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@tldraw/editor

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tldraw infinite canvas SDK (editor).

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import { Vec } from "../Vec.mjs"; import { Geometry2d } from "./Geometry2d.mjs"; class Edge2d extends Geometry2d { _start; _end; _d; _u; _ul; constructor(config) { super({ ...config, isClosed: false, isFilled: false }); const { start, end } = config; this._start = start; this._end = end; this._d = start.clone().sub(end); this._u = this._d.clone().uni(); this._ul = this._u.len(); } getLength() { return this._d.len(); } getVertices() { return [this._start, this._end]; } nearestPoint(point) { const { _start: start, _end: end, _d: d, _u: u, _ul: l } = this; if (d.len() === 0) return start; if (l === 0) return start; const k = Vec.Sub(point, start).dpr(u) / l; const cx = start.x + u.x * k; if (cx < Math.min(start.x, end.x)) return start.x < end.x ? start : end; if (cx > Math.max(start.x, end.x)) return start.x > end.x ? start : end; const cy = start.y + u.y * k; if (cy < Math.min(start.y, end.y)) return start.y < end.y ? start : end; if (cy > Math.max(start.y, end.y)) return start.y > end.y ? start : end; return new Vec(cx, cy); } getSvgPathData(first = true) { const { _start: start, _end: end } = this; return `${first ? `M${start.toFixed()}` : ``} L${end.toFixed()}`; } } export { Edge2d }; //# sourceMappingURL=Edge2d.mjs.map