@tldraw/editor 3.13.0-canary.8b1562e59f12 → 3.13.0-canary.8f8ae1660cdb

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Files changed (101) hide show
  1. package/dist-cjs/index.d.ts +76 -96
  2. package/dist-cjs/index.js +7 -22
  3. package/dist-cjs/index.js.map +2 -2
  4. package/dist-cjs/lib/editor/Editor.js +3 -5
  5. package/dist-cjs/lib/editor/Editor.js.map +2 -2
  6. package/dist-cjs/lib/editor/managers/SnapManager/HandleSnaps.js.map +2 -2
  7. package/dist-cjs/lib/editor/managers/TextManager.js +10 -0
  8. package/dist-cjs/lib/editor/managers/TextManager.js.map +2 -2
  9. package/dist-cjs/lib/editor/shapes/shared/getPerfectDashProps.js.map +2 -2
  10. package/dist-cjs/lib/primitives/Box.js +16 -0
  11. package/dist-cjs/lib/primitives/Box.js.map +2 -2
  12. package/dist-cjs/lib/primitives/Mat.js +1 -1
  13. package/dist-cjs/lib/primitives/Mat.js.map +2 -2
  14. package/dist-cjs/lib/primitives/Vec.js +20 -0
  15. package/dist-cjs/lib/primitives/Vec.js.map +2 -2
  16. package/dist-cjs/lib/primitives/geometry/Arc2d.js +2 -2
  17. package/dist-cjs/lib/primitives/geometry/Arc2d.js.map +2 -2
  18. package/dist-cjs/lib/primitives/geometry/Circle2d.js +1 -1
  19. package/dist-cjs/lib/primitives/geometry/Circle2d.js.map +2 -2
  20. package/dist-cjs/lib/primitives/geometry/CubicBezier2d.js +1 -1
  21. package/dist-cjs/lib/primitives/geometry/CubicBezier2d.js.map +2 -2
  22. package/dist-cjs/lib/primitives/geometry/CubicSpline2d.js.map +2 -2
  23. package/dist-cjs/lib/primitives/geometry/Edge2d.js +1 -1
  24. package/dist-cjs/lib/primitives/geometry/Edge2d.js.map +2 -2
  25. package/dist-cjs/lib/primitives/geometry/Ellipse2d.js.map +2 -2
  26. package/dist-cjs/lib/primitives/geometry/Geometry2d.js +91 -20
  27. package/dist-cjs/lib/primitives/geometry/Geometry2d.js.map +2 -2
  28. package/dist-cjs/lib/primitives/geometry/Group2d.js +55 -2
  29. package/dist-cjs/lib/primitives/geometry/Group2d.js.map +2 -2
  30. package/dist-cjs/lib/primitives/geometry/Point2d.js.map +2 -2
  31. package/dist-cjs/lib/primitives/geometry/Polyline2d.js.map +2 -2
  32. package/dist-cjs/lib/primitives/geometry/Stadium2d.js.map +2 -2
  33. package/dist-cjs/lib/utils/debug-flags.js +5 -2
  34. package/dist-cjs/lib/utils/debug-flags.js.map +2 -2
  35. package/dist-cjs/version.js +3 -3
  36. package/dist-cjs/version.js.map +1 -1
  37. package/dist-esm/index.d.mts +76 -96
  38. package/dist-esm/index.mjs +9 -41
  39. package/dist-esm/index.mjs.map +2 -2
  40. package/dist-esm/lib/editor/Editor.mjs +3 -5
  41. package/dist-esm/lib/editor/Editor.mjs.map +2 -2
  42. package/dist-esm/lib/editor/managers/SnapManager/HandleSnaps.mjs.map +2 -2
  43. package/dist-esm/lib/editor/managers/TextManager.mjs +10 -0
  44. package/dist-esm/lib/editor/managers/TextManager.mjs.map +2 -2
  45. package/dist-esm/lib/editor/shapes/shared/getPerfectDashProps.mjs.map +2 -2
  46. package/dist-esm/lib/primitives/Box.mjs +16 -0
  47. package/dist-esm/lib/primitives/Box.mjs.map +2 -2
  48. package/dist-esm/lib/primitives/Mat.mjs +1 -1
  49. package/dist-esm/lib/primitives/Mat.mjs.map +2 -2
  50. package/dist-esm/lib/primitives/Vec.mjs +20 -0
  51. package/dist-esm/lib/primitives/Vec.mjs.map +2 -2
  52. package/dist-esm/lib/primitives/geometry/Arc2d.mjs +2 -2
  53. package/dist-esm/lib/primitives/geometry/Arc2d.mjs.map +2 -2
  54. package/dist-esm/lib/primitives/geometry/Circle2d.mjs +1 -1
  55. package/dist-esm/lib/primitives/geometry/Circle2d.mjs.map +2 -2
  56. package/dist-esm/lib/primitives/geometry/CubicBezier2d.mjs +1 -1
  57. package/dist-esm/lib/primitives/geometry/CubicBezier2d.mjs.map +2 -2
  58. package/dist-esm/lib/primitives/geometry/CubicSpline2d.mjs.map +2 -2
  59. package/dist-esm/lib/primitives/geometry/Edge2d.mjs +1 -1
  60. package/dist-esm/lib/primitives/geometry/Edge2d.mjs.map +2 -2
  61. package/dist-esm/lib/primitives/geometry/Ellipse2d.mjs.map +2 -2
  62. package/dist-esm/lib/primitives/geometry/Geometry2d.mjs +92 -21
  63. package/dist-esm/lib/primitives/geometry/Geometry2d.mjs.map +2 -2
  64. package/dist-esm/lib/primitives/geometry/Group2d.mjs +55 -2
  65. package/dist-esm/lib/primitives/geometry/Group2d.mjs.map +2 -2
  66. package/dist-esm/lib/primitives/geometry/Point2d.mjs.map +2 -2
  67. package/dist-esm/lib/primitives/geometry/Polyline2d.mjs.map +2 -2
  68. package/dist-esm/lib/primitives/geometry/Stadium2d.mjs.map +2 -2
  69. package/dist-esm/lib/utils/debug-flags.mjs +5 -2
  70. package/dist-esm/lib/utils/debug-flags.mjs.map +2 -2
  71. package/dist-esm/version.mjs +3 -3
  72. package/dist-esm/version.mjs.map +1 -1
  73. package/editor.css +29 -0
  74. package/package.json +7 -7
  75. package/src/index.ts +16 -31
  76. package/src/lib/editor/Editor.test.ts +1 -1
  77. package/src/lib/editor/Editor.ts +3 -5
  78. package/src/lib/editor/managers/SnapManager/HandleSnaps.ts +0 -1
  79. package/src/lib/editor/managers/TextManager.ts +12 -0
  80. package/src/lib/editor/shapes/shared/getPerfectDashProps.ts +9 -9
  81. package/src/lib/primitives/Box.ts +20 -0
  82. package/src/lib/primitives/Mat.ts +5 -4
  83. package/src/lib/primitives/Vec.ts +23 -0
  84. package/src/lib/primitives/geometry/Arc2d.ts +5 -5
  85. package/src/lib/primitives/geometry/Circle2d.ts +4 -4
  86. package/src/lib/primitives/geometry/CubicBezier2d.ts +4 -4
  87. package/src/lib/primitives/geometry/CubicSpline2d.ts +3 -3
  88. package/src/lib/primitives/geometry/Edge2d.ts +3 -3
  89. package/src/lib/primitives/geometry/Ellipse2d.ts +3 -3
  90. package/src/lib/primitives/geometry/Geometry2d.test.ts +42 -0
  91. package/src/lib/primitives/geometry/Geometry2d.ts +123 -35
  92. package/src/lib/primitives/geometry/Group2d.ts +70 -7
  93. package/src/lib/primitives/geometry/Point2d.ts +2 -2
  94. package/src/lib/primitives/geometry/Polyline2d.ts +3 -3
  95. package/src/lib/primitives/geometry/Stadium2d.ts +3 -3
  96. package/src/lib/test/currentToolIdMask.test.ts +1 -1
  97. package/src/lib/test/user.test.ts +1 -1
  98. package/src/lib/utils/debug-flags.ts +7 -2
  99. package/src/lib/utils/sync/LocalIndexedDb.test.ts +1 -1
  100. package/src/lib/utils/sync/TLLocalSyncClient.test.ts +1 -1
  101. package/src/version.ts +3 -3
@@ -1,7 +1,7 @@
1
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  {
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  "version": 3,
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  "sources": ["../../../../../src/lib/editor/managers/SnapManager/HandleSnaps.ts"],
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- "sourcesContent": ["import { computed } from '@tldraw/state'\nimport { TLHandle, TLShape, TLShapeId, VecModel } from '@tldraw/tlschema'\nimport { assertExists, uniqueId } from '@tldraw/utils'\nimport { Vec } from '../../../primitives/Vec'\nimport { Geometry2d } from '../../../primitives/geometry/Geometry2d'\nimport { Editor } from '../../Editor'\nimport { SnapData, SnapManager } from './SnapManager'\n\n/**\n * When dragging a handle, users can snap the handle to key geometry on other nearby shapes.\n * Customize how handles snap to a shape by returning this from\n * {@link ShapeUtil.getHandleSnapGeometry}.\n *\n * Any co-ordinates here should be in the shape's local space.\n *\n * @public\n */\nexport interface HandleSnapGeometry {\n\t/**\n\t * A `Geometry2d` that describe the outline of the shape that the handle will snap to - fills\n\t * are ignored. By default, this is the same geometry returned by {@link ShapeUtil.getGeometry}.\n\t * Set this to `null` to disable handle snapping to this shape's outline.\n\t */\n\toutline?: Geometry2d | null\n\t/**\n\t * Key points on the shape that the handle will snap to. For example, the corners of a\n\t * rectangle, or the centroid of a triangle. By default, no points are used.\n\t */\n\tpoints?: VecModel[]\n\t/**\n\t * By default, handles can't snap to their own shape because moving the handle might change the\n\t * snapping location which can cause feedback loops. You can override this by returning a\n\t * version of `outline` that won't be affected by the current handle's position to use for\n\t * self-snapping.\n\t */\n\tgetSelfSnapOutline?(handle: TLHandle): Geometry2d | null\n\t/**\n\t * By default, handles can't snap to their own shape because moving the handle might change the\n\t * snapping location which can cause feedback loops. You can override this by returning a\n\t * version of `points` that won't be affected by the current handle's position to use for\n\t * self-snapping.\n\t */\n\tgetSelfSnapPoints?(handle: TLHandle): VecModel[]\n}\n\nconst defaultGetSelfSnapOutline = () => null\nconst defaultGetSelfSnapPoints = () => []\n\n/** @public */\nexport class HandleSnaps {\n\treadonly editor: Editor\n\tconstructor(readonly manager: SnapManager) {\n\t\tthis.editor = manager.editor\n\t}\n\n\t@computed private getSnapGeometryCache() {\n\t\tconst { editor } = this\n\t\treturn editor.store.createComputedCache('handle snap geometry', (shape: TLShape) => {\n\t\t\tconst snapGeometry = editor.getShapeUtil(shape).getHandleSnapGeometry(shape)\n\t\t\tconst getSelfSnapOutline = snapGeometry.getSelfSnapOutline\n\t\t\t\t? snapGeometry.getSelfSnapOutline.bind(snapGeometry)\n\t\t\t\t: defaultGetSelfSnapOutline\n\t\t\tconst getSelfSnapPoints = snapGeometry.getSelfSnapPoints\n\t\t\t\t? snapGeometry.getSelfSnapPoints.bind(snapGeometry)\n\t\t\t\t: defaultGetSelfSnapPoints\n\n\t\t\treturn {\n\t\t\t\toutline:\n\t\t\t\t\tsnapGeometry.outline === undefined\n\t\t\t\t\t\t? editor.getShapeGeometry(shape)\n\t\t\t\t\t\t: snapGeometry.outline,\n\n\t\t\t\tpoints: snapGeometry.points ?? [],\n\t\t\t\tgetSelfSnapOutline,\n\t\t\t\tgetSelfSnapPoints,\n\t\t\t}\n\t\t})\n\t}\n\n\tprivate *iterateSnapPointsInPageSpace(currentShapeId: TLShapeId, currentHandle: TLHandle) {\n\t\tconst selfSnapPoints = this.getSnapGeometryCache()\n\t\t\t.get(currentShapeId)\n\t\t\t?.getSelfSnapPoints(currentHandle)\n\t\tif (selfSnapPoints && selfSnapPoints.length) {\n\t\t\tconst shapePageTransform = assertExists(this.editor.getShapePageTransform(currentShapeId))\n\t\t\tfor (const point of selfSnapPoints) {\n\t\t\t\tyield shapePageTransform.applyToPoint(point)\n\t\t\t}\n\t\t}\n\n\t\tfor (const shapeId of this.manager.getSnappableShapes()) {\n\t\t\tif (shapeId === currentShapeId) continue\n\t\t\tconst snapPoints = this.getSnapGeometryCache().get(shapeId)?.points\n\t\t\tif (!snapPoints || !snapPoints.length) continue\n\n\t\t\tconst shapePageTransform = assertExists(this.editor.getShapePageTransform(shapeId))\n\t\t\tfor (const point of snapPoints) {\n\t\t\t\tyield shapePageTransform.applyToPoint(point)\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate *iterateSnapOutlines(currentShapeId: TLShapeId, currentHandle: TLHandle) {\n\t\tconst selfSnapOutline = this.getSnapGeometryCache()\n\t\t\t.get(currentShapeId)\n\t\t\t?.getSelfSnapOutline(currentHandle)\n\t\tif (selfSnapOutline) {\n\t\t\tyield { shapeId: currentShapeId, outline: selfSnapOutline }\n\t\t}\n\n\t\tfor (const shapeId of this.manager.getSnappableShapes()) {\n\t\t\tif (shapeId === currentShapeId) continue\n\n\t\t\tconst snapOutline = this.getSnapGeometryCache().get(shapeId)?.outline\n\t\t\tif (!snapOutline) continue\n\n\t\t\tyield { shapeId, outline: snapOutline }\n\t\t}\n\t}\n\n\tprivate getHandleSnapPosition({\n\t\tcurrentShapeId,\n\t\thandle,\n\t\thandleInPageSpace,\n\t}: {\n\t\tcurrentShapeId: TLShapeId\n\t\thandle: TLHandle\n\t\thandleInPageSpace: Vec\n\t}): Vec | null {\n\t\tconst snapThreshold = this.manager.getSnapThreshold()\n\n\t\t// We snap to two different parts of the shape's handle snap geometry:\n\t\t// 1. The `points`. These are handles or other key points that we want to snap to with a\n\t\t// higher priority than the normal outline snapping.