tldraw
Version:
A tiny little drawing editor.
516 lines (474 loc) • 14.1 kB
text/typescript
import {
centerOfCircleFromThreePoints,
clamp,
exhaustiveSwitchError,
getPointOnCircle,
getPolygonVertices,
HALF_PI,
PI,
PI2,
rng,
TLDefaultDashStyle,
TLDefaultSizeStyle,
TLGeoShape,
Vec,
VecModel,
WeakCache,
} from '@tldraw/editor'
import { STROKE_SIZES } from '../arrow/shared'
import { PathBuilder } from '../shared/PathBuilder'
const pathCache = new WeakCache<TLGeoShape, PathBuilder>()
export function getGeoShapePath(shape: TLGeoShape) {
return pathCache.get(shape, _getGeoPath)
}
function _getGeoPath(shape: TLGeoShape) {
const w = Math.max(1, shape.props.w)
const h = Math.max(1, shape.props.h + shape.props.growY)
const cx = w / 2
const cy = h / 2
const sw = STROKE_SIZES[shape.props.size] * shape.props.scale
const isFilled = shape.props.fill !== 'none'
switch (shape.props.geo) {
case 'arrow-down': {
const ox = w * 0.16
const oy = Math.min(w, h) * 0.38
return new PathBuilder()
.moveTo(ox, 0, { geometry: { isFilled } })
.lineTo(w - ox, 0)
.lineTo(w - ox, h - oy)
.lineTo(w, h - oy)
.lineTo(w / 2, h)
.lineTo(0, h - oy)
.lineTo(ox, h - oy)
.close()
}
case 'arrow-left': {
const ox = Math.min(w, h) * 0.38
const oy = h * 0.16
return new PathBuilder()
.moveTo(ox, 0, { geometry: { isFilled } })
.lineTo(ox, oy)
.lineTo(w, oy)
.lineTo(w, h - oy)
.lineTo(ox, h - oy)
.lineTo(ox, h)
.lineTo(0, h / 2)
.close()
}
case 'arrow-right': {
const ox = Math.min(w, h) * 0.38
const oy = h * 0.16
return new PathBuilder()
.moveTo(0, oy, { geometry: { isFilled } })
.lineTo(w - ox, oy)
.lineTo(w - ox, 0)
.lineTo(w, h / 2)
.lineTo(w - ox, h)
.lineTo(w - ox, h - oy)
.lineTo(0, h - oy)
.close()
}
case 'arrow-up': {
const ox = w * 0.16
const oy = Math.min(w, h) * 0.38
return new PathBuilder()
.moveTo(w / 2, 0, { geometry: { isFilled } })
.lineTo(w, oy)
.lineTo(w - ox, oy)
.lineTo(w - ox, h)
.lineTo(ox, h)
.lineTo(ox, oy)
.lineTo(0, oy)
.close()
}
case 'check-box': {
const size = Math.min(w, h) * 0.82
const ox = (w - size) / 2
const oy = (h - size) / 2
return new PathBuilder()
.moveTo(0, 0, { geometry: { isFilled } })
.lineTo(w, 0)
.lineTo(w, h)
.lineTo(0, h)
.close()
.moveTo(clamp(ox + size * 0.25, 0, w), clamp(oy + size * 0.52, 0, h), {
geometry: { isInternal: true, isFilled: false },
offset: 0,
})
.lineTo(clamp(ox + size * 0.45, 0, w), clamp(oy + size * 0.82, 0, h))
.lineTo(clamp(ox + size * 0.82, 0, w), clamp(oy + size * 0.22, 0, h), { offset: 0 })
}
case 'diamond':
return new PathBuilder()
.moveTo(cx, 0, { geometry: { isFilled } })
.lineTo(w, cy)
.lineTo(cx, h)
.lineTo(0, cy)
.close()
case 'ellipse':
return new PathBuilder()
.moveTo(0, cy, { geometry: { isFilled } })
.arcTo(cx, cy, false, true, 0, w, cy)
.arcTo(cx, cy, false, true, 0, 0, cy)
.close()
case 'heart': {
const o = w / 4
const k = h / 4
return new PathBuilder()
.moveTo(cx, h, { geometry: { isFilled } })
.cubicBezierTo(0, k * 1.2, o * 1.5, k * 3, 0, k * 2.5)
.cubicBezierTo(cx, k * 0.9, 0, -k * 0.32, o * 1.85, -k * 0.32)
.cubicBezierTo(w, k * 1.2, o * 2.15, -k * 0.32, w, -k * 0.32)
.cubicBezierTo(cx, h, w, k * 2.5, o * 2.5, k * 3)
.close()
}
case 'hexagon':
return PathBuilder.lineThroughPoints(getPolygonVertices(w, h, 6), {
geometry: { isFilled },
}).close()
case 'octagon':
