@elixpo/lixsketch 5.5.13 → 5.5.14

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (47) hide show
  1. package/dist/react/Circle-ZH76FPOR.js +8 -0
  2. package/dist/react/CodeShape-TE74XP5V.js +8 -0
  3. package/dist/react/{CopyPaste-VUM5WRDX.js → CopyPaste-UTU5MPKY.js} +14 -10
  4. package/dist/react/{CopyPaste-VUM5WRDX.js.map → CopyPaste-UTU5MPKY.js.map} +2 -2
  5. package/dist/react/{EventDispatcher-BZQRHROG.js → EventDispatcher-K4CNNBAU.js} +2 -2
  6. package/dist/react/FreehandStroke-BOWDNAVC.js +8 -0
  7. package/dist/react/Rectangle-2F7BAXG4.js +8 -0
  8. package/dist/react/{SceneSerializer-3RWFYSLY.js → SceneSerializer-34VQFJN7.js} +6 -6
  9. package/dist/react/{Selection-VVUHY5YJ.js → Selection-XLRY6VYO.js} +2 -2
  10. package/dist/react/{SketchEngine-WW5LIHNT.js → SketchEngine-P3XNZA56.js} +10 -10
  11. package/dist/react/TextShape-QRDG4P7F.js +8 -0
  12. package/dist/react/{chunk-42O6W7DF.js → chunk-62W6XTCZ.js} +13 -9
  13. package/dist/react/{chunk-42O6W7DF.js.map → chunk-62W6XTCZ.js.map} +2 -2
  14. package/dist/react/{chunk-AJAZC37E.js → chunk-GZ6NPDAB.js} +7 -11
  15. package/dist/react/{chunk-AJAZC37E.js.map → chunk-GZ6NPDAB.js.map} +2 -2
  16. package/dist/react/{chunk-ABZEV54U.js → chunk-HKYUJUD7.js} +12 -1
  17. package/dist/react/chunk-HKYUJUD7.js.map +7 -0
  18. package/dist/react/{chunk-Q2GA4MBZ.js → chunk-IW2NRHNK.js} +11 -2
  19. package/dist/react/{chunk-Q2GA4MBZ.js.map → chunk-IW2NRHNK.js.map} +2 -2
  20. package/dist/react/{chunk-7TZSIR6V.js → chunk-MB7VS6MK.js} +13 -9
  21. package/dist/react/{chunk-7TZSIR6V.js.map → chunk-MB7VS6MK.js.map} +2 -2
  22. package/dist/react/{chunk-T6ZVV5ZO.js → chunk-Z4YVT54E.js} +11 -9
  23. package/dist/react/{chunk-T6ZVV5ZO.js.map → chunk-Z4YVT54E.js.map} +2 -2
  24. package/dist/react/index.js +2 -2
  25. package/package.json +1 -1
  26. package/src/core/CopyPaste.js +11 -5
  27. package/src/core/Selection.js +15 -2
  28. package/src/shapes/Circle.js +8 -12
  29. package/src/shapes/CodeShape.js +17 -12
  30. package/src/shapes/FreehandStroke.js +18 -0
  31. package/src/shapes/Rectangle.js +14 -11
  32. package/src/shapes/TextShape.js +17 -12
  33. package/dist/react/Circle-KPG7TKIX.js +0 -8
  34. package/dist/react/CodeShape-K4DIZAIV.js +0 -8
  35. package/dist/react/FreehandStroke-JKTCTOKU.js +0 -8
  36. package/dist/react/Rectangle-6FE7RN6W.js +0 -8
  37. package/dist/react/TextShape-U6ZZKB35.js +0 -8
  38. package/dist/react/chunk-ABZEV54U.js.map +0 -7
  39. /package/dist/react/{Circle-KPG7TKIX.js.map → Circle-ZH76FPOR.js.map} +0 -0
  40. /package/dist/react/{CodeShape-K4DIZAIV.js.map → CodeShape-TE74XP5V.js.map} +0 -0
  41. /package/dist/react/{EventDispatcher-BZQRHROG.js.map → EventDispatcher-K4CNNBAU.js.map} +0 -0
  42. /package/dist/react/{FreehandStroke-JKTCTOKU.js.map → FreehandStroke-BOWDNAVC.js.map} +0 -0
  43. /package/dist/react/{Rectangle-6FE7RN6W.js.map → Rectangle-2F7BAXG4.js.map} +0 -0
  44. /package/dist/react/{SceneSerializer-3RWFYSLY.js.map → SceneSerializer-34VQFJN7.js.map} +0 -0
  45. /package/dist/react/{Selection-VVUHY5YJ.js.map → Selection-XLRY6VYO.js.map} +0 -0
  46. /package/dist/react/{SketchEngine-WW5LIHNT.js.map → SketchEngine-P3XNZA56.js.map} +0 -0
  47. /package/dist/react/{TextShape-U6ZZKB35.js.map → TextShape-QRDG4P7F.js.map} +0 -0
@@ -604,18 +604,21 @@ class Rectangle {
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  }
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  contains(x, y) {
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- if (!this.element) return false;
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- const CTM = this.group.getCTM();
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- if (!CTM) return false;
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- const inverseCTM = CTM.inverse();
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-
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- const svgPoint = svg.createSVGPoint();
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- svgPoint.x = x;
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- svgPoint.y = y;
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- const transformedPoint = svgPoint.matrixTransform(inverseCTM);
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+ if (!this.element) return false;
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+ // x/y are already canvas (viewBox) coordinates. getCTM() operates in
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+ // viewport coordinates and made hit testing drift after pan/zoom.
