import { FolkSet } from './folk-set'; import { Vertex, verticesToPolygon } from './arrows/utils'; declare global { interface HTMLElementTagNameMap { 'folk-hull': FolkHull; } } export class FolkHull extends FolkSet { static tagName = 'folk-hull'; #hull: Vertex[] = []; get hull(): ReadonlyArray { return this.#hull; } update() { if (this.sourcesMap.size === 0) { this.style.clipPath = ''; return; } const rects = Array.from(this.sourcesMap.values()); this.#hull = makeHull(rects); this.style.clipPath = verticesToPolygon(this.#hull); } } /* This code has been modified from the original source, see the original source below. */ /* * Convex hull algorithm - Library (TypeScript) * * Copyright (c) 2021 Project Nayuki * https://www.nayuki.io/page/convex-hull-algorithm * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program (see COPYING.txt and COPYING.LESSER.txt). * If not, see . */ function comparePoints(a: Vertex, b: Vertex): number { if (a.x < b.x) return -1; if (a.x > b.x) return 1; if (a.y < b.y) return -1; if (a.y > b.y) return 1; return 0; } export function makeHull(rects: DOMRectReadOnly[]): Vertex[] { const points: Vertex[] = rects .flatMap((rect) => [ { x: rect.left, y: rect.top }, { x: rect.right, y: rect.top }, { x: rect.left, y: rect.bottom }, { x: rect.right, y: rect.bottom }, ]) .sort(comparePoints); if (points.length <= 1) return points; // Andrew's monotone chain algorithm. Positive y coordinates correspond to "up" // as per the mathematical convention, instead of "down" as per the computer // graphics convention. This doesn't affect the correctness of the result. const upperHull: Array = []; for (let i = 0; i < points.length; i++) { const p: Vertex = points[i]; while (upperHull.length >= 2) { const q: Vertex = upperHull[upperHull.length - 1]; const r: Vertex = upperHull[upperHull.length - 2]; if ((q.x - r.x) * (p.y - r.y) >= (q.y - r.y) * (p.x - r.x)) upperHull.pop(); else break; } upperHull.push(p); } upperHull.pop(); const lowerHull: Array = []; for (let i = points.length - 1; i >= 0; i--) { const p: Vertex = points[i]; while (lowerHull.length >= 2) { const q: Vertex = lowerHull[lowerHull.length - 1]; const r: Vertex = lowerHull[lowerHull.length - 2]; if ((q.x - r.x) * (p.y - r.y) >= (q.y - r.y) * (p.x - r.x)) lowerHull.pop(); else break; } lowerHull.push(p); } lowerHull.pop(); if ( upperHull.length === 1 && lowerHull.length === 1 && upperHull[0].x === lowerHull[0].x && upperHull[0].y === lowerHull[0].y ) return upperHull; return upperHull.concat(lowerHull); }