return PathBuilder.lineThroughPoints(getPolygonVertices(w, h, 8), {
geometry: { isFilled },
}).close()
case 'oval':
return getStadiumPath(w, h, isFilled)
case 'pentagon':
return PathBuilder.lineThroughPoints(getPolygonVertices(w, h, 5), {
geometry: { isFilled },
}).close()
case 'rectangle':
return new PathBuilder()
.moveTo(0, 0, { geometry: { isFilled } })
.lineTo(w, 0)
.lineTo(w, h)
.lineTo(0, h)
.close()
case 'rhombus': {
const offset = Math.min(w * 0.38, h * 0.38)
return new PathBuilder()
.moveTo(offset, 0, { geometry: { isFilled } })
.lineTo(w, 0)
.lineTo(w - offset, h)
.lineTo(0, h)
.close()
}
case 'rhombus-2': {
const offset = Math.min(w * 0.38, h * 0.38)
return new PathBuilder()
.moveTo(0, 0, { geometry: { isFilled } })
.lineTo(w - offset, 0)
.lineTo(w, h)
.lineTo(offset, h)
.close()
}
case 'star':
return getStarPath(w, h, isFilled)
case 'trapezoid': {
const offset = Math.min(w * 0.38, h * 0.38)
return new PathBuilder()
.moveTo(offset, 0, { geometry: { isFilled } })
.lineTo(w - offset, 0)
.lineTo(w, h)
.lineTo(0, h)
.close()
}
case 'triangle':
return new PathBuilder()
.moveTo(cx, 0, { geometry: { isFilled } })
.lineTo(w, h)
.lineTo(0, h)
.close()
case 'x-box':
return getXBoxPath(w, h, sw, shape.props.dash, isFilled)
case 'cloud':
return getCloudPath(w, h, shape.id, shape.props.size, shape.props.scale, isFilled)
default:
exhaustiveSwitchError(shape.props.geo)
}
}
function getXBoxPath(
w: number,
h: number,
sw: number,
dash: TLDefaultDashStyle,
isFilled: boolean
) {
const cx = w / 2
const cy = h / 2
const path = new PathBuilder()
.moveTo(0, 0, { geometry: { isFilled } })
.lineTo(w, 0)
.lineTo(w, h)
.lineTo(0, h)
.close()
if (dash === 'dashed' || dash === 'dotted') {
return path
.moveTo(0, 0, {
geometry: { isInternal: true, isFilled: false },
dashStart: 'skip',
dashEnd: 'outset',
})
.lineTo(cx, cy)
.moveTo(w, h, {
geometry: { isInternal: true, isFilled: false },
dashStart: 'skip',
dashEnd: 'outset',
})
.lineTo(cx, cy)
.moveTo(0, h, {
geometry: { isInternal: true, isFilled: false },
dashStart: 'skip',
dashEnd: 'outset',
})
.lineTo(cx, cy)
.moveTo(w, 0, {
geometry: { isInternal: true, isFilled: false },
dashStart: 'skip',
dashEnd: 'outset',
})
.lineTo(cx, cy)
}
const inset = dash === 'draw' ? 0.62 : 0
path
.moveTo(clamp(sw * inset, 0, w), clamp(sw * inset, 0, h), {
geometry: { isInternal: true, isFilled: false },
})
.lineTo(clamp(w - sw * inset, 0, w), clamp(h - sw * inset, 0, h))
.moveTo(clamp(w - sw * inset, 0, w), clamp(sw * inset, 0, h))
.lineTo(clamp(sw * inset, 0, w), clamp(h - sw * inset, 0, h))
return path
}
function getStadiumPath(w: number, h: number, isFilled: boolean) {
// stadium:
if (h > w) {
const r = w / 2
return new PathBuilder()
.moveTo(0, r, { geometry: { isFilled } })
.arcTo(r, r, false, true, 0, w, r)
.lineTo(w, h - r)
.arcTo(r, r, false, true, 0, 0, h - r)
.close()
}
const r = h / 2
return new PathBuilder()
.moveTo(r, h, { geometry: { isFilled } })
.arcTo(r, r, false, true, 0, r, 0)
.lineTo(w - r, 0)
.arcTo(r, r, false, true, 0, w - r, h)
.close()
}
function getStarPath(w: number, h: number, isFilled: boolean) {
// Most of this code is to offset the center, a 5 point star
// will need to be moved downward because from its center [0,0]
// it will have a bigger minY than maxY. This is because it'll
// have 2 points at the bottom.