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+ const centerX = this.width / 2;
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+ const centerY = this.height / 2;
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+ const angle = -(this.rotation || 0) * Math.PI / 180;
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+ const translatedX = x - this.x;
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+ const translatedY = y - this.y;
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+ const dx = translatedX - centerX;
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+ const dy = translatedY - centerY;
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+ const localX = dx * Math.cos(angle) - dy * Math.sin(angle) + centerX;
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+ const localY = dx * Math.sin(angle) + dy * Math.cos(angle) + centerY;
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  const tolerance = 5;
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- return transformedPoint.x >= -tolerance && transformedPoint.x <= this.width + tolerance &&
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- transformedPoint.y >= -tolerance && transformedPoint.y <= this.height + tolerance;
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+ return localX >= -tolerance && localX <= this.width + tolerance &&
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+ localY >= -tolerance && localY <= this.height + tolerance;
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  }
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621
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  // Helper to check if a point is near an anchor
@@ -207,19 +207,24 @@ class TextShape {
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  try { bbox = textElement.getBBox(); } catch { return false; }
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  const padding = 8; // Selection padding
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- const CTM = this.group.getCTM();
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- if (!CTM) return false;
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+ const transform = this.group.getAttribute('transform') || '';
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+ const translate = transform.match(/translate\(\s*([^,\s)]+)[,\s]+([^\s)]+)/);
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+ const tx = Number.isFinite(parseFloat(this.group.getAttribute('data-x')))
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+ ? parseFloat(this.group.getAttribute('data-x')) : parseFloat(translate?.[1]) || 0;
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+ const ty = Number.isFinite(parseFloat(this.group.getAttribute('data-y')))
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+ ? parseFloat(this.group.getAttribute('data-y')) : parseFloat(translate?.[2]) || 0;
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+ const centerX = bbox.x + bbox.width / 2;
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+ const centerY = bbox.y + bbox.height / 2;
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+ const angle = -extractRotationFromTransform(this.group) * Math.PI / 180;
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+ const dx = x - tx - centerX;
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+ const dy = y - ty - centerY;
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+ const localX = dx * Math.cos(angle) - dy * Math.sin(angle) + centerX;
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+ const localY = dx * Math.sin(angle) + dy * Math.cos(angle) + centerY;
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- const inverseCTM = CTM.inverse();
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- const svgPoint = svg.createSVGPoint();
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- svgPoint.x = x;
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- svgPoint.y = y;
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- const transformedPoint = svgPoint.matrixTransform(inverseCTM);
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-
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- return transformedPoint.x >= bbox.x - padding &&
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- transformedPoint.x <= bbox.x + bbox.width + padding &&
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- transformedPoint.y >= bbox.y - padding &&
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- transformedPoint.y <= bbox.y + bbox.height + padding;
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+ return localX >= bbox.x - padding &&
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+ localX <= bbox.x + bbox.width + padding &&
