zsviczian 87c87a9fb1
feat: line polygons (#9477)
* Loop Lock/Unlock

* fixed condition. 4 line points are required for the action to be available

* extracted updateLoopLock to improve readability. Removed unnecessary SVG attributes

* lint + added loopLock to restore.ts

* added  loopLock to newElement, updated test snapshots

* lint

* dislocate enpoint when breaking the loop.

* change icon & turn into a state style button

* POC: auto-transform to polygon on bg set

* keep polygon icon constant

* do not split points on de-polygonizing & highlight overlapping points

* rewrite color picker to support no (mixed) colors & fix focus handling

* refactor

* tweak point rendering inside line editor

* do not disable polygon when creating new points via alt

* auto-enable polygon when aligning start/end points

* TBD: remove bg color when disabling polygon

* TBD: only show polygon button for enabled polygons

* fix polygon behavior when adding/removing/moving points within line editor

* convert to polygon when creating line

* labels tweak

* add to command palette

* loopLock -> polygon

* restore `polygon` state on type conversions

* update snapshots

* naming

* break polygon on restore/finalize if invalid & prevent creation

* snapshots

* fix: merge issue and forgotten debug

* snaps

* do not merge points for 3-point lines

---------

Co-authored-by: dwelle <5153846+dwelle@users.noreply.github.com>
2025-05-26 11:14:55 +02:00

