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tldraw

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A tiny little drawing editor.

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import { Vec } from '@tldraw/editor' import type { StrokeOptions, StrokePoint } from './types' const { PI } = Math // Browser strokes seem to be off if PI is regular, a tiny offset seems to fix it const FIXED_PI = PI + 0.0001 /** * @internal */ export function getStrokeOutlineTracks( strokePoints: StrokePoint[], options: StrokeOptions = {} ): { left: Vec[]; right: Vec[] } { const { size = 16, smoothing = 0.5 } = options // We can't do anything with an empty array or a stroke with negative size. if (strokePoints.length === 0 || size <= 0) { return { left: [], right: [] } } const firstStrokePoint = strokePoints[0] const lastStrokePoint = strokePoints[strokePoints.length - 1] // The total length of the line const totalLength = lastStrokePoint.runningLength // The minimum allowed distance between points (squared) const minDistance = Math.pow(size * smoothing, 2) // Our collected left and right points const leftPts: Vec[] = [] const rightPts: Vec[] = [] // Previous vector let prevVector = strokePoints[0].vector // Previous left and right points let pl = strokePoints[0].point let pr = pl // Temporary left and right points let tl = pl let tr = pr // Keep track of whether the previous point is a sharp corner // ... so that we don't detect the same corner twice let isPrevPointSharpCorner = false /* Find the outline's left and right points Iterating through the points and populate the rightPts and leftPts arrays, skipping the first and last pointsm, which will get caps later on. */ let strokePoint: StrokePoint for (let i = 0; i < strokePoints.length; i++) { strokePoint = strokePoints[i] const { point, vector } = strokePoints[i] /* Handle sharp corners Find the difference (dot product) between the current and next vector. If the next vector is at more than a right angle to the current vector, draw a cap at the current point. */ const prevDpr = strokePoint.vector.dpr(prevVector) const nextVector = (i < strokePoints.length - 1 ? strokePoints[i + 1] : strokePoints[i]).vector const nextDpr = i < strokePoints.length - 1 ? nextVector.dpr(strokePoint.vector) : 1 const isPointSharpCorner = prevDpr < 0 && !isPrevPointSharpCorner const isNextPointSharpCorner = nextDpr !== null && nextDpr < 0.2 if (isPointSharpCorner || isNextPointSharpCorner) { // It's a sharp corner. Draw a rounded cap and move on to the next point // Considering saving these and drawing them later? So that we can avoid // crossing future points. if (nextDpr > -0.62 && totalLength - strokePoint.runningLength > strokePoint.radius) { // Draw a "soft" corner const offset = prevVector.clone().mul(strokePoint.radius) const cpr = prevVector.clone().cpr(nextVector) if (cpr < 0) { tl = Vec.Add(point, offset) tr = Vec.Sub(point, offset) } else { tl = Vec.Sub(point, offset) tr = Vec.Add(point, offset) } leftPts.push(tl) rightPts.push(tr) } else { // Draw a "sharp" corner const offset = prevVector.clone().mul(strokePoint.radius).per() const start = Vec.Sub(strokePoint.input, offset) for (let step = 1 / 13, t = 0; t < 1; t += step) { tl = Vec.RotWith(start, strokePoint.input, FIXED_PI * t) leftPts.push(tl) tr = Vec.RotWith(start, strokePoint.input, FIXED_PI + FIXED_PI * -t) rightPts.push(tr) } } pl = tl pr = tr if (isNextPointSharpCorner) { isPrevPointSharpCorner = true } continue } isPrevPointSharpCorner = false if (strokePoint === firstStrokePoint || strokePoint === lastStrokePoint) { const offset = Vec.Per(vector).mul(strokePoint.radius) leftPts.push(Vec.Sub(point, offset)) rightPts.push(Vec.Add(point, offset)) continue } /* Add regular points Project points to either side of the current point, using the calculated size as a distance. If a point's distance to the previous point on that side greater than the minimum distance (or if the corner is kinda sharp), add the points to the side's points array. */ const offset = Vec.Lrp(nextVector, vector, nextDpr).per().mul(strokePoint.radius) tl = Vec.Sub(point, offset) if (i <= 1 || Vec.Dist2(pl, tl) > minDistance) { leftPts.push(tl) pl = tl } tr = Vec.Add(point, offset) if (i <= 1 || Vec.Dist2(pr, tr) > minDistance) { rightPts.push(tr) pr = tr } // Set variables for next iteration prevVector = vector continue } /* Return the points in the correct winding order: begin on the left side, then continue around the end cap, then come back along the right side, and finally complete the start cap. */ return { left: leftPts, right: rightPts, } } /** * ## getStrokeOutlinePoints * * Get an array of