142 lines
3.9 KiB
TypeScript
142 lines
3.9 KiB
TypeScript
import { FolkBaseSet } from './folk-base-set';
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import { verticesToPolygon } from '@lib/utils';
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import type { Point } from '@lib/types';
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import { PropertyValues, css } from '@lit/reactive-element';
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declare global {
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interface HTMLElementTagNameMap {
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'folk-hull': FolkHull;
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}
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}
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export class FolkHull extends FolkBaseSet {
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static override tagName = 'folk-hull';
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static styles = [
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FolkBaseSet.styles,
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css`
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#hull {
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background-color: var(--folk-hull-bg, #b4d8f644);
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height: 100%;
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width: 100%;
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}
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`,
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];
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#hull: Point[] = [];
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get hull(): ReadonlyArray<Point> {
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return this.#hull;
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}
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#hullEl = document.createElement('div');
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override createRenderRoot() {
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const root = super.createRenderRoot();
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this.#hullEl.id = 'hull';
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root.prepend(this.#hullEl);
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return root;
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}
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override update(changedProperties: PropertyValues<this>) {
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super.update(changedProperties);
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if (this.sourcesMap.size !== this.sourceElements.size) {
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this.style.clipPath = '';
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this.style.display = 'none';
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return;
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}
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this.style.display = '';
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this.#hull = makeHull(this.sourceRects);
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this.#hullEl.style.clipPath = verticesToPolygon(this.#hull);
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}
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}
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/* This code has been modified from the original source, see the original source below. */
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/*
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* Convex hull algorithm - Library (TypeScript)
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*
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* Copyright (c) 2021 Project Nayuki
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* https://www.nayuki.io/page/convex-hull-algorithm
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program (see COPYING.txt and COPYING.LESSER.txt).
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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function comparePoints(a: Point, b: Point): number {
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if (a.x < b.x) return -1;
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if (a.x > b.x) return 1;
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if (a.y < b.y) return -1;
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if (a.y > b.y) return 1;
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return 0;
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}
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export function makeHull(rects: DOMRectReadOnly[]): Point[] {
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const points: Point[] = rects
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.flatMap((rect) => [
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{ x: rect.left, y: rect.top },
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{ x: rect.right, y: rect.top },
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{ x: rect.left, y: rect.bottom },
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{ x: rect.right, y: rect.bottom },
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])
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.sort(comparePoints);
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if (points.length <= 1) return points;
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// Andrew's monotone chain algorithm. Positive y coordinates correspond to "up"
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// as per the mathematical convention, instead of "down" as per the computer
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// graphics convention. This doesn't affect the correctness of the result.
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const upperHull: Array<Point> = [];
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for (let i = 0; i < points.length; i++) {
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const p: Point = points[i];
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while (upperHull.length >= 2) {
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const q: Point = upperHull[upperHull.length - 1];
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const r: Point = upperHull[upperHull.length - 2];
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if ((q.x - r.x) * (p.y - r.y) >= (q.y - r.y) * (p.x - r.x)) upperHull.pop();
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else break;
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}
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upperHull.push(p);
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}
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upperHull.pop();
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const lowerHull: Array<Point> = [];
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for (let i = points.length - 1; i >= 0; i--) {
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const p: Point = points[i];
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while (lowerHull.length >= 2) {
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const q: Point = lowerHull[lowerHull.length - 1];
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const r: Point = lowerHull[lowerHull.length - 2];
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if ((q.x - r.x) * (p.y - r.y) >= (q.y - r.y) * (p.x - r.x)) lowerHull.pop();
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else break;
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}
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lowerHull.push(p);
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}
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lowerHull.pop();
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if (
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upperHull.length === 1 &&
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lowerHull.length === 1 &&
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upperHull[0].x === lowerHull[0].x &&
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upperHull[0].y === lowerHull[0].y
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)
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return upperHull;
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return upperHull.concat(lowerHull);
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}
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