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tldraw

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A tiny little drawing editor.

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import { HALF_PI, PI, Vec, VecLike, intersectCircleCircle } from '@tldraw/editor' import { TLArrowInfo } from './arrow-types' interface TLArrowPointsInfo { point: VecLike int: VecLike } function getArrowPoints( info: TLArrowInfo, side: 'start' | 'end', strokeWidth: number ): TLArrowPointsInfo { 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) // todo: arc length for curved arrows const length = Math.max(Math.min(compareLength / 5, strokeWidth * 3), strokeWidth) let P0: VecLike 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 }: TLArrowPointsInfo) { 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 }: TLArrowPointsInfo) { 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 }: TLArrowPointsInfo) { 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 }: TLArrowPointsInfo) { 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 }: TLArrowPointsInfo) { 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 }: TLArrowPointsInfo) { 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 }: TLArrowPointsInfo) { 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}` } /** @public */ export function getArrowheadPathForType( info: TLArrowInfo, side: 'start' | 'end', strokeWidth: number ): string | undefined { 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 '' }