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tldraw

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A tiny little drawing editor.

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import { HALF_PI, PI, Vec, intersectCircleCircle } from "@tldraw/editor"; function getArrowPoints(info, side, strokeWidth) { const PT = side === "end" ? info.end.point : info.start.point; const PB = side === "end" ? info.start.point : info.end.point; const compareLength = info.isStraight ? Vec.Dist(PB, PT) : Math.abs(info.bodyArc.length); const length = Math.max(Math.min(compareLength / 5, strokeWidth * 3), strokeWidth); let P0; if (info.isStraight) { P0 = Vec.Nudge(PT, PB, length); } else { const ints = intersectCircleCircle(PT, length, info.handleArc.center, info.handleArc.radius); P0 = side === "end" ? info.handleArc.sweepFlag ? ints[0] : ints[1] : info.handleArc.sweepFlag ? ints[1] : ints[0]; } if (Vec.IsNaN(P0)) { P0 = info.start.point; } return { point: PT, int: P0 }; } function getArrowhead({ point, int }) { const PL = Vec.RotWith(int, point, PI / 6); const PR = Vec.RotWith(int, point, -PI / 6); return `M ${PL.x} ${PL.y} L ${point.x} ${point.y} L ${PR.x} ${PR.y}`; } function getTriangleHead({ point, int }) { const PL = Vec.RotWith(int, point, PI / 6); const PR = Vec.RotWith(int, point, -PI / 6); return `M ${PL.x} ${PL.y} L ${PR.x} ${PR.y} L ${point.x} ${point.y} Z`; } function getInvertedTriangleHead({ point, int }) { const d = Vec.Sub(int, point).div(2); const PL = Vec.Add(point, Vec.Rot(d, HALF_PI)); const PR = Vec.Sub(point, Vec.Rot(d, HALF_PI)); return `M ${PL.x} ${PL.y} L ${int.x} ${int.y} L ${PR.x} ${PR.y} Z`; } function getDotHead({ point, int }) { const A = Vec.Lrp(point, int, 0.45); const r = Vec.Dist(A, point); return `M ${A.x - r},${A.y} a ${r},${r} 0 1,0 ${r * 2},0 a ${r},${r} 0 1,0 -${r * 2},0 `; } function getDiamondHead({ point, int }) { const PB = Vec.Lrp(point, int, 0.75); const PL = Vec.RotWith(PB, point, PI / 4); const PR = Vec.RotWith(PB, point, -PI / 4); const PQ = Vec.Lrp(PL, PR, 0.5); PQ.add(Vec.Sub(PQ, point)); return `M ${PQ.x} ${PQ.y} L ${PR.x} ${PR.y} ${point.x} ${point.y} L ${PL.x} ${PL.y} Z`; } function getSquareHead({ int, point }) { const PB = Vec.Lrp(point, int, 0.85); const d = Vec.Sub(PB, point).div(2); const PL1 = Vec.Add(point, Vec.Rot(d, HALF_PI)); const PR1 = Vec.Sub(point, Vec.Rot(d, HALF_PI)); const PL2 = Vec.Add(PB, Vec.Rot(d, HALF_PI)); const PR2 = Vec.Sub(PB, Vec.Rot(d, HALF_PI)); return `M ${PL1.x} ${PL1.y} L ${PL2.x} ${PL2.y} L ${PR2.x} ${PR2.y} L ${PR1.x} ${PR1.y} Z`; } function getBarHead({ int, point }) { const d = Vec.Sub(int, point).div(2); const PL = Vec.Add(point, Vec.Rot(d, HALF_PI)); const PR = Vec.Sub(point, Vec.Rot(d, HALF_PI)); return `M ${PL.x} ${PL.y} L ${PR.x} ${PR.y}`; } function getArrowheadPathForType(info, side, strokeWidth) { const type = side === "end" ? info.end.arrowhead : info.start.arrowhead; if (type === "none") return; const points = getArrowPoints(info, side, strokeWidth); if (!points) return; switch (type) { case "bar": return getBarHead(points); case "square": return getSquareHead(points); case "diamond": return getDiamondHead(points); case "dot": return getDotHead(points); case "inverted": return getInvertedTriangleHead(points); case "arrow": return getArrowhead(points); case "triangle": return getTriangleHead(points); } return ""; } export { getArrowheadPathForType }; //# sourceMappingURL=arrowheads.mjs.map