@tldraw/editor 3.13.0-canary.c0afd1f5aa1e → 3.13.0-canary.c3ce2eeb1729

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Files changed (116) hide show
  1. package/dist-cjs/index.d.ts +99 -97
  2. package/dist-cjs/index.js +22 -7
  3. package/dist-cjs/index.js.map +2 -2
  4. package/dist-cjs/lib/components/default-components/DefaultCanvas.js +6 -10
  5. package/dist-cjs/lib/components/default-components/DefaultCanvas.js.map +2 -2
  6. package/dist-cjs/lib/editor/Editor.js +16 -64
  7. package/dist-cjs/lib/editor/Editor.js.map +2 -2
  8. package/dist-cjs/lib/editor/managers/SnapManager/HandleSnaps.js.map +2 -2
  9. package/dist-cjs/lib/editor/shapes/ShapeUtil.js +1 -1
  10. package/dist-cjs/lib/editor/shapes/ShapeUtil.js.map +2 -2
  11. package/dist-cjs/lib/editor/shapes/group/GroupShapeUtil.js +3 -0
  12. package/dist-cjs/lib/editor/shapes/group/GroupShapeUtil.js.map +2 -2
  13. package/dist-cjs/lib/editor/shapes/shared/getPerfectDashProps.js.map +2 -2
  14. package/dist-cjs/lib/hooks/useEditorComponents.js +2 -1
  15. package/dist-cjs/lib/hooks/useEditorComponents.js.map +2 -2
  16. package/dist-cjs/lib/primitives/Box.js +0 -16
  17. package/dist-cjs/lib/primitives/Box.js.map +2 -2
  18. package/dist-cjs/lib/primitives/Mat.js +1 -1
  19. package/dist-cjs/lib/primitives/Mat.js.map +2 -2
  20. package/dist-cjs/lib/primitives/Vec.js +0 -20
  21. package/dist-cjs/lib/primitives/Vec.js.map +2 -2
  22. package/dist-cjs/lib/primitives/geometry/Arc2d.js +2 -2
  23. package/dist-cjs/lib/primitives/geometry/Arc2d.js.map +2 -2
  24. package/dist-cjs/lib/primitives/geometry/Circle2d.js +1 -1
  25. package/dist-cjs/lib/primitives/geometry/Circle2d.js.map +2 -2
  26. package/dist-cjs/lib/primitives/geometry/CubicBezier2d.js +1 -1
  27. package/dist-cjs/lib/primitives/geometry/CubicBezier2d.js.map +2 -2
  28. package/dist-cjs/lib/primitives/geometry/CubicSpline2d.js.map +2 -2
  29. package/dist-cjs/lib/primitives/geometry/Edge2d.js +1 -1
  30. package/dist-cjs/lib/primitives/geometry/Edge2d.js.map +2 -2
  31. package/dist-cjs/lib/primitives/geometry/Ellipse2d.js.map +2 -2
  32. package/dist-cjs/lib/primitives/geometry/Geometry2d.js +20 -91
  33. package/dist-cjs/lib/primitives/geometry/Geometry2d.js.map +2 -2
  34. package/dist-cjs/lib/primitives/geometry/Group2d.js +2 -55
  35. package/dist-cjs/lib/primitives/geometry/Group2d.js.map +2 -2
  36. package/dist-cjs/lib/primitives/geometry/Point2d.js.map +2 -2
  37. package/dist-cjs/lib/primitives/geometry/Polyline2d.js.map +2 -2
  38. package/dist-cjs/lib/primitives/geometry/Stadium2d.js.map +2 -2
  39. package/dist-cjs/lib/utils/debug-flags.js +2 -5
  40. package/dist-cjs/lib/utils/debug-flags.js.map +2 -2
  41. package/dist-cjs/version.js +3 -3
  42. package/dist-cjs/version.js.map +1 -1
  43. package/dist-esm/index.d.mts +99 -97
  44. package/dist-esm/index.mjs +41 -9
  45. package/dist-esm/index.mjs.map +2 -2
  46. package/dist-esm/lib/components/default-components/DefaultCanvas.mjs +6 -10
  47. package/dist-esm/lib/components/default-components/DefaultCanvas.mjs.map +2 -2
  48. package/dist-esm/lib/editor/Editor.mjs +16 -64
  49. package/dist-esm/lib/editor/Editor.mjs.map +2 -2
  50. package/dist-esm/lib/editor/managers/SnapManager/HandleSnaps.mjs.map +2 -2
  51. package/dist-esm/lib/editor/shapes/ShapeUtil.mjs +1 -1
  52. package/dist-esm/lib/editor/shapes/ShapeUtil.mjs.map +2 -2
  53. package/dist-esm/lib/editor/shapes/group/GroupShapeUtil.mjs +3 -0
  54. package/dist-esm/lib/editor/shapes/group/GroupShapeUtil.mjs.map +2 -2
  55. package/dist-esm/lib/editor/shapes/shared/getPerfectDashProps.mjs.map +2 -2
  56. package/dist-esm/lib/hooks/useEditorComponents.mjs +4 -1
  57. package/dist-esm/lib/hooks/useEditorComponents.mjs.map +2 -2
  58. package/dist-esm/lib/primitives/Box.mjs +0 -16
  59. package/dist-esm/lib/primitives/Box.mjs.map +2 -2
  60. package/dist-esm/lib/primitives/Mat.mjs +1 -1
  61. package/dist-esm/lib/primitives/Mat.mjs.map +2 -2
  62. package/dist-esm/lib/primitives/Vec.mjs +0 -20
  63. package/dist-esm/lib/primitives/Vec.mjs.map +2 -2
  64. package/dist-esm/lib/primitives/geometry/Arc2d.mjs +2 -2
  65. package/dist-esm/lib/primitives/geometry/Arc2d.mjs.map +2 -2
  66. package/dist-esm/lib/primitives/geometry/Circle2d.mjs +1 -1
  67. package/dist-esm/lib/primitives/geometry/Circle2d.mjs.map +2 -2
  68. package/dist-esm/lib/primitives/geometry/CubicBezier2d.mjs +1 -1
  69. package/dist-esm/lib/primitives/geometry/CubicBezier2d.mjs.map +2 -2
  70. package/dist-esm/lib/primitives/geometry/CubicSpline2d.mjs.map +2 -2
  71. package/dist-esm/lib/primitives/geometry/Edge2d.mjs +1 -1
  72. package/dist-esm/lib/primitives/geometry/Edge2d.mjs.map +2 -2
  73. package/dist-esm/lib/primitives/geometry/Ellipse2d.mjs.map +2 -2
  74. package/dist-esm/lib/primitives/geometry/Geometry2d.mjs +21 -92
  75. package/dist-esm/lib/primitives/geometry/Geometry2d.mjs.map +2 -2
  76. package/dist-esm/lib/primitives/geometry/Group2d.mjs +2 -55
  77. package/dist-esm/lib/primitives/geometry/Group2d.mjs.map +2 -2
  78. package/dist-esm/lib/primitives/geometry/Point2d.mjs.map +2 -2
  79. package/dist-esm/lib/primitives/geometry/Polyline2d.mjs.map +2 -2
  80. package/dist-esm/lib/primitives/geometry/Stadium2d.mjs.map +2 -2
  81. package/dist-esm/lib/utils/debug-flags.mjs +2 -5
  82. package/dist-esm/lib/utils/debug-flags.mjs.map +2 -2
  83. package/dist-esm/version.mjs +3 -3
  84. package/dist-esm/version.mjs.map +1 -1
  85. package/editor.css +4 -32
  86. package/package.json +7 -7
  87. package/src/index.ts +31 -16
  88. package/src/lib/components/default-components/DefaultCanvas.tsx +6 -11
  89. package/src/lib/editor/Editor.test.ts +1 -1
  90. package/src/lib/editor/Editor.ts +16 -75
  91. package/src/lib/editor/managers/SnapManager/HandleSnaps.ts +1 -0
  92. package/src/lib/editor/shapes/ShapeUtil.ts +2 -10
  93. package/src/lib/editor/shapes/group/GroupShapeUtil.tsx +4 -0
  94. package/src/lib/editor/shapes/shared/getPerfectDashProps.ts +9 -9
  95. package/src/lib/hooks/useEditorComponents.tsx +5 -2
  96. package/src/lib/primitives/Box.ts +0 -20
  97. package/src/lib/primitives/Mat.ts +4 -5
  98. package/src/lib/primitives/Vec.ts +0 -23
  99. package/src/lib/primitives/geometry/Arc2d.ts +5 -5
  100. package/src/lib/primitives/geometry/Circle2d.ts +4 -4
  101. package/src/lib/primitives/geometry/CubicBezier2d.ts +4 -4
  102. package/src/lib/primitives/geometry/CubicSpline2d.ts +3 -3
  103. package/src/lib/primitives/geometry/Edge2d.ts +3 -3
  104. package/src/lib/primitives/geometry/Ellipse2d.ts +3 -3
  105. package/src/lib/primitives/geometry/Geometry2d.ts +35 -123
  106. package/src/lib/primitives/geometry/Group2d.ts +7 -70
  107. package/src/lib/primitives/geometry/Point2d.ts +2 -2
  108. package/src/lib/primitives/geometry/Polyline2d.ts +3 -3
  109. package/src/lib/primitives/geometry/Stadium2d.ts +3 -3
  110. package/src/lib/test/currentToolIdMask.test.ts +1 -1
  111. package/src/lib/test/user.test.ts +1 -1
  112. package/src/lib/utils/debug-flags.ts +2 -7
  113. package/src/lib/utils/sync/LocalIndexedDb.test.ts +1 -1
  114. package/src/lib/utils/sync/TLLocalSyncClient.test.ts +1 -1
  115. package/src/version.ts +3 -3
  116. package/src/lib/primitives/geometry/Geometry2d.test.ts +0 -42
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../../src/lib/primitives/Mat.ts"],
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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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- "mappings": 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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): 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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6
6
  "names": []
7
7
  }
@@ -268,10 +268,6 @@ class Vec {
268
268
  static Dist(A, B) {
269
269
  return ((A.y - B.y) ** 2 + (A.x - B.x) ** 2) ** 0.5;
270
270
  }
271
- // Get the Manhattan distance between two points.