\n\t\t// 2. The `outline`. This describes the outline of the shape, and we just snap to the\n\t\t// nearest point on that outline.\n\n\t\t// Start with the points:\n\t\tlet minDistanceForSnapPoint = snapThreshold\n\t\tlet nearestSnapPoint: Vec | null = null\n\t\tfor (const snapPoint of this.iterateSnapPointsInPageSpace(currentShapeId, handle)) {\n\t\t\tif (Vec.DistMin(handleInPageSpace, snapPoint, minDistanceForSnapPoint)) {\n\t\t\t\tminDistanceForSnapPoint = Vec.Dist(handleInPageSpace, snapPoint)\n\t\t\t\tnearestSnapPoint = snapPoint\n\t\t\t}\n\t\t}\n\n\t\t// if we found a snap point, return it - we don't need to check the outlines because points\n\t\t// have a higher priority\n\t\tif (nearestSnapPoint) return nearestSnapPoint\n\n\t\tlet minDistanceForOutline = snapThreshold\n\t\tlet nearestPointOnOutline: Vec | null = null\n\n\t\tfor (const { shapeId, outline } of this.iterateSnapOutlines(currentShapeId, handle)) {\n\t\t\tconst shapePageTransform = assertExists(this.editor.getShapePageTransform(shapeId))\n\t\t\tconst pointInShapeSpace = this.editor.getPointInShapeSpace(shapeId, handleInPageSpace)\n\n\t\t\tconst nearestShapePointInShapeSpace = outline.nearestPoint(pointInShapeSpace)\n\t\t\tconst nearestInPageSpace = shapePageTransform.applyToPoint(nearestShapePointInShapeSpace)\n\n\t\t\tif (Vec.DistMin(handleInPageSpace, nearestInPageSpace, minDistanceForOutline)) {\n\t\t\t\tminDistanceForOutline = Vec.Dist(handleInPageSpace, nearestInPageSpace)\n\t\t\t\tnearestPointOnOutline = nearestInPageSpace\n\t\t\t}\n\t\t}\n\n\t\t// if we found a point on the outline, return it\n\t\tif (nearestPointOnOutline) return nearestPointOnOutline\n\n\t\t// if not, there's no nearby snap point\n\t\treturn null\n\t}\n\n\tsnapHandle({\n\t\tcurrentShapeId,\n\t\thandle,\n\t}: {\n\t\tcurrentShapeId: TLShapeId\n\t\thandle: TLHandle\n\t}): SnapData | null {\n\t\tconst currentShapeTransform = assertExists(this.editor.getShapePageTransform(currentShapeId))\n\t\tconst handleInPageSpace = currentShapeTransform.applyToPoint(handle)\n\t\tconst snapPosition = this.getHandleSnapPosition({ currentShapeId, handle, handleInPageSpace })\n\n\t\t// If we found a point, display snap lines, and return the nudge\n\t\tif (snapPosition) {\n\t\t\tthis.manager.setIndicators([\n\t\t\t\t{\n\t\t\t\t\tid: uniqueId(),\n\t\t\t\t\ttype: 'points',\n\t\t\t\t\tpoints: [snapPosition],\n\t\t\t\t},\n\t\t\t])\n\n\t\t\treturn { nudge: Vec.Sub(snapPosition, handleInPageSpace) }\n\t\t}\n\n\t\treturn null\n\t}\n}\n"],
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4
+ "sourcesContent": ["import { computed } from '@tldraw/state'\nimport { TLHandle, TLShape, TLShapeId, VecModel } from '@tldraw/tlschema'\nimport { assertExists, uniqueId } from '@tldraw/utils'\nimport { Vec } from '../../../primitives/Vec'\nimport { Geometry2d } from '../../../primitives/geometry/Geometry2d'\nimport { Editor } from '../../Editor'\nimport { SnapData, SnapManager } from './SnapManager'\n\n/**\n * When dragging a handle, users can snap the handle to key geometry on other nearby shapes.\n * Customize how handles snap to a shape by returning this from\n * {@link ShapeUtil.getHandleSnapGeometry}.\n *\n * Any co-ordinates here should be in the shape's local space.\n *\n * @public\n */\nexport interface HandleSnapGeometry {\n\t/**\n\t * A `Geometry2d` that describe the outline of the shape that the handle will snap to - fills\n\t * are ignored. By default, this is the same geometry returned by {@link ShapeUtil.getGeometry}.\n\t * Set this to `null` to disable handle snapping to this shape's outline.\n\t */\n\toutline?: Geometry2d | null\n\t/**\n\t * Key points on the shape that the handle will snap to. For example, the corners of a\n\t * rectangle, or the centroid of a triangle. By default, no points are used.\n\t */\n\tpoints?: VecModel[]\n\t/**\n\t * By default, handles can't snap to their own shape because moving the handle might change the\n\t * snapping location which can cause feedback loops. You can override this by returning a\n\t * version of `outline` that won't be affected by the current handle's position to use for\n\t * self-snapping.\n\t */\n\tgetSelfSnapOutline?(handle: TLHandle): Geometry2d | null\n\t/**\n\t * By default, handles can't snap to their own shape because moving the handle might change the\n\t * snapping location which can cause feedback loops. You can override this by returning a\n\t * version of `points` that won't be affected by the current handle's position to use for\n\t * self-snapping.\n\t */\n\tgetSelfSnapPoints?(handle: TLHandle): VecModel[]\n}\n\nconst defaultGetSelfSnapOutline = () => null\nconst defaultGetSelfSnapPoints = () => []\n/** @public */\nexport class HandleSnaps {\n\treadonly editor: Editor\n\tconstructor(readonly manager: SnapManager) {\n\t\tthis.editor = manager.editor\n\t}\n\n\t@computed private getSnapGeometryCache() {\n\t\tconst { editor } = this\n\t\treturn editor.store.createComputedCache('handle snap geometry', (shape: TLShape) => {\n\t\t\tconst snapGeometry = editor.getShapeUtil(shape).getHandleSnapGeometry(shape)\n\t\t\tconst getSelfSnapOutline = snapGeometry.getSelfSnapOutline\n\t\t\t\t? snapGeometry.getSelfSnapOutline.bind(snapGeometry)\n\t\t\t\t: defaultGetSelfSnapOutline\n\t\t\tconst getSelfSnapPoints = snapGeometry.getSelfSnapPoints\n\t\t\t\t? snapGeometry.getSelfSnapPoints.bind(snapGeometry)\n\t\t\t\t: defaultGetSelfSnapPoints\n\n\t\t\treturn {\n\t\t\t\toutline:\n\t\t\t\t\tsnapGeometry.outline === undefined\n\t\t\t\t\t\t? editor.getShapeGeometry(shape)\n\t\t\t\t\t\t: snapGeometry.outline,\n\n\t\t\t\tpoints: snapGeometry.points ?? [],\n\t\t\t\tgetSelfSnapOutline,\n\t\t\t\tgetSelfSnapPoints,\n\t\t\t}\n\t\t})\n\t}\n\n\tprivate *iterateSnapPointsInPageSpace(currentShapeId: TLShapeId, currentHandle: TLHandle) {\n\t\tconst selfSnapPoints = this.getSnapGeometryCache()\n\t\t\t.get(currentShapeId)\n\t\t\t?.getSelfSnapPoints(currentHandle)\n\t\tif (selfSnapPoints && selfSnapPoints.length) {\n\t\t\tconst shapePageTransform = assertExists(this.editor.getShapePageTransform(currentShapeId))\n\t\t\tfor (const point of selfSnapPoints) {\n\t\t\t\tyield shapePageTransform.applyToPoint(point)\n\t\t\t}\n\t\t}\n\n\t\tfor (const shapeId of this.manager.getSnappableShapes()) {\n\t\t\tif (shapeId === currentShapeId) continue\n\t\t\tconst snapPoints = this.getSnapGeometryCache().get(shapeId)?.points\n\t\t\tif (!snapPoints || !snapPoints.length) continue\n\n\t\t\tconst shapePageTransform = assertExists(this.editor.getShapePageTransform(shapeId))\n\t\t\tfor (const point of snapPoints) {\n\t\t\t\tyield shapePageTransform.applyToPoint(point)\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate *iterateSnapOutlines(currentShapeId: TLShapeId, currentHandle: TLHandle) {\n\t\tconst selfSnapOutline = this.getSnapGeometryCache()\n\t\t\t.get(currentShapeId)\n\t\t\t?.getSelfSnapOutline(currentHandle)\n\t\tif (selfSnapOutline) {\n\t\t\tyield { shapeId: currentShapeId, outline: selfSnapOutline }\n\t\t}\n\n\t\tfor (const shapeId of this.manager.getSnappableShapes()) {\n\t\t\tif (shapeId === currentShapeId) continue\n\n\t\t\tconst snapOutline = this.getSnapGeometryCache().get(shapeId)?.outline\n\t\t\tif (!snapOutline) continue\n\n\t\t\tyield { shapeId, outline: snapOutline }\n\t\t}\n\t}\n\n\tprivate getHandleSnapPosition({\n\t\tcurrentShapeId,\n\t\thandle,\n\t\thandleInPageSpace,\n\t}: {\n\t\tcurrentShapeId: TLShapeId\n\t\thandle: TLHandle\n\t\thandleInPageSpace: Vec\n\t}): Vec | null {\n\t\tconst snapThreshold = this.manager.getSnapThreshold()\n\n\t\t// We snap to two different parts of the shape's handle snap geometry:\n\t\t// 1. The `points`. These are handles or other key points that we want to snap to with a\n\t\t// higher priority than the normal outline snapping.\n\t\t// 2. The `outline`. This describes the outline of the shape, and we just snap to the\n\t\t// nearest point on that outline.\n\n\t\t// Start with the points:\n\t\tlet minDistanceForSnapPoint = snapThreshold\n\t\tlet nearestSnapPoint: Vec | null = null\n\t\tfor (const snapPoint of this.iterateSnapPointsInPageSpace(currentShapeId, handle)) {\n\t\t\tif (Vec.DistMin(handleInPageSpace, snapPoint, minDistanceForSnapPoint)) {\n\t\t\t\tminDistanceForSnapPoint = Vec.Dist(handleInPageSpace, snapPoint)\n\t\t\t\tnearestSnapPoint = snapPoint\n\t\t\t}\n\t\t}\n\n\t\t// if we found a snap point, return it - we don't need to check the outlines because points\n\t\t// have a higher priority\n\t\tif (nearestSnapPoint) return nearestSnapPoint\n\n\t\tlet minDistanceForOutline = snapThreshold\n\t\tlet nearestPointOnOutline: Vec | null = null\n\n\t\tfor (const { shapeId, outline } of this.iterateSnapOutlines(currentShapeId, handle)) {\n\t\t\tconst shapePageTransform = assertExists(this.editor.getShapePageTransform(shapeId))\n\t\t\tconst pointInShapeSpace = this.editor.getPointInShapeSpace(shapeId, handleInPageSpace)\n\n\t\t\tconst nearestShapePointInShapeSpace = outline.nearestPoint(pointInShapeSpace)\n\t\t\tconst nearestInPageSpace = shapePageTransform.applyToPoint(nearestShapePointInShapeSpace)\n\n\t\t\tif (Vec.DistMin(handleInPageSpace, nearestInPageSpace, minDistanceForOutline)) {\n\t\t\t\tminDistanceForOutline = Vec.Dist(handleInPageSpace, nearestInPageSpace)\n\t\t\t\tnearestPointOnOutline = nearestInPageSpace\n\t\t\t}\n\t\t}\n\n\t\t// if we found a point on the outline, return it\n\t\tif (nearestPointOnOutline) return nearestPointOnOutline\n\n\t\t// if not, there's no nearby snap point\n\t\treturn null\n\t}\n\n\tsnapHandle({\n\t\tcurrentShapeId,\n\t\thandle,\n\t}: {\n\t\tcurrentShapeId: TLShapeId\n\t\thandle: TLHandle\n\t}): SnapData | null {\n\t\tconst currentShapeTransform = assertExists(this.editor.getShapePageTransform(currentShapeId))\n\t\tconst handleInPageSpace = currentShapeTransform.applyToPoint(handle)\n\t\tconst snapPosition = this.getHandleSnapPosition({ currentShapeId, handle, handleInPageSpace })\n\n\t\t// If we found a point, display snap lines, and return the nudge\n\t\tif (snapPosition) {\n\t\t\tthis.manager.setIndicators([\n\t\t\t\t{\n\t\t\t\t\tid: uniqueId(),\n\t\t\t\t\ttype: 'points',\n\t\t\t\t\tpoints: [snapPosition],\n\t\t\t\t},\n\t\t\t])\n\n\t\t\treturn { nudge: Vec.Sub(snapPosition, handleInPageSpace) }\n\t\t}\n\n\t\treturn null\n\t}\n}\n"],
5
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6
6
  "names": []
7
7
  }
@@ -44,6 +44,11 @@ class TextManager {
44
44
  "overflow-wrap",
45
45
  opts.disableOverflowWrapBreaking ? "normal" : "break-word"
46
46
  );
47
+ if (opts.otherStyles) {
48
+ for (const [key, value] of Object.entries(opts.otherStyles)) {
49
+ wrapperElm.style.setProperty(key, value);
50
+ }
51
+ }
47
52
  const scrollWidth = wrapperElm.scrollWidth;
48
53
  const rect = wrapperElm.getBoundingClientRect();
49
54
  wrapperElm.remove();
@@ -145,6 +150,11 @@ class TextManager {
145
150
  elm.style.setProperty("line-height", `${opts.lineHeight * opts.fontSize}px`);
146
151
  elm.style.setProperty("text-align", textAlignmentsForLtr[opts.textAlign]);
147
152
  elm.style.setProperty("font-style", opts.fontStyle);
153
+ if (opts.otherStyles) {
154
+ for (const [key, value] of Object.entries(opts.otherStyles)) {
155
+ elm.style.setProperty(key, value);
156
+ }
157
+ }
148
158