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+ localY >= bbox.y - padding &&
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+ localY <= bbox.y + bbox.height + padding;
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  }
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  // Add draw method for consistency with other shapes
@@ -1,8 +0,0 @@
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- "use client";
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- import {
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- Circle
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- } from "./chunk-AJAZC37E.js";
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- export {
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- Circle
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- };
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- //# sourceMappingURL=Circle-KPG7TKIX.js.map
@@ -1,8 +0,0 @@
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- "use client";
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- import {
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- CodeShape
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- } from "./chunk-7TZSIR6V.js";
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- export {
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- CodeShape
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- };
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- //# sourceMappingURL=CodeShape-K4DIZAIV.js.map
@@ -1,8 +0,0 @@
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- "use client";
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- import {
3
- FreehandStroke
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- } from "./chunk-ABZEV54U.js";
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- export {
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- FreehandStroke
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- };
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- //# sourceMappingURL=FreehandStroke-JKTCTOKU.js.map
@@ -1,8 +0,0 @@
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- "use client";
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- import {
3
- Rectangle
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- } from "./chunk-T6ZVV5ZO.js";
5
- export {
6
- Rectangle
7
- };
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- //# sourceMappingURL=Rectangle-6FE7RN6W.js.map
@@ -1,8 +0,0 @@
1
- "use client";
2
- import {
3
- TextShape
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- } from "./chunk-42O6W7DF.js";
5
- export {
6
- TextShape
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- };
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- //# sourceMappingURL=TextShape-U6ZZKB35.js.map
@@ -1,7 +0,0 @@
1
- {
2
- "version": 3,
3
- "sources": ["../../src/shapes/FreehandStroke.js"],
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- "sourcesContent": ["/* eslint-disable */\nimport { getStroke } from \"perfect-freehand\";\n// FreehandStroke shape class - extracted from canvasStroke.js\n// Depends on globals: svg, shapes, currentShape, currentZoom, currentViewBox\n\nfunction getSvgCoordinates(event) {\n const rect = svg.getBoundingClientRect();\n const scaleX = currentViewBox.width / rect.width;\n const scaleY = currentViewBox.height / rect.height;\n\n const svgX = currentViewBox.x + (event.clientX - rect.left) * scaleX;\n const svgY = currentViewBox.y + (event.clientY - rect.top) * scaleY;\n\n return { x: svgX, y: svgY };\n}\n\nfunction getSvgPathFromStroke(stroke) {\n if (!stroke.length) return '';\n \n // Use more sophisticated curve fitting\n const pathData = [];\n pathData.push('M', stroke[0][0], stroke[0][1]);\n \n for (let i = 1; i < stroke.length - 1; i++) {\n const curr = stroke[i];\n const next = stroke[i + 1];\n \n // Calculate control points for smoother curves\n const cpX = curr[0] + (next[0] - curr[0]) * 0.5;\n const cpY = curr[1] + (next[1] - curr[1]) * 0.5;\n \n pathData.push('Q', curr[0], curr[1], cpX, cpY);\n }\n \n // Add final point\n if (stroke.length > 1) {\n const lastPoint = stroke[stroke.length - 1];\n pathData.push('L', lastPoint[0], lastPoint[1]);\n }\n \n return pathData.join(' ');\n}\n\nclass FreehandStroke {\n constructor(points = [], options = {}) {\n this.points = points;\n this.rawPoints = []; \n this.options = {\n stroke: \"#fff\",\n strokeWidth: 3,\n fill: \"none\",\n strokeLinecap: \"round\",\n strokeLinejoin: \"round\",\n strokeOpacity: 1,\n thinning: 0.5,\n roughness: 0,\n strokeStyle: \"solid\",\n ...options\n };\n this.element = null;\n this.isSelected = false;\n this.rotation = 0;\n this.group = document.createElementNS('http://www.w3.org/2000/svg', 'g');\n this.anchors = [];\n this.rotationAnchor = null;\n this.rotationLine = null;\n this.selectionPadding = 8;\n this.selectionOutline = null;\n this.boundingBox = { x: 0, y: 0, width: 0, height: 0 };\n this.shapeName = \"freehandStroke\";\n this._moveOffsetX = 0;\n this._moveOffsetY = 0;\n\n // Frame attachment properties\n this.parentFrame = null;\n \n svg.appendChild(this.group);\n this.draw();\n }\n\n // Add position and dimension properties for frame compatibility\n // Getters include pending move offset so callers see the visual position\n get x() {\n return this.boundingBox.x + (this._moveOffsetX || 0);\n }\n\n set x(value) {\n const dx = value - this.boundingBox.x - (this._moveOffsetX || 0);\n this.points = this.points.map(point => [point[0] + dx, point[1], point[2] || 0.5]);\n this.boundingBox.x = value - (this._moveOffsetX || 0);\n }\n\n get y() {\n return this.boundingBox.y + (this._moveOffsetY || 0);\n }\n\n set y(value) {\n const dy = value - this.boundingBox.y - (this._moveOffsetY || 0);\n this.points = this.points.map(point => [point[0], point[1] + dy, point[2] || 0.5]);\n this.boundingBox.y = value - (this._moveOffsetY || 0);\n }\n \n get width() {\n return this.boundingBox.width;\n }\n \n set width(value) {\n if (this.boundingBox.width === 0) return;\n const scaleX = value / this.boundingBox.width;\n const centerX = this.boundingBox.x + this.boundingBox.width / 2;\n this.points = this.points.map(point => [\n centerX + (point[0] - centerX) * scaleX,\n point[1],\n point[2] || 0.5\n ]);\n this.boundingBox.width = value;\n }\n \n get height() {\n return this.boundingBox.height;\n }\n \n set height(value) {\n if (this.boundingBox.height === 0) return;\n const scaleY = value / this.boundingBox.height;\n const centerY = this.boundingBox.y + this.boundingBox.height / 2;\n this.points = this.points.map(point => [\n point[0],\n centerY + (point[1] - centerY) * scaleY,\n point[2] || 0.5\n ]);\n this.boundingBox.height = value;\n }\n\n // Enhanced smoothing algorithm\n smoothPoints(points, factor = 0.8) {\n if (points.length < 3) return points;\n \n const smoothed = [points[0]]; // Keep first point\n \n for (let i = 1; i < points.length - 1; i++) {\n const prev = points[i - 1];\n const curr = points[i];\n const next = points[i + 1];\n \n // Apply weighted average smoothing\n const smoothedX = curr[0] * (1 - factor) + (prev[0] + next[0]) * factor * 0.5;\n const smoothedY = curr[1] * (1 - factor) + (prev[1] + next[1]) * factor * 0.5;\n const pressure = curr[2] || 0.5;\n \n smoothed.push([smoothedX, smoothedY, pressure]);\n }\n \n smoothed.push(points[points.length - 1]); // Keep last point\n return smoothed;\n }\n\n // Interpolate points for smoother curves\n interpolatePoints(points, steps = 2) {\n if (points.length < 2) return points;\n \n const interpolated = [points[0]];\n \n for (let i = 0; i < points.length - 1; i++) {\n const curr = points[i];\n const next = points[i + 1];\n \n for (let j = 1; j <= steps; j++) {\n const t = j / (steps + 1);\n const x = curr[0] + (next[0] - curr[0]) * t;\n const y = curr[1] + (next[1] - curr[1]) * t;\n const pressure = curr[2] + (next[2] - curr[2]) * t;\n interpolated.push([x, y, pressure]);\n }\n \n if (i < points.length - 2) {\n interpolated.push(next);\n }\n }\n \n interpolated.push(points[points.length - 1]);\n return interpolated;\n }\n\n // Enhanced path generation with better curve fitting\n getPathData() {\n if (this.points.length < 2) return '';\n\n if (this.options.closedFill) {\n const [first, ...rest] = this.points;\n return [`M ${first[0]} ${first[1]}`, ...rest.map(point => `L ${point[0]} ${point[1]}`), 'Z'].join(' ');\n }\n\n const isRough = this.options.roughness === \"rough\";\n const isMedium = this.options.roughness === \"medium\";\n\n // Roughness: jitter points before smoothing\n let pts = this.points;\n if (isRough || isMedium) {\n const jitter = isRough ? 3.5 : 1.5;\n pts = pts.map((p, i) => {\n if (i === 0 || i === pts.length - 1) return p;\n return [\n p[0] + (Math.random() - 0.5) * jitter,\n p[1] + (Math.random() - 0.5) * jitter,\n p[2] || 0.5\n ];\n });\n }\n\n let smoothedPoints = this.interpolatePoints(pts, 1);\n if (!isRough) {\n smoothedPoints = this.smoothPoints(smoothedPoints, 0.6);\n smoothedPoints = this.smoothPoints(smoothedPoints, 0.4);\n }\n\n const thinning = this.options.thinning !== undefined ? this.options.thinning : 0;\n const smoothing = isRough ? 0.3 : isMedium ? 0.6 : 0.9;\n const streamline = isRough ? 0.1 : isMedium ? 