272
- static ManhattanDist(A, B) {
273
- return Math.abs(A.x - B.x) + Math.abs(A.y - B.y);
274
- }
275
271
  // Get whether a distance between two points is less than a number. This is faster to calulate than using `Vec.Dist(a, b) < n`.
276
272
  static DistMin(A, B, n) {
277
273
  return (A.x - B.x) * (A.x - B.x) + (A.y - B.y) * (A.y - B.y) < n ** 2;
@@ -391,25 +387,9 @@ class Vec {
391
387
  static IsNaN(A) {
392
388
  return isNaN(A.x) || isNaN(A.y);
393
389
  }
394
- /**
395
- * Get the angle from position A to position B.
396
- */
397
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  static Angle(A, B) {
398
391
  return Math.atan2(B.y - A.y, B.x - A.x);
399
392
  }
400
- /**
401
- * Get the angle between vector A and vector B. This will return the smallest angle between the
402
- * two vectors, between -π and π. The sign indicates direction of angle.
403
- */
404
- static AngleBetween(A, B) {
405
- const p = A.x * B.x + A.y * B.y;
406
- const n = Math.sqrt(
407
- (Math.pow(A.x, 2) + Math.pow(A.y, 2)) * (Math.pow(B.x, 2) + Math.pow(B.y, 2))
408
- );
409
- const sign = A.x * B.y - A.y * B.x < 0 ? -1 : 1;
410
- const angle = sign * Math.acos(p / n);
411
- return angle;
412
- }
413
393
  /**
414
394
  * Linearly interpolate between two points.
415
395
  * @param A - The first point.
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../src/lib/primitives/Vec.ts"],
4
- "sourcesContent": ["import { VecModel } from '@tldraw/tlschema'\nimport { EASINGS } from './easings'\nimport { toFixed } from './utils'\n\n/** @public */\nexport type VecLike = Vec | VecModel\n\n/** @public */\nexport class Vec {\n\tconstructor(\n\t\tpublic x = 0,\n\t\tpublic y = 0,\n\t\tpublic z = 1\n\t) {}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget pressure() {\n\t\treturn this.z\n\t}\n\n\tset(x = this.x, y = this.y, z = this.z) {\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis.z = z\n\t\treturn this\n\t}\n\n\tsetTo({ x = 0, y = 0, z = 1 }: VecLike) {\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis.z = z\n\t\treturn this\n\t}\n\n\trot(r: number) {\n\t\tif (r === 0) return this\n\t\tconst { x, y } = this\n\t\tconst s = Math.sin(r)\n\t\tconst c = Math.cos(r)\n\t\tthis.x = x * c - y * s\n\t\tthis.y = x * s + y * c\n\t\treturn this\n\t}\n\n\trotWith(C: VecLike, r: number) {\n\t\tif (r === 0) return this\n\t\tconst x = this.x - C.x\n\t\tconst y = this.y - C.y\n\t\tconst s = Math.sin(r)\n\t\tconst c = Math.cos(r)\n\t\tthis.x = C.x + (x * c - y * s)\n\t\tthis.y = C.y + (x * s + y * c)\n\t\treturn this\n\t}\n\n\tclone(): Vec {\n\t\tconst { x, y, z } = this\n\t\treturn new Vec(x, y, z)\n\t}\n\n\tsub(V: VecLike) {\n\t\tthis.x -= V.x\n\t\tthis.y -= V.y\n\t\treturn this\n\t}\n\n\tsubXY(x: number, y: number) {\n\t\tthis.x -= x\n\t\tthis.y -= y\n\t\treturn this\n\t}\n\n\tsubScalar(n: number) {\n\t\tthis.x -= n\n\t\tthis.y -= n\n\t\t// this.z -= n\n\n\t\treturn this\n\t}\n\n\tadd(V: VecLike) {\n\t\tthis.x += V.x\n\t\tthis.y += V.y\n\t\treturn this\n\t}\n\n\taddXY(x: number, y: number) {\n\t\tthis.x += x\n\t\tthis.y += y\n\t\treturn this\n\t}\n\n\taddScalar(n: number) {\n\t\tthis.x += n\n\t\tthis.y += n\n\t\t// this.z += n\n\n\t\treturn this\n\t}\n\n\tclamp(min: number, max?: number) {\n\t\tthis.x = Math.max(this.x, min)\n\t\tthis.y = Math.max(this.y, min)\n\t\tif (max !== undefined) {\n\t\t\tthis.x = Math.min(this.x, max)\n\t\t\tthis.y = Math.min(this.y, max)\n\t\t}\n\t\treturn this\n\t}\n\n\tdiv(t: number) {\n\t\tthis.x /= t\n\t\tthis.y /= t\n\t\t// this.z /= t\n\t\treturn this\n\t}\n\n\tdivV(V: VecLike) {\n\t\tthis.x /= V.x\n\t\tthis.y /= V.y\n\t\t// this.z /= V.z\n\t\treturn this\n\t}\n\n\tmul(t: number) {\n\t\tthis.x *= t\n\t\tthis.y *= t\n\t\t// this.z *= t\n\t\treturn this\n\t}\n\n\tmulV(V: VecLike) {\n\t\tthis.x *= V.x\n\t\tthis.y *= V.y\n\t\t// this.z *= V.z\n\t\treturn this\n\t}\n\n\tabs() {\n\t\tthis.x = Math.abs(this.x)\n\t\tthis.y = Math.abs(this.y)\n\t\treturn this\n\t}\n\n\tnudge(B: VecLike, distance: number) {\n\t\tconst tan = Vec.Tan(B, this)\n\t\treturn this.add(tan.mul(distance))\n\t}\n\n\tneg() {\n\t\tthis.x *= -1\n\t\tthis.y *= -1\n\t\t// this.z *= -1\n\t\treturn this\n\t}\n\n\tcross(V: VecLike) {\n\t\tthis.x = this.y * V.z! - this.z * V.y\n\t\tthis.y = this.z * V.x - this.x * V.z!\n\t\t// this.z = this.x * V.y - this.y * V.x\n\t\treturn this\n\t}\n\n\tdpr(V: VecLike): number {\n\t\treturn Vec.Dpr(this, V)\n\t}\n\n\tcpr(V: VecLike) {\n\t\treturn Vec.Cpr(this, V)\n\t}\n\n\tlen2(): number {\n\t\treturn Vec.Len2(this)\n\t}\n\n\tlen(): number {\n\t\treturn Vec.Len(this)\n\t}\n\n\tpry(V: VecLike): number {\n\t\treturn Vec.Pry(this, V)\n\t}\n\n\tper() {\n\t\tconst { x, y } = this\n\t\tthis.x = y\n\t\tthis.y = -x\n\t\treturn this\n\t}\n\n\tuni() {\n\t\treturn Vec.Uni(this)\n\t}\n\n\ttan(V: VecLike): Vec {\n\t\treturn Vec.Tan(this, V)\n\t}\n\n\tdist(V: VecLike): number {\n\t\treturn Vec.Dist(this, V)\n\t}\n\n\tdistanceToLineSegment(A: VecLike, B: VecLike): number {\n\t\treturn Vec.DistanceToLineSegment(A, B, this)\n\t}\n\n\tslope(B: VecLike): number {\n\t\treturn Vec.Slope(this, B)\n\t}\n\n\tsnapToGrid(gridSize: number) {\n\t\tthis.x = Math.round(this.x / gridSize) * gridSize\n\t\tthis.y = Math.round(this.y / gridSize) * gridSize\n\t\treturn this\n\t}\n\n\tangle(B: VecLike): number {\n\t\treturn Vec.Angle(this, B)\n\t}\n\n\ttoAngle() {\n\t\treturn Vec.ToAngle(this)\n\t}\n\n\tlrp(B: VecLike, t: number): Vec {\n\t\tthis.x = this.x + (B.x - this.x) * t\n\t\tthis.y = this.y + (B.y - this.y) * t\n\t\treturn this\n\t}\n\n\tequals(B: VecLike) {\n\t\treturn Vec.Equals(this, B)\n\t}\n\n\tequalsXY(x: number, y: number) {\n\t\treturn Vec.EqualsXY(this, x, y)\n\t}\n\n\tnorm() {\n\t\tconst l = this.len()\n\t\tthis.x = l === 0 ? 0 : this.x / l\n\t\tthis.y = l === 0 ? 