  const shouldTruncateToFirstLine = opts.overflow === "truncate-ellipsis" || opts.overflow === "truncate-clip";
149
159
  if (shouldTruncateToFirstLine) {
150
160
  elm.style.setProperty("overflow-wrap", "anywhere");
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../src/lib/editor/managers/TextManager.ts"],
4
- "sourcesContent": ["import { BoxModel, TLDefaultHorizontalAlignStyle } from '@tldraw/tlschema'\nimport { Editor } from '../Editor'\n\nconst fixNewLines = /\\r?\\n|\\r/g\n\nfunction normalizeTextForDom(text: string) {\n\treturn text\n\t\t.replace(fixNewLines, '\\n')\n\t\t.split('\\n')\n\t\t.map((x) => x || ' ')\n\t\t.join('\\n')\n}\n\nconst textAlignmentsForLtr = {\n\tstart: 'left',\n\t'start-legacy': 'left',\n\tmiddle: 'center',\n\t'middle-legacy': 'center',\n\tend: 'right',\n\t'end-legacy': 'right',\n}\n\n/** @public */\nexport interface TLMeasureTextSpanOpts {\n\toverflow: 'wrap' | 'truncate-ellipsis' | 'truncate-clip'\n\twidth: number\n\theight: number\n\tpadding: number\n\tfontSize: number\n\tfontWeight: string\n\tfontFamily: string\n\tfontStyle: string\n\tlineHeight: number\n\ttextAlign: TLDefaultHorizontalAlignStyle\n}\n\nconst spaceCharacterRegex = /\\s/\n\n/** @public */\nexport class TextManager {\n\tprivate baseElem: HTMLDivElement\n\n\tconstructor(public editor: Editor) {\n\t\tthis.baseElem = document.createElement('div')\n\t\tthis.baseElem.classList.add('tl-text')\n\t\tthis.baseElem.classList.add('tl-text-measure')\n\t\tthis.baseElem.tabIndex = -1\n\t}\n\n\tmeasureText(\n\t\ttextToMeasure: string,\n\t\topts: {\n\t\t\tfontStyle: string\n\t\t\tfontWeight: string\n\t\t\tfontFamily: string\n\t\t\tfontSize: number\n\t\t\tlineHeight: number\n\t\t\t/**\n\t\t\t * When maxWidth is a number, the text will be wrapped to that maxWidth. When maxWidth\n\t\t\t * is null, the text will be measured without wrapping, but explicit line breaks and\n\t\t\t * space are preserved.\n\t\t\t */\n\t\t\tmaxWidth: null | number\n\t\t\tminWidth?: null | number\n\t\t\tpadding: string\n\t\t\tdisableOverflowWrapBreaking?: boolean\n\t\t}\n\t): BoxModel & { scrollWidth: number } {\n\t\tconst div = document.createElement('div')\n\t\tdiv.textContent = normalizeTextForDom(textToMeasure)\n\t\treturn this.measureHtml(div.innerHTML, opts)\n\t}\n\n\tmeasureHtml(\n\t\thtml: string,\n\t\topts: {\n\t\t\tfontStyle: string\n\t\t\tfontWeight: string\n\t\t\tfontFamily: string\n\t\t\tfontSize: number\n\t\t\tlineHeight: number\n\t\t\t/**\n\t\t\t * When maxWidth is a number, the text will be wrapped to that maxWidth. When maxWidth\n\t\t\t * is null, the text will be measured without wrapping, but explicit line breaks and\n\t\t\t * space are preserved.\n\t\t\t */\n\t\t\tmaxWidth: null | number\n\t\t\tminWidth?: null | number\n\t\t\tpadding: string\n\t\t\tdisableOverflowWrapBreaking?: boolean\n\t\t}\n\t): BoxModel & { scrollWidth: number } {\n\t\t// Duplicate our base element; we don't need to clone deep\n\t\tconst wrapperElm = this.baseElem.cloneNode() as HTMLDivElement\n\t\tthis.editor.getContainer().appendChild(wrapperElm)\n\t\twrapperElm.innerHTML = html\n\t\tthis.baseElem.insertAdjacentElement('afterend', wrapperElm)\n\n\t\twrapperElm.setAttribute('dir', 'auto')\n\t\t// N.B. This property, while discouraged (\"intended for Document Type Definition (DTD) designers\")\n\t\t// is necessary for ensuring correct mixed RTL/LTR behavior when exporting SVGs.\n\t\twrapperElm.style.setProperty('unicode-bidi', 'plaintext')\n\t\twrapperElm.style.setProperty('font-family', opts.fontFamily)\n\t\twrapperElm.style.setProperty('font-style', opts.fontStyle)\n\t\twrapperElm.style.setProperty('font-weight', opts.fontWeight)\n\t\twrapperElm.style.setProperty('font-size', opts.fontSize + 'px')\n\t\twrapperElm.style.setProperty('line-height', opts.lineHeight * opts.fontSize + 'px')\n\t\twrapperElm.style.setProperty('max-width', opts.maxWidth === null ? null : opts.maxWidth + 'px')\n\t\twrapperElm.style.setProperty('min-width', opts.minWidth === null ? null : opts.minWidth + 'px')\n\t\twrapperElm.style.setProperty('padding', opts.padding)\n\t\twrapperElm.style.setProperty(\n\t\t\t'overflow-wrap',\n\t\t\topts.disableOverflowWrapBreaking ? 'normal' : 'break-word'\n\t\t)\n\n\t\tconst scrollWidth = wrapperElm.scrollWidth\n\t\tconst rect = wrapperElm.getBoundingClientRect()\n\t\twrapperElm.remove()\n\n\t\treturn {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\tw: rect.width,\n\t\t\th: rect.height,\n\t\t\tscrollWidth,\n\t\t}\n\t}\n\n\t/**\n\t * Given an html element, measure the position of each span of unbroken\n\t * word/white-space characters within any text nodes it contains.\n\t */\n\tmeasureElementTextNodeSpans(\n\t\telement: HTMLElement,\n\t\t{ shouldTruncateToFirstLine = false }: { shouldTruncateToFirstLine?: boolean } = {}\n\t): { spans: { box: BoxModel; text: string }[]; didTruncate: boolean } {\n\t\tconst spans = []\n\n\t\t// Measurements of individual spans are relative to the containing element\n\t\tconst elmBounds = element.getBoundingClientRect()\n\t\tconst offsetX = -elmBounds.left\n\t\tconst offsetY = -elmBounds.top\n\n\t\t// we measure by creating a range that spans each character in the elements text node\n\t\tconst range = new Range()\n\t\tconst textNode = element.childNodes[0]\n\t\tlet idx = 0\n\n\t\tlet currentSpan = null\n\t\tlet prevCharWasSpaceCharacter = null\n\t\tlet prevCharTop = 0\n\t\tlet prevCharLeftForRTLTest = 0\n\t\tlet didTruncate = false\n\t\tfor (const childNode of element.childNodes) {\n\t\t\tif (childNode.nodeType !== Node.TEXT_NODE) continue\n\n\t\t\tfor (const char of childNode.textContent ?? '') {\n\t\t\t\t// place the range around the characters we're interested in\n\t\t\t\trange.setStart(textNode, idx)\n\t\t\t\trange.setEnd(textNode, idx + char.length)\n\t\t\t\t// measure the range. some browsers return multiple rects for the\n\t\t\t\t// first char in a new line - one for the line break, and one for\n\t\t\t\t// the character itself. we're only interested in the character.\n\t\t\t\tconst rects = range.getClientRects()\n\t\t\t\tconst rect = rects[rects.length - 1]!\n\n\t\t\t\t// calculate the position of the character relative to the element\n\t\t\t\tconst top = rect.top + offsetY\n\t\t\t\tconst left = rect.left + offsetX\n\t\t\t\tconst right = rect.right + offsetX\n\t\t\t\tconst isRTL = left < prevCharLeftForRTLTest\n\n\t\t\t\tconst isSpaceCharacter = spaceCharacterRegex.test(char)\n\t\t\t\tif (\n\t\t\t\t\t// If we're at a word boundary...\n\t\t\t\t\tisSpaceCharacter !== prevCharWasSpaceCharacter ||\n\t\t\t\t\t// ...or we're on a different line...\n\t\t\t\t\ttop !== prevCharTop ||\n\t\t\t\t\t// ...or we're at the start of the text and haven't created a span yet...\n\t\t\t\t\t!currentSpan\n\t\t\t\t) {\n\t\t\t\t\t// ...then we're at a span boundary!\n\n\t\t\t\t\tif (currentSpan) {\n\t\t\t\t\t\t// if we're truncating to a single line & we just finished the first line, stop there\n\t\t\t\t\t\tif (shouldTruncateToFirstLine && top !== prevCharTop) {\n\t\t\t\t\t\t\tdidTruncate = true\n\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t}\n\t\t\t\t\t\t// otherwise add the span to the list ready to start a new one\n\t\t\t\t\t\tspans.push(currentSpan)\n\t\t\t\t\t}\n\n\t\t\t\t\t// start a new span\n\t\t\t\t\tcurrentSpan = {\n\t\t\t\t\t\tbox: { x: left, y: top, w: rect.width, h: rect.height },\n\t\t\t\t\t\ttext: char,\n\t\t\t\t\t}\n\t\t\t\t\tprevCharLeftForRTLTest = left\n\t\t\t\t} else {\n\t\t\t\t\t// Looks like we're in RTL mode, so we need to adjust the left position.\n\t\t\t\t\tif (isRTL) {\n\t\t\t\t\t\tcurrentSpan.box.x = left\n\t\t\t\t\t}\n\n\t\t\t\t\t// otherwise we just need to extend the current span with the next character\n\t\t\t\t\tcurrentSpan.box.w = isRTL ? currentSpan.box.w + rect.width : right - currentSpan.box.x\n\t\t\t\t\tcurrentSpan.text += char\n\t\t\t\t}\n\n\t\t\t\tif (char === '\\n') {\n\t\t\t\t\tprevCharLeftForRTLTest = 0\n\t\t\t\t}\n\n\t\t\t\tprevCharWasSpaceCharacter = isSpaceCharacter\n\t\t\t\tprevCharTop = top\n\t\t\t\tidx += char.length\n\t\t\t}\n\t\t}\n\n\t\t// Add the last span\n\t\tif (currentSpan) {\n\t\t\tspans.push(currentSpan)\n\t\t}\n\n\t\treturn { spans, didTruncate }\n\t}\n\n\t/**\n\t * Measure text into individual spans. Spans are created by rendering the\n\t * text, then dividing it up according to line breaks and word boundaries.\n\t *\n\t * It works by having the browser render the text, then measuring the\n\t * position of each character. You can use this to replicate the text-layout\n\t * algorithm of the current browser in e.g. an SVG export.\n\t */\n\tmeasureTextSpans(\n\t\ttextToMeasure: string,\n\t\topts: TLMeasureTextSpanOpts\n\t): { text: string; box: BoxModel }[] {\n\t\tif (textToMeasure === '') return []\n\n\t\tconst elm = this.baseElem.cloneNode() as HTMLDivElement\n\t\tthis.editor.getContainer().appendChild(elm)\n\n\t\tconst elementWidth = Math.ceil(opts.width - opts.padding * 2)\n\t\telm.setAttribute('dir', 'auto')\n\t\t// N.B. This property, while discouraged (\"intended for Document Type Definition (DTD) designers\")\n\t\t// is necessary for ensuring correct mixed RTL/LTR behavior when exporting SVGs.\n\t\telm.style.setProperty('unicode-bidi', 'plaintext')\n\t\telm.style.setProperty('width', `${elementWidth}px`)\n\t\telm.style.setProperty('height', 'min-content')\n\t\telm.style.setProperty('font-size', `${opts.fontSize}px`)\n\t\telm.style.setProperty('font-family', opts.fontFamily)\n\t\telm.style.setProperty('font-weight', opts.fontWeight)\n\t\telm.style.setProperty('line-height', `${opts.lineHeight * opts.fontSize}px`)\n\t\telm.style.setProperty('text-align', textAlignmentsForLtr[opts.textAlign])\n\t\telm.style.setProperty('font-style', opts.fontStyle)\n\n\t\tconst shouldTruncateToFirstLine =\n\t\t\topts.overflow === 'truncate-ellipsis' || opts.overflow === 'truncate-clip'\n\n\t\tif (shouldTruncateToFirstLine) {\n\t\t\telm.style.setProperty('overflow-wrap', 'anywhere')\n\t\t\telm.style.setProperty('word-break', 'break-all')\n\t\t}\n\n\t\tconst normalizedText = normalizeTextForDom(textToMeasure)\n\n\t\t// Render the text into the measurement element:\n\t\telm.textContent = normalizedText\n\n\t\t// actually measure the text:\n\t\tconst { spans, didTruncate } = this.measureElementTextNodeSpans(elm, {\n\t\t\tshouldTruncateToFirstLine,\n\t\t})\n\n\t\tif (opts.overflow === 'truncate-ellipsis' && didTruncate) {\n\t\t\t// we need to measure the ellipsis to know how much space it takes up\n\t\t\telm.textContent = '\u2026'\n\t\t\tconst ellipsisWidth = Math.ceil(this.measureElementTextNodeSpans(elm).spans[0].box.w)\n\n\t\t\t// then, we need to subtract that space from the width we have and measure again:\n\t\t\telm.style.setProperty('width', `${elementWidth - ellipsisWidth}px`)\n\t\t\telm.textContent = normalizedText\n\t\t\tconst truncatedSpans = this.measureElementTextNodeSpans(elm, {\n\t\t\t\tshouldTruncateToFirstLine: true,\n\t\t\t}).spans\n\n\t\t\t// Finally, we add in our ellipsis at the end of the last span. We\n\t\t\t// have to do this after measuring, not before, because adding the\n\t\t\t// ellipsis changes how whitespace might be getting collapsed by the\n\t\t\t// browser.\n\t\t\tconst lastSpan = truncatedSpans[truncatedSpans.length - 1]!\n\t\t\ttruncatedSpans.push({\n\t\t\t\ttext: '\u2026',\n\t\t\t\tbox: {\n\t\t\t\t\tx: Math.min(lastSpan.box.x + lastSpan.box.w, opts.width - opts.padding - ellipsisWidth),\n\t\t\t\t\ty: lastSpan.box.y,\n\t\t\t\t\tw: ellipsisWidth,\n\t\t\t\t\th: lastSpan.box.h,\n\t\t\t\t},\n\t\t\t})\n\t\t\treturn truncatedSpans\n\t\t}\n\n\t\telm.remove()\n\n\t\treturn spans\n\t}\n}\n"],
