diff --git a/src/arrows/fc-connection.ts b/src/arrows/fc-connection.ts index f043093..9f03d70 100644 --- a/src/arrows/fc-connection.ts +++ b/src/arrows/fc-connection.ts @@ -1,7 +1,7 @@ -import { getBoxToBoxArrow } from "perfect-arrows"; -import { AbstractArrow } from "./abstract-arrow.ts"; -import { pointsOnBezierCurves } from "./points-on-path.ts"; -import { getStroke, StrokeOptions } from "perfect-freehand"; +import { getBoxToBoxArrow } from 'perfect-arrows'; +import { AbstractArrow } from './abstract-arrow.ts'; +import { pointsOnBezierCurves } from './utils.ts'; +import { getStroke, StrokeOptions } from 'perfect-freehand'; export type Arrow = [ /** The x position of the (padded) starting point. */ @@ -26,12 +26,12 @@ export type Arrow = [ declare global { interface HTMLElementTagNameMap { - "fc-connection": FolkConnection; + 'fc-connection': FolkConnection; } } export class FolkConnection extends AbstractArrow { - static override tagName = "fc-connection"; + static override tagName = 'fc-connection'; #options: StrokeOptions = { size: 7, @@ -77,12 +77,12 @@ export class FolkConnection extends AbstractArrow { const stroke = getStroke(points, this.#options); const path = getSvgPathFromStroke(stroke); this.style.clipPath = `path('${path}')`; - this.style.backgroundColor = "black"; + this.style.backgroundColor = 'black'; } } function getSvgPathFromStroke(stroke: number[][]): string { - if (stroke.length === 0) return ""; + if (stroke.length === 0) return ''; for (const point of stroke) { point[0] = Math.round(point[0] * 100) / 100; @@ -95,9 +95,9 @@ function getSvgPathFromStroke(stroke: number[][]): string { acc.push(x0, y0, (x0 + x1) / 2, (y0 + y1) / 2); return acc; }, - ["M", ...stroke[0], "Q"] + ['M', ...stroke[0], 'Q'] ); - d.push("Z"); - return d.join(" "); + d.push('Z'); + return d.join(' '); } diff --git a/src/arrows/utils.ts b/src/arrows/utils.ts new file mode 100644 index 0000000..b1addaa --- /dev/null +++ b/src/arrows/utils.ts @@ -0,0 +1,155 @@ +// Adopted from: https://github.com/pshihn/bezier-points/blob/master/src/index.ts + +export type Point = [number, number]; + +// distance between 2 points +function distance(p1: Point, p2: Point): number { + return Math.sqrt(distanceSq(p1, p2)); +} + +// distance between 2 points squared +function distanceSq(p1: Point, p2: Point): number { + return Math.pow(p1[0] - p2[0], 2) + Math.pow(p1[1] - p2[1], 2); +} + +// Distance squared from a point p to the line segment vw +function distanceToSegmentSq(p: Point, v: Point, w: Point): number { + const l2 = distanceSq(v, w); + if (l2 === 0) { + return distanceSq(p, v); + } + let t = ((p[0] - v[0]) * (w[0] - v[0]) + (p[1] - v[1]) * (w[1] - v[1])) / l2; + t = Math.max(0, Math.min(1, t)); + return distanceSq(p, lerp(v, w, t)); +} + +function lerp(a: Point, b: Point, t: number): Point { + return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t]; +} + +// Adapted from https://seant23.wordpress.com/2010/11/12/offset-bezier-curves/ +function flatness(points: readonly Point[], offset: number): number { + const p1 = points[offset + 0]; + const p2 = points[offset + 1]; + const p3 = points[offset + 2]; + const p4 = points[offset + 3]; + + let ux = 3 * p2[0] - 2 * p1[0] - p4[0]; + ux *= ux; + let uy = 3 * p2[1] - 2 * p1[1] - p4[1]; + uy *= uy; + let vx = 3 * p3[0] - 2 * p4[0] - p1[0]; + vx *= vx; + let vy = 3 * p3[1] - 2 * p4[1] - p1[1]; + vy *= vy; + + if (ux < vx) { + ux = vx; + } + + if (uy < vy) { + uy = vy; + } + + return ux + uy; +} + +function getPointsOnBezierCurveWithSplitting( + points: readonly Point[], + offset: number, + tolerance: number, + newPoints?: Point[] +): Point[] { + const outPoints = newPoints || []; + if (flatness(points, offset) < tolerance) { + const p0 = points[offset + 0]; + if (outPoints.length) { + const d = distance(outPoints[outPoints.length - 1], p0); + if (d > 1) { + outPoints.push(p0); + } + } else { + outPoints.push(p0); + } + outPoints.push(points[offset + 3]); + } else { + // subdivide + const t = 0.5; + const p1 = points[offset + 0]; + const p2 = points[offset + 1]; + const p3 = points[offset + 2]; + const p4 = points[offset + 3]; + + const q1 = lerp(p1, p2, t); + const q2 = lerp(p2, p3, t); + const q3 = lerp(p3, p4, t); + + const r1 = lerp(q1, q2, t); + const r2 = lerp(q2, q3, t); + + const red = lerp(r1, r2, t); + + getPointsOnBezierCurveWithSplitting([p1, q1, r1, red], 0, tolerance, outPoints); + getPointsOnBezierCurveWithSplitting([red, r2, q3, p4], 0, tolerance, outPoints); + } + return outPoints; +} + +export function simplify(points: readonly Point[], distance: number): Point[] { + return simplifyPoints(points, 0, points.length, distance); +} + +// Ramer–Douglas–Peucker algorithm +// https://en.wikipedia.org/wiki/Ramer%E2%80%93Douglas%E2%80%93Peucker_algorithm +export function simplifyPoints( + points: readonly Point[], + start: number, + end: number, + epsilon: number, + newPoints?: Point[] +): Point[] { + const outPoints = newPoints || []; + + // find the most distance point from the endpoints + const s = points[start]; + const e = points[end - 1]; + let maxDistSq = 0; + let maxNdx = 1; + for (let i = start + 1; i < end - 1; ++i) { + const distSq = distanceToSegmentSq(points[i], s, e); + if (distSq > maxDistSq) { + maxDistSq = distSq; + maxNdx = i; + } + } + + // if that point is too far, split + if (Math.sqrt(maxDistSq) > epsilon) { + simplifyPoints(points, start, maxNdx + 1, epsilon, outPoints); + simplifyPoints(points, maxNdx, end, epsilon, outPoints); + } else { + if (!outPoints.length) { + outPoints.push(s); + } + outPoints.push(e); + } + + return outPoints; +} + +export function pointsOnBezierCurves( + points: readonly Point[], + tolerance: number = 0.15, + distance?: number +): Point[] { + const newPoints: Point[] = []; + const numSegments = (points.length - 1) / 3; + for (let i = 0; i < numSegments; i++) { + const offset = i * 3; + getPointsOnBezierCurveWithSplitting(points, offset, tolerance, newPoints); + } + if (distance && distance > 0) { + return simplifyPoints(newPoints, 0, newPoints.length, distance); + } + return newPoints; +}