0 : this.y / l\n\t\treturn this\n\t}\n\n\ttoFixed() {\n\t\treturn Vec.ToFixed(this)\n\t}\n\n\ttoString() {\n\t\treturn Vec.ToString(Vec.ToFixed(this))\n\t}\n\n\ttoJson(): VecModel {\n\t\treturn Vec.ToJson(this)\n\t}\n\n\ttoArray(): number[] {\n\t\treturn Vec.ToArray(this)\n\t}\n\n\tstatic Add(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(A.x + B.x, A.y + B.y)\n\t}\n\n\tstatic AddXY(A: VecLike, x: number, y: number): Vec {\n\t\treturn new Vec(A.x + x, A.y + y)\n\t}\n\n\tstatic Sub(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(A.x - B.x, A.y - B.y)\n\t}\n\n\tstatic SubXY(A: VecLike, x: number, y: number): Vec {\n\t\treturn new Vec(A.x - x, A.y - y)\n\t}\n\n\tstatic AddScalar(A: VecLike, n: number): Vec {\n\t\treturn new Vec(A.x + n, A.y + n)\n\t}\n\n\tstatic SubScalar(A: VecLike, n: number): Vec {\n\t\treturn new Vec(A.x - n, A.y - n)\n\t}\n\n\tstatic Div(A: VecLike, t: number): Vec {\n\t\treturn new Vec(A.x / t, A.y / t)\n\t}\n\n\tstatic Mul(A: VecLike, t: number): Vec {\n\t\treturn new Vec(A.x * t, A.y * t)\n\t}\n\n\tstatic DivV(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(A.x / B.x, A.y / B.y)\n\t}\n\n\tstatic MulV(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(A.x * B.x, A.y * B.y)\n\t}\n\n\tstatic Neg(A: VecLike): Vec {\n\t\treturn new Vec(-A.x, -A.y)\n\t}\n\n\t/**\n\t * Get the perpendicular vector to A.\n\t */\n\tstatic Per(A: VecLike): Vec {\n\t\treturn new Vec(A.y, -A.x)\n\t}\n\n\tstatic Abs(A: VecLike): Vec {\n\t\treturn new Vec(Math.abs(A.x), Math.abs(A.y))\n\t}\n\n\t// Get the distance between two points.\n\tstatic Dist(A: VecLike, B: VecLike): number {\n\t\treturn ((A.y - B.y) ** 2 + (A.x - B.x) ** 2) ** 0.5\n\t}\n\n\t// Get the Manhattan distance between two points.\n\tstatic ManhattanDist(A: VecLike, B: VecLike): number {\n\t\treturn Math.abs(A.x - B.x) + Math.abs(A.y - B.y)\n\t}\n\n\t// Get whether a distance between two points is less than a number. This is faster to calulate than using `Vec.Dist(a, b) < n`.\n\tstatic DistMin(A: VecLike, B: VecLike, n: number): boolean {\n\t\treturn (A.x - B.x) * (A.x - B.x) + (A.y - B.y) * (A.y - B.y) < n ** 2\n\t}\n\n\t// Get the squared distance between two points. This is faster to calculate (no square root) so useful for \"minimum distance\" checks where the actual measurement does not matter.\n\tstatic Dist2(A: VecLike, B: VecLike): number {\n\t\treturn (A.x - B.x) * (A.x - B.x) + (A.y - B.y) * (A.y - B.y)\n\t}\n\n\t/**\n\t * Dot product of two vectors which is used to calculate the angle between them.\n\t */\n\tstatic Dpr(A: VecLike, B: VecLike): number {\n\t\treturn A.x * B.x + A.y * B.y\n\t}\n\n\tstatic Cross(A: VecLike, V: VecLike) {\n\t\treturn new Vec(\n\t\t\tA.y * V.z! - A.z! * V.y,\n\t\t\tA.z! * V.x - A.x * V.z!\n\t\t\t// A.z = A.x * V.y - A.y * V.x\n\t\t)\n\t}\n\n\t/**\n\t * Cross product of two vectors which is used to calculate the area of a parallelogram.\n\t */\n\tstatic Cpr(A: VecLike, B: VecLike) {\n\t\treturn A.x * B.y - B.x * A.y\n\t}\n\n\tstatic Len2(A: VecLike): number {\n\t\treturn A.x * A.x + A.y * A.y\n\t}\n\n\tstatic Len(A: VecLike): number {\n\t\treturn (A.x * A.x + A.y * A.y) ** 0.5\n\t}\n\n\t/**\n\t * Get the projection of A onto B.\n\t */\n\tstatic Pry(A: VecLike, B: VecLike): number {\n\t\treturn Vec.Dpr(A, B) / Vec.Len(B)\n\t}\n\n\t/**\n\t * Get the unit vector of A.\n\t */\n\tstatic Uni(A: VecLike) {\n\t\treturn Vec.Div(A, Vec.Len(A))\n\t}\n\n\tstatic Tan(A: VecLike, B: VecLike): Vec {\n\t\treturn Vec.Uni(Vec.Sub(A, B))\n\t}\n\n\tstatic Min(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(Math.min(A.x, B.x), Math.min(A.y, B.y))\n\t}\n\n\tstatic Max(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(Math.max(A.x, B.x), Math.max(A.y, B.y))\n\t}\n\n\tstatic From({ x, y, z = 1 }: VecModel) {\n\t\treturn new Vec(x, y, z)\n\t}\n\n\tstatic FromArray(v: number[]): Vec {\n\t\treturn new Vec(v[0], v[1])\n\t}\n\n\tstatic Rot(A: VecLike, r = 0): Vec {\n\t\tconst s = Math.sin(r)\n\t\tconst c = Math.cos(r)\n\t\treturn new Vec(A.x * c - A.y * s, A.x * s + A.y * c)\n\t}\n\n\tstatic RotWith(A: VecLike, C: VecLike, r: number): Vec {\n\t\tconst x = A.x - C.x\n\t\tconst y = A.y - C.y\n\t\tconst s = Math.sin(r)\n\t\tconst c = Math.cos(r)\n\t\treturn new Vec(C.x + (x * c - y * s), C.y + (x * s + y * c))\n\t}\n\n\t/**\n\t * Get the nearest point on a line with a known unit vector that passes through point A\n\t *\n\t * ```ts\n\t * Vec.nearestPointOnLineThroughPoint(A, u, Point)\n\t * ```\n\t *\n\t * @param A - Any point on the line\n\t * @param u - The unit vector for the line.\n\t * @param P - A point not on the line to test.\n\t */\n\tstatic NearestPointOnLineThroughPoint(A: VecLike, u: VecLike, P: VecLike): Vec {\n\t\treturn Vec.Mul(u, Vec.Sub(P, A).pry(u)).add(A)\n\t}\n\n\tstatic NearestPointOnLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp = true): Vec {\n\t\tif (Vec.Equals(A, P)) return Vec.From(P)\n\t\tif (Vec.Equals(B, P)) return Vec.From(P)\n\n\t\tconst u = Vec.Tan(B, A)\n\t\tconst C = Vec.Add(A, Vec.Mul(u, Vec.Sub(P, A).pry(u)))\n\n\t\tif (clamp) {\n\t\t\tif (C.x < Math.min(A.x, B.x)) return Vec.Cast(A.x < B.x ? A : B)\n\t\t\tif (C.x > Math.max(A.x, B.x)) return Vec.Cast(A.x > B.x ? A : B)\n\t\t\tif (C.y < Math.min(A.y, B.y)) return Vec.Cast(A.y < B.y ? A : B)\n\t\t\tif (C.y > Math.max(A.y, B.y)) return Vec.Cast(A.y > B.y ? A : B)\n\t\t}\n\n\t\treturn C\n\t}\n\n\tstatic DistanceToLineThroughPoint(A: VecLike, u: VecLike, P: VecLike): number {\n\t\treturn Vec.Dist(P, Vec.NearestPointOnLineThroughPoint(A, u, P))\n\t}\n\n\tstatic DistanceToLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp = true): number {\n\t\treturn Vec.Dist(P, Vec.NearestPointOnLineSegment(A, B, P, clamp))\n\t}\n\n\tstatic Snap(A: VecLike, step = 1) {\n\t\treturn new Vec(Math.round(A.x / step) * step, Math.round(A.y / step) * step)\n\t}\n\n\tstatic Cast(A: VecLike): Vec {\n\t\tif (A instanceof Vec) return A\n\t\treturn Vec.From(A)\n\t}\n\n\tstatic Slope(A: VecLike, B: VecLike): number {\n\t\tif (A.x === B.y) return NaN\n\t\treturn (A.y - B.y) / (A.x - B.x)\n\t}\n\n\tstatic IsNaN(A: VecLike): boolean {\n\t\treturn isNaN(A.x) || isNaN(A.y)\n\t}\n\n\t/**\n\t * Get the angle from position A to position B.\n\t */\n\tstatic Angle(A: VecLike, B: VecLike): number {\n\t\treturn Math.atan2(B.y - A.y, B.x - A.x)\n\t}\n\n\t/**\n\t * Get the angle between vector A and vector B. This will return the smallest angle between the\n\t * two vectors, between -\u03C0 and \u03C0. The sign indicates direction of angle.\n\t */\n\tstatic AngleBetween(A: VecLike, B: VecLike): number {\n\t\tconst p = A.x * B.x + A.y * B.y\n\t\tconst n = Math.sqrt(\n\t\t\t(Math.pow(A.x, 2) + Math.pow(A.y, 2)) * (Math.pow(B.x, 2) + Math.pow(B.y, 2))\n\t\t)\n\t\tconst sign = A.x * B.y - A.y * B.x < 0 ? -1 : 1\n\t\tconst angle = sign * Math.acos(p / n)\n\n\t\treturn angle\n\t}\n\n\t/**\n\t * Linearly interpolate between two points.\n\t * @param A - The first point.\n\t * @param B - The second point.\n\t * @param t - The interpolation value between 0 and 1.