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When maxWidth\n\t\t\t * is null, the text will be measured without wrapping, but explicit line breaks and\n\t\t\t * space are preserved.\n\t\t\t */\n\t\t\tmaxWidth: null | number\n\t\t\tminWidth?: null | number\n\t\t\tpadding: string\n\t\t\tdisableOverflowWrapBreaking?: boolean\n\t\t}\n\t): BoxModel & { scrollWidth: number } {\n\t\tconst div = document.createElement('div')\n\t\tdiv.textContent = normalizeTextForDom(textToMeasure)\n\t\treturn this.measureHtml(div.innerHTML, opts)\n\t}\n\n\tmeasureHtml(\n\t\thtml: string,\n\t\topts: {\n\t\t\tfontStyle: string\n\t\t\tfontWeight: string\n\t\t\tfontFamily: string\n\t\t\tfontSize: number\n\t\t\tlineHeight: number\n\t\t\t/**\n\t\t\t * When maxWidth is a number, the text will be wrapped to that maxWidth. When maxWidth\n\t\t\t * is null, the text will be measured without wrapping, but explicit line breaks and\n\t\t\t * space are preserved.\n\t\t\t */\n\t\t\tmaxWidth: null | number\n\t\t\tminWidth?: null | number\n\t\t\totherStyles?: Record<string, string>\n\t\t\tpadding: string\n\t\t\tdisableOverflowWrapBreaking?: boolean\n\t\t}\n\t): BoxModel & { scrollWidth: number } {\n\t\t// Duplicate our base element; we don't need to clone deep\n\t\tconst wrapperElm = this.baseElem.cloneNode() as HTMLDivElement\n\t\tthis.editor.getContainer().appendChild(wrapperElm)\n\t\twrapperElm.innerHTML = html\n\t\tthis.baseElem.insertAdjacentElement('afterend', wrapperElm)\n\n\t\twrapperElm.setAttribute('dir', 'auto')\n\t\t// N.B. 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Spans are created by rendering the\n\t * text, then dividing it up according to line breaks and word boundaries.\n\t *\n\t * It works by having the browser render the text, then measuring the\n\t * position of each character. You can use this to replicate the text-layout\n\t * algorithm of the current browser in e.g. an SVG export.\n\t */\n\tmeasureTextSpans(\n\t\ttextToMeasure: string,\n\t\topts: TLMeasureTextSpanOpts\n\t): { text: string; box: BoxModel }[] {\n\t\tif (textToMeasure === '') return []\n\n\t\tconst elm = this.baseElem.cloneNode() as HTMLDivElement\n\t\tthis.editor.getContainer().appendChild(elm)\n\n\t\tconst elementWidth = Math.ceil(opts.width - opts.padding * 2)\n\t\telm.setAttribute('dir', 'auto')\n\t\t// N.B. This property, while discouraged (\"intended for Document Type Definition (DTD) designers\")\n\t\t// is necessary for ensuring correct mixed RTL/LTR behavior when exporting SVGs.\n\t\telm.style.setProperty('unicode-bidi', 'plaintext')\n\t\telm.style.setProperty('width', `${elementWidth}px`)\n\t\telm.style.setProperty('height', 'min-content')\n\t\telm.style.setProperty('font-size', `${opts.fontSize}px`)\n\t\telm.style.setProperty('font-family', opts.fontFamily)\n\t\telm.style.setProperty('font-weight', opts.fontWeight)\n\t\telm.style.setProperty('line-height', `${opts.lineHeight * opts.fontSize}px`)\n\t\telm.style.setProperty('text-align', textAlignmentsForLtr[opts.textAlign])\n\t\telm.style.setProperty('font-style', opts.fontStyle)\n\t\tif (opts.otherStyles) {\n\t\t\tfor (const [key, value] of Object.entries(opts.otherStyles)) {\n\t\t\t\telm.style.setProperty(key, value)\n\t\t\t}\n\t\t}\n\n\t\tconst shouldTruncateToFirstLine =\n\t\t\topts.overflow === 'truncate-ellipsis' || opts.overflow === 'truncate-clip'\n\n\t\tif (shouldTruncateToFirstLine) {\n\t\t\telm.style.setProperty('overflow-wrap', 'anywhere')\n\t\t\telm.style.setProperty('word-break', 'break-all')\n\t\t}\n\n\t\tconst normalizedText = normalizeTextForDom(textToMeasure)\n\n\t\t// Render the text into the measurement element:\n\t\telm.textContent = normalizedText\n\n\t\t// actually measure the text:\n\t\tconst { spans, didTruncate } = this.measureElementTextNodeSpans(elm, {\n\t\t\tshouldTruncateToFirstLine,\n\t\t})\n\n\t\tif (opts.overflow === 'truncate-ellipsis' && didTruncate) {\n\t\t\t// we need to measure the ellipsis to know how much space it takes up\n\t\t\telm.textContent = '\u2026'\n\t\t\tconst ellipsisWidth = Math.ceil(this.measureElementTextNodeSpans(elm).spans[0].box.w)\n\n\t\t\t// then, we need to subtract that space from the width we have and measure again:\n\t\t\telm.style.setProperty('width', `${elementWidth - ellipsisWidth}px`)\n\t\t\telm.textContent = normalizedText\n\t\t\tconst truncatedSpans = this.measureElementTextNodeSpans(elm, {\n\t\t\t\tshouldTruncateToFirstLine: true,\n\t\t\t}).spans\n\n\t\t\t// Finally, we add in our ellipsis at the end of the last span. We\n\t\t\t// have to do this after measuring, not before, because adding the\n\t\t\t// ellipsis changes how whitespace might be getting collapsed by the\n\t\t\t// browser.\n\t\t\tconst lastSpan = truncatedSpans[truncatedSpans.length - 1]!\n\t\t\ttruncatedSpans.push({\n\t\t\t\ttext: '\u2026',\n\t\t\t\tbox: {\n\t\t\t\t\tx: Math.min(lastSpan.box.x + lastSpan.box.w, opts.width - opts.padding - ellipsisWidth),\n\t\t\t\t\ty: lastSpan.box.y,\n\t\t\t\t\tw: ellipsisWidth,\n\t\t\t\t\th: lastSpan.box.h,\n\t\t\t\t},\n\t\t\t})\n\t\t\treturn truncatedSpans\n\t\t}\n\n\t\telm.remove()\n\n\t\treturn spans\n\t}\n}\n"],
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  "names": []
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  }
@@ -1,7 +1,7 @@
1
1
  {
2
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  "version": 3,
3
3
  "sources": ["../../../../../src/lib/editor/shapes/shared/getPerfectDashProps.ts"],
4
- "sourcesContent": ["import { TLDefaultDashStyle } from '@tldraw/tlschema'\n\n/** @public */\nexport function getPerfectDashProps(\n\ttotalLength: number,\n\tstrokeWidth: number,\n\topts = {} as Partial<{\n\t\tstyle: TLDefaultDashStyle\n\t\tsnap: number\n\t\tend: 'skip' | 'outset' | 'none'\n\t\tstart: 'skip' | 'outset' | 'none'\n\t\tlengthRatio: number\n\t\tclosed: boolean\n\t\tforceSolid: boolean\n\t}>\n): {\n\tstrokeDasharray: string\n\tstrokeDashoffset: string\n} {\n\tconst {\n\t\tclosed = false,\n\t\tsnap = 1,\n\t\tstart = 'outset',\n\t\tend = 'outset',\n\t\tlengthRatio = 2,\n\t\tstyle = 'dashed',\n\t\tforceSolid = false,\n\t} = opts\n\n\tlet dashLength = 0\n\tlet dashCount = 0\n\tlet ratio = 1\n\tlet gapLength = 0\n\tlet strokeDashoffset = 0\n\n\tif (forceSolid) {\n\t\treturn {\n\t\t\tstrokeDasharray: 'none',\n\t\t\tstrokeDashoffset: 'none',\n\t\t}\n\t}\n\n\tswitch (style) {\n\t\tcase 'dashed': {\n\t\t\tratio = 1\n\t\t\tdashLength = Math.min(strokeWidth * lengthRatio, totalLength / 4)\n\t\t\tbreak\n\t\t}\n\t\tcase 'dotted': {\n\t\t\tratio = 100\n\t\t\tdashLength = strokeWidth / ratio\n\t\t\tbreak\n\t\t}\n\t\tdefault: {\n\t\t\treturn {\n\t\t\t\tstrokeDasharray: 'none',\n\t\t\t\tstrokeDashoffset: 'none',\n\t\t\t}\n\t\t}\n\t}\n\n\tif (!closed) {\n\t\tif (start === 'outset') {\n\t\t\ttotalLength += dashLength / 2\n\t\t\tstrokeDashoffset += dashLength / 2\n\t\t} else if (start === 'skip') {\n\t\t\ttotalLength -= dashLength\n\t\t\tstrokeDashoffset -= dashLength\n\t\t}\n\n\t\tif (end === 'outset') {\n\t\t\ttotalLength += dashLength / 2\n\t\t} else if (end === 'skip') {\n\t\t\ttotalLength -= dashLength\n\t\t}\n\t}\n\n\tdashCount = Math.floor(totalLength / dashLength / (2 * ratio))\n\tdashCount -= dashCount % snap\n\n\tif (dashCount < 3 && style === 'dashed') {\n\t\tif (totalLength / strokeWidth < 4) {\n\t\t\tdashLength = totalLength\n\t\t\tdashCount = 1\n\t\t\tgapLength = 0\n\t\t} else {\n\t\t\tdashLength = totalLength * (1 / 3)\n\t\t\tgapLength = totalLength * (1 / 3)\n\t\t}\n\t} else {\n\t\tdashLength = totalLength / dashCount / (2 * ratio)\n\n\t\tif (closed) {\n\t\t\tstrokeDashoffset = dashLength / 2\n\t\t\tgapLength = (totalLength - dashCount * dashLength) / dashCount\n\t\t} else {\n\t\t\tgapLength = (totalLength - dashCount * dashLength) / Math.max(1, dashCount - 1)\n\t\t}\n\t}\n\n\treturn {\n\t\tstrokeDasharray: [dashLength, gapLength].join(' '),\n\t\tstrokeDashoffset: strokeDashoffset.toString(),\n\t}\n}\n"],
5
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4
+ "sourcesContent": ["import { TLDefaultDashStyle } from '@tldraw/tlschema'\n\n/** @public */\nexport function getPerfectDashProps(\n\ttotalLength: number,\n\tstrokeWidth: number,\n\topts: {\n\t\tstyle?: TLDefaultDashStyle\n\t\tsnap?: number\n\t\tend?: 'skip' | 'outset' | 'none'\n\t\tstart?: 'skip' | 'outset' | 'none'\n\t\tlengthRatio?: number\n\t\tclosed?: boolean\n\t\tforceSolid?: boolean\n\t} = {}\n): {\n\tstrokeDasharray: string\n\tstrokeDashoffset: string\n} {\n\tconst {\n\t\tclosed = false,\n\t\tsnap = 1,\n\t\tstart = 'outset',\n\t\tend = 'outset',\n\t\tlengthRatio = 2,\n\t\tstyle = 'dashed',\n\t\tforceSolid = false,\n\t} = opts\n\n\tlet dashLength = 0\n\tlet dashCount = 0\n\tlet ratio = 1\n\tlet gapLength = 0\n\tlet strokeDashoffset = 0\n\n\tif (forceSolid) {\n\t\treturn {\n\t\t\tstrokeDasharray: 'none',\n\t\t\tstrokeDashoffset: 'none',\n\t\t}\n\t}\n\n\tswitch (style) {\n\t\tcase 'dashed': {\n\t\t\tratio = 1\n\t\t\tdashLength = Math.min(strokeWidth * lengthRatio, totalLength / 4)\n\t\t\tbreak\n\t\t}\n\t\tcase 'dotted': {\n\t\t\tratio = 100\n\t\t\tdashLength = strokeWidth / ratio\n\t\t\tbreak\n\t\t}\n\t\tdefault: {\n\t\t\treturn {\n\t\t\t\tstrokeDasharray: 'none',\n\t\t\t\tstrokeDashoffset: 'none',\n\t\t\t}\n\t\t}\n\t}\n\n\tif (!closed) {\n\t\tif (start === 'outset') {\n\t\t\ttotalLength += dashLength / 2\n\t\t\tstrokeDashoffset += dashLength / 2\n\t\t} else if (start === 'skip') {\n\t\t\ttotalLength -= dashLength\n\t\t\tstrokeDashoffset -= dashLength\n\t\t}\n\n\t\tif (end === 'outset') {\n\t\t\ttotalLength += dashLength / 2\n\t\t} else if (end === 'skip') {\n\t\t\ttotalLength -= dashLength\n\t\t}\n\t}\n\n\tdashCount = Math.floor(totalLength / dashLength / (2 * ratio))\n\tdashCount -= dashCount % snap\n\n\tif (dashCount < 3 && style === 'dashed') {\n\t\tif (totalLength / strokeWidth < 4) {\n\t\t\tdashLength = totalLength\n\t\t\tdashCount = 1\n\t\t\tgapLength = 0\n\t\t} else {\n\t\t\tdashLength = totalLength * (1 / 3)\n\t\t\tgapLength = totalLength * (1 / 3)\n\t\t}\n\t} else {\n\t\tdashLength = totalLength / dashCount / (2 * ratio)\n\n\t\tif (closed) {\n\t\t\tstrokeDashoffset = dashLength / 2\n\t\t\tgapLength = (totalLength - dashCount * dashLength) / dashCount\n\t\t} else {\n\t\t\tgapLength = (totalLength - dashCount * dashLength) / Math.max(1, dashCount - 1)\n\t\t}\n\t}\n\n\treturn {\n\t\tstrokeDasharray: [dashLength, gapLength].join(' '),\n\t\tstrokeDashoffset: strokeDashoffset.toString(),\n\t}\n}\n"],
5
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6
6
  "names": []
7
7
  }
@@ -29,6 +29,10 @@ class Box {
29
29
  this.x = n;
30
30
  }
31
31
  // eslint-disable-next-line no-restricted-syntax
32
+ get left() {
33
+ return this.x;
34
+ }
35
+ // eslint-disable-next-line no-restricted-syntax
32
36
  get midX() {
33
37
  return this.x + this.w / 2;
34
38
  }
@@ -37,6 +41,10 @@ class Box {
37
41
  return this.x + this.w;
38
42
  }
39
43
  // eslint-disable-next-line no-restricted-syntax
44
+ get right() {
45
+ return this.x + this.w;
46
+ }
47
+ // eslint-disable-next-line no-restricted-syntax
40
48
  get minY() {
41
49
  return this.y;
42
50
  }
@@ -45,6 +53,10 @@ class Box {
45
53
  this.y = n;
46
54
  }
47
55
  // eslint-disable-next-line no-restricted-syntax
56
+ get top() {
57
+ return this.y;
58
+ }
59
+ // eslint-disable-next-line no-restricted-syntax
48
60
  get midY() {
49
61
  return this.y + this.h / 2;
50
62
  }
@@ -53,6 +65,10 @@ class Box {
53
65
