@tldraw/editor
Version:
tldraw infinite canvas SDK (editor).
74 lines (73 loc) • 2.19 kB
JavaScript
import { Vec } from "../Vec.mjs";
import { CubicBezier2d } from "./CubicBezier2d.mjs";
import { Geometry2d } from "./Geometry2d.mjs";
class CubicSpline2d extends Geometry2d {
_points;
constructor(config) {
super({ ...config, isClosed: false, isFilled: false });
const { points } = config;
this._points = points;
}
_segments;
// eslint-disable-next-line no-restricted-syntax
get segments() {
if (!this._segments) {
this._segments = [];
const { _points: points } = this;
const len = points.length;
const last = len - 2;
const k = 1.25;
for (let i = 0; i < len - 1; i++) {
const p0 = i === 0 ? points[0] : points[i - 1];
const p1 = points[i];
const p2 = points[i + 1];
const p3 = i === last ? p2 : points[i + 2];
const start = p1, cp1 = i === 0 ? p0 : new Vec(p1.x + (p2.x - p0.x) / 6 * k, p1.y + (p2.y - p0.y) / 6 * k), cp2 = i === last ? p2 : new Vec(p2.x - (p3.x - p1.x) / 6 * k, p2.y - (p3.y - p1.y) / 6 * k), end = p2;
this._segments.push(new CubicBezier2d({ start, cp1, cp2, end }));
}
}
return this._segments;
}
getLength() {
return this.segments.reduce((acc, segment) => acc + segment.length, 0);
}
getVertices() {
const vertices = this.segments.reduce((acc, segment) => {
return acc.concat(segment.vertices);
}, []);
vertices.push(this._points[this._points.length - 1]);
return vertices;
}
nearestPoint(A) {
let nearest;
let dist = Infinity;
let d;
let p;
for (const segment of this.segments) {
p = segment.nearestPoint(A);
d = Vec.Dist2(p, A);
if (d < dist) {
nearest = p;
dist = d;
}
}
if (!nearest) throw Error("nearest point not found");
return nearest;
}
hitTestLineSegment(A, B) {
return this.segments.some((segment) => segment.hitTestLineSegment(A, B));
}
getSvgPathData() {
let d = this.segments.reduce((d2, segment, i) => {
return d2 + segment.getSvgPathData(i === 0);
}, "");
if (this.isClosed) {
d += "Z";
}
return d;
}
}
export {
CubicSpline2d
};
//# sourceMappingURL=CubicSpline2d.mjs.map