@tldraw/editor
Version:
tldraw infinite canvas SDK (editor).
132 lines (114 loc) • 3.57 kB
text/typescript
import { pointInPolygon } from '../utils'
import { Vec, VecLike } from '../Vec'
import { Edge2d } from './Edge2d'
import { Geometry2d, Geometry2dOptions } from './Geometry2d'
/** @public */
export class Polyline2d extends Geometry2d {
private _points: Vec[]
private _segments?: Edge2d[]
constructor(config: Omit<Geometry2dOptions, 'isFilled' | 'isClosed'> & { points: Vec[] }) {
super({ isClosed: false, isFilled: false, ...config })
const { points } = config
this._points = points
if (points.length < 2) {
throw new Error('Polyline2d: points must be an array of at least 2 points')
}
}
// eslint-disable-next-line tldraw/no-setter-getter
protected get segments() {
if (!this._segments) {
this._segments = []
const { vertices } = this
for (let i = 0, n = vertices.length - 1; i < n; i++) {
const start = vertices[i]
const end = vertices[i + 1]
this._segments.push(new Edge2d({ start, end }))
}
if (this.isClosed) {
this._segments.push(new Edge2d({ start: vertices[vertices.length - 1], end: vertices[0] }))
}
}
return this._segments
}
override getLength() {
return this.segments.reduce((acc, segment) => acc + segment.length, 0)
}
getVertices() {
return this._points
}
nearestPoint(A: VecLike): Vec {
// Inlined: for each segment, Edge2d.nearestPoint(A) + Vec.Dist2(result, A), pick closest.
// Inlines the per-segment nearest-point math to avoid N Edge2d.nearestPoint Vec allocations;
// only allocates a single Vec at the end for the best result.
const { vertices } = this
let bestX = vertices[0].x
let bestY = vertices[0].y
let bestDist2 = (A.x - bestX) * (A.x - bestX) + (A.y - bestY) * (A.y - bestY)
const limit = this.isClosed ? vertices.length : vertices.length - 1
for (let i = 0; i < limit; i++) {
const start = vertices[i]
const end = vertices[(i + 1) % vertices.length]
const dx = end.x - start.x
const dy = end.y - start.y
const len2 = dx * dx + dy * dy
let nx: number, ny: number
if (len2 === 0) {
nx = start.x
ny = start.y
} else {
const t = ((A.x - start.x) * dx + (A.y - start.y) * dy) / len2
if (t <= 0) {
nx = start.x
ny = start.y
} else if (t >= 1) {
nx = end.x
ny = end.y
} else {
nx = start.x + dx * t
ny = start.y + dy * t
}
}
const ex = A.x - nx
const ey = A.y - ny
const d2 = ex * ex + ey * ey
if (d2 < bestDist2) {
bestX = nx
bestY = ny
bestDist2 = d2
}
}
return new Vec(bestX, bestY)
}
override hitTestPoint(point: VecLike, margin = 0, hitInside = false): boolean {
return this.distanceToPoint(point, hitInside) <= margin
}
override distanceToPoint(point: VecLike, hitInside = false): number {
const { segments } = this
let minDist = Infinity
for (let i = 0; i < segments.length; i++) {
const d = segments[i].distanceToPoint(point)
if (d < minDist) minDist = d
}
if (this.isClosed && (this.isFilled || hitInside) && pointInPolygon(point, this.vertices)) {
return -minDist
}
return minDist
}
hitTestLineSegment(A: VecLike, B: VecLike, distance = 0): boolean {
const { segments } = this
for (let i = 0, n = segments.length; i < n; i++) {
if (segments[i].hitTestLineSegment(A, B, distance)) {
return true
}
}
return false
}
getSvgPathData(): string {
const { vertices } = this
if (vertices.length < 2) return ''
return vertices.reduce((acc, vertex, i) => {
if (i === 0) return `M ${vertex.x} ${vertex.y}`
return `${acc} L ${vertex.x} ${vertex.y}`
}, '')
}
}