  return this.y + this.h;
54
66
  }
55
67
  // eslint-disable-next-line no-restricted-syntax
68
+ get bottom() {
69
+ return this.y + this.h;
70
+ }
71
+ // eslint-disable-next-line no-restricted-syntax
56
72
  get width() {
57
73
  return this.w;
58
74
  }
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../src/lib/primitives/Box.ts"],
4
- "sourcesContent": ["import { BoxModel } from '@tldraw/tlschema'\nimport { Vec, VecLike } from './Vec'\nimport { PI, PI2, toPrecision } from './utils'\n\n/** @public */\nexport type BoxLike = BoxModel | Box\n\n/** @public */\nexport type SelectionEdge = 'top' | 'right' | 'bottom' | 'left'\n\n/** @public */\nexport type SelectionCorner = 'top_left' | 'top_right' | 'bottom_right' | 'bottom_left'\n\n/** @public */\nexport type SelectionHandle = SelectionEdge | SelectionCorner\n\n/** @public */\nexport type RotateCorner =\n\t| 'top_left_rotate'\n\t| 'top_right_rotate'\n\t| 'bottom_right_rotate'\n\t| 'bottom_left_rotate'\n\t| 'mobile_rotate'\n\n/** @public */\nexport class Box {\n\tconstructor(x = 0, y = 0, w = 0, h = 0) {\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis.w = w\n\t\tthis.h = h\n\t}\n\n\tx = 0\n\ty = 0\n\tw = 0\n\th = 0\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget point() {\n\t\treturn new Vec(this.x, this.y)\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset point(val: Vec) {\n\t\tthis.x = val.x\n\t\tthis.y = val.y\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget minX() {\n\t\treturn this.x\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset minX(n: number) {\n\t\tthis.x = n\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget midX() {\n\t\treturn this.x + this.w / 2\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget maxX() {\n\t\treturn this.x + this.w\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget minY() {\n\t\treturn this.y\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset minY(n: number) {\n\t\tthis.y = n\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget midY() {\n\t\treturn this.y + this.h / 2\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget maxY() {\n\t\treturn this.y + this.h\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget width() {\n\t\treturn this.w\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset width(n: number) {\n\t\tthis.w = n\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget height() {\n\t\treturn this.h\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset height(n: number) {\n\t\tthis.h = n\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget aspectRatio() {\n\t\treturn this.width / this.height\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget center() {\n\t\treturn new Vec(this.midX, this.midY)\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset center(v: Vec) {\n\t\tthis.minX = v.x - this.width / 2\n\t\tthis.minY = v.y - this.height / 2\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget corners() {\n\t\treturn [\n\t\t\tnew Vec(this.minX, this.minY),\n\t\t\tnew Vec(this.maxX, this.minY),\n\t\t\tnew Vec(this.maxX, this.maxY),\n\t\t\tnew Vec(this.minX, this.maxY),\n\t\t]\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget cornersAndCenter() {\n\t\treturn [\n\t\t\tnew Vec(this.minX, this.minY),\n\t\t\tnew Vec(this.maxX, this.minY),\n\t\t\tnew Vec(this.maxX, this.maxY),\n\t\t\tnew Vec(this.minX, this.maxY),\n\t\t\tthis.center,\n\t\t]\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget sides(): Array<[Vec, Vec]> {\n\t\tconst { corners } = this\n\t\treturn [\n\t\t\t[corners[0], corners[1]],\n\t\t\t[corners[1], corners[2]],\n\t\t\t[corners[2], corners[3]],\n\t\t\t[corners[3], corners[0]],\n\t\t]\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget size(): Vec {\n\t\treturn new Vec(this.w, this.h)\n\t}\n\n\ttoFixed() {\n\t\tthis.x = toPrecision(this.x)\n\t\tthis.y = toPrecision(this.y)\n\t\tthis.w = toPrecision(this.w)\n\t\tthis.h = toPrecision(this.h)\n\t\treturn this\n\t}\n\n\tsetTo(B: Box) {\n\t\tthis.x = B.x\n\t\tthis.y = B.y\n\t\tthis.w = B.w\n\t\tthis.h = B.h\n\t\treturn this\n\t}\n\n\tset(x = 0, y = 0, w = 0, h = 0) {\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis.w = w\n\t\tthis.h = h\n\t\treturn this\n\t}\n\n\texpand(A: Box) {\n\t\tconst minX = Math.min(this.minX, A.minX)\n\t\tconst minY = Math.min(this.minY, A.minY)\n\t\tconst maxX = Math.max(this.maxX, A.maxX)\n\t\tconst maxY = Math.max(this.maxY, A.maxY)\n\n\t\tthis.x = minX\n\t\tthis.y = minY\n\t\tthis.w = maxX - minX\n\t\tthis.h = maxY - minY\n\t\treturn this\n\t}\n\n\texpandBy(n: number) {\n\t\tthis.x -= n\n\t\tthis.y -= n\n\t\tthis.w += n * 2\n\t\tthis.h += n * 2\n\t\treturn this\n\t}\n\n\tscale(n: number) {\n\t\tthis.x /= n\n\t\tthis.y /= n\n\t\tthis.w /= n\n\t\tthis.h /= n\n\t\treturn this\n\t}\n\n\tclone() {\n\t\tconst { x, y, w, h } = this\n\t\treturn new Box(x, y, w, h)\n\t}\n\n\ttranslate(delta: VecLike) {\n\t\tthis.x += delta.x\n\t\tthis.y += delta.y\n\t\treturn this\n\t}\n\n\tsnapToGrid(size: number) {\n\t\tconst minX = Math.round(this.minX / size) * size\n\t\tconst minY = Math.round(this.minY / size) * size\n\t\tconst maxX = Math.round(this.maxX / size) * size\n\t\tconst maxY = Math.round(this.maxY / size) * size\n\t\tthis.minX = minX\n\t\tthis.minY = minY\n\t\tthis.width = Math.max(1, maxX - minX)\n\t\tthis.height = Math.max(1, maxY - minY)\n\t}\n\n\tcollides(B: Box) {\n\t\treturn Box.Collides(this, B)\n\t}\n\n\tcontains(B: Box) {\n\t\treturn Box.Contains(this, B)\n\t}\n\n\tincludes(B: Box) {\n\t\treturn Box.Includes(this, B)\n\t}\n\n\tcontainsPoint(V: VecLike, margin = 0) {\n\t\treturn Box.ContainsPoint(this, V, margin)\n\t}\n\n\tgetHandlePoint(handle: SelectionCorner | SelectionEdge) {\n\t\tswitch (handle) {\n\t\t\tcase 'top_left':\n\t\t\t\treturn new Vec(this.minX, this.minY)\n\t\t\tcase 'top_right':\n\t\t\t\treturn new Vec(this.maxX, this.minY)\n\t\t\tcase 'bottom_left':\n\t\t\t\treturn new Vec(this.minX, this.maxY)\n\t\t\tcase 'bottom_right':\n\t\t\t\treturn new Vec(this.maxX, this.maxY)\n\t\t\tcase 'top':\n\t\t\t\treturn new Vec(this.midX, this.minY)\n\t\t\tcase 'right':\n\t\t\t\treturn new Vec(this.maxX, this.midY)\n\t\t\tcase 'bottom':\n\t\t\t\treturn new Vec(this.midX, this.maxY)\n\t\t\tcase 'left':\n\t\t\t\treturn new Vec(this.minX, this.midY)\n\t\t}\n\t}\n\n\ttoJson(): BoxModel {\n\t\treturn { x: this.minX, y: this.minY, w: this.w, h: this.h }\n\t}\n\n\tresize(handle: SelectionCorner | SelectionEdge | string, dx: number, dy: number) {\n\t\tconst { minX: a0x, minY: a0y, maxX: a1x, maxY: a1y } = this\n\t\tlet { minX: b0x, minY: b0y, maxX: b1x, maxY: b1y } = this\n\n\t\t// Use the delta to adjust the new box by changing its corners.\n\t\t// The dragging handle (corner or edge) will determine which\n\t\t// corners should change.\n\t\tswitch (handle) {\n\t\t\tcase 'left':\n\t\t\tcase 'top_left':\n\t\t\tcase 'bottom_left': {\n\t\t\t\tb0x += dx\n\t\t\t\tbreak\n\t\t\t}\n\t\t\tcase 'right':\n\t\t\tcase 'top_right':\n\t\t\tcase 'bottom_right': {\n\t\t\t\tb1x += dx\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t\tswitch (handle) {\n\t\t\tcase 'top':\n\t\t\tcase 'top_left':\n\t\t\tcase 'top_right': {\n\t\t\t\tb0y += dy\n\t\t\t\tbreak\n\t\t\t}\n\t\t\tcase 'bottom':\n\t\t\tcase 'bottom_left':\n\t\t\tcase 'bottom_right': {\n\t\t\t\tb1y += dy\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\n\t\tconst scaleX = (b1x - b0x) / (a1x - a0x)\n\t\tconst scaleY = (b1y - b0y) / (a1y - a0y)\n\n\t\tconst flipX = scaleX < 0\n\t\tconst flipY = scaleY < 0\n\n\t\tif (flipX) {\n\t\t\tconst t = b1x\n\t\t\tb1x = b0x\n\t\t\tb0x = t\n\t\t}\n\n\t\tif (flipY) {\n\t\t\tconst t = b1y\n\t\t\tb1y = b0y\n\t\t\tb0y = t\n\t\t}\n\n\t\tthis.minX = b0x\n\t\tthis.minY = b0y\n\t\tthis.width = Math.abs(b1x - b0x)\n\t\tthis.height = Math.abs(b1y - b0y)\n\t}\n\n\tunion(box: BoxModel) {\n\t\tconst minX = Math.min(this.minX, box.x)\n\t\tconst minY = Math.min(this.minY, box.y)\n\t\tconst maxX = Math.max(this.maxX, box.w + box.x)\n\t\tconst maxY = Math.max(this.maxY, box.h + box.y)\n\n\t\tthis.x = minX\n\t\tthis.y = minY\n\t\tthis.width = maxX - minX\n\t\tthis.height = maxY - minY\n\n\t\treturn this\n\t}\n\n\tstatic From(box: BoxModel) {\n\t\treturn new Box(box.x, box.y, box.w, box.h)\n\t}\n\n\tstatic FromCenter(center: VecLike, size: VecLike) {\n\t\treturn new Box(center.x - size.x / 2, center.y - size.y / 2, size.x, size.y)\n\t}\n\n\tstatic FromPoints(points: VecLike[]) {\n\t\tif (points.length === 0) return new Box()\n\t\tlet minX = Infinity\n\t\tlet minY = Infinity\n\t\tlet maxX = -Infinity\n\t\tlet maxY = -Infinity\n\t\tlet point: VecLike\n\t\tfor (let i = 0, n = points.length; i < n; i++) {\n\t\t\tpoint = points[i]\n\t\t\tminX = Math.min(point.x, minX)\n\t\t\tminY = Math.min(point.y, minY)\n\t\t\tmaxX = Math.max(point.x, maxX)\n\t\t\tmaxY = Math.max(point.y, maxY)\n\t\t}\n\n\t\treturn new Box(minX, minY, maxX - minX, maxY - minY)\n\t}\n\n\tstatic Expand(A: Box, B: Box) {\n\t\tconst minX = Math.min(B.minX, A.minX)\n\t\tconst minY = Math.min(B.minY, A.minY)\n\t\tconst maxX = Math.max(B.maxX, A.maxX)\n\t\tconst maxY = Math.max(B.maxY, A.maxY)\n\n\t\treturn new Box(minX, minY, maxX - minX, maxY - minY)\n\t}\n\n\tstatic ExpandBy(A: Box, n: number) {\n\t\treturn new Box(A.minX - n, A.minY - n, A.width + n * 2, A.height + n * 2)\n\t}\n\n\tstatic Collides(A: Box, B: Box) {\n\t\treturn !(A.maxX < B.minX || A.minX > B.maxX || A.maxY < B.minY || A.minY > B.maxY)\n\t}\n\n\tstatic Contains(A: Box, B: Box) {\n\t\treturn A.minX < B.minX && A.minY < B.minY && A.maxY > B.maxY && A.maxX > B.maxX\n\t}\n\n\tstatic Includes(A: Box, B: Box) {\n\t\treturn Box.Collides(A, B) || Box.Contains(A, B)\n\t}\n\n\tstatic ContainsPoint(A: Box, B: VecLike, margin = 0) {\n\t\treturn !(\n\t\t\tB.x < A.minX - margin ||\n\t\t\tB.y < A.minY - margin ||\n\t\t\tB.x > A.maxX + margin ||\n\t\t\tB.y > A.maxY + margin\n\t\t)\n\t}\n\n\tstatic Common(boxes: Box[]) {\n\t\tlet minX = Infinity\n\t\tlet minY = Infinity\n\t\tlet maxX = -Infinity\n\t\tlet maxY = -Infinity\n\n\t\tfor (let i = 0; i < boxes.length; i++) {\n\t\t\tconst B = boxes[i]\n\t\t\tminX = Math.min(minX, B.minX)\n\t\t\tminY = Math.min(minY, B.minY)\n\t\t\tmaxX = Math.max(maxX, B.maxX)\n\t\t\tmaxY = Math.max(maxY, B.maxY)\n\t\t}\n\n\t\treturn new Box(minX, minY, maxX - minX, maxY - minY)\n\t}\n\n\tstatic Sides(A: Box, inset = 0) {\n\t\tconst { corners } = A\n\t\tif (inset) {\n\t\t\t// TODO: Inset the corners by the inset amount.\n\t\t}\n\n\t\treturn [\n\t\t\t[corners[0], corners[1]],\n\t\t\t[corners[1], corners[2]],\n\t\t\t[corners[2], corners[3]],\n\t\t\t[corners[3], corners[0]],\n\t\t]\n\t}\n\n\tstatic Resize(\n\t\tbox: Box,\n\t\thandle: SelectionCorner | SelectionEdge | string,\n\t\tdx: number,\n\t\tdy: number,\n\t\tisAspectRatioLocked = false\n\t) {\n\t\tconst { minX: a0x, minY: a0y, maxX: a1x, maxY: a1y } = box\n\t\tlet { minX: b0x, minY: b0y, maxX: b1x, maxY: b1y } = box\n\n\t\t// Use the delta to adjust the new box by changing its corners.\n\t\t// The dragging handle (corner or edge) will determine which\n\t\t// corners should change.\n\t\tswitch (handle) {\n\t\t\tcase 'left':\n\t\t\tcase 'top_left':\n\t\t\tcase 'bottom_left': {\n\t\t\t\tb0x += dx\n\t\t\t\tbreak\n\t\t\t}\n\t\t\tcase 'right':\n\t\t\tcase 'top_right':\n\t\t\tcase 'bottom_right': {\n\t\t\t\tb1x += dx\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t\tswitch (handle) {\n\t\t\tcase 'top':\n\t\t\tcase 'top_left':\n\t\t\tcase 'top_right': {\n\t\t\t\tb0y += dy\n\t\t\t\tbreak\n\t\t\t}\n\t\t\tcase 'bottom':\n\t\t\tcase 'bottom_left':\n\t\t\tcase 'bottom_right': {\n\t\t\t\tb1y += dy\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\n\t\tconst scaleX = (b1x - b0x) / (a1x - a0x)\n\t\tconst scaleY = (b1y - b0y) / (a1y - a0y)\n\n\t\tconst flipX = scaleX < 0\n\t\tconst flipY = scaleY < 0\n\n\t\t/*\n 2. Aspect ratio\n If the aspect ratio is locked, adjust the corners so that the\n new box's aspect ratio matches the original aspect ratio.