const sides = 5
const step = PI2 / sides / 2
const rightMostIndex = Math.floor(sides / 4) * 2
const leftMostIndex = sides * 2 - rightMostIndex
const topMostIndex = 0
const bottomMostIndex = Math.floor(sides / 2) * 2
const maxX = (Math.cos(-HALF_PI + rightMostIndex * step) * w) / 2
const minX = (Math.cos(-HALF_PI + leftMostIndex * step) * w) / 2
const minY = (Math.sin(-HALF_PI + topMostIndex * step) * h) / 2
const maxY = (Math.sin(-HALF_PI + bottomMostIndex * step) * h) / 2
const diffX = w - Math.abs(maxX - minX)
const diffY = h - Math.abs(maxY - minY)
const offsetX = w / 2 + minX - (w / 2 - maxX)
const offsetY = h / 2 + minY - (h / 2 - maxY)
const ratio = 1
const cx = (w - offsetX) / 2
const cy = (h - offsetY) / 2
const ox = (w + diffX) / 2
const oy = (h + diffY) / 2
const ix = (ox * ratio) / 2
const iy = (oy * ratio) / 2
return PathBuilder.lineThroughPoints(
Array.from(Array(sides * 2), (_, i) => {
const theta = -HALF_PI + i * step
return new Vec(
cx + (i % 2 ? ix : ox) * Math.cos(theta),
cy + (i % 2 ? iy : oy) * Math.sin(theta)
)
}),
{ geometry: { isFilled } }
).close()
}
/* ---------------------- Cloud --------------------- */
function getOvalPerimeter(h: number, w: number) {
if (h > w) return (PI * (w / 2) + (h - w)) * 2
else return (PI * (h / 2) + (w - h)) * 2
}
type PillSection =
| {
type: 'straight'
start: VecModel
delta: VecModel
}
| {
type: 'arc'
center: VecModel
startAngle: number
}
function getPillPoints(width: number, height: number, numPoints: number) {
const radius = Math.min(width, height) / 2
const longSide = Math.max(width, height) - radius * 2
const circumference = Math.PI * (radius * 2) + 2 * longSide
const spacing = circumference / numPoints
const sections: PillSection[] =
width > height
? [
{
type: 'straight',
start: new Vec(radius, 0),
delta: new Vec(1, 0),
},
{
type: 'arc',
center: new Vec(width - radius, radius),
startAngle: -PI / 2,
},
{
type: 'straight',
start: new Vec(width - radius, height),
delta: new Vec(-1, 0),
},
{
type: 'arc',
center: new Vec(radius, radius),
startAngle: PI / 2,
},
]
: [
{
type: 'straight',
start: new Vec(width, radius),
delta: new Vec(0, 1),
},
{
type: 'arc',
center: new Vec(radius, height - radius),
startAngle: 0,
},
{
type: 'straight',
start: new Vec(0, height - radius),
delta: new Vec(0, -1),
},
{
type: 'arc',
center: new Vec(radius, radius),
startAngle: PI,
},
]
let sectionOffset = 0
const points: Vec[] = []
for (let i = 0; i < numPoints; i++) {
const section = sections[0]
if (section.type === 'straight') {
points.push(Vec.Add(section.start, Vec.Mul(section.delta, sectionOffset)))
} else {
points.push(
getPointOnCircle(section.center, radius, section.startAngle + sectionOffset / radius)
)
}
sectionOffset += spacing
let sectionLength = section.type === 'straight' ? longSide : PI * radius
while (sectionOffset > sectionLength) {
sectionOffset -= sectionLength
sections.push(sections.shift()!)
