21);
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});
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return [minX, minY, maxX, maxY];
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}
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