\n */\n\t\tif (isAspectRatioLocked) {\n\t\t\tconst aspectRatio = (a1x - a0x) / (a1y - a0y)\n\t\t\tconst bw = Math.abs(b1x - b0x)\n\t\t\tconst bh = Math.abs(b1y - b0y)\n\t\t\tconst tw = bw * (scaleY < 0 ? 1 : -1) * (1 / aspectRatio)\n\t\t\tconst th = bh * (scaleX < 0 ? 1 : -1) * aspectRatio\n\t\t\tconst isTall = aspectRatio < bw / bh\n\n\t\t\tswitch (handle) {\n\t\t\t\tcase 'top_left': {\n\t\t\t\t\tif (isTall) b0y = b1y + tw\n\t\t\t\t\telse b0x = b1x + th\n\t\t\t\t\tbreak\n\t\t\t\t}\n\t\t\t\tcase 'top_right': {\n\t\t\t\t\tif (isTall) b0y = b1y + tw\n\t\t\t\t\telse b1x = b0x - th\n\t\t\t\t\tbreak\n\t\t\t\t}\n\t\t\t\tcase 'bottom_right': {\n\t\t\t\t\tif (isTall) b1y = b0y - tw\n\t\t\t\t\telse b1x = b0x - th\n\t\t\t\t\tbreak\n\t\t\t\t}\n\t\t\t\tcase 'bottom_left': {\n\t\t\t\t\tif (isTall) b1y = b0y - tw\n\t\t\t\t\telse b0x = b1x + th\n\t\t\t\t\tbreak\n\t\t\t\t}\n\t\t\t\tcase 'bottom':\n\t\t\t\tcase 'top': {\n\t\t\t\t\tconst m = (b0x + b1x) / 2\n\t\t\t\t\tconst w = bh * aspectRatio\n\t\t\t\t\tb0x = m - w / 2\n\t\t\t\t\tb1x = m + w / 2\n\t\t\t\t\tbreak\n\t\t\t\t}\n\t\t\t\tcase 'left':\n\t\t\t\tcase 'right': {\n\t\t\t\t\tconst m = (b0y + b1y) / 2\n\t\t\t\t\tconst h = bw / aspectRatio\n\t\t\t\t\tb0y = m - h / 2\n\t\t\t\t\tb1y = m + h / 2\n\t\t\t\t\tbreak\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (flipX) {\n\t\t\tconst t = b1x\n\t\t\tb1x = b0x\n\t\t\tb0x = t\n\t\t}\n\n\t\tif (flipY) {\n\t\t\tconst t = b1y\n\t\t\tb1y = b0y\n\t\t\tb0y = t\n\t\t}\n\n\t\tconst final = new Box(b0x, b0y, Math.abs(b1x - b0x), Math.abs(b1y - b0y))\n\n\t\treturn {\n\t\t\tbox: final,\n\t\t\tscaleX: +((final.width / box.width) * (scaleX > 0 ? 1 : -1)).toFixed(5),\n\t\t\tscaleY: +((final.height / box.height) * (scaleY > 0 ? 1 : -1)).toFixed(5),\n\t\t}\n\t}\n\n\tequals(other: Box | BoxModel) {\n\t\treturn Box.Equals(this, other)\n\t}\n\n\tstatic Equals(a: Box | BoxModel, b: Box | BoxModel) {\n\t\treturn b.x === a.x && b.y === a.y && b.w === a.w && b.h === a.h\n\t}\n\n\tzeroFix() {\n\t\tthis.w = Math.max(1, this.w)\n\t\tthis.h = Math.max(1, this.h)\n\t\treturn this\n\t}\n\n\tstatic ZeroFix(other: Box | BoxModel) {\n\t\treturn new Box(other.x, other.y, Math.max(1, other.w), Math.max(1, other.h))\n\t}\n}\n\n/** @public */\nexport function flipSelectionHandleY(handle: SelectionHandle) {\n\tswitch (handle) {\n\t\tcase 'top':\n\t\t\treturn 'bottom'\n\t\tcase 'bottom':\n\t\t\treturn 'top'\n\t\tcase 'top_left':\n\t\t\treturn 'bottom_left'\n\t\tcase 'top_right':\n\t\t\treturn 'bottom_right'\n\t\tcase 'bottom_left':\n\t\t\treturn 'top_left'\n\t\tcase 'bottom_right':\n\t\t\treturn 'top_right'\n\t\tdefault:\n\t\t\treturn handle\n\t}\n}\n\n/** @public */\nexport function flipSelectionHandleX(handle: SelectionHandle) {\n\tswitch (handle) {\n\t\tcase 'left':\n\t\t\treturn 'right'\n\t\tcase 'right':\n\t\t\treturn 'left'\n\t\tcase 'top_left':\n\t\t\treturn 'top_right'\n\t\tcase 'top_right':\n\t\t\treturn 'top_left'\n\t\tcase 'bottom_left':\n\t\t\treturn 'bottom_right'\n\t\tcase 'bottom_right':\n\t\t\treturn 'bottom_left'\n\t\tdefault:\n\t\t\treturn handle\n\t}\n}\n\nconst ORDERED_SELECTION_HANDLES = [\n\t'top',\n\t'top_right',\n\t'right',\n\t'bottom_right',\n\t'bottom',\n\t'bottom_left',\n\t'left',\n\t'top_left',\n] as const\n\n/** @public */\nexport function rotateSelectionHandle(handle: SelectionHandle, rotation: number): SelectionHandle {\n\t// first find out how many tau we need to rotate by\n\trotation = rotation % PI2\n\tconst numSteps = Math.round(rotation / (PI / 4))\n\n\tconst currentIndex = ORDERED_SELECTION_HANDLES.indexOf(handle)\n\treturn ORDERED_SELECTION_HANDLES[(currentIndex + numSteps) % ORDERED_SELECTION_HANDLES.length]\n}\n\n/** @public */\nexport function isSelectionCorner(selection: string): selection is SelectionCorner {\n\treturn (\n\t\tselection === 'top_left' ||\n\t\tselection === 'top_right' ||\n\t\tselection === 'bottom_right' ||\n\t\tselection === 'bottom_left'\n\t)\n}\n\n/** @public */\nexport const ROTATE_CORNER_TO_SELECTION_CORNER = {\n\ttop_left_rotate: 'top_left',\n\ttop_right_rotate: 'top_right',\n\tbottom_right_rotate: 'bottom_right',\n\tbottom_left_rotate: 'bottom_left',\n\tmobile_rotate: 'top_left',\n} as const\n"],
5
- "mappings": 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+ "sourcesContent": ["import { BoxModel } from '@tldraw/tlschema'\nimport { Vec, VecLike } from './Vec'\nimport { PI, PI2, toPrecision } from './utils'\n\n/** @public */\nexport type BoxLike = BoxModel | Box\n\n/** @public */\nexport type SelectionEdge = 'top' | 'right' | 'bottom' | 'left'\n\n/** @public */\nexport type SelectionCorner = 'top_left' | 'top_right' | 'bottom_right' | 'bottom_left'\n\n/** @public */\nexport type SelectionHandle = SelectionEdge | SelectionCorner\n\n/** @public */\nexport type RotateCorner =\n\t| 'top_left_rotate'\n\t| 'top_right_rotate'\n\t| 'bottom_right_rotate'\n\t| 'bottom_left_rotate'\n\t| 'mobile_rotate'\n\n/** @public */\nexport class Box {\n\tconstructor(x = 0, y = 0, w = 0, h = 0) {\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis.w = w\n\t\tthis.h = h\n\t}\n\n\tx = 0\n\ty = 0\n\tw = 0\n\th = 0\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget point() {\n\t\treturn new Vec(this.x, this.y)\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset point(val: Vec) {\n\t\tthis.x = val.x\n\t\tthis.y = val.y\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget minX() {\n\t\treturn this.x\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset minX(n: number) {\n\t\tthis.x = n\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget left() {\n\t\treturn this.x\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget midX() {\n\t\treturn this.x + this.w / 2\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget maxX() {\n\t\treturn this.x + this.w\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget right() {\n\t\treturn this.x + this.w\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget minY() {\n\t\treturn this.y\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset minY(n: number) {\n\t\tthis.y = n\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget top() {\n\t\treturn this.y\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget midY() {\n\t\treturn this.y + this.h / 2\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget maxY() {\n\t\treturn this.y + this.h\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget bottom() {\n\t\treturn this.y + this.h\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget width() {\n\t\treturn this.w\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset width(n: number) {\n\t\tthis.w = n\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget height() {\n\t\treturn this.h\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset height(n: number) {\n\t\tthis.h = n\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget aspectRatio() {\n\t\treturn this.width / this.height\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget center() {\n\t\treturn new Vec(this.midX, this.midY)\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tset center(v: Vec) {\n\t\tthis.minX = v.x - this.width / 2\n\t\tthis.minY = v.y - this.height / 2\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget corners() {\n\t\treturn [\n\t\t\tnew Vec(this.minX, this.minY),\n\t\t\tnew Vec(this.maxX, this.minY),\n\t\t\tnew Vec(this.maxX, this.maxY),\n\t\t\tnew Vec(this.minX, this.maxY),\n\t\t]\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget cornersAndCenter() {\n\t\treturn [\n\t\t\tnew Vec(this.minX, this.minY),\n\t\t\tnew Vec(this.maxX, this.minY),\n\t\t\tnew Vec(this.maxX, this.maxY),\n\t\t\tnew Vec(this.minX, this.maxY),\n\t\t\tthis.center,\n\t\t]\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget sides(): Array<[Vec, Vec]> {\n\t\tconst { corners } = this\n\t\treturn [\n\t\t\t[corners[0], corners[1]],\n\t\t\t[corners[1], corners[2]],\n\t\t\t[corners[2], corners[3]],\n\t\t\t[corners[3], corners[0]],\n\t\t]\n\t}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget size(): Vec {\n\t\treturn new Vec(this.w, this.h)\n\t}\n\n\ttoFixed() {\n\t\tthis.x = toPrecision(this.x)\n\t\tthis.y = toPrecision(this.y)\n\t\tthis.w = toPrecision(this.w)\n\t\tthis.h = toPrecision(this.h)\n\t\treturn this\n\t}\n\n\tsetTo(B: Box) {\n\t\tthis.x = B.x\n\t\tthis.y = B.y\n\t\tthis.w = B.w\n\t\tthis.h = B.h\n\t\treturn this\n\t}\n\n\tset(x = 0, y = 0, w = 0, h = 0) {\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis.w = w\n\t\tthis.h = h\n\t\treturn this\n\t}\n\n\texpand(A: Box) {\n\t\tconst minX = Math.min(this.minX, A.minX)\n\t\tconst minY = Math.min(this.minY, A.minY)\n\t\tconst maxX = Math.max(this.maxX, A.maxX)\n\t\tconst maxY = Math.max(this.maxY, A.maxY)\n\n\t\tthis.x = minX\n\t\tthis.y = minY\n\t\tthis.w = maxX - minX\n\t\tthis.h = maxY - minY\n\t\treturn this\n\t}\n\n\texpandBy(n: number) {\n\t\tthis.x -= n\n\t\tthis.y -= n\n\t\tthis.w += n * 2\n\t\tthis.h += n * 2\n\t\treturn this\n\t}\n\n\tscale(n: number) {\n\t\tthis.x /= n\n\t\tthis.y /= n\n\t\tthis.w /= n\n\t\tthis.h /= n\n\t\treturn this\n\t}\n\n\tclone() {\n\t\tconst { x, y, w, h } = this\n\t\treturn new Box(x, y, w, h)\n\t}\n\n\ttranslate(delta: VecLike) {\n\t\tthis.x += delta.x\n\t\tthis.y += delta.y\n\t\treturn this\n\t}\n\n\tsnapToGrid(size: number) {\n\t\tconst minX = Math.round(this.minX / size) * size\n\t\tconst minY = Math.round(this.minY / size) * size\n\t\tconst maxX = Math.round(this.maxX / size) * size\n\t\tconst maxY = Math.round(this.maxY / size) * size\n\t\tthis.minX = minX\n\t\tthis.minY = minY\n\t\tthis.width = Math.max(1, maxX - minX)\n\t\tthis.height = Math.max(1, maxY - minY)\n\t}\n\n\tcollides(B: Box) {\n\t\treturn Box.Collides(this, B)\n\t}\n\n\tcontains(B: Box) {\n\t\treturn Box.Contains(this, B)\n\t}\n\n\tincludes(B: Box) {\n\t\treturn Box.Includes(this, B)\n\t}\n\n\tcontainsPoint(V: VecLike, margin = 0) {\n\t\treturn Box.ContainsPoint(this, V, margin)\n\t}\n\n\tgetHandlePoint(handle: SelectionCorner | SelectionEdge) {\n\t\tswitch (handle) {\n\t\t\tcase 'top_left':\n\t\t\t\treturn new Vec(this.minX, this.minY)\n\t\t\tcase 'top_right':\n\t\t\t\treturn new Vec(this.maxX, this.minY)\n\t\t\tcase 'bottom_left':\n\t\t\t\treturn new Vec(this.minX, this.maxY)\n\t\t\tcase 'bottom_right':\n\t\t\t\treturn new Vec(this.maxX, this.maxY)\n\t\t\tcase 'top':\n\t\t\t\treturn new Vec(this.midX, this.minY)\n\t\t\tcase 'right':\n\t\t\t\treturn new Vec(this.maxX, this.midY)\n\t\t\tcase 'bottom':\n\t\t\t\treturn new Vec(this.midX, this.maxY)\n\t\t\tcase 'left':\n\t\t\t\treturn new Vec(this.minX, this.midY)\n\t\t}\n\t}\n\n\ttoJson(): BoxModel {\n\t\treturn { x: this.minX, y: this.minY, w: this.w, h: this.h }\n\t}\n\n\tresize(handle: SelectionCorner | SelectionEdge | string, dx: number, dy: number) {\n\t\tconst { minX: a0x, minY: a0y, maxX: a1x, maxY: a1y } = this\n\t\tlet { minX: b0x, minY: b0y, maxX: b1x, maxY: b1y } = this\n\n\t\t// Use the delta to adjust the new box by changing its corners.\n\t\t// The dragging handle (corner or edge) will determine which\n\t\t// corners should change.