497 lines
15 KiB
TypeScript

import { elementCenterPoint, THEME, THEME_FILTER } from "@excalidraw/common";
import { FIXED_BINDING_DISTANCE } from "@excalidraw/element";
import { getDiamondPoints } from "@excalidraw/element";
import { getCornerRadius } from "@excalidraw/element";
import {
bezierEquation,
curve,
curveTangent,
type GlobalPoint,
pointFrom,
pointFromVector,
pointRotateRads,
vector,
vectorNormal,
vectorNormalize,
vectorScale,
} from "@excalidraw/math";
import type {
ExcalidrawDiamondElement,
ExcalidrawRectanguloidElement,
} from "@excalidraw/element/types";
import type { StaticCanvasRenderConfig } from "../scene/types";
import type { AppState, StaticCanvasAppState } from "../types";
export const fillCircle = (
context: CanvasRenderingContext2D,
cx: number,
cy: number,
radius: number,
stroke: boolean,
fill = true,
) => {
context.beginPath();
context.arc(cx, cy, radius, 0, Math.PI * 2);
if (fill) {
context.fill();
}
if (stroke) {
context.stroke();
}
};
export const getNormalizedCanvasDimensions = (
canvas: HTMLCanvasElement,
scale: number,
): [number, number] => {
// When doing calculations based on canvas width we should used normalized one
return [canvas.width / scale, canvas.height / scale];
};
export const bootstrapCanvas = ({
canvas,
scale,
normalizedWidth,
normalizedHeight,
theme,
isExporting,
viewBackgroundColor,
}: {
canvas: HTMLCanvasElement;
scale: number;
normalizedWidth: number;
normalizedHeight: number;
theme?: AppState["theme"];
isExporting?: StaticCanvasRenderConfig["isExporting"];
viewBackgroundColor?: StaticCanvasAppState["viewBackgroundColor"];
}): CanvasRenderingContext2D => {
const context = canvas.getContext("2d")!;
context.setTransform(1, 0, 0, 1, 0, 0);
context.scale(scale, scale);
if (isExporting && theme === THEME.DARK) {
context.filter = THEME_FILTER;
}
// Paint background
if (typeof viewBackgroundColor === "string") {
const hasTransparence =
viewBackgroundColor === "transparent" ||
viewBackgroundColor.length === 5 || // #RGBA
viewBackgroundColor.length === 9 || // #RRGGBBA
/(hsla|rgba)\(/.test(viewBackgroundColor);
if (hasTransparence) {
context.clearRect(0, 0, normalizedWidth, normalizedHeight);
}
context.save();
context.fillStyle = viewBackgroundColor;
context.fillRect(0, 0, normalizedWidth, normalizedHeight);
context.restore();
} else {
context.clearRect(0, 0, normalizedWidth, normalizedHeight);
}
return context;
};
function drawCatmullRomQuadraticApprox(
ctx: CanvasRenderingContext2D,
points: GlobalPoint[],
segments = 20,
) {
ctx.lineTo(points[0][0], points[0][1]);
for (let i = 0; i < points.length - 1; i++) {
const p0 = points[i - 1 < 0 ? 0 : i - 1];
const p1 = points[i];
const p2 = points[i + 1 >= points.length ? points.length - 1 : i + 1];
for (let t = 0; t <= 1; t += 1 / segments) {
const t2 = t * t;
const x =
(1 - t) * (1 - t) * p0[0] + 2 * (1 - t) * t * p1[0] + t2 * p2[0];
const y =
(1 - t) * (1 - t) * p0[1] + 2 * (1 - t) * t * p1[1] + t2 * p2[1];
ctx.lineTo(x, y);
}
}
}
function drawCatmullRomCubicApprox(
ctx: CanvasRenderingContext2D,
points: GlobalPoint[],
segments = 20,
) {
ctx.lineTo(points[0][0], points[0][1]);
for (let i = 0; i < points.length - 1; i++) {
const p0 = points[i - 1 < 0 ? 0 : i - 1];
const p1 = points[i];
const p2 = points[i + 1 >= points.length ? points.length - 1 : i + 1];
const p3 = points[i + 2 >= points.length ? points.length - 1 : i + 2];
for (let t = 0; t <= 1; t += 1 / segments) {
const t2 = t * t;
const t3 = t2 * t;
const x =
0.5 *
(2 * p1[0] +
(-p0[0] + p2[0]) * t +
(2 * p0[0] - 5 * p1[0] + 4 * p2[0] - p3[0]) * t2 +
(-p0[0] + 3 * p1[0] - 3 * p2[0] + p3[0]) * t3);
const y =
0.5 *
(2 * p1[1] +
(-p0[1] + p2[1]) * t +
(2 * p0[1] - 5 * p1[1] + 4 * p2[1] - p3[1]) * t2 +
(-p0[1] + 3 * p1[1] - 3 * p2[1] + p3[1]) * t3);
ctx.lineTo(x, y);
}
}
}
export const drawHighlightForRectWithRotation = (
context: CanvasRenderingContext2D,
element: ExcalidrawRectanguloidElement,
padding: number,
) => {
const [x, y] = pointRotateRads(
pointFrom<GlobalPoint>(element.x, element.y),
elementCenterPoint(element),
element.angle,
);
context.save();
context.translate(x, y);
context.rotate(element.angle);
let radius = getCornerRadius(
Math.min(element.width, element.height),
element,
);
if (radius === 0) {
radius = 0.01;
}
context.beginPath();
{
const topLeftApprox = offsetQuadraticBezier(
pointFrom(0, 0 + radius),
pointFrom(0, 0),
pointFrom(0 + radius, 0),
padding,
);
const topRightApprox = offsetQuadraticBezier(