0.25 : 0.4;\n\n const stroke = getStroke(smoothedPoints, {\n size: this.options.strokeWidth,\n thinning: thinning,\n smoothing: smoothing,\n streamline: streamline,\n easing: (t) => Math.sin(t * Math.PI * 0.5),\n start: {\n taper: thinning > 0 ? this.options.strokeWidth * 2 : 0,\n easing: (t) => t * t,\n cap: thinning === 0\n },\n end: {\n taper: thinning > 0 ? this.options.strokeWidth * 2 : 0,\n easing: (t) => --t * t * t + 1,\n cap: thinning === 0\n },\n simulatePressure: thinning > 0\n });\n\n return getSvgPathFromStroke(stroke);\n }\n\n // Simple centerline path used for dashed/dotted overlays\n getCenterlinePathData() {\n if (this.points.length < 2) return '';\n const d = [`M ${this.points[0][0]} ${this.points[0][1]}`];\n for (let i = 1; i < this.points.length - 1; i++) {\n const curr = this.points[i];\n const next = this.points[i + 1];\n const cpX = curr[0] + (next[0] - curr[0]) * 0.5;\n const cpY = curr[1] + (next[1] - curr[1]) * 0.5;\n d.push(`Q ${curr[0]} ${curr[1]} ${cpX} ${cpY}`);\n }\n const last = this.points[this.points.length - 1];\n d.push(`L ${last[0]} ${last[1]}`);\n return d.join(' ');\n }\n\n // Calculate the bounding box of the stroke\n calculateBoundingBox() {\n if (this.points.length === 0) {\n return { x: 0, y: 0, width: 0, height: 0 };\n }\n \n let minX = Infinity, minY = Infinity;\n let maxX = -Infinity, maxY = -Infinity;\n \n this.points.forEach(point => {\n minX = Math.min(minX, point[0]);\n minY = Math.min(minY, point[1]);\n maxX = Math.max(maxX, point[0]);\n maxY = Math.max(maxY, point[1]);\n });\n \n // Ensure we have valid dimensions\n if (minX === Infinity || minY === Infinity) {\n return { x: 0, y: 0, width: 0, height: 0 };\n }\n \n // Add padding for stroke width\n const padding = this.options.strokeWidth / 2;\n return {\n x: minX - padding,\n y: minY - padding,\n width: Math.max(0, (maxX - minX) + padding * 2),\n height: Math.max(0, (maxY - minY) + padding * 2)\n };\n }\n\n draw() {\n while (this.group.firstChild) {\n this.group.removeChild(this.group.firstChild);\n }\n\n if (this.selectionOutline && this.selectionOutline.parentNode === this.group) {\n this.group.removeChild(this.selectionOutline);\n this.selectionOutline = null;\n }\n\n // Normal freehand paths use the filled outline from perfect-freehand.\n // Closed-fill paths (pie sectors, polygons) use their actual polygon\n // geometry with a separate outline, preserving sharp radial edges.\n const path = document.createElementNS('http://www.w3.org/2000/svg', 'path');\n const pathData = this.getPathData();\n path.setAttribute('d', pathData);\n path.setAttribute('fill', this.options.stroke);\n path.setAttribute('fill-opacity', this.options.strokeOpacity);\n path.setAttribute('stroke', this.options.closedFill ? (this.options.outlineStroke || 'none') : 'none');\n if (this.options.closedFill) {\n path.setAttribute('stroke-width', this.options.outlineWidth || this.options.strokeWidth || 1);\n path.setAttribute('stroke-linejoin', 'round');\n path.setAttribute('vector-effect', 'non-scaling-stroke');\n }\n\n // Overlay a dashed/dotted centerline if needed\n if (this.options.strokeStyle === \"dashed\" || this.options.strokeStyle === \"dotted\") {\n const dashArray = this.options.strokeStyle === \"dashed\"\n ? `${this.options.strokeWidth * 3} ${this.options.strokeWidth * 2}`\n : `${this.options.strokeWidth * 0.5} ${this.options.strokeWidth * 2}`;\n const overlay = document.createElementNS('http://www.w3.org/2000/svg', 'path');\n overlay.setAttribute('d', this.getCenterlinePathData());\n overlay.setAttribute('fill', 'none');\n overlay.setAttribute('stroke', this.options.stroke);\n overlay.setAttribute('stroke-width', this.options.strokeWidth);\n overlay.setAttribute('stroke-linecap', 'round');\n overlay.setAttribute('stroke-linejoin', 'round');\n overlay.setAttribute('stroke-dasharray', dashArray);\n overlay.setAttribute('stroke-opacity', this.options.strokeOpacity);\n this.group.appendChild(overlay);\n }\n\n this.element = path;\n this.group.appendChild(path);\n\n // Calculate and store bounding box\n this.boundingBox = this.calculateBoundingBox();\n\n // Apply rotation\n const centerX = this.boundingBox.x + this.boundingBox.width / 2;\n const centerY = this.boundingBox.y + this.boundingBox.height / 2;\n\n // Ensure centerX and centerY are valid numbers\n if (!isNaN(centerX) && !isNaN(centerY)) {\n this.group.setAttribute('transform', `rotate(${this.rotation} ${centerX} ${centerY})`);\n }\n\n if (this.isSelected) {\n this.addAnchors();\n }\n }\n\n move(dx, dy) {\n // Accumulate offset for transform-based movement (avoids full path rebuild)\n this._moveOffsetX = (this._moveOffsetX || 0) + dx;\n this._moveOffsetY = (this._moveOffsetY || 0) + dy;\n const centerX = this.boundingBox.x + this.boundingBox.width / 2;\n const centerY = this.boundingBox.y + this.boundingBox.height / 2;\n const rot = this.rotation ? `rotate(${this.rotation} ${centerX} ${centerY})` : '';\n this.group.setAttribute('transform', `translate(${this._moveOffsetX}, ${this._moveOffsetY}) ${rot}`);\n }\n\n // Call after drag ends to bake the offset into actual point coordinates\n finalizeMove() {\n if (this._moveOffsetX || this._moveOffsetY) {\n const ox = this._moveOffsetX || 0;\n const oy = this._moveOffsetY || 0;\n this.points = this.points.map(point => [point[0] + ox, point[1] + oy, point[2] || 0.5]);\n this._moveOffsetX = 0;\n this._moveOffsetY = 0;\n this.draw();\n }\n }\n\n updateAttachedArrows() {\n if (typeof window.