\n\t\tswitch (handle) {\n\t\t\tcase 'left':\n\t\t\tcase 'top_left':\n\t\t\tcase 'bottom_left': {\n\t\t\t\tb0x += dx\n\t\t\t\tbreak\n\t\t\t}\n\t\t\tcase 'right':\n\t\t\tcase 'top_right':\n\t\t\tcase 'bottom_right': {\n\t\t\t\tb1x += dx\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t\tswitch (handle) {\n\t\t\tcase 'top':\n\t\t\tcase 'top_left':\n\t\t\tcase 'top_right': {\n\t\t\t\tb0y += dy\n\t\t\t\tbreak\n\t\t\t}\n\t\t\tcase 'bottom':\n\t\t\tcase 'bottom_left':\n\t\t\tcase 'bottom_right': {\n\t\t\t\tb1y += dy\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\n\t\tconst scaleX = (b1x - b0x) / (a1x - a0x)\n\t\tconst scaleY = (b1y - b0y) / (a1y - a0y)\n\n\t\tconst flipX = scaleX < 0\n\t\tconst flipY = scaleY < 0\n\n\t\tif (flipX) {\n\t\t\tconst t = b1x\n\t\t\tb1x = b0x\n\t\t\tb0x = t\n\t\t}\n\n\t\tif (flipY) {\n\t\t\tconst t = b1y\n\t\t\tb1y = b0y\n\t\t\tb0y = t\n\t\t}\n\n\t\tthis.minX = b0x\n\t\tthis.minY = b0y\n\t\tthis.width = Math.abs(b1x - b0x)\n\t\tthis.height = Math.abs(b1y - b0y)\n\t}\n\n\tunion(box: BoxModel) {\n\t\tconst minX = Math.min(this.minX, box.x)\n\t\tconst minY = Math.min(this.minY, box.y)\n\t\tconst maxX = Math.max(this.maxX, box.w + box.x)\n\t\tconst maxY = Math.max(this.maxY, box.h + box.y)\n\n\t\tthis.x = minX\n\t\tthis.y = minY\n\t\tthis.width = maxX - minX\n\t\tthis.height = maxY - minY\n\n\t\treturn this\n\t}\n\n\tstatic From(box: BoxModel) {\n\t\treturn new Box(box.x, box.y, box.w, box.h)\n\t}\n\n\tstatic FromCenter(center: VecLike, size: VecLike) {\n\t\treturn new Box(center.x - size.x / 2, center.y - size.y / 2, size.x, size.y)\n\t}\n\n\tstatic FromPoints(points: VecLike[]) {\n\t\tif (points.length === 0) return new Box()\n\t\tlet minX = Infinity\n\t\tlet minY = Infinity\n\t\tlet maxX = -Infinity\n\t\tlet maxY = -Infinity\n\t\tlet point: VecLike\n\t\tfor (let i = 0, n = points.length; i < n; i++) {\n\t\t\tpoint = points[i]\n\t\t\tminX = Math.min(point.x, minX)\n\t\t\tminY = Math.min(point.y, minY)\n\t\t\tmaxX = Math.max(point.x, maxX)\n\t\t\tmaxY = Math.max(point.y, maxY)\n\t\t}\n\n\t\treturn new Box(minX, minY, maxX - minX, maxY - minY)\n\t}\n\n\tstatic Expand(A: Box, B: Box) {\n\t\tconst minX = Math.min(B.minX, A.minX)\n\t\tconst minY = Math.min(B.minY, A.minY)\n\t\tconst maxX = Math.max(B.maxX, A.maxX)\n\t\tconst maxY = Math.max(B.maxY, A.maxY)\n\n\t\treturn new Box(minX, minY, maxX - minX, maxY - minY)\n\t}\n\n\tstatic ExpandBy(A: Box, n: number) {\n\t\treturn new Box(A.minX - n, A.minY - n, A.width + n * 2, A.height + n * 2)\n\t}\n\n\tstatic Collides(A: Box, B: Box) {\n\t\treturn !(A.maxX < B.minX || A.minX > B.maxX || A.maxY < B.minY || A.minY > B.maxY)\n\t}\n\n\tstatic Contains(A: Box, B: Box) {\n\t\treturn A.minX < B.minX && A.minY < B.minY && A.maxY > B.maxY && A.maxX > B.maxX\n\t}\n\n\tstatic Includes(A: Box, B: Box) {\n\t\treturn Box.Collides(A, B) || Box.Contains(A, B)\n\t}\n\n\tstatic ContainsPoint(A: Box, B: VecLike, margin = 0) {\n\t\treturn !(\n\t\t\tB.x < A.minX - margin ||\n\t\t\tB.y < A.minY - margin ||\n\t\t\tB.x > A.maxX + margin ||\n\t\t\tB.y > A.maxY + margin\n\t\t)\n\t}\n\n\tstatic Common(boxes: Box[]) {\n\t\tlet minX = Infinity\n\t\tlet minY = Infinity\n\t\tlet maxX = -Infinity\n\t\tlet maxY = -Infinity\n\n\t\tfor (let i = 0; i < boxes.length; i++) {\n\t\t\tconst B = boxes[i]\n\t\t\tminX = Math.min(minX, B.minX)\n\t\t\tminY = Math.min(minY, B.minY)\n\t\t\tmaxX = Math.max(maxX, B.maxX)\n\t\t\tmaxY = Math.max(maxY, B.maxY)\n\t\t}\n\n\t\treturn new Box(minX, minY, maxX - minX, maxY - minY)\n\t}\n\n\tstatic Sides(A: Box, inset = 0) {\n\t\tconst { corners } = A\n\t\tif (inset) {\n\t\t\t// TODO: Inset the corners by the inset amount.\n\t\t}\n\n\t\treturn [\n\t\t\t[corners[0], corners[1]],\n\t\t\t[corners[1], corners[2]],\n\t\t\t[corners[2], corners[3]],\n\t\t\t[corners[3], corners[0]],\n\t\t]\n\t}\n\n\tstatic Resize(\n\t\tbox: Box,\n\t\thandle: SelectionCorner | SelectionEdge | string,\n\t\tdx: number,\n\t\tdy: number,\n\t\tisAspectRatioLocked = false\n\t) {\n\t\tconst { minX: a0x, minY: a0y, maxX: a1x, maxY: a1y } = box\n\t\tlet { minX: b0x, minY: b0y, maxX: b1x, maxY: b1y } = box\n\n\t\t// Use the delta to adjust the new box by changing its corners.\n\t\t// The dragging handle (corner or edge) will determine which\n\t\t// corners should change.\n\t\tswitch (handle) {\n\t\t\tcase 'left':\n\t\t\tcase 'top_left':\n\t\t\tcase 'bottom_left': {\n\t\t\t\tb0x += dx\n\t\t\t\tbreak\n\t\t\t}\n\t\t\tcase 'right':\n\t\t\tcase 'top_right':\n\t\t\tcase 'bottom_right': {\n\t\t\t\tb1x += dx\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t\tswitch (handle) {\n\t\t\tcase 'top':\n\t\t\tcase 'top_left':\n\t\t\tcase 'top_right': {\n\t\t\t\tb0y += dy\n\t\t\t\tbreak\n\t\t\t}\n\t\t\tcase 'bottom':\n\t\t\tcase 'bottom_left':\n\t\t\tcase 'bottom_right': {\n\t\t\t\tb1y += dy\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\n\t\tconst scaleX = (b1x - b0x) / (a1x - a0x)\n\t\tconst scaleY = (b1y - b0y) / (a1y - a0y)\n\n\t\tconst flipX = scaleX < 0\n\t\tconst flipY = scaleY < 0\n\n\t\t/*\n 2. 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6
6
  "names": []
7
7
  }
@@ -107,7 +107,7 @@ class Mat {
107
107
  static Scale(x, y, cx, cy) {
108
108
  const scaleMatrix = new Mat(x, 0, 0, y, 0, 0);
109
109
  if (cx === void 0) return scaleMatrix;
110
- return Mat.Compose(Mat.Translate(cx, cy), scaleMatrix, Mat.Translate(-cx, -cy));
110
+ return Mat.Translate(cx, cy).multiply(scaleMatrix).translate(-cx, -cy);
111
111
  }
112
112
  static Multiply(m1, m2) {
113
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  return {
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../src/lib/primitives/Mat.ts"],
4
- "sourcesContent": ["import { Box } from './Box'\nimport { clampRadians, HALF_PI, toDomPrecision } from './utils'\nimport { Vec, VecLike } from './Vec'\n\n/** @public */\nexport type MatLike = MatModel | Mat\n\n/** @public */\nexport interface MatModel {\n\ta: number\n\tb: number\n\tc: number\n\td: number\n\te: number\n\tf: number\n}\n\n// function getIdentity() {\n// return new Mat(1.0, 0.0, 0.0, 1.0, 0.0, 0.0)\n// }\n\n/** @public */\nexport class Mat {\n\tconstructor(a: number, b: number, c: number, d: number, e: number, f: number) {\n\t\tthis.a = a\n\t\tthis.b = b\n\t\tthis.c = c\n\t\tthis.d = d\n\t\tthis.e = e\n\t\tthis.f = f\n\t}\n\n\ta = 1.0\n\tb = 0.0\n\tc = 0.0\n\td = 1.0\n\te = 0.0\n\tf = 0.0\n\n\tequals(m: Mat | MatModel) {\n\t\treturn (\n\t\t\tthis === m ||\n\t\t\t(this.a === m.a &&\n\t\t\t\tthis.b === m.b &&\n\t\t\t\tthis.c === m.c &&\n\t\t\t\tthis.d === m.d &&\n\t\t\t\tthis.e === m.e &&\n\t\t\t\tthis.f === m.f)\n\t\t)\n\t}\n\n\tidentity() {\n\t\tthis.a = 1.0\n\t\tthis.b = 0.0\n\t\tthis.c = 0.0\n\t\tthis.d = 1.0\n\t\tthis.e = 0.0\n\t\tthis.f = 0.0\n\t\treturn this\n\t}\n\n\tmultiply(m: Mat | MatModel) {\n\t\tconst m2: MatModel = m\n\t\tconst { a, b, c, d, e, f } = this\n\t\tthis.a = a * m2.a + c * m2.b\n\t\tthis.c = a * m2.c + c * m2.d\n\t\tthis.e = a * m2.e + c * m2.f + e\n\t\tthis.b = b * m2.a + d * m2.b\n\t\tthis.d = b * m2.c + d * m2.d\n\t\tthis.f = b * m2.e + d * m2.f + f\n\t\treturn this\n\t}\n\n\trotate(r: number, cx?: number, cy?: number) {\n\t\tif (r === 0) return this\n\t\tif (cx === undefined) return this.multiply(Mat.Rotate(r))\n\t\treturn this.translate(cx, cy!).multiply(Mat.Rotate(r)).translate(-cx, -cy!)\n\t}\n\n\ttranslate(x: number, y: number): Mat {\n\t\treturn this.multiply(Mat.Translate(x, y!))\n\t}\n\n\tscale(x: number, y: number) {\n\t\treturn this.multiply(Mat.Scale(x, y))\n\t}\n\n\tinvert() {\n\t\tconst { a, b, c, d, e, f } = this\n\t\tconst denom = a * d - b * c\n\t\tthis.a = d / denom\n\t\tthis.b = b / -denom\n\t\tthis.c = c / -denom\n\t\tthis.d = a / denom\n\t\tthis.e = (d * e - c * f) / -denom\n\t\tthis.f = (b * e - a * f) / denom\n\t\treturn this\n\t}\n\n\tapplyToPoint(point: VecLike) {\n\t\treturn Mat.applyToPoint(this, point)\n\t}\n\n\tapplyToPoints(points: VecLike[]) {\n\t\treturn Mat.applyToPoints(this, points)\n\t}\n\n\trotation() {\n\t\treturn Mat.Rotation(this)\n\t}\n\n\tpoint() {\n\t\treturn Mat.Point(this)\n\t}\n\n\tdecomposed() {\n\t\treturn Mat.Decompose(this)\n\t}\n\n\ttoCssString() {\n\t\treturn Mat.toCssString(this)\n\t}\n\n\tsetTo(model: MatModel) {\n\t\tObject.assign(this, model)\n\t\treturn this\n\t}\n\n\tdecompose() {\n\t\treturn Mat.Decompose(this)\n\t}\n\n\tclone() {\n\t\treturn new Mat(this.a, this.b, this.c, this.d, this.e, this.f)\n\t}\n\n\t/* --------------------- Static --------------------- */\n\n\tstatic Identity() {\n\t\treturn new Mat(1.0, 0.0, 0.0, 1.0, 0.0, 0.0)\n\t}\n\n\tstatic Translate(x: number, y: number) {\n\t\treturn new Mat(1.0, 0.0, 0.0, 1.0, x, y)\n\t}\n\n\tstatic Rotate(r: number, cx?: number, cy?: number) {\n\t\tif (r === 0) return Mat.Identity()\n\n\t\tconst cosAngle = Math.cos(r)\n\t\tconst sinAngle = Math.sin(r)\n\n\t\tconst rotationMatrix = new Mat(cosAngle, sinAngle, -sinAngle, cosAngle, 0.0, 0.0)\n\n\t\tif (cx === undefined) return rotationMatrix\n\n\t\treturn Mat.Compose(Mat.Translate(cx, cy!), rotationMatrix, Mat.Translate(-cx, -cy!))\n\t}\n\n\tstatic Scale(x: number, y: number): MatModel\n\tstatic Scale(x: number, y: number, cx: number, cy: number): MatModel\n\tstatic Scale(x: number, y: number, cx?: number, cy?: number): MatModel {\n\t\tconst scaleMatrix = new Mat(x, 0, 0, y, 0, 0)\n\t\tif (cx === undefined) return scaleMatrix\n\t\treturn Mat.Compose(Mat.Translate(cx, cy!), scaleMatrix, Mat.Translate(-cx, -cy!))\n\t}\n\tstatic Multiply(m1: MatModel, m2: MatModel): MatModel {\n\t\treturn {\n\t\t\ta: m1.a * m2.a + m1.c * m2.b,\n\t\t\tc: m1.a * m2.c + m1.c * m2.d,\n\t\t\te: m1.a * m2.e + m1.c * m2.f + m1.e,\n\t\t\tb: m1.b * m2.a + m1.d * m2.b,\n\t\t\td: m1.b * m2.c + m1.d * m2.d,\n\t\t\tf: m1.b * m2.e + m1.d * m2.f + m1.f,\n\t\t}\n\t}\n\n\tstatic Inverse(m: MatModel): MatModel {\n\t\tconst denom = m.a * m.d - m.b * m.c\n\t\treturn {\n\t\t\ta: m.d / denom,\n\t\t\tb: m.b / -denom,\n\t\t\tc: m.c / -denom,\n\t\t\td: m.a / denom,\n\t\t\te: (m.d * m.e - m.c * m.f) / -denom,\n\t\t\tf: (m.b * m.e - m.a * m.f) / denom,\n\t\t}\n\t}\n\n\tstatic Absolute(m: MatLike): MatModel {\n\t\tconst denom = m.a * m.d - m.b * m.c\n\t\treturn {\n\t\t\ta: m.d / denom,\n\t\t\tb: m.b / -denom,\n\t\t\tc: m.c / -denom,\n\t\t\td: m.a / denom,\n\t\t\te: (m.d * m.e - m.c * m.f) / denom,\n\t\t\tf: (m.b * m.e - m.a * m.f) / -denom,\n\t\t}\n\t}\n\n\tstatic Compose(...matrices: MatLike[]) {\n\t\tconst matrix = Mat.Identity()\n\t\tfor (let i = 0, n = matrices.length; i < n; i++) {\n\t\t\tmatrix.multiply(matrices[i])\n\t\t}\n\t\treturn matrix\n\t}\n\n\tstatic Point(m: MatLike) {\n\t\treturn new Vec(m.e, m.f)\n\t}\n\n\tstatic Rotation(m: MatLike): number {\n\t\tlet rotation\n\n\t\tif (m.a !== 0 || m.c !== 0) {\n\t\t\tconst hypotAc = (m.a * m.a + m.c * m.c) ** 0.5\n\t\t\trotation = Math.acos(m.a / hypotAc) * (m.c > 0 ? -1 : 1)\n\t\t} else if (m.b !== 0 || m.d !== 0) {\n\t\t\tconst hypotBd = (m.b * m.b + m.d * m.d) ** 0.5\n\t\t\trotation = HALF_PI + Math.acos(m.b / hypotBd) * (m.d > 0 ? -1 : 1)\n\t\t} else {\n\t\t\trotation = 0\n\t\t}\n\n\t\treturn clampRadians(rotation)\n\t}\n\n\tstatic Decompose(m: MatLike) {\n\t\tlet scaleX, scaleY, rotation\n\n\t\tif (m.a !== 0 || m.c !== 0) {\n\t\t\tconst hypotAc = (m.a * m.a + m.c * m.c) ** 0.5\n\t\t\tscaleX = hypotAc\n\t\t\tscaleY = (m.a * m.d - m.b * m.c) / hypotAc\n\t\t\trotation = Math.acos(m.a / hypotAc) * (m.c > 0 ? -1 : 1)\n\t\t} else if (m.b !== 0 || m.d !