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@tldraw/editor

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tldraw infinite canvas SDK (editor).

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import { Vec, VecLike } from '../Vec' import { Geometry2d } from './Geometry2d' /** @public */ export class Edge2d extends Geometry2d { private _start: Vec private _end: Vec private _d: Vec private _u: Vec private _ul: number constructor(config: { start: Vec; end: Vec }) { super({ ...config, isClosed: false, isFilled: false }) const { start, end } = config this._start = start this._end = end this._d = start.clone().sub(end) // the delta from start to end this._u = this._d.clone().uni() // the unit vector of the edge this._ul = this._u.len() // the length of the unit vector } override getLength() { return this._d.len() } override getVertices(): Vec[] { return [this._start, this._end] } override nearestPoint(point: VecLike): Vec { const { _start: start, _end: end, _d: d, _u: u, _ul: l } = this if (d.len() === 0) return start // start and end are the same if (l === 0) return start // no length in the unit vector 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()}` } }