Normal selection algo
Signed-off-by: Mark Tolmacs <mark@lazycat.hu>
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@ -1,7 +1,17 @@
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import { arePointsEqual, dot, normalize, pointToVector } from "../../math";
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import {
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arePointsEqual,
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distance2d,
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dot,
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normalize,
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pointToVector,
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} from "../../math";
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import { LocalPoint, Point, Vector } from "../../types";
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import { ExcalidrawArrowElement } from "../types";
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import { Bounds, getElementBounds } from "../bounds";
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import {
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ExcalidrawArrowElement,
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ExcalidrawElement,
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NonDeletedExcalidrawElement,
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} from "../types";
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import { Bounds, getElementBounds, getElementLineSegments } from "../bounds";
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import Scene from "../../scene/Scene";
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// ========================================
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@ -31,26 +41,35 @@ export const calculatePoints = (
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const firstPoint = arrow.points[0] as LocalPoint;
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const boundingBoxes = getStartEndBounds(arrow);
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const [startBox, endBox] = boundingBoxes;
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const startCenter = startBox && getCenter(startBox);
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const endCenter = endBox && getCenter(endBox);
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const [startClosestSegment, endClosestSegment] =
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getClosestStartEndLineSegments(arrow, firstPoint, target);
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const startNormal =
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startClosestSegment &&
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getNormalVectorForSegment(arrow, startClosestSegment, firstPoint);
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const endNormal =
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endClosestSegment &&
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getNormalVectorForSegment(arrow, endClosestSegment, target);
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const startHeading = startNormal && getHeadingForBindDongle(startNormal);
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const endHeading = endNormal && getHeadingForBindDongle(endNormal);
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const points = [toWorldSpace(arrow, firstPoint)];
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// if (startHeading) {
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// const startDongle = toWorldSpace(
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// arrow,
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// addVectors(firstPoint, scaleVector(startHeading, 40)),
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// );
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// points.push(startDongle);
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// }
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if (startHeading) {
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const startDongle = toWorldSpace(
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arrow,
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addVectors(firstPoint, scaleVector(startHeading, -40)),
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);
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points.push(startDongle);
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}
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const endPoints = [];
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// if (endHeading) {
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// const endDongle = toWorldSpace(
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// arrow,
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// addVectors(target, scaleVector(endHeading, 40)),
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// );
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// endPoints.push(endDongle);
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// }
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if (endHeading) {
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const endDongle = toWorldSpace(
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arrow,
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addVectors(target, scaleVector(endHeading, -40)),
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);
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endPoints.push(endDongle);
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}
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endPoints.push(toWorldSpace(arrow, target));
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return calculateSegment(
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@ -188,6 +207,114 @@ const getStartEndBounds = (
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) as [Bounds | null, Bounds | null];
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};
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const getStartEndElements = (
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arrow: ExcalidrawArrowElement,
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): [NonDeletedExcalidrawElement | null, NonDeletedExcalidrawElement | null] => {
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const scene = Scene.getScene(arrow);
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if (!scene) {
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return [null, null];
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}
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const elementsMap = scene.getNonDeletedElementsMap();
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const startElement = arrow.startBinding
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? elementsMap.get(arrow.startBinding.elementId) ?? null
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: null;
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const endElement = arrow.endBinding
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? elementsMap.get(arrow.endBinding.elementId) ?? null
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: null;
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return [startElement, endElement];
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};
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const getStartEndLineSegments = (arrow: ExcalidrawArrowElement) => {
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const scene = Scene.getScene(arrow);
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if (!scene) {
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return [null, null];
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}
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const elementsMap = scene.getNonDeletedElementsMap();
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const [startElement, endElement] = getStartEndElements(arrow);
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const startLineSegments =
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startElement && getElementLineSegments(startElement, elementsMap);
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const endLineSegments =
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endElement && getElementLineSegments(endElement, elementsMap);
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return [startLineSegments, endLineSegments];
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};
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const getClosestLineSegment = (segments: [Point, Point][], p: Point) => {
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if (segments.length === 0) {
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return null;
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}
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const [px, py] = p;
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const distances = segments.map((segment, idx) => {
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const [x1, y1] = segment[0];
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const [x2, y2] = segment[1];
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// Get the closest point of the segment
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const dx = Math.min(x1 - px, x2 - px);
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const dy = Math.min(y1 - py, y2 - py);
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return { distance: distance2d(dx, dy, px, py), idx };
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});
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distances.sort((a, b) => a.distance - b.distance);
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return segments[distances[0].idx];
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};
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const getClosestStartEndLineSegments = (
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arrow: ExcalidrawArrowElement,
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startPoint: Point,
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endPoint: Point,
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) => {
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const [startLineSegments, endLineSegments] = getStartEndLineSegments(arrow);
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const startClosestLineSegment =
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startLineSegments && getClosestLineSegment(startLineSegments, startPoint);
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const endClosestLineSegment =
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endLineSegments && getClosestLineSegment(endLineSegments, endPoint);
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return [startClosestLineSegment, endClosestLineSegment];
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};
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const getNormalVectorCandidatesForSegment = (
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segment: [Point, Point],
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): [Vector, Vector] => [
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rotateVector(pointToVector(segment[0], segment[1]), Math.PI / 2),
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rotateVector(pointToVector(segment[0], segment[1]), -1 * (Math.PI / 2)),
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];
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// Arrow end/start points to the center of the start/end shape = Target Vector
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// Target Vector DOT Normal < 0 means the Normal POINTS OUTSIDE, because it's a convex shape
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const getNormalVectorForSegment = (
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element: ExcalidrawElement,
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segment: [Point, Point],
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p: Point,
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): Vector => {
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const scene = Scene.getScene(element);
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if (!scene) {
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console.error("No scene can be retrieved for element");
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return [0, 0];
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}
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const elementsMap = scene.getNonDeletedElementsMap();
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const [n1, n2] = getNormalVectorCandidatesForSegment(segment);
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const center = getCenter(getElementBounds(element, elementsMap));
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const centerToPointVector = pointToVector(p, center);
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if (dot(centerToPointVector, n1) >= 0) {
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return n1;
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}
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return n2;
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};
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const getHeadingForBindDongle = (normal: Vector) => vectorToHeading(normal);
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const getAvoidanceBounds = (el: ExcalidrawArrowElement): (Bounds | null)[] => {
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const scene = Scene.getScene(el);
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if (!scene) {
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