sectionLength = sections[0].type === 'straight' ? longSide : PI * radius
}
}
return points
}
const SIZES: Record<TLDefaultSizeStyle, number> = {
s: 50,
m: 70,
l: 100,
xl: 130,
}
const BUMP_PROTRUSION = 0.2
function getCloudPath(
width: number,
height: number,
seed: string,
size: TLDefaultSizeStyle,
scale: number,
isFilled: boolean
) {
const path = new PathBuilder()
const getRandom = rng(seed)
const pillCircumference = getOvalPerimeter(width, height)
const numBumps = Math.max(
Math.ceil(pillCircumference / SIZES[size]),
6,
Math.ceil(pillCircumference / Math.min(width, height))
)
const targetBumpProtrusion = (pillCircumference / numBumps) * BUMP_PROTRUSION
// if the aspect ratio is high, innerWidth should be smaller
const innerWidth = Math.max(width - targetBumpProtrusion * 2, 1)
const innerHeight = Math.max(height - targetBumpProtrusion * 2, 1)
const innerCircumference = getOvalPerimeter(innerWidth, innerHeight)
const distanceBetweenPointsOnPerimeter = innerCircumference / numBumps
const paddingX = (width - innerWidth) / 2
const paddingY = (height - innerHeight) / 2
const bumpPoints = getPillPoints(innerWidth, innerHeight, numBumps).map((p) => {
return p.addXY(paddingX, paddingY)
})
const maxWiggleX = width < 20 ? 0 : targetBumpProtrusion * 0.3
const maxWiggleY = height < 20 ? 0 : targetBumpProtrusion * 0.3
// wiggle the points from either end so that the bumps 'pop'
// in at the bottom-right and the top-left looks relatively stable
// note: it's important that we don't mutate here! these points are also the bump points
const wiggledPoints = bumpPoints.slice(0)
for (let i = 0; i < Math.floor(numBumps / 2); i++) {
wiggledPoints[i] = Vec.AddXY(
wiggledPoints[i],
getRandom() * maxWiggleX * scale,
getRandom() * maxWiggleY * scale
)
wiggledPoints[numBumps - i - 1] = Vec.AddXY(
wiggledPoints[numBumps - i - 1],
getRandom() * maxWiggleX * scale,
getRandom() * maxWiggleY * scale
)
}
for (let i = 0; i < wiggledPoints.length; i++) {
const j = i === wiggledPoints.length - 1 ? 0 : i + 1
const leftWigglePoint = wiggledPoints[i]
const rightWigglePoint = wiggledPoints[j]
const leftPoint = bumpPoints[i]
const rightPoint = bumpPoints[j]
// when the points are on the curvy part of a pill, there is a natural arc that we need to extends past
// otherwise it looks like the bumps get less bumpy on the curvy parts
const distanceBetweenOriginalPoints = Vec.Dist(leftPoint, rightPoint)
const curvatureOffset = distanceBetweenPointsOnPerimeter - distanceBetweenOriginalPoints
const distanceBetweenWigglePoints = Vec.Dist(leftWigglePoint, rightWigglePoint)
const relativeSize = distanceBetweenWigglePoints / distanceBetweenOriginalPoints
const finalDistance = (Math.max(paddingX, paddingY) + curvatureOffset) * relativeSize
const arcPoint = Vec.Lrp(leftPoint, rightPoint, 0.5).add(
Vec.Sub(rightPoint, leftPoint).uni().per().mul(finalDistance)
)
if (arcPoint.x < 0) {
arcPoint.x = 0
} else if (arcPoint.x > width) {
arcPoint.x = width
}
if (arcPoint.y < 0) {
arcPoint.y = 0
} else if (arcPoint.y > height) {
arcPoint.y = height
}
const center = centerOfCircleFromThreePoints(leftWigglePoint, rightWigglePoint, arcPoint)
const radius = Vec.Dist(
center ? center : Vec.Average([leftWigglePoint, rightWigglePoint]),
leftWigglePoint
)
if (i === 0) {
path.moveTo(leftWigglePoint.x, leftWigglePoint.y, { geometry: { isFilled } })
}
path.circularArcTo(radius, false, true, rightWigglePoint.x, rightWigglePoint.y)
}
return path.close()
}