@tldraw/editor
Version:
tldraw infinite canvas SDK (editor).
114 lines (103 loc) • 2.69 kB
text/typescript
import { Box } from '../Box'
import { Vec, VecLike } from '../Vec'
import { PI } from '../utils'
import { Arc2d } from './Arc2d'
import { Edge2d } from './Edge2d'
import { Geometry2d, Geometry2dOptions } from './Geometry2d'
/** @public */
export class Stadium2d extends Geometry2d {
private _w: number
private _h: number
private _a: Arc2d
private _b: Edge2d
private _c: Arc2d
private _d: Edge2d
constructor(
public config: Omit<Geometry2dOptions, 'isClosed'> & {
width: number
height: number
}
) {
super({ ...config, isClosed: true })
const { width: w, height: h } = config
this._w = w
this._h = h
if (h > w) {
const r = w / 2
this._a = new Arc2d({
start: new Vec(0, r),
end: new Vec(w, r),
center: new Vec(w / 2, r),
sweepFlag: 1,
largeArcFlag: 1,
})
this._b = new Edge2d({ start: new Vec(w, r), end: new Vec(w, h - r) })
this._c = new Arc2d({
start: new Vec(w, h - r),
end: new Vec(0, h - r),
center: new Vec(w / 2, h - r),
sweepFlag: 1,
largeArcFlag: 1,
})
this._d = new Edge2d({ start: new Vec(0, h - r), end: new Vec(0, r) })
} else {
const r = h / 2
this._a = new Arc2d({
start: new Vec(r, h),
end: new Vec(r, 0),
center: new Vec(r, r),
sweepFlag: 1,
largeArcFlag: 1,
})
this._b = new Edge2d({ start: new Vec(r, 0), end: new Vec(w - r, 0) })
this._c = new Arc2d({
start: new Vec(w - r, 0),
end: new Vec(w - r, h),
center: new Vec(w - r, r),
sweepFlag: 1,
largeArcFlag: 1,
})
this._d = new Edge2d({ start: new Vec(w - r, h), end: new Vec(r, h) })
}
}
nearestPoint(A: VecLike): Vec {
let nearest: Vec | undefined
let dist = Infinity
let _d: number
let p: Vec
const { _a: a, _b: b, _c: c, _d: d } = this
for (const part of [a, b, c, d]) {
p = part.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: VecLike, B: VecLike): boolean {
const { _a: a, _b: b, _c: c, _d: d } = this
return [a, b, c, d].some((edge) => edge.hitTestLineSegment(A, B))
}
getVertices() {
const { _a: a, _b: b, _c: c, _d: d } = this
return [a, b, c, d].reduce<Vec[]>((a, p) => {
a.push(...p.vertices)
return a
}, [])
}
getBounds() {
return new Box(0, 0, this._w, this._h)
}
getLength() {
const { _h: h, _w: w } = this
if (h > w) return (PI * (w / 2) + (h - w)) * 2
else return (PI * (h / 2) + (w - h)) * 2
}
getSvgPathData() {
const { _a: a, _b: b, _c: c, _d: d } = this
return [a, b, c, d].map((p, i) => p.getSvgPathData(i === 0)).join(' ') + ' Z'
}
}