points (as `[x, y]`) representing the outline of a stroke. * * @param points - An array of StrokePoints as returned from `getStrokePoints`. * @param options - An object with options. * @public */ export function getStrokeOutlinePoints( strokePoints: StrokePoint[], options: StrokeOptions = {} ): Vec[] { const { size = 16, start = {}, end = {}, last: isComplete = false } = options const { cap: capStart = true } = start const { cap: capEnd = true } = end // We can't do anything with an empty array or a stroke with negative size. if (strokePoints.length === 0 || size <= 0) { return [] } const firstStrokePoint = strokePoints[0] const lastStrokePoint = strokePoints[strokePoints.length - 1] // The total length of the line const totalLength = lastStrokePoint.runningLength const taperStart = start.taper === false ? 0 : start.taper === true ? Math.max(size, totalLength) : (start.taper as number) const taperEnd = end.taper === false ? 0 : end.taper === true ? Math.max(size, totalLength) : (end.taper as number) // The minimum allowed distance between points (squared) // Our collected left and right points const { left: leftPts, right: rightPts } = getStrokeOutlineTracks(strokePoints, options) /* Drawing caps Now that we have our points on either side of the line, we need to draw caps at the start and end. Tapered lines don't have caps, but may have dots for very short lines. */ const firstPoint = firstStrokePoint.point const lastPoint = strokePoints.length > 1 ? strokePoints[strokePoints.length - 1].point : Vec.AddXY(firstStrokePoint.point, 1, 1) /* Draw a dot for very short or completed strokes If the line is too short to gather left or right points and if the line is not tapered on either side, draw a dot. If the line is tapered, then only draw a dot if the line is both very short and complete. If we draw a dot, we can just return those points. */ if (strokePoints.length === 1) { if (!(taperStart || taperEnd) || isComplete) { const start = Vec.Add( firstPoint, Vec.Sub(firstPoint, lastPoint).uni().per().mul(-firstStrokePoint.radius) ) const dotPts: Vec[] = [] for (let step = 1 / 13, t = step; t <= 1; t += step) { dotPts.push(Vec.RotWith(start, firstPoint, FIXED_PI * 2 * t)) } return dotPts } } /* Draw a start cap Unless the line has a tapered start, or unless the line has a tapered end and the line is very short, draw a start cap around the first point. Use the distance between the second left and right point for the cap's radius. Finally remove the first left and right points. :psyduck: */ const startCap: Vec[] = [] if (taperStart || (taperEnd && strokePoints.length === 1)) { // The start point is tapered, noop } else if (capStart) { // Draw the round cap - add thirteen points rotating the right point around the start point to the left point for (let step = 1 / 8, t = step; t <= 1; t += step) { const pt = Vec.RotWith(rightPts[0], firstPoint, FIXED_PI * t) startCap.push(pt) } } else { // Draw the flat cap - add a point to the left and right of the start point const cornersVector = Vec.Sub(leftPts[0], rightPts[0]) const offsetA = Vec.Mul(cornersVector, 0.5) const offsetB = Vec.Mul(cornersVector, 0.51) startCap.push( Vec.Sub(firstPoint, offsetA), Vec.Sub(firstPoint, offsetB), Vec.Add(firstPoint, offsetB), Vec.Add(firstPoint, offsetA) ) } /* Draw an end cap If the line does not have a tapered end, and unless the line has a tapered start and the line is very short, draw a cap around the last point. Finally, remove the last left and right points. Otherwise, add the last point. Note that This cap is a full-turn-and-a-half: this prevents incorrect caps on sharp end turns. */ const endCap: Vec[] = [] const direction = lastStrokePoint.vector.clone().per().neg() if (taperEnd || (taperStart && strokePoints.length === 1)) { // Tapered end - push the last point to the line endCap.push(lastPoint) } else if (capEnd) { // Draw the round end cap const start = Vec.Add(lastPoint, Vec.Mul(direction, lastStrokePoint.radius)) for (let step = 1 / 29, t = step; t < 1; t += step) { endCap.push(Vec.RotWith(start, lastPoint, FIXED_PI * 3 * t)) } } else { // Draw the flat end cap endCap.push( Vec.Add(lastPoint, Vec.Mul(direction, lastStrokePoint.radius)), Vec.Add(lastPoint, Vec.Mul(direction, lastStrokePoint.radius * 0.99)), Vec.Sub(lastPoint, Vec.Mul(direction, lastStrokePoint.radius * 0.99)), Vec.Sub(lastPoint, Vec.Mul(direction, lastStrokePoint.radius)) ) } /* Return the points in the correct winding order: begin on the left side, then continue around the end cap, then come back along the right side, and finally complete the start cap. */ return leftPts.concat(endCap, rightPts.reverse(), startCap) }