excalidraw/packages/element/src/sizeHelpers.ts
Mark Tolmacs b2b6d69477
Use atan2
2025-05-24 18:44:25 +02:00

236 lines
6.3 KiB
TypeScript

import {
SHIFT_LOCKING_ANGLE,
viewportCoordsToSceneCoords,
} from "@excalidraw/common";
import {
normalizeRadians,
radiansBetweenAngles,
radiansDifference,
type Radians,
} from "@excalidraw/math";
import type { AppState, Offsets, Zoom } from "@excalidraw/excalidraw/types";
import { getCommonBounds, getElementBounds } from "./bounds";
import { isFreeDrawElement, isLinearElement } from "./typeChecks";
import type { ElementsMap, ExcalidrawElement } from "./types";
// TODO: remove invisible elements consistently actions, so that invisible elements are not recorded by the store, exported, broadcasted or persisted
// - perhaps could be as part of a standalone 'cleanup' action, in addition to 'finalize'
// - could also be part of `_clearElements`
export const isInvisiblySmallElement = (
element: ExcalidrawElement,
): boolean => {
if (isLinearElement(element) || isFreeDrawElement(element)) {
return element.points.length < 2;
}
return element.width === 0 && element.height === 0;
};
export const isElementInViewport = (
element: ExcalidrawElement,
width: number,
height: number,
viewTransformations: {
zoom: Zoom;
offsetLeft: number;
offsetTop: number;
scrollX: number;
scrollY: number;
},
elementsMap: ElementsMap,
) => {
const [x1, y1, x2, y2] = getElementBounds(element, elementsMap); // scene coordinates
const topLeftSceneCoords = viewportCoordsToSceneCoords(
{
clientX: viewTransformations.offsetLeft,
clientY: viewTransformations.offsetTop,
},
viewTransformations,
);
const bottomRightSceneCoords = viewportCoordsToSceneCoords(
{
clientX: viewTransformations.offsetLeft + width,
clientY: viewTransformations.offsetTop + height,
},
viewTransformations,
);
return (
topLeftSceneCoords.x <= x2 &&
topLeftSceneCoords.y <= y2 &&
bottomRightSceneCoords.x >= x1 &&
bottomRightSceneCoords.y >= y1
);
};
export const isElementCompletelyInViewport = (
elements: ExcalidrawElement[],
width: number,
height: number,
viewTransformations: {
zoom: Zoom;
offsetLeft: number;
offsetTop: number;
scrollX: number;
scrollY: number;
},
elementsMap: ElementsMap,
padding?: Offsets,
) => {
const [x1, y1, x2, y2] = getCommonBounds(elements, elementsMap); // scene coordinates
const topLeftSceneCoords = viewportCoordsToSceneCoords(
{
clientX: viewTransformations.offsetLeft + (padding?.left || 0),
clientY: viewTransformations.offsetTop + (padding?.top || 0),
},
viewTransformations,
);
const bottomRightSceneCoords = viewportCoordsToSceneCoords(
{
clientX: viewTransformations.offsetLeft + width - (padding?.right || 0),
clientY: viewTransformations.offsetTop + height - (padding?.bottom || 0),
},
viewTransformations,
);
return (
x1 >= topLeftSceneCoords.x &&
y1 >= topLeftSceneCoords.y &&
x2 <= bottomRightSceneCoords.x &&
y2 <= bottomRightSceneCoords.y
);
};
/**
* Makes a perfect shape or diagonal/horizontal/vertical line
*/
export const getPerfectElementSize = (
elementType: AppState["activeTool"]["type"],
width: number,
height: number,
): { width: number; height: number } => {
const absWidth = Math.abs(width);
const absHeight = Math.abs(height);
if (
elementType === "line" ||
elementType === "arrow" ||
elementType === "freedraw"
) {
const lockedAngle =
Math.round(Math.atan(absHeight / absWidth) / SHIFT_LOCKING_ANGLE) *
SHIFT_LOCKING_ANGLE;
if (lockedAngle === 0) {
height = 0;
} else if (lockedAngle === Math.PI / 2) {
width = 0;
} else {
height = absWidth * Math.tan(lockedAngle) * Math.sign(height) || height;
}
} else if (elementType !== "selection") {
height = absWidth * Math.sign(height);
}
return { width, height };
};
export const getLockedLinearCursorAlignSize = (
originX: number,
originY: number,
x: number,
y: number,
customAngle?: number,
) => {
let width = x - originX;
let height = y - originY;
const angle = Math.atan2(height, width) as Radians;
let lockedAngle = (Math.round(angle / SHIFT_LOCKING_ANGLE) *
SHIFT_LOCKING_ANGLE) as Radians;
if (customAngle) {
// If custom angle is provided, we check if the angle is close to the
// custom angle, snap to that if close engough, otherwise snap to the
// higher or lower angle depending on the current angle vs custom angle.
const lower = (Math.floor(customAngle / SHIFT_LOCKING_ANGLE) *
SHIFT_LOCKING_ANGLE) as Radians;
if (
radiansBetweenAngles(
angle,
lower,
(lower + SHIFT_LOCKING_ANGLE) as Radians,
)
) {
if (
radiansDifference(angle, customAngle as Radians) <
SHIFT_LOCKING_ANGLE / 6
) {
lockedAngle = customAngle as Radians;
} else if (
normalizeRadians(angle) > normalizeRadians(customAngle as Radians)
) {
lockedAngle = (lower + SHIFT_LOCKING_ANGLE) as Radians;
} else {
lockedAngle = lower;
}
}
}
if (lockedAngle === 0) {
height = 0;
} else if (lockedAngle === Math.PI / 2) {
width = 0;
} else {
// locked angle line, y = mx + b => mx - y + b = 0
const a1 = Math.tan(lockedAngle);
const b1 = -1;
const c1 = originY - a1 * originX;
// line through cursor, perpendicular to locked angle line
const a2 = -1 / a1;
const b2 = -1;
const c2 = y - a2 * x;
// intersection of the two lines above
const intersectX = (b1 * c2 - b2 * c1) / (a1 * b2 - a2 * b1);
const intersectY = (c1 * a2 - c2 * a1) / (a1 * b2 - a2 * b1);
// delta
width = intersectX - originX;
height = intersectY - originY;
}
return { width, height };
};
export const getNormalizedDimensions = (
element: Pick<ExcalidrawElement, "width" | "height" | "x" | "y">,
): {
width: ExcalidrawElement["width"];
height: ExcalidrawElement["height"];
x: ExcalidrawElement["x"];
y: ExcalidrawElement["y"];
} => {
const ret = {
width: element.width,
height: element.height,
x: element.x,
y: element.y,
};
if (element.width < 0) {
const nextWidth = Math.abs(element.width);
ret.width = nextWidth;
ret.x = element.x - nextWidth;
}
if (element.height < 0) {
const nextHeight = Math.abs(element.height);
ret.height = nextHeight;
ret.y = element.y - nextHeight;
}
return ret;
};