== 0) {\n\t\t\tconst hypotBd = (m.b * m.b + m.d * m.d) ** 0.5\n\t\t\tscaleX = (m.a * m.d - m.b * m.c) / hypotBd\n\t\t\tscaleY = hypotBd\n\t\t\trotation = HALF_PI + Math.acos(m.b / hypotBd) * (m.d > 0 ? -1 : 1)\n\t\t} else {\n\t\t\tscaleX = 0\n\t\t\tscaleY = 0\n\t\t\trotation = 0\n\t\t}\n\n\t\treturn {\n\t\t\tx: m.e,\n\t\t\ty: m.f,\n\t\t\tscaleX,\n\t\t\tscaleY,\n\t\t\trotation: clampRadians(rotation),\n\t\t}\n\t}\n\n\tstatic Smooth(m: MatLike, precision = 10000000000) {\n\t\tm.a = Math.round(m.a * precision) / precision\n\t\tm.b = Math.round(m.b * precision) / precision\n\t\tm.c = Math.round(m.c * precision) / precision\n\t\tm.d = Math.round(m.d * precision) / precision\n\t\tm.e = Math.round(m.e * precision) / precision\n\t\tm.f = Math.round(m.f * precision) / precision\n\t\treturn m\n\t}\n\n\tstatic toCssString(m: MatLike) {\n\t\treturn `matrix(${toDomPrecision(m.a)}, ${toDomPrecision(m.b)}, ${toDomPrecision(\n\t\t\tm.c\n\t\t)}, ${toDomPrecision(m.d)}, ${toDomPrecision(m.e)}, ${toDomPrecision(m.f)})`\n\t}\n\n\tstatic applyToPoint(m: MatLike, point: VecLike) {\n\t\treturn new Vec(\n\t\t\tm.a * point.x + m.c * point.y + m.e,\n\t\t\tm.b * point.x + m.d * point.y + m.f,\n\t\t\tpoint.z\n\t\t)\n\t}\n\n\tstatic applyToXY(m: MatLike, x: number, y: number) {\n\t\treturn [m.a * x + m.c * y + m.e, m.b * x + m.d * y + m.f]\n\t}\n\n\tstatic applyToPoints(m: MatLike, points: VecLike[]): Vec[] {\n\t\treturn points.map(\n\t\t\t(point) =>\n\t\t\t\tnew Vec(m.a * point.x + m.c * point.y + m.e, m.b * point.x + m.d * point.y + m.f, point.z)\n\t\t)\n\t}\n\n\tstatic applyToBounds(m: MatLike, box: Box) {\n\t\treturn new Box(m.e + box.minX, m.f + box.minY, box.width, box.height)\n\t}\n\n\tstatic From(m: MatLike) {\n\t\treturn new Mat(m.a, m.b, m.c, m.d, m.e, m.f)\n\t}\n\n\tstatic Cast(m: MatLike) {\n\t\treturn m instanceof Mat ? m : Mat.From(m)\n\t}\n}\n\n/** @public */\nexport function decomposeMatrix(m: MatLike) {\n\treturn {\n\t\tx: m.e,\n\t\ty: m.f,\n\t\tscaleX: Math.sqrt(m.a * m.a + m.b * m.b),\n\t\tscaleY: Math.sqrt(m.c * m.c + m.d * m.d),\n\t\trotation: Math.atan2(m.b, m.a),\n\t}\n}\n"],
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+ "sourcesContent": ["import { Box } from './Box'\nimport { clampRadians, HALF_PI, toDomPrecision } from './utils'\nimport { Vec, VecLike } from './Vec'\n\n/** @public */\nexport type MatLike = MatModel | Mat\n\n/** @public */\nexport interface MatModel {\n\ta: number\n\tb: number\n\tc: number\n\td: number\n\te: number\n\tf: number\n}\n\n// function getIdentity() {\n// return new Mat(1.0, 0.0, 0.0, 1.0, 0.0, 0.0)\n// }\n\n/** @public */\nexport class Mat {\n\tconstructor(a: number, b: number, c: number, d: number, e: number, f: number) {\n\t\tthis.a = a\n\t\tthis.b = b\n\t\tthis.c = c\n\t\tthis.d = d\n\t\tthis.e = e\n\t\tthis.f = f\n\t}\n\n\ta = 1.0\n\tb = 0.0\n\tc = 0.0\n\td = 1.0\n\te = 0.0\n\tf = 0.0\n\n\tequals(m: Mat | MatModel) {\n\t\treturn (\n\t\t\tthis === m ||\n\t\t\t(this.a === m.a &&\n\t\t\t\tthis.b === m.b &&\n\t\t\t\tthis.c === m.c &&\n\t\t\t\tthis.d === m.d &&\n\t\t\t\tthis.e === m.e &&\n\t\t\t\tthis.f === m.f)\n\t\t)\n\t}\n\n\tidentity() {\n\t\tthis.a = 1.0\n\t\tthis.b = 0.0\n\t\tthis.c = 0.0\n\t\tthis.d = 1.0\n\t\tthis.e = 0.0\n\t\tthis.f = 0.0\n\t\treturn this\n\t}\n\n\tmultiply(m: Mat | MatModel) {\n\t\tconst m2: MatModel = m\n\t\tconst { a, b, c, d, e, f } = this\n\t\tthis.a = a * m2.a + c * m2.b\n\t\tthis.c = a * m2.c + c * m2.d\n\t\tthis.e = a * m2.e + c * m2.f + e\n\t\tthis.b = b * m2.a + d * m2.b\n\t\tthis.d = b * m2.c + d * m2.d\n\t\tthis.f = b * m2.e + d * m2.f + f\n\t\treturn this\n\t}\n\n\trotate(r: number, cx?: number, cy?: number) {\n\t\tif (r === 0) return this\n\t\tif (cx === undefined) return this.multiply(Mat.Rotate(r))\n\t\treturn this.translate(cx, cy!).multiply(Mat.Rotate(r)).translate(-cx, -cy!)\n\t}\n\n\ttranslate(x: number, y: number): Mat {\n\t\treturn this.multiply(Mat.Translate(x, y!))\n\t}\n\n\tscale(x: number, y: number) {\n\t\treturn this.multiply(Mat.Scale(x, y))\n\t}\n\n\tinvert() {\n\t\tconst { a, b, c, d, e, f } = this\n\t\tconst denom = a * d - b * c\n\t\tthis.a = d / denom\n\t\tthis.b = b / -denom\n\t\tthis.c = c / -denom\n\t\tthis.d = a / denom\n\t\tthis.e = (d * e - c * f) / -denom\n\t\tthis.f = (b * e - a * f) / denom\n\t\treturn this\n\t}\n\n\tapplyToPoint(point: VecLike) {\n\t\treturn Mat.applyToPoint(this, point)\n\t}\n\n\tapplyToPoints(points: VecLike[]) {\n\t\treturn Mat.applyToPoints(this, points)\n\t}\n\n\trotation() {\n\t\treturn Mat.Rotation(this)\n\t}\n\n\tpoint() {\n\t\treturn Mat.Point(this)\n\t}\n\n\tdecomposed() {\n\t\treturn Mat.Decompose(this)\n\t}\n\n\ttoCssString() {\n\t\treturn Mat.toCssString(this)\n\t}\n\n\tsetTo(model: MatModel) {\n\t\tObject.assign(this, model)\n\t\treturn this\n\t}\n\n\tdecompose() {\n\t\treturn Mat.Decompose(this)\n\t}\n\n\tclone() {\n\t\treturn new Mat(this.a, this.b, this.c, this.d, this.e, this.f)\n\t}\n\n\t/* --------------------- Static --------------------- */\n\n\tstatic Identity() {\n\t\treturn new Mat(1.0, 0.0, 0.0, 1.0, 0.0, 0.0)\n\t}\n\n\tstatic Translate(x: number, y: number) {\n\t\treturn new Mat(1.0, 0.0, 0.0, 1.0, x, y)\n\t}\n\n\tstatic Rotate(r: number, cx?: number, cy?: number) {\n\t\tif (r === 0) return Mat.Identity()\n\n\t\tconst cosAngle = Math.cos(r)\n\t\tconst sinAngle = Math.sin(r)\n\n\t\tconst rotationMatrix = new Mat(cosAngle, sinAngle, -sinAngle, cosAngle, 0.0, 0.0)\n\n\t\tif (cx === undefined) return rotationMatrix\n\n\t\treturn Mat.Compose(Mat.Translate(cx, cy!), rotationMatrix, Mat.Translate(-cx, -cy!))\n\t}\n\n\tstatic Scale(x: number, y: number): Mat\n\tstatic Scale(x: number, y: number, cx: number, cy: number): Mat\n\tstatic Scale(x: number, y: number, cx?: number, cy?: number): Mat {\n\t\tconst scaleMatrix = new Mat(x, 0, 0, y, 0, 0)\n\t\tif (cx === undefined) return scaleMatrix\n\n\t\treturn Mat.Translate(cx, cy!).multiply(scaleMatrix).translate(-cx, -cy!)\n\t}\n\tstatic Multiply(m1: MatModel, m2: MatModel): MatModel {\n\t\treturn {\n\t\t\ta: m1.a * m2.a + m1.c * m2.b,\n\t\t\tc: m1.a * m2.c + m1.c * m2.d,\n\t\t\te: m1.a * m2.e + m1.c * m2.f + m1.e,\n\t\t\tb: m1.b * m2.a + m1.d * m2.b,\n\t\t\td: m1.b * m2.c + m1.d * m2.d,\n\t\t\tf: m1.b * m2.e + m1.d * m2.f + m1.f,\n\t\t}\n\t}\n\n\tstatic Inverse(m: MatModel): MatModel {\n\t\tconst denom = m.a * m.d - m.b * m.c\n\t\treturn {\n\t\t\ta: m.d / denom,\n\t\t\tb: m.b / -denom,\n\t\t\tc: m.c / -denom,\n\t\t\td: m.a / denom,\n\t\t\te: (m.d * m.e - m.c * m.f) / -denom,\n\t\t\tf: (m.b * m.e - m.a * m.f) / denom,\n\t\t}\n\t}\n\n\tstatic Absolute(m: MatLike): MatModel {\n\t\tconst denom = m.a * m.d - m.b * m.c\n\t\treturn {\n\t\t\ta: m.d / denom,\n\t\t\tb: m.b / -denom,\n\t\t\tc: m.c / -denom,\n\t\t\td: m.a / denom,\n\t\t\te: (m.d * m.e - m.c * m.f) / denom,\n\t\t\tf: (m.b * m.e - m.a * m.f) / -denom,\n\t\t}\n\t}\n\n\tstatic Compose(...matrices: MatLike[]) {\n\t\tconst matrix = Mat.Identity()\n\t\tfor (let i = 0, n = matrices.length; i < n; i++) {\n\t\t\tmatrix.multiply(matrices[i])\n\t\t}\n\t\treturn matrix\n\t}\n\n\tstatic Point(m: MatLike) {\n\t\treturn new Vec(m.e, m.f)\n\t}\n\n\tstatic Rotation(m: MatLike): number {\n\t\tlet rotation\n\n\t\tif (m.a !== 0 || m.c !== 0) {\n\t\t\tconst hypotAc = (m.a * m.a + m.c * m.c) ** 0.5\n\t\t\trotation = Math.acos(m.a / hypotAc) * (m.c > 0 ? -1 : 1)\n\t\t} else if (m.b !== 0 || m.d !== 0) {\n\t\t\tconst hypotBd = (m.b * m.b + m.d * m.d) ** 0.5\n\t\t\trotation = HALF_PI + Math.acos(m.b / hypotBd) * (m.d > 0 ? -1 : 1)\n\t\t} else {\n\t\t\trotation = 0\n\t\t}\n\n\t\treturn clampRadians(rotation)\n\t}\n\n\tstatic Decompose(m: MatLike) {\n\t\tlet scaleX, scaleY, rotation\n\n\t\tif (m.a !== 0 || m.c !== 0) {\n\t\t\tconst hypotAc = (m.a * m.a + m.c * m.c) ** 0.5\n\t\t\tscaleX = hypotAc\n\t\t\tscaleY = (m.a * m.d - m.b * m.c) / hypotAc\n\t\t\trotation = Math.acos(m.a / hypotAc) * (m.c > 0 ? -1 : 1)\n\t\t} else if (m.b !== 0 || m.d !== 0) {\n\t\t\tconst hypotBd = (m.b * m.b + m.d * m.d) ** 0.5\n\t\t\tscaleX = (m.a * m.d - m.b * m.c) / hypotBd\n\t\t\tscaleY = hypotBd\n\t\t\trotation = HALF_PI + Math.acos(m.b / hypotBd) * (m.d > 0 ? -1 : 1)\n\t\t} else {\n\t\t\tscaleX = 0\n\t\t\tscaleY = 0\n\t\t\trotation = 0\n\t\t}\n\n\t\treturn {\n\t\t\tx: m.e,\n\t\t\ty: m.f,\n\t\t\tscaleX,\n\t\t\tscaleY,\n\t\t\trotation: clampRadians(rotation),\n\t\t}\n\t}\n\n\tstatic Smooth(m: MatLike, precision = 10000000000) {\n\t\tm.a = Math.round(m.a * precision) / precision\n\t\tm.b = Math.round(m.b * precision) / precision\n\t\tm.c = Math.round(m.c * precision) / precision\n\t\tm.d = Math.round(m.d * precision) / precision\n\t\tm.e = Math.round(m.e * precision) / precision\n\t\tm.f = Math.round(m.f * precision) / precision\n\t\treturn m\n\t}\n\n\tstatic toCssString(m: MatLike) {\n\t\treturn `matrix(${toDomPrecision(m.a)}, ${toDomPrecision(m.b)}, ${toDomPrecision(\n\t\t\tm.c\n\t\t)}, ${toDomPrecision(m.d)}, ${toDomPrecision(m.e)}, ${toDomPrecision(m.f)})`\n\t}\n\n\tstatic applyToPoint(m: MatLike, point: VecLike) {\n\t\treturn new Vec(\n\t\t\tm.a * point.x + m.c * point.y + m.e,\n\t\t\tm.b * point.x + m.d * point.y + m.f,\n\t\t\tpoint.z\n\t\t)\n\t}\n\n\tstatic applyToXY(m: MatLike, x: number, y: number) {\n\t\treturn [m.a * x + m.c * y + m.e, m.b * x + m.d * y + m.f]\n\t}\n\n\tstatic applyToPoints(m: MatLike, points: VecLike[]): Vec[] {\n\t\treturn points.map(\n\t\t\t(point) =>\n\t\t\t\tnew Vec(m.a * point.x + m.c * point.y + m.e, m.b * point.x + m.d * point.y + m.f, point.z)\n\t\t)\n\t}\n\n\tstatic applyToBounds(m: MatLike, box: Box) {\n\t\treturn new Box(m.e + box.minX, m.f + box.minY, box.width, box.height)\n\t}\n\n\tstatic From(m: MatLike) {\n\t\treturn new Mat(m.a, m.b, m.c, m.d, m.e, m.f)\n\t}\n\n\tstatic Cast(m: MatLike) {\n\t\treturn m instanceof Mat ? m : Mat.From(m)\n\t}\n}\n\n/** @public */\nexport function decomposeMatrix(m: MatLike) {\n\treturn {\n\t\tx: m.e,\n\t\ty: m.f,\n\t\tscaleX: Math.sqrt(m.a * m.a + m.b * m.b),\n\t\tscaleY: Math.sqrt(m.c * m.c + m.d * m.d),\n\t\trotation: Math.atan2(m.b, m.a),\n\t}\n}\n"],
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6
6
  "names": []
7
7
  }
@@ -245,6 +245,10 @@ class Vec {
245
245
  static Dist(A, B) {
246
246
  return ((A.y - B.y) ** 2 + (A.x - B.x) ** 2) ** 0.5;
247
247
  }
248
+ // Get the Manhattan distance between two points.
249
+ static ManhattanDist(A, B) {
250
+ return Math.abs(A.x - B.x) + Math.abs(A.y - B.y);
251
+ }
248
252
  // Get whether a distance between two points is less than a number. This is faster to calulate than using `Vec.Dist(a, b) < n`.
249
253
  static DistMin(A, B, n) {
250
254
  return (A.x - B.x) * (A.x - B.x) + (A.y - B.y) * (A.y - B.y) < n ** 2;
@@ -364,9 +368,25 @@ class Vec {
364
368
  static IsNaN(A) {
365
369
  return isNaN(A.x) || isNaN(A.y);
366
370
  }
371
+ /**
372
+ * Get the angle from position A to position B.
373
+ */
367
374
  static Angle(A, B) {
368
375
  return Math.atan2(B.y - A.y, B.x - A.x);
369
376
  }
377
+ /**
378
+ * Get the angle between vector A and vector B. This will return the smallest angle between the
379
+ * two vectors, between -π and π. The sign indicates direction of angle.
380
+ */
381
+ static AngleBetween(A, B) {
382
+ const p = A.x * B.x + A.y * B.y;
383
+ const n = Math.sqrt(
384
+ (Math.pow(A.x, 2) + Math.pow(A.y, 2)) * (Math.pow(B.x, 2) + Math.pow(B.y, 2))
385
+ );
386
+ const sign = A.x * B.y - A.y * B.x < 0 ? -1 : 1;
387
+ const angle = sign * Math.acos(p / n);
388
+ return angle;
389
+ }
370
390
  /**
371
391
  * Linearly interpolate between two points.
372
392
  * @param A - The first point.