pointFrom(element.width - radius, 0),
pointFrom(element.width, 0),
pointFrom(element.width, radius),
padding,
);
const bottomRightApprox = offsetQuadraticBezier(
pointFrom(element.width, element.height - radius),
pointFrom(element.width, element.height),
pointFrom(element.width - radius, element.height),
padding,
);
const bottomLeftApprox = offsetQuadraticBezier(
pointFrom(radius, element.height),
pointFrom(0, element.height),
pointFrom(0, element.height - radius),
padding,
);
context.moveTo(
topLeftApprox[topLeftApprox.length - 1][0],
topLeftApprox[topLeftApprox.length - 1][1],
);
context.lineTo(topRightApprox[0][0], topRightApprox[0][1]);
drawCatmullRomQuadraticApprox(context, topRightApprox);
context.lineTo(bottomRightApprox[0][0], bottomRightApprox[0][1]);
drawCatmullRomQuadraticApprox(context, bottomRightApprox);
context.lineTo(bottomLeftApprox[0][0], bottomLeftApprox[0][1]);
drawCatmullRomQuadraticApprox(context, bottomLeftApprox);
context.lineTo(topLeftApprox[0][0], topLeftApprox[0][1]);
drawCatmullRomQuadraticApprox(context, topLeftApprox);
}
// Counter-clockwise for the cutout in the middle. We need to have an "inverse
// mask" on a filled shape for the diamond highlight, because stroking creates
// sharp inset edges on line joins < 90 degrees.
{
const topLeftApprox = offsetQuadraticBezier(
pointFrom(0 + radius, 0),
pointFrom(0, 0),
pointFrom(0, 0 + radius),
-FIXED_BINDING_DISTANCE,
);
const topRightApprox = offsetQuadraticBezier(
pointFrom(element.width, radius),
pointFrom(element.width, 0),
pointFrom(element.width - radius, 0),
-FIXED_BINDING_DISTANCE,
);
const bottomRightApprox = offsetQuadraticBezier(
pointFrom(element.width - radius, element.height),
pointFrom(element.width, element.height),
pointFrom(element.width, element.height - radius),
-FIXED_BINDING_DISTANCE,
);
const bottomLeftApprox = offsetQuadraticBezier(
pointFrom(0, element.height - radius),
pointFrom(0, element.height),
pointFrom(radius, element.height),
-FIXED_BINDING_DISTANCE,
);
context.moveTo(
topLeftApprox[topLeftApprox.length - 1][0],
topLeftApprox[topLeftApprox.length - 1][1],
);
context.lineTo(bottomLeftApprox[0][0], bottomLeftApprox[0][1]);
drawCatmullRomQuadraticApprox(context, bottomLeftApprox);
context.lineTo(bottomRightApprox[0][0], bottomRightApprox[0][1]);
drawCatmullRomQuadraticApprox(context, bottomRightApprox);
context.lineTo(topRightApprox[0][0], topRightApprox[0][1]);
drawCatmullRomQuadraticApprox(context, topRightApprox);
context.lineTo(topLeftApprox[0][0], topLeftApprox[0][1]);
drawCatmullRomQuadraticApprox(context, topLeftApprox);
}
context.closePath();
context.fill();
context.restore();
};
export const strokeEllipseWithRotation = (
context: CanvasRenderingContext2D,
width: number,
height: number,
cx: number,
cy: number,
angle: number,
) => {
context.beginPath();
context.ellipse(cx, cy, width / 2, height / 2, angle, 0, Math.PI * 2);
context.stroke();
};
export const strokeRectWithRotation = (
context: CanvasRenderingContext2D,
x: number,
y: number,
width: number,
height: number,
cx: number,
cy: number,
angle: number,
fill: boolean = false,
/** should account for zoom */
radius: number = 0,
) => {
context.save();
context.translate(cx, cy);
context.rotate(angle);
if (fill) {
context.fillRect(x - cx, y - cy, width, height);
}
if (radius && context.roundRect) {
context.beginPath();
context.roundRect(x - cx, y - cy, width, height, radius);
context.stroke();
context.closePath();
} else {
context.strokeRect(x - cx, y - cy, width, height);
}
context.restore();
};
export const drawHighlightForDiamondWithRotation = (
context: CanvasRenderingContext2D,
padding: number,
element: ExcalidrawDiamondElement,
) => {
const [x, y] = pointRotateRads(
pointFrom<GlobalPoint>(element.x, element.y),
elementCenterPoint(element),
element.angle,
);
context.save();
context.translate(x, y);
context.rotate(element.angle);
{
context.beginPath();
const [topX, topY, rightX, rightY, bottomX, bottomY, leftX, leftY] =
getDiamondPoints(element);
const verticalRadius = element.roundness
? getCornerRadius(Math.abs(topX - leftX), element)
: (topX - leftX) * 0.01;
const horizontalRadius = element.roundness
? getCornerRadius(Math.abs(rightY - topY), element)
: (rightY - topY) * 0.01;
const topApprox = offsetCubicBezier(
pointFrom(topX - verticalRadius, topY + horizontalRadius),
pointFrom(topX, topY),
pointFrom(topX, topY),
pointFrom(topX + verticalRadius, topY + horizontalRadius),
padding,
);