\n\t * @returns The interpolated point.\n\t */\n\tstatic Lrp(A: VecLike, B: VecLike, t: number): Vec {\n\t\treturn Vec.Sub(B, A).mul(t).add(A)\n\t}\n\n\tstatic Med(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec((A.x + B.x) / 2, (A.y + B.y) / 2)\n\t}\n\n\tstatic Equals(A: VecLike, B: VecLike): boolean {\n\t\treturn Math.abs(A.x - B.x) < 0.0001 && Math.abs(A.y - B.y) < 0.0001\n\t}\n\n\tstatic EqualsXY(A: VecLike, x: number, y: number): boolean {\n\t\treturn A.x === x && A.y === y\n\t}\n\n\tstatic Clockwise(A: VecLike, B: VecLike, C: VecLike): boolean {\n\t\treturn (C.x - A.x) * (B.y - A.y) - (B.x - A.x) * (C.y - A.y) < 0\n\t}\n\n\tstatic Rescale(A: VecLike, n: number) {\n\t\tconst l = Vec.Len(A)\n\t\treturn new Vec((n * A.x) / l, (n * A.y) / l)\n\t}\n\n\tstatic ScaleWithOrigin(A: VecLike, scale: number, origin: VecLike) {\n\t\treturn Vec.Sub(A, origin).mul(scale).add(origin)\n\t}\n\n\tstatic ToFixed(A: VecLike) {\n\t\treturn new Vec(toFixed(A.x), toFixed(A.y))\n\t}\n\n\tstatic ToInt(A: VecLike) {\n\t\treturn new Vec(\n\t\t\tparseInt(A.x.toFixed(0)),\n\t\t\tparseInt(A.y.toFixed(0)),\n\t\t\tparseInt((A.z ?? 0).toFixed(0))\n\t\t)\n\t}\n\n\tstatic ToCss(A: VecLike) {\n\t\treturn `${A.x},${A.y}`\n\t}\n\n\tstatic Nudge(A: VecLike, B: VecLike, distance: number) {\n\t\treturn Vec.Add(A, Vec.Tan(B, A).mul(distance))\n\t}\n\n\tstatic ToString(A: VecLike) {\n\t\treturn `${A.x}, ${A.y}`\n\t}\n\n\tstatic ToAngle(A: VecLike) {\n\t\tlet r = Math.atan2(A.y, A.x)\n\t\tif (r < 0) r += Math.PI * 2\n\n\t\treturn r\n\t}\n\n\tstatic FromAngle(r: number, length = 1) {\n\t\treturn new Vec(Math.cos(r) * length, Math.sin(r) * length)\n\t}\n\n\tstatic ToArray(A: VecLike) {\n\t\treturn [A.x, A.y, A.z!]\n\t}\n\n\tstatic ToJson(A: VecLike) {\n\t\tconst { x, y, z } = A\n\t\treturn { x, y, z }\n\t}\n\n\tstatic Average(arr: VecLike[]) {\n\t\tconst len = arr.length\n\t\tconst avg = new Vec(0, 0)\n\t\tif (len === 0) {\n\t\t\treturn avg\n\t\t}\n\t\tfor (let i = 0; i < len; i++) {\n\t\t\tavg.add(arr[i])\n\t\t}\n\t\treturn avg.div(len)\n\t}\n\n\tstatic Clamp(A: Vec, min: number, max?: number) {\n\t\tif (max === undefined) {\n\t\t\treturn new Vec(Math.min(Math.max(A.x, min)), Math.min(Math.max(A.y, min)))\n\t\t}\n\n\t\treturn new Vec(Math.min(Math.max(A.x, min), max), Math.min(Math.max(A.y, min), max))\n\t}\n\n\t/**\n\t * Get an array of points (with simulated pressure) between two points.\n\t *\n\t * @param A - The first point.\n\t * @param B - The second point.\n\t * @param steps - The number of points to return.\n\t */\n\tstatic PointsBetween(A: VecModel, B: VecModel, steps = 6): Vec[] {\n\t\tconst results: Vec[] = []\n\n\t\tfor (let i = 0; i < steps; i++) {\n\t\t\tconst t = EASINGS.easeInQuad(i / (steps - 1))\n\t\t\tconst point = Vec.Lrp(A, B, t)\n\t\t\tpoint.z = Math.min(1, 0.5 + Math.abs(0.5 - ease(t)) * 0.65)\n\t\t\tresults.push(point)\n\t\t}\n\n\t\treturn results\n\t}\n\n\tstatic SnapToGrid(A: VecLike, gridSize = 8) {\n\t\treturn new Vec(Math.round(A.x / gridSize) * gridSize, Math.round(A.y / gridSize) * gridSize)\n\t}\n}\n\nconst ease = (t: number) => (t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t)\n"],
5
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4
+ "sourcesContent": ["import { VecModel } from '@tldraw/tlschema'\nimport { EASINGS } from './easings'\nimport { toFixed } from './utils'\n\n/** @public */\nexport type VecLike = Vec | VecModel\n\n/** @public */\nexport class Vec {\n\tconstructor(\n\t\tpublic x = 0,\n\t\tpublic y = 0,\n\t\tpublic z = 1\n\t) {}\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget pressure() {\n\t\treturn this.z\n\t}\n\n\tset(x = this.x, y = this.y, z = this.z) {\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis.z = z\n\t\treturn this\n\t}\n\n\tsetTo({ x = 0, y = 0, z = 1 }: VecLike) {\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis.z = z\n\t\treturn this\n\t}\n\n\trot(r: number) {\n\t\tif (r === 0) return this\n\t\tconst { x, y } = this\n\t\tconst s = Math.sin(r)\n\t\tconst c = Math.cos(r)\n\t\tthis.x = x * c - y * s\n\t\tthis.y = x * s + y * c\n\t\treturn this\n\t}\n\n\trotWith(C: VecLike, r: number) {\n\t\tif (r === 0) return this\n\t\tconst x = this.x - C.x\n\t\tconst y = this.y - C.y\n\t\tconst s = Math.sin(r)\n\t\tconst c = Math.cos(r)\n\t\tthis.x = C.x + (x * c - y * s)\n\t\tthis.y = C.y + (x * s + y * c)\n\t\treturn this\n\t}\n\n\tclone(): Vec {\n\t\tconst { x, y, z } = this\n\t\treturn new Vec(x, y, z)\n\t}\n\n\tsub(V: VecLike) {\n\t\tthis.x -= V.x\n\t\tthis.y -= V.y\n\t\treturn this\n\t}\n\n\tsubXY(x: number, y: number) {\n\t\tthis.x -= x\n\t\tthis.y -= y\n\t\treturn this\n\t}\n\n\tsubScalar(n: number) {\n\t\tthis.x -= n\n\t\tthis.y -= n\n\t\t// this.z -= n\n\n\t\treturn this\n\t}\n\n\tadd(V: VecLike) {\n\t\tthis.x += V.x\n\t\tthis.y += V.y\n\t\treturn this\n\t}\n\n\taddXY(x: number, y: number) {\n\t\tthis.x += x\n\t\tthis.y += y\n\t\treturn this\n\t}\n\n\taddScalar(n: number) {\n\t\tthis.x += n\n\t\tthis.y += n\n\t\t// this.z += n\n\n\t\treturn this\n\t}\n\n\tclamp(min: number, max?: number) {\n\t\tthis.x = Math.max(this.x, min)\n\t\tthis.y = Math.max(this.y, min)\n\t\tif (max !== undefined) {\n\t\t\tthis.x = Math.min(this.x, max)\n\t\t\tthis.y = Math.min(this.y, max)\n\t\t}\n\t\treturn this\n\t}\n\n\tdiv(t: number) {\n\t\tthis.x /= t\n\t\tthis.y /= t\n\t\t// this.z /= t\n\t\treturn this\n\t}\n\n\tdivV(V: VecLike) {\n\t\tthis.x /= V.x\n\t\tthis.y /= V.y\n\t\t// this.z /= V.z\n\t\treturn this\n\t}\n\n\tmul(t: number) {\n\t\tthis.x *= t\n\t\tthis.y *= t\n\t\t// this.z *= t\n\t\treturn this\n\t}\n\n\tmulV(V: VecLike) {\n\t\tthis.x *= V.x\n\t\tthis.y *= V.y\n\t\t// this.z *= V.z\n\t\treturn this\n\t}\n\n\tabs() {\n\t\tthis.x = Math.abs(this.x)\n\t\tthis.y = Math.abs(this.y)\n\t\treturn this\n\t}\n\n\tnudge(B: VecLike, distance: number) {\n\t\tconst tan = Vec.Tan(B, this)\n\t\treturn this.add(tan.mul(distance))\n\t}\n\n\tneg() {\n\t\tthis.x *= -1\n\t\tthis.y *= -1\n\t\t// this.z *= -1\n\t\treturn this\n\t}\n\n\tcross(V: VecLike) {\n\t\tthis.x = this.y * V.z! - this.z * V.y\n\t\tthis.y = this.z * V.x - this.x * V.z!