__updateArrowsForShape === 'function') {\n window.__updateArrowsForShape(this);\n }\n }\n\n selectStroke() {\n this.isSelected = true;\n this.draw();\n // Show sidebar and update it with current stroke properties\n disableAllSideBars();\n paintBrushSideBar.classList.remove(\"hidden\");\n if (window.__showSidebarForShape) window.__showSidebarForShape('freehandStroke');\n this.updateSidebar();\n }\n\n deselectStroke() {\n this.isSelected = false;\n this.anchors = [];\n this.rotationAnchor = null;\n this.draw();\n }\n\n removeSelection() {\n this.anchors.forEach(anchor => {\n if (anchor.parentNode === this.group) {\n this.group.removeChild(anchor);\n }\n });\n if (this.rotationAnchor && this.rotationAnchor.parentNode === this.group) {\n this.group.removeChild(this.rotationAnchor);\n }\n if (this.rotationLine && this.rotationLine.parentNode === this.group) {\n this.group.removeChild(this.rotationLine);\n }\n if (this.selectionOutline && this.selectionOutline.parentNode === this.group) {\n this.group.removeChild(this.selectionOutline);\n }\n this.anchors = [];\n this.rotationAnchor = null;\n this.rotationLine = null;\n this.selectionOutline = null;\n this.isSelected = false;\n }\n\n // No-op: React sidebar handles UI updates via Zustand store\n updateSidebar() {}\n\n contains(x, y) {\n // Account for pending move offset (during drag, points aren't updated yet)\n const ox = this._moveOffsetX || 0;\n const oy = this._moveOffsetY || 0;\n const bbX = this.boundingBox.x + ox;\n const bbY = this.boundingBox.y + oy;\n const centerX = bbX + this.boundingBox.width / 2;\n const centerY = bbY + this.boundingBox.height / 2;\n\n // Adjust for rotation\n const dx = x - centerX;\n const dy = y - centerY;\n\n const angleRad = -this.rotation * Math.PI / 180;\n const rotatedX = dx * Math.cos(angleRad) - dy * Math.sin(angleRad) + centerX;\n const rotatedY = dx * Math.sin(angleRad) + dy * Math.cos(angleRad) + centerY;\n\n if (this.options.closedFill && this.points.length >= 3) {\n const localX = rotatedX - ox;\n const localY = rotatedY - oy;\n let inside = false;\n for (let i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {\n const xi = this.points[i][0], yi = this.points[i][1];\n const xj = this.points[j][0], yj = this.points[j][1];\n const crosses = ((yi > localY) !== (yj > localY))\n && (localX < (xj - xi) * (localY - yi) / ((yj - yi) || Number.EPSILON) + xi);\n if (crosses) inside = !inside;\n }\n return inside;\n }\n\n return rotatedX >= bbX &&\n rotatedX <= bbX + this.boundingBox.width &&\n rotatedY >= bbY &&\n rotatedY <= bbY + this.boundingBox.height;\n }\n\n isNearAnchor(x, y) {\n if (!this.isSelected) return null;\n const buffer = 10;\n const anchorSize = 10 / currentZoom;\n\n // Account for pending move offset\n const ox = this._moveOffsetX || 0;\n const oy = this._moveOffsetY || 0;\n\n // Transform the input coordinates to account for rotation\n const centerX = this.boundingBox.x + ox + this.boundingBox.width / 2;\n const centerY = this.boundingBox.y + oy + this.boundingBox.height / 2;\n\n // Rotate the mouse coordinates to the shape's local coordinate system\n const angleRad = -this.rotation * Math.PI / 180;\n const dx = x - centerX;\n const dy = y - centerY;\n const localX = dx * Math.cos(angleRad) - dy * Math.sin(angleRad) + centerX;\n const localY = dx * Math.sin(angleRad) + dy * Math.cos(angleRad) + centerY;\n\n // Check resize anchors in local space\n const expandedX = this.boundingBox.x + ox - this.selectionPadding;\n const expandedY = this.boundingBox.y + oy - this.selectionPadding;\n const expandedWidth = this.boundingBox.width + 2 * this.selectionPadding;\n const expandedHeight = this.boundingBox.height + 2 * this.selectionPadding;\n \n const anchorPositions = [\n { x: expandedX, y: expandedY }, // top-left\n { x: expandedX + expandedWidth, y: expandedY }, // top-right\n { x: expandedX, y: expandedY + expandedHeight }, // bottom-left\n { x: expandedX + expandedWidth, y: expandedY + expandedHeight }, // bottom-right\n { x: expandedX + expandedWidth / 2, y: expandedY }, // top-center\n { x: expandedX + expandedWidth / 2, y: expandedY + expandedHeight }, // bottom-center\n { x: expandedX, y: expandedY + expandedHeight / 2 }, // left-center\n { x: expandedX + expandedWidth, y: expandedY + expandedHeight / 2 } // right-center\n ];\n\n for (let i = 0; i < anchorPositions.length; i++) {\n const anchor = anchorPositions[i];\n const distance = Math.sqrt(Math.pow(localX - anchor.x, 2) + Math.pow(localY - anchor.y, 2));\n if (distance <= anchorSize / 2 + buffer) {\n return { type: 'resize', index: i };\n }\n }\n \n // Check rotation anchor (this one stays in world coordinates)\n if (this.rotationAnchor) {\n const rotationX = parseFloat(this.rotationAnchor.getAttribute('cx'));\n const rotationY = parseFloat(this.rotationAnchor.getAttribute('cy'));\n const distance = Math.sqrt(Math.pow(x - rotationX, 2) + Math.pow(y - rotationY, 2));\n if (distance <= anchorSize / 2 + buffer) {\n return { type: 'rotate' };\n }\n }\n \n return null;\n}\n\n rotate(angle) {\n this.rotation = angle;\n // If anchors exist, update their cursors for the new rotation\n if (this.isSelected && this.anchors.length > 0) {\n const cursors = ['nw-resize', 'ne-resize', 'sw-resize', 'se-resize', 'n-resize', 's-resize', 'w-resize', 'e-resize'];\n this.anchors.forEach((anchor, i) => {\n if (anchor) {\n const originalCursor = cursors[i];\n const rotatedCursor = this.getRotatedCursor(originalCursor, this.rotation);\n anchor.style.cursor = rotatedCursor;\n }\n });\n }\n}\n\n addAnchors() {\n const anchorSize = 10 / currentZoom;\n const anchorStrokeWidth = 2 / currentZoom;\n \n const expandedX = this.boundingBox.x - this.selectionPadding;\n const expandedY = this.boundingBox.y - this.selectionPadding;\n const expandedWidth = this.boundingBox.width + 2 * this.selectionPadding;\n const expandedHeight = this.boundingBox.height + 2 * this.selectionPadding;\n \n const positions = [\n { x: expandedX, y: expandedY, cursor: 'nw-resize' }, // top-left\n { x: expandedX + expandedWidth, y: expandedY, cursor: 'ne-resize' }, // top-right\n { x: expandedX, y: expandedY + expandedHeight, cursor: 'sw-resize' }, // bottom-left\n { x: expandedX + expandedWidth, y: expandedY + expandedHeight, cursor: 'se-resize' }, // bottom-right\n { x: expandedX + expandedWidth / 2, y: expandedY, cursor: 'n-resize' }, // top-center\n { x: expandedX + expandedWidth / 2, y: expandedY + expandedHeight, cursor: 's-resize' }, // bottom-center\n { x: expandedX, y: expandedY + expandedHeight / 2, cursor: 'w-resize' }, // left-center\n { x: expandedX + expandedWidth, y: expandedY + expandedHeight / 2, cursor: 'e-resize' } // right-center\n ];\n \n // Create resize anchors\n positions.forEach((pos, i) => {\n const anchor = document.createElementNS('http://www.w3.org/2000/svg', 'rect');\n anchor.setAttribute('x', pos.x - anchorSize / 2);\n anchor.setAttribute('y', pos.y - anchorSize / 2);\n anchor.setAttribute('width', anchorSize);\n anchor.setAttribute('height', anchorSize);\n anchor.setAttribute('class', 'anchor');\n anchor.setAttribute('data-index', i);\n anchor.setAttribute('fill', '#121212');\n anchor.setAttribute('stroke', '#5B57D1');\n anchor.setAttribute('stroke-width', anchorStrokeWidth);\n anchor.setAttribute('vector-effect', 'non-scaling-stroke');\n\n // Set proper cursor for each anchor direction, accounting for rotation\n const rotatedCursor = this.getRotatedCursor(pos.cursor, this.rotation);\n anchor.style.cursor = rotatedCursor;\n anchor.style.pointerEvents = 'all';\n \n this.group.appendChild(anchor);\n this.anchors[i] = anchor;\n });\n\n // Create rotation anchor\n const rotationAnchorDistance = 30 / currentZoom;\n const rotationX = expandedX + expandedWidth / 2;\n const rotationY = expandedY - rotationAnchorDistance;\n \n const rotationAnchor = document.createElementNS('http://www.w3.org/2000/svg', 'circle');\n rotationAnchor.setAttribute('cx', rotationX);\n rotationAnchor.setAttribute('cy', rotationY);\n rotationAnchor.setAttribute('r', anchorSize / 2);\n rotationAnchor.setAttribute('fill', '#121212');\n rotationAnchor.setAttribute('stroke', '#5B57D1');\n rotationAnchor.setAttribute('stroke-width', anchorStrokeWidth);\n rotationAnchor.setAttribute('vector-effect', 'non-scaling-stroke');\n rotationAnchor.setAttribute('class', 'rotation-anchor');\n rotationAnchor.style.cursor = 'grab';\n rotationAnchor.style.pointerEvents = 'all';\n \n this.group.appendChild(rotationAnchor);\n this.rotationAnchor = rotationAnchor;\n\n // Create selection outline\n const outlinePoints = [\n [expandedX, expandedY],\n [expandedX + expandedWidth, expandedY],\n [expandedX + expandedWidth, expandedY + expandedHeight],\n [expandedX, expandedY + expandedHeight],\n [expandedX, expandedY]\n ];\n \n const outline = document.createElementNS('http://www.w3.org/2000/svg', 'polyline');\n outline.setAttribute('points', outlinePoints.map(p => p.join(',')).join(' '));\n outline.setAttribute('fill', 'none');\n outline.setAttribute('stroke', '#5B57D1');\n outline.setAttribute('stroke-width', 1.5);\n outline.setAttribute('vector-effect', 'non-scaling-stroke');\n outline.setAttribute('stroke-dasharray', '4 2');\n outline.setAttribute('style', 'pointer-events: none;');\n this.group.appendChild(outline);\n this.selectionOutline = outline;\n\n // Add line from rotation anchor to shape\n const rotationLine = document.createElementNS('http://www.w3.org/2000/svg', 'line');\n rotationLine.setAttribute('x1', rotationX);\n rotationLine.setAttribute('y1', rotationY);\n rotationLine.setAttribute('x2', expandedX + expandedWidth / 2);\n rotationLine.setAttribute('y2', expandedY);\n rotationLine.setAttribute('stroke', '#5B57D1');\n rotationLine.setAttribute('stroke-width', 1);\n rotationLine.setAttribute('vector-effect', 'non-scaling-stroke');\n rotationLine.setAttribute('stroke-dasharray', '2 2');\n rotationLine.setAttribute('style', 'pointer-events: none;');\n this.group.appendChild(rotationLine);\n this.rotationLine = rotationLine;\n\n // Show sidebar when anchors are added (when shape is selected)\n disableAllSideBars();\n paintBrushSideBar.classList.remove(\"hidden\");\n if (window.__showSidebarForShape) window.__showSidebarForShape('freehandStroke');\n this.updateSidebar();\n}\n\ngetRotatedCursor(direction, angle) {\n // Normalize angle to 0-360\n const normalizedAngle = ((angle % 360) + 360) % 360;\n \n // Map of cursor directions\n const cursors = ['n-resize', 'ne-resize', 'e-resize', 'se-resize', 's-resize', 'sw-resize', 'w-resize', 'nw-resize'];\n const directionMap = {\n 'n-resize': 0,\n 'ne-resize': 1,\n 'e-resize': 2,\n 'se-resize': 3,\n 's-resize': 4,\n 'sw-resize': 5,\n 'w-resize': 6,\n 'nw-resize': 7\n };\n \n if (!(direction in directionMap)) return direction;\n \n // Calculate how many 45-degree increments to rotate\n const rotationSteps = Math.round(normalizedAngle / 45);\n const currentIndex = directionMap[direction];\n const newIndex = (currentIndex + rotationSteps) % 8;\n \n return cursors[newIndex];\n}\n\n updatePosition(anchorIndex, newX, newY) {\n const centerX = this.boundingBox.x + this.boundingBox.width / 2;\n const centerY = this.boundingBox.y + this.boundingBox.height / 2;\n \n // Transform new coordinates to local space (accounting for rotation)\n const angleRad = -this.rotation * Math.PI / 180;\n const dx = newX - centerX;\n const dy = newY - centerY;\n const localX = dx * Math.cos(angleRad) - dy * Math.sin(angleRad) + centerX;\n const localY = dx * Math.sin(angleRad) + dy * Math.cos(angleRad) + centerY;\n \n // Calculate scale factors based on anchor movement in local space\n const expandedX = this.boundingBox.x - this.selectionPadding;\n const expandedY = this.boundingBox.y - this.selectionPadding;\n const expandedWidth = this.boundingBox.width + 2 * this.selectionPadding;\n const expandedHeight = this.boundingBox.height + 2 * this.selectionPadding;\n \n let scaleX = 1, scaleY = 1;\n switch(anchorIndex) {\n case 0: // top-left\n scaleX = (centerX - localX) / (centerX - expandedX);\n scaleY = (centerY - localY) / (centerY - expandedY);\n break;\n case 1: // top-right\n scaleX = (localX - centerX) / (expandedX + expandedWidth - centerX);\n scaleY = (centerY - localY) / (centerY - expandedY);\n break;\n case 2: // bottom-left\n scaleX = (centerX - localX) / (centerX - expandedX);\n scaleY = (localY - centerY) / (expandedY + expandedHeight - centerY);\n break;\n case 3: // bottom-right\n scaleX = (localX - centerX) / (expandedX + expandedWidth - centerX);\n scaleY = (localY - centerY) / (expandedY + expandedHeight - centerY);\n break;\n case 4: // top-center\n scaleY = (centerY - localY) / (centerY - expandedY);\n break;\n case 5: // bottom-center\n scaleY = (localY - centerY) / (expandedY + expandedHeight - centerY);\n break;\n case 6: // left-center\n scaleX = (centerX - localX) / (centerX - expandedX);\n break;\n case 7: // right-center\n scaleX = (localX - centerX) / (expandedX + expandedWidth - centerX);\n break;\n }\n \n // Prevent negative scaling\n scaleX = Math.max(0.1, Math.abs(scaleX));\n scaleY = Math.max(0.1, Math.abs(scaleY));\n \n // Apply scaling to all points relative to center\n this.points = this.points.map(point => {\n const relX = point[0] - centerX;\n const relY = point[1] - centerY;\n return [\n centerX + relX * scaleX,\n centerY + relY * scaleY,\n point[2] || 0.5\n ];\n });\n \n this.draw();\n}\n}\n\nexport { FreehandStroke };\n"],
5
- "mappings": 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- "names": []
7
- }