const rightApprox = offsetCubicBezier(
pointFrom(rightX - verticalRadius, rightY - horizontalRadius),
pointFrom(rightX, rightY),
pointFrom(rightX, rightY),
pointFrom(rightX - verticalRadius, rightY + horizontalRadius),
padding,
);
const bottomApprox = offsetCubicBezier(
pointFrom(bottomX + verticalRadius, bottomY - horizontalRadius),
pointFrom(bottomX, bottomY),
pointFrom(bottomX, bottomY),
pointFrom(bottomX - verticalRadius, bottomY - horizontalRadius),
padding,
);
const leftApprox = offsetCubicBezier(
pointFrom(leftX + verticalRadius, leftY + horizontalRadius),
pointFrom(leftX, leftY),
pointFrom(leftX, leftY),
pointFrom(leftX + verticalRadius, leftY - horizontalRadius),
padding,
);
context.moveTo(
topApprox[topApprox.length - 1][0],
topApprox[topApprox.length - 1][1],
);
context.lineTo(rightApprox[0][0], rightApprox[0][1]);
drawCatmullRomCubicApprox(context, rightApprox);
context.lineTo(bottomApprox[0][0], bottomApprox[0][1]);
drawCatmullRomCubicApprox(context, bottomApprox);
context.lineTo(leftApprox[0][0], leftApprox[0][1]);
drawCatmullRomCubicApprox(context, leftApprox);
context.lineTo(topApprox[0][0], topApprox[0][1]);
drawCatmullRomCubicApprox(context, topApprox);
}
// Counter-clockwise for the cutout in the middle. We need to have an "inverse
// mask" on a filled shape for the diamond highlight, because stroking creates
// sharp inset edges on line joins < 90 degrees.
{
const [topX, topY, rightX, rightY, bottomX, bottomY, leftX, leftY] =
getDiamondPoints(element);
const verticalRadius = element.roundness
? getCornerRadius(Math.abs(topX - leftX), element)
: (topX - leftX) * 0.01;
const horizontalRadius = element.roundness
? getCornerRadius(Math.abs(rightY - topY), element)
: (rightY - topY) * 0.01;
const topApprox = offsetCubicBezier(
pointFrom(topX + verticalRadius, topY + horizontalRadius),
pointFrom(topX, topY),
pointFrom(topX, topY),
pointFrom(topX - verticalRadius, topY + horizontalRadius),
-FIXED_BINDING_DISTANCE,
);
const rightApprox = offsetCubicBezier(
pointFrom(rightX - verticalRadius, rightY + horizontalRadius),
pointFrom(rightX, rightY),
pointFrom(rightX, rightY),
pointFrom(rightX - verticalRadius, rightY - horizontalRadius),
-FIXED_BINDING_DISTANCE,
);
const bottomApprox = offsetCubicBezier(
pointFrom(bottomX - verticalRadius, bottomY - horizontalRadius),
pointFrom(bottomX, bottomY),
pointFrom(bottomX, bottomY),
pointFrom(bottomX + verticalRadius, bottomY - horizontalRadius),
-FIXED_BINDING_DISTANCE,
);
const leftApprox = offsetCubicBezier(
pointFrom(leftX + verticalRadius, leftY - horizontalRadius),
pointFrom(leftX, leftY),
pointFrom(leftX, leftY),
pointFrom(leftX + verticalRadius, leftY + horizontalRadius),
-FIXED_BINDING_DISTANCE,
);
context.moveTo(
topApprox[topApprox.length - 1][0],
topApprox[topApprox.length - 1][1],
);
context.lineTo(leftApprox[0][0], leftApprox[0][1]);
drawCatmullRomCubicApprox(context, leftApprox);
context.lineTo(bottomApprox[0][0], bottomApprox[0][1]);
drawCatmullRomCubicApprox(context, bottomApprox);
context.lineTo(rightApprox[0][0], rightApprox[0][1]);
drawCatmullRomCubicApprox(context, rightApprox);
context.lineTo(topApprox[0][0], topApprox[0][1]);
drawCatmullRomCubicApprox(context, topApprox);
}
context.closePath();
context.fill();
context.restore();
};
function offsetCubicBezier(
p0: GlobalPoint,
p1: GlobalPoint,
p2: GlobalPoint,
p3: GlobalPoint,
offsetDist: number,
steps = 20,
) {
const offsetPoints = [];
for (let i = 0; i <= steps; i++) {
const t = i / steps;
const c = curve(p0, p1, p2, p3);
const point = bezierEquation(c, t);
const tangent = vectorNormalize(curveTangent(c, t));
const normal = vectorNormal(tangent);
offsetPoints.push(pointFromVector(vectorScale(normal, offsetDist), point));
}
return offsetPoints;
}
function offsetQuadraticBezier(
p0: GlobalPoint,
p1: GlobalPoint,
p2: GlobalPoint,
offsetDist: number,
steps = 20,
) {
const offsetPoints = [];
for (let i = 0; i <= steps; i++) {
const t = i / steps;
const t1 = 1 - t;
const point = pointFrom<GlobalPoint>(
t1 * t1 * p0[0] + 2 * t1 * t * p1[0] + t * t * p2[0],
t1 * t1 * p0[1] + 2 * t1 * t * p1[1] + t * t * p2[1],
);
const tangentX = 2 * (1 - t) * (p1[0] - p0[0]) + 2 * t * (p2[0] - p1[0]);
const tangentY = 2 * (1 - t) * (p1[1] - p0[1]) + 2 * t * (p2[1] - p1[1]);
const tangent = vectorNormalize(vector(tangentX, tangentY));
const normal = vectorNormal(tangent);
offsetPoints.push(pointFromVector(vectorScale(normal, offsetDist), point));
}
return offsetPoints;
}