\n\t\t// this.z = this.x * V.y - this.y * V.x\n\t\treturn this\n\t}\n\n\tdpr(V: VecLike): number {\n\t\treturn Vec.Dpr(this, V)\n\t}\n\n\tcpr(V: VecLike) {\n\t\treturn Vec.Cpr(this, V)\n\t}\n\n\tlen2(): number {\n\t\treturn Vec.Len2(this)\n\t}\n\n\tlen(): number {\n\t\treturn Vec.Len(this)\n\t}\n\n\tpry(V: VecLike): number {\n\t\treturn Vec.Pry(this, V)\n\t}\n\n\tper() {\n\t\tconst { x, y } = this\n\t\tthis.x = y\n\t\tthis.y = -x\n\t\treturn this\n\t}\n\n\tuni() {\n\t\treturn Vec.Uni(this)\n\t}\n\n\ttan(V: VecLike): Vec {\n\t\treturn Vec.Tan(this, V)\n\t}\n\n\tdist(V: VecLike): number {\n\t\treturn Vec.Dist(this, V)\n\t}\n\n\tdistanceToLineSegment(A: VecLike, B: VecLike): number {\n\t\treturn Vec.DistanceToLineSegment(A, B, this)\n\t}\n\n\tslope(B: VecLike): number {\n\t\treturn Vec.Slope(this, B)\n\t}\n\n\tsnapToGrid(gridSize: number) {\n\t\tthis.x = Math.round(this.x / gridSize) * gridSize\n\t\tthis.y = Math.round(this.y / gridSize) * gridSize\n\t\treturn this\n\t}\n\n\tangle(B: VecLike): number {\n\t\treturn Vec.Angle(this, B)\n\t}\n\n\ttoAngle() {\n\t\treturn Vec.ToAngle(this)\n\t}\n\n\tlrp(B: VecLike, t: number): Vec {\n\t\tthis.x = this.x + (B.x - this.x) * t\n\t\tthis.y = this.y + (B.y - this.y) * t\n\t\treturn this\n\t}\n\n\tequals(B: VecLike) {\n\t\treturn Vec.Equals(this, B)\n\t}\n\n\tequalsXY(x: number, y: number) {\n\t\treturn Vec.EqualsXY(this, x, y)\n\t}\n\n\tnorm() {\n\t\tconst l = this.len()\n\t\tthis.x = l === 0 ? 0 : this.x / l\n\t\tthis.y = l === 0 ? 0 : this.y / l\n\t\treturn this\n\t}\n\n\ttoFixed() {\n\t\treturn Vec.ToFixed(this)\n\t}\n\n\ttoString() {\n\t\treturn Vec.ToString(Vec.ToFixed(this))\n\t}\n\n\ttoJson(): VecModel {\n\t\treturn Vec.ToJson(this)\n\t}\n\n\ttoArray(): number[] {\n\t\treturn Vec.ToArray(this)\n\t}\n\n\tstatic Add(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(A.x + B.x, A.y + B.y)\n\t}\n\n\tstatic AddXY(A: VecLike, x: number, y: number): Vec {\n\t\treturn new Vec(A.x + x, A.y + y)\n\t}\n\n\tstatic Sub(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(A.x - B.x, A.y - B.y)\n\t}\n\n\tstatic SubXY(A: VecLike, x: number, y: number): Vec {\n\t\treturn new Vec(A.x - x, A.y - y)\n\t}\n\n\tstatic AddScalar(A: VecLike, n: number): Vec {\n\t\treturn new Vec(A.x + n, A.y + n)\n\t}\n\n\tstatic SubScalar(A: VecLike, n: number): Vec {\n\t\treturn new Vec(A.x - n, A.y - n)\n\t}\n\n\tstatic Div(A: VecLike, t: number): Vec {\n\t\treturn new Vec(A.x / t, A.y / t)\n\t}\n\n\tstatic Mul(A: VecLike, t: number): Vec {\n\t\treturn new Vec(A.x * t, A.y * t)\n\t}\n\n\tstatic DivV(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(A.x / B.x, A.y / B.y)\n\t}\n\n\tstatic MulV(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(A.x * B.x, A.y * B.y)\n\t}\n\n\tstatic Neg(A: VecLike): Vec {\n\t\treturn new Vec(-A.x, -A.y)\n\t}\n\n\t/**\n\t * Get the perpendicular vector to A.\n\t */\n\tstatic Per(A: VecLike): Vec {\n\t\treturn new Vec(A.y, -A.x)\n\t}\n\n\tstatic Abs(A: VecLike): Vec {\n\t\treturn new Vec(Math.abs(A.x), Math.abs(A.y))\n\t}\n\n\t// Get the distance between two points.\n\tstatic Dist(A: VecLike, B: VecLike): number {\n\t\treturn ((A.y - B.y) ** 2 + (A.x - B.x) ** 2) ** 0.5\n\t}\n\n\t// Get whether a distance between two points is less than a number. This is faster to calulate than using `Vec.Dist(a, b) < n`.\n\tstatic DistMin(A: VecLike, B: VecLike, n: number): boolean {\n\t\treturn (A.x - B.x) * (A.x - B.x) + (A.y - B.y) * (A.y - B.y) < n ** 2\n\t}\n\n\t// Get the squared distance between two points. This is faster to calculate (no square root) so useful for \"minimum distance\" checks where the actual measurement does not matter.\n\tstatic Dist2(A: VecLike, B: VecLike): number {\n\t\treturn (A.x - B.x) * (A.x - B.x) + (A.y - B.y) * (A.y - B.y)\n\t}\n\n\t/**\n\t * Dot product of two vectors which is used to calculate the angle between them.\n\t */\n\tstatic Dpr(A: VecLike, B: VecLike): number {\n\t\treturn A.x * B.x + A.y * B.y\n\t}\n\n\tstatic Cross(A: VecLike, V: VecLike) {\n\t\treturn new Vec(\n\t\t\tA.y * V.z! - A.z! * V.y,\n\t\t\tA.z! * V.x - A.x * V.z!\n\t\t\t// A.z = A.x * V.y - A.y * V.x\n\t\t)\n\t}\n\n\t/**\n\t * Cross product of two vectors which is used to calculate the area of a parallelogram.\n\t */\n\tstatic Cpr(A: VecLike, B: VecLike) {\n\t\treturn A.x * B.y - B.x * A.y\n\t}\n\n\tstatic Len2(A: VecLike): number {\n\t\treturn A.x * A.x + A.y * A.y\n\t}\n\n\tstatic Len(A: VecLike): number {\n\t\treturn (A.x * A.x + A.y * A.y) ** 0.5\n\t}\n\n\t/**\n\t * Get the projection of A onto B.\n\t */\n\tstatic Pry(A: VecLike, B: VecLike): number {\n\t\treturn Vec.Dpr(A, B) / Vec.Len(B)\n\t}\n\n\t/**\n\t * Get the unit vector of A.\n\t */\n\tstatic Uni(A: VecLike) {\n\t\treturn Vec.Div(A, Vec.Len(A))\n\t}\n\n\tstatic Tan(A: VecLike, B: VecLike): Vec {\n\t\treturn Vec.Uni(Vec.Sub(A, B))\n\t}\n\n\tstatic Min(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(Math.min(A.x, B.x), Math.min(A.y, B.y))\n\t}\n\n\tstatic Max(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec(Math.max(A.x, B.x), Math.max(A.y, B.y))\n\t}\n\n\tstatic From({ x, y, z = 1 }: VecModel) {\n\t\treturn new Vec(x, y, z)\n\t}\n\n\tstatic FromArray(v: number[]): Vec {\n\t\treturn new Vec(v[0], v[1])\n\t}\n\n\tstatic Rot(A: VecLike, r = 0): Vec {\n\t\tconst s = Math.sin(r)\n\t\tconst c = Math.cos(r)\n\t\treturn new Vec(A.x * c - A.y * s, A.x * s + A.y * c)\n\t}\n\n\tstatic RotWith(A: VecLike, C: VecLike, r: number): Vec {\n\t\tconst x = A.x - C.x\n\t\tconst y = A.y - C.y\n\t\tconst s = Math.sin(r)\n\t\tconst c = Math.cos(r)\n\t\treturn new Vec(C.x + (x * c - y * s), C.y + (x * s + y * c))\n\t}\n\n\t/**\n\t * Get the nearest point on a line with a known unit vector that passes through point A\n\t *\n\t * ```ts\n\t * Vec.nearestPointOnLineThroughPoint(A, u, Point)\n\t * ```\n\t *\n\t * @param A - Any point on the line\n\t * @param u - The unit vector for the line.\n\t * @param P - A point not on the line to test.\n\t */\n\tstatic NearestPointOnLineThroughPoint(A: VecLike, u: VecLike, P: VecLike): Vec {\n\t\treturn Vec.Mul(u, Vec.Sub(P, A).pry(u)).add(A)\n\t}\n\n\tstatic NearestPointOnLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp = true): Vec {\n\t\tif (Vec.Equals(A, P)) return Vec.From(P)\n\t\tif (Vec.Equals(B, P)) return Vec.From(P)\n\n\t\tconst u = Vec.Tan(B, A)\n\t\tconst C = Vec.Add(A, Vec.Mul(u, Vec.Sub(P, A).pry(u)))\n\n\t\tif (clamp) {\n\t\t\tif (C.x < Math.min(A.x, B.x)) return Vec.Cast(A.x < B.x ? A : B)\n\t\t\tif (C.x > Math.max(A.x, B.x)) return Vec.Cast(A.x > B.x ? A : B)\n\t\t\tif (C.y < Math.min(A.y, B.y)) return Vec.Cast(A.y < B.y ? A : B)\n\t\t\tif (C.y > Math.max(A.y, B.y)) return Vec.Cast(A.y > B.y ? A : B)\n\t\t}\n\n\t\treturn C\n\t}\n\n\tstatic DistanceToLineThroughPoint(A: VecLike, u: VecLike, P: VecLike): number {\n\t\treturn Vec.Dist(P, Vec.NearestPointOnLineThroughPoint(A, u, P))\n\t}\n\n\tstatic DistanceToLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp = true): number {\n\t\treturn Vec.Dist(P, Vec.NearestPointOnLineSegment(A, B, P, clamp))\n\t}\n\n\tstatic Snap(A: VecLike, step = 1) {\n\t\treturn new Vec(Math.round(A.x / step) * step, Math.round(A.y / step) * step)\n\t}\n\n\tstatic Cast(A: VecLike): Vec {\n\t\tif (A instanceof Vec) return A\n\t\treturn Vec.From(A)\n\t}\n\n\tstatic Slope(A: VecLike, B: VecLike): number {\n\t\tif (A.x === B.y) return NaN\n\t\treturn (A.y - B.y) / (A.x - B.x)\n\t}\n\n\tstatic IsNaN(A: VecLike): boolean {\n\t\treturn isNaN(A.x) || isNaN(A.y)\n\t}\n\n\tstatic Angle(A: VecLike, B: VecLike): number {\n\t\treturn Math.atan2(B.y - A.y, B.x - A.x)\n\t}\n\n\t/**\n\t * Linearly interpolate between two points.\n\t * @param A - The first point.\n\t * @param B - The second point.\n\t * @param t - The interpolation value between 0 and 1.\n\t * @returns The interpolated point.\n\t */\n\tstatic Lrp(A: VecLike, B: VecLike, t: number): Vec {\n\t\treturn Vec.Sub(B, A).mul(t).add(A)\n\t}\n\n\tstatic Med(A: VecLike, B: VecLike): Vec {\n\t\treturn new Vec((A.x + B.x) / 2, (A.y + B.y) / 2)\n\t}\n\n\tstatic Equals(A: VecLike, B: VecLike): boolean {\n\t\treturn Math.abs(A.x - B.x) < 0.0001 && Math.abs(A.y - B.y) < 0.0001\n\t}\n\n\tstatic EqualsXY(A: VecLike, x: number, y: number): boolean {\n\t\treturn A.x === x && A.y === y\n\t}\n\n\tstatic Clockwise(A: VecLike, B: VecLike, C: VecLike): boolean {\n\t\treturn (C.x - A.x) * (B.y - A.y) - (B.x - A.x) * (C.y - A.y) < 0\n\t}\n\n\tstatic Rescale(A: VecLike, n: number) {\n\t\tconst l = Vec.Len(A)\n\t\treturn new Vec((n * A.x) / l, (n * A.y) / l)\n\t}\n\n\tstatic ScaleWithOrigin(A: VecLike, scale: number, origin: VecLike) {\n\t\treturn Vec.Sub(A, origin).mul(scale).add(origin)\n\t}\n\n\tstatic ToFixed(A: VecLike) {\n\t\treturn new Vec(toFixed(A.x), toFixed(A.y))\n\t}\n\n\tstatic ToInt(A: VecLike) {\n\t\treturn new Vec(\n\t\t\tparseInt(A.x.toFixed(0)),\n\t\t\tparseInt(A.y.toFixed(0)),\n\t\t\tparseInt((A.z ?? 0).toFixed(0))\n\t\t)\n\t}\n\n\tstatic ToCss(A: VecLike) {\n\t\treturn `${A.x},${A.y}`\n\t}\n\n\tstatic Nudge(A: VecLike, B: VecLike, distance: number) {\n\t\treturn Vec.Add(A, Vec.Tan(B, A).mul(distance))\n\t}\n\n\tstatic ToString(A: VecLike) {\n\t\treturn `${A.x}, ${A.y}`\n\t}\n\n\tstatic ToAngle(A: VecLike) {\n\t\tlet r = Math.atan2(A.y, A.x)\n\t\tif (r < 0) r += Math.PI * 2\n\n\t\treturn r\n\t}\n\n\tstatic FromAngle(r: number, length = 1) {\n\t\treturn new Vec(Math.cos(r) * length, Math.sin(r) * length)\n\t}\n\n\tstatic ToArray(A: VecLike) {\n\t\treturn [A.x, A.y, A.z!]\n\t}\n\n\tstatic ToJson(A: VecLike) {\n\t\tconst { x, y, z } = A\n\t\treturn { x, y, z }\n\t}\n\n\tstatic Average(arr: VecLike[]) {\n\t\tconst len = arr.length\n\t\tconst avg = new Vec(0, 0)\n\t\tif (len === 0) {\n\t\t\treturn avg\n\t\t}\n\t\tfor (let i = 0; i < len; i++) {\n\t\t\tavg.add(arr[i])\n\t\t}\n\t\treturn avg.div(len)\n\t}\n\n\tstatic Clamp(A: Vec, min: number, max?: number) {\n\t\tif (max === undefined) {\n\t\t\treturn new Vec(Math.min(Math.max(A.x, min)), Math.min(Math.max(A.y, min)))\n\t\t}\n\n\t\treturn new Vec(Math.min(Math.max(A.x, min), max), Math.min(Math.max(A.y, min), max))\n\t}\n\n\t/**\n\t * Get an array of points (with simulated pressure) between two points.\n\t *\n\t * @param A - The first point.\n\t * @param B - The second point.\n\t * @param steps - The number of points to return.\n\t */\n\tstatic PointsBetween(A: VecModel, B: VecModel, steps = 6): Vec[] {\n\t\tconst results: Vec[] = []\n\n\t\tfor (let i = 0; i < steps; i++) {\n\t\t\tconst t = EASINGS.easeInQuad(i / (steps - 1))\n\t\t\tconst point = Vec.Lrp(A, B, t)\n\t\t\tpoint.z = Math.min(1, 0.5 + Math.abs(0.5 - ease(t)) * 0.65)\n\t\t\tresults.push(point)\n\t\t}\n\n\t\treturn results\n\t}\n\n\tstatic SnapToGrid(A: VecLike, gridSize = 8) {\n\t\treturn new Vec(Math.round(A.x / gridSize) * gridSize, Math.round(A.y / gridSize) * gridSize)\n\t}\n}\n\nconst ease = (t: number) => (t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t)\n"],
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6
6
  "names": []
7
7
  }
@@ -55,7 +55,7 @@ class Arc2d extends import_Geometry2d.Geometry2d {
55
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  const t = (0, import_utils.getPointInArcT)(measure, angleStart, angleEnd, _center.angle(point));
56
56
  if (t <= 0) return A;
57
57
  if (t >= 1) return B;
58
- const P = import_Vec.Vec.Sub(point, _center).uni().mul(radius).add(_center);
58
+ const P = _center.clone().add(point.clone().sub(_center).uni().mul(radius));
59
59
  let nearest;
60
60
  let dist = Infinity;
61
61
  let d;
@@ -93,7 +93,7 @@ class Arc2d extends import_Geometry2d.Geometry2d {
93
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  return `${first ? `M${start.toFixed()}` : ``} A${radius} ${radius} 0 ${largeArcFlag} ${sweepFlag} ${end.toFixed()}`;
94
94
  }
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95
  getLength() {
96
- return Math.abs(this.measure * this.radius);
96
+ return this.measure * this.radius;
97
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  }
98
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  }
99
99
  //# sourceMappingURL=Arc2d.js.map
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../src/lib/primitives/geometry/Arc2d.ts"],
4
- "sourcesContent": ["import { Vec, VecLike } from '../Vec'\nimport { intersectLineSegmentCircle } from '../intersect'\nimport { getArcMeasure, getPointInArcT, getPointOnCircle } from '../utils'\nimport { Geometry2d, Geometry2dOptions } from './Geometry2d'\nimport { getVerticesCountForLength } from './geometry-constants'\n\n/** @public */\nexport class Arc2d extends Geometry2d {\n\t_center: Vec\n\tradius: number\n\tstart: Vec\n\tend: Vec\n\tlargeArcFlag: number\n\tsweepFlag: number\n\n\tmeasure: number\n\tangleStart: number\n\tangleEnd: number\n\n\tconstructor(\n\t\tconfig: Omit<Geometry2dOptions, 'isFilled' | 'isClosed'> & {\n\t\t\tcenter: Vec\n\t\t\tstart: Vec\n\t\t\tend: Vec\n\t\t\tsweepFlag: number\n\t\t\tlargeArcFlag: number\n\t\t}\n\t) {\n\t\tsuper({ ...config, isFilled: false, isClosed: false })\n\t\tconst { center, sweepFlag, largeArcFlag, start, end } = config\n\t\tif (start.equals(end)) throw Error(`Arc must have different start and end points.`)\n\n\t\t// ensure that the start and end are clockwise\n\t\tthis.angleStart = Vec.Angle(center, start)\n\t\tthis.angleEnd = Vec.Angle(center, end)\n\t\tthis.radius = Vec.Dist(center, start)\n\t\tthis.measure = getArcMeasure(this.angleStart, this.angleEnd, sweepFlag, largeArcFlag)\n\n\t\tthis.start = start\n\t\tthis.end = end\n\n\t\tthis.sweepFlag = sweepFlag\n\t\tthis.largeArcFlag = largeArcFlag\n\t\tthis._center = center\n\t}\n\n\tnearestPoint(point: VecLike): Vec {\n\t\tconst { _center, measure, radius, angleEnd, angleStart, start: A, end: B } = this\n\t\tconst t = getPointInArcT(measure, angleStart, angleEnd, _center.angle(point))\n\t\tif (t <= 0) return A\n\t\tif (t >= 1) return B\n\n\t\t// Get the point (P) on the arc, then pick the nearest of A, B, and P\n\t\tconst P = Vec.Sub(point, _center).uni().mul(radius).add(_center)\n\n\t\tlet nearest: Vec | undefined\n\t\tlet dist = Infinity\n\t\tlet d: number\n\t\tfor (const p of [A, B, P]) {\n\t\t\td = Vec.Dist2(point, p)\n\t\t\tif (d < dist) {\n\t\t\t\tnearest = p\n\t\t\t\tdist = d\n\t\t\t}\n\t\t}\n\t\tif (!nearest) throw Error('nearest point not found')\n\t\treturn nearest\n\t}\n\n\thitTestLineSegment(A: VecLike, B: VecLike): boolean {\n\t\tconst { _center, radius, measure, angleStart, angleEnd } = this\n\t\tconst intersection = intersectLineSegmentCircle(A, B, _center, radius)\n\t\tif (intersection === null) return false\n\n\t\treturn intersection.some((p) => {\n\t\t\tconst result = getPointInArcT(measure, angleStart, angleEnd, _center.angle(p))\n\t\t\treturn result >= 0 && result <= 1\n\t\t})\n\t}\n\n\tgetVertices(): Vec[] {\n\t\tconst { _center, measure, length, radius, angleStart } = this\n\t\tconst vertices: Vec[] = []\n\t\tfor (let i = 0, n = getVerticesCountForLength(Math.abs(length)); i < n + 1; i++) {\n\t\t\tconst t = (i / n) * measure\n\t\t\tconst angle = angleStart + t\n\t\t\tvertices.push(getPointOnCircle(_center, radius, angle))\n\t\t}\n\t\treturn vertices\n\t}\n\n\tgetSvgPathData(first = true) {\n\t\tconst { start, end, radius, largeArcFlag, sweepFlag } = this\n\t\treturn `${first ? `M${start.toFixed()}` : ``} A${radius} ${radius} 0 ${largeArcFlag} ${sweepFlag} ${end.toFixed()}`\n\t}\n\n\toverride getLength() {\n\t\treturn Math.abs(this.measure * this.radius)\n\t}\n}\n"],
5
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4
+ "sourcesContent": ["import { Vec } from '../Vec'\nimport { intersectLineSegmentCircle } from '../intersect'\nimport { getArcMeasure, getPointInArcT, getPointOnCircle } from '../utils'\nimport { Geometry2d, Geometry2dOptions } from './Geometry2d'\nimport { getVerticesCountForLength } from './geometry-constants'\n\n/** @public */\nexport class Arc2d extends Geometry2d {\n\t_center: Vec\n\tradius: number\n\tstart: Vec\n\tend: Vec\n\tlargeArcFlag: number\n\tsweepFlag: number\n\n\tmeasure: number\n\tangleStart: number\n\tangleEnd: number\n\n\tconstructor(\n\t\tconfig: Omit<Geometry2dOptions, 'isFilled' | 'isClosed'> & {\n\t\t\tcenter: Vec\n\t\t\tstart: Vec\n\t\t\tend: Vec\n\t\t\tsweepFlag: number\n\t\t\tlargeArcFlag: number\n\t\t}\n\t) {\n\t\tsuper({ ...config, isFilled: false, isClosed: false })\n\t\tconst { center, sweepFlag, largeArcFlag, start, end } = config\n\t\tif (start.equals(end)) throw Error(`Arc must have different start and end points.`)\n\n\t\t// ensure that the start and end are clockwise\n\t\tthis.angleStart = Vec.Angle(center, start)\n\t\tthis.angleEnd = Vec.Angle(center, end)\n\t\tthis.radius = Vec.Dist(center, start)\n\t\tthis.measure = getArcMeasure(this.angleStart, this.angleEnd, sweepFlag, largeArcFlag)\n\n\t\tthis.start = start\n\t\tthis.end = end\n\n\t\tthis.sweepFlag = sweepFlag\n\t\tthis.largeArcFlag = largeArcFlag\n\t\tthis._center = center\n\t}\n\n\tnearestPoint(point: Vec): Vec {\n\t\tconst { _center, measure, radius, angleEnd, angleStart, start: A, end: B } = this\n\t\tconst t = getPointInArcT(measure, angleStart, angleEnd, _center.angle(point))\n\t\tif (t <= 0) return A\n\t\tif (t >= 1) return B\n\n\t\t// Get the point (P) on the arc, then pick the nearest of A, B, and P\n\t\tconst P = _center.clone().add(point.clone().sub(_center).uni().mul(radius))\n\n\t\tlet nearest: Vec | undefined\n\t\tlet dist = Infinity\n\t\tlet d: number\n\t\tfor (const p of [A, B, P]) {\n\t\t\td = Vec.Dist2(point, p)\n\t\t\tif (d < dist) {\n\t\t\t\tnearest = p\n\t\t\t\tdist = d\n\t\t\t}\n\t\t}\n\t\tif (!nearest) throw Error('nearest point not found')\n\t\treturn nearest\n\t}\n\n\thitTestLineSegment(A: Vec, B: Vec): boolean {\n\t\tconst { _center, radius, measure, angleStart, angleEnd } = this\n\t\tconst intersection = intersectLineSegmentCircle(A, B, _center, radius)\n\t\tif (intersection === null) return false\n\n\t\treturn intersection.some((p) => {\n\t\t\tconst result = getPointInArcT(measure, angleStart, angleEnd, _center.angle(p))\n\t\t\treturn result >= 0 && result <= 1\n\t\t})\n\t}\n\n\tgetVertices(): Vec[] {\n\t\tconst { _center, measure, length, radius, angleStart } = this\n\t\tconst vertices: Vec[] = []\n\t\tfor (let i = 0, n = getVerticesCountForLength(Math.abs(length)); i < n + 1; i++) {\n\t\t\tconst t = (i / n) * measure\n\t\t\tconst angle = angleStart + t\n\t\t\tvertices.push(getPointOnCircle(_center, radius, angle))\n\t\t}\n\t\treturn vertices\n\t}\n\n\tgetSvgPathData(first = true) {\n\t\tconst { start, end, radius, largeArcFlag, sweepFlag } = this\n\t\treturn `${first ? `M${start.toFixed()}` : ``} A${radius} ${radius} 0 ${largeArcFlag} ${sweepFlag} ${end.toFixed()}`\n\t}\n\n\toverride getLength() {\n\t\treturn this.measure * this.radius\n\t}\n}\n"],
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6
6
  "names": []
7
7
  }
@@ -57,7 +57,7 @@ class Circle2d extends import_Geometry2d.Geometry2d {
57
57
  nearestPoint(point) {
58
58
  const { _center, radius } = this;
59
59
  if (_center.equals(point)) return import_Vec.Vec.AddXY(_center, radius, 0);
60
- return import_Vec.Vec.Sub(point, _center).uni().mul(radius).add(_center);
60
+ return _center.clone().add(point.clone().sub(_center).uni().mul(radius));
61
61
  }
62
62
  hitTestLineSegment(A, B, distance = 0) {
63
63
  const { _center, radius } = this;
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../src/lib/primitives/geometry/Circle2d.ts"],
4
- "sourcesContent": ["import { Box } from '../Box'\nimport { Vec, VecLike } from '../Vec'\nimport { intersectLineSegmentCircle } from '../intersect'\nimport { PI2, getPointOnCircle } from '../utils'\nimport { Geometry2d, Geometry2dOptions } from './Geometry2d'\nimport { getVerticesCountForLength } from './geometry-constants'\n\n/** @public */\nexport class Circle2d extends Geometry2d {\n\t_center: Vec\n\tradius: number\n\tx: number\n\ty: number\n\n\tconstructor(\n\t\tpublic config: Omit<Geometry2dOptions, 'isClosed'> & {\n\t\t\tx?: number\n\t\t\ty?: number\n\t\t\tradius: number\n\t\t\tisFilled: boolean\n\t\t}\n\t) {\n\t\tsuper({ isClosed: true, ...config })\n\t\tconst { x = 0, y = 0, radius } = config\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis._center = new Vec(radius + x, radius + y)\n\t\tthis.radius = radius\n\t}\n\n\tgetBounds() {\n\t\treturn new Box(this.x, this.y, this.radius * 2, this.radius * 2)\n\t}\n\n\tgetVertices(): Vec[] {\n\t\tconst { _center, radius } = this\n\t\tconst perimeter = PI2 * radius\n\t\tconst vertices: Vec[] = []\n\t\tfor (let i = 0, n = getVerticesCountForLength(perimeter); i < n; i++) {\n\t\t\tconst angle = (i / n) * PI2\n\t\t\tvertices.push(getPointOnCircle(_center, radius, angle))\n\t\t}\n\t\treturn vertices\n\t}\n\n\tnearestPoint(point: VecLike): Vec {\n\t\tconst { _center, radius } = this\n\t\tif (_center.equals(point)) return Vec.AddXY(_center, radius, 0)\n\t\treturn Vec.Sub(point, _center).uni().mul(radius).add(_center)\n\t}\n\n\thitTestLineSegment(A: VecLike, B: VecLike, distance = 0): boolean {\n\t\tconst { _center, radius } = this\n\t\treturn intersectLineSegmentCircle(A, B, _center, radius + distance) !== null\n\t}\n\n\tgetSvgPathData(): string {\n\t\tconst { _center, radius } = this\n\t\treturn `M${_center.x + radius},${_center.y} a${radius},${radius} 0 1,0 ${radius * 2},0a${radius},${radius} 0 1,0 -${radius * 2},0`\n\t}\n}\n"],
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4
+ "sourcesContent": ["import { Box } from '../Box'\nimport { Vec } from '../Vec'\nimport { intersectLineSegmentCircle } from '../intersect'\nimport { PI2, getPointOnCircle } from '../utils'\nimport { Geometry2d, Geometry2dOptions } from './Geometry2d'\nimport { getVerticesCountForLength } from './geometry-constants'\n\n/** @public */\nexport class Circle2d extends Geometry2d {\n\t_center: Vec\n\tradius: number\n\tx: number\n\ty: number\n\n\tconstructor(\n\t\tpublic config: Omit<Geometry2dOptions, 'isClosed'> & {\n\t\t\tx?: number\n\t\t\ty?: number\n\t\t\tradius: number\n\t\t\tisFilled: boolean\n\t\t}\n\t) {\n\t\tsuper({ isClosed: true, ...config })\n\t\tconst { x = 0, y = 0, radius } = config\n\t\tthis.x = x\n\t\tthis.y = y\n\t\tthis._center = new Vec(radius + x, radius + y)\n\t\tthis.radius = radius\n\t}\n\n\tgetBounds() {\n\t\treturn new Box(this.x, this.y, this.radius * 2, this.radius * 2)\n\t}\n\n\tgetVertices(): Vec[] {\n\t\tconst { _center, radius } = this\n\t\tconst perimeter = PI2 * radius\n\t\tconst vertices: Vec[] = []\n\t\tfor (let i = 0, n = getVerticesCountForLength(perimeter); i < n; i++) {\n\t\t\tconst angle = (i / n) * PI2\n\t\t\tvertices.push(getPointOnCircle(_center, radius, angle))\n\t\t}\n\t\treturn vertices\n\t}\n\n\tnearestPoint(point: Vec): Vec {\n\t\tconst { _center, radius } = this\n\t\tif (_center.equals(point)) return Vec.AddXY(_center, radius, 0)\n\t\treturn _center.clone().add(point.clone().sub(_center).uni().mul(radius))\n\t}\n\n\thitTestLineSegment(A: Vec, B: Vec, distance = 0): boolean {\n\t\tconst { _center, radius } = this\n\t\treturn intersectLineSegmentCircle(A, B, _center, radius + distance) !== null\n\t}\n\n\tgetSvgPathData(): string {\n\t\tconst { _center, radius } = this\n\t\treturn `M${_center.x + radius},${_center.y} a${radius},${radius} 0 1,0 ${radius * 2},0a${radius},${radius} 0 1,0 -${radius * 2},0`\n\t}\n}\n"],
5
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6
6
  "names": []
7
7
  }
@@ -80,7 +80,7 @@ class CubicBezier2d extends import_Polyline2d.Polyline2d {
80
80
  (1 - t) * (1 - t) * (1 - t) * a.y + 3 * ((1 - t) * (1 - t)) * t * b.y + 3 * (1 - t) * (t * t) * c.y + t * t * t * d.y
81
81
  );
82
82
  }
83
- getLength(filters, precision = 32) {
83
+ getLength(precision = 32) {
84
84
  let n1, p1 = this.a, length = 0;
85
85
  for (let i = 1; i <= precision; i++) {
86
86
  n1 = CubicBezier2d.GetAtT(this, i / precision);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../src/lib/primitives/geometry/CubicBezier2d.ts"],
4
- "sourcesContent": ["import { Vec, VecLike } from '../Vec'\nimport { Geometry2dFilters, Geometry2dOptions } from './Geometry2d'\nimport { Polyline2d } from './Polyline2d'\n\n/** @public */\nexport class CubicBezier2d extends Polyline2d {\n\ta: Vec\n\tb: Vec\n\tc: Vec\n\td: Vec\n\n\tconstructor(\n\t\tconfig: Omit<Geometry2dOptions, 'isFilled' | 'isClosed'> & {\n\t\t\tstart: Vec\n\t\t\tcp1: Vec\n\t\t\tcp2: Vec\n\t\t\tend: Vec\n\t\t}\n\t) {\n\t\tconst { start: a, cp1: b, cp2: c, end: d } = config\n\t\tsuper({ ...config, points: [a, d] })\n\n\t\tthis.a = a\n\t\tthis.b = b\n\t\tthis.c = c\n\t\tthis.d = d\n\t}\n\n\toverride getVertices() {\n\t\tconst vertices = [] as Vec[]\n\t\tconst { a, b, c, d } = this\n\t\t// we'll always use ten vertices for each bezier curve\n\t\tfor (let i = 0, n = 10; i <= n; i++) {\n\t\t\tconst t = i / n\n\t\t\tvertices.push(\n\t\t\t\tnew Vec(\n\t\t\t\t\t(1 - t) * (1 - t) * (1 - t) * a.x +\n\t\t\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.x +\n\t\t\t\t\t\t3 * (1 - t) * (t * t) * c.x +\n\t\t\t\t\t\tt * t * t * d.x,\n\t\t\t\t\t(1 - t) * (1 - t) * (1 - t) * a.y +\n\t\t\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.y +\n\t\t\t\t\t\t3 * (1 - t) * (t * t) * c.y +\n\t\t\t\t\t\tt * t * t * d.y\n\t\t\t\t)\n\t\t\t)\n\t\t}\n\t\treturn vertices\n\t}\n\n\tmidPoint() {\n\t\treturn CubicBezier2d.GetAtT(this, 0.5)\n\t}\n\n\tnearestPoint(A: VecLike): Vec {\n\t\tlet nearest: Vec | undefined\n\t\tlet dist = Infinity\n\t\tlet d: number\n\t\tlet p: Vec\n\t\tfor (const edge of this.segments) {\n\t\t\tp = edge.nearestPoint(A)\n\t\t\td = Vec.Dist2(p, A)\n\t\t\tif (d < dist) {\n\t\t\t\tnearest = p\n\t\t\t\tdist = d\n\t\t\t}\n\t\t}\n\n\t\tif (!nearest) throw Error('nearest point not found')\n\t\treturn nearest\n\t}\n\n\tgetSvgPathData(first = true) {\n\t\tconst { a, b, c, d } = this\n\t\treturn `${first ? `M ${a.toFixed()} ` : ``} C${b.toFixed()} ${c.toFixed()} ${d.toFixed()}`\n\t}\n\n\tstatic GetAtT(segment: CubicBezier2d, t: number) {\n\t\tconst { a, b, c, d } = segment\n\t\treturn new Vec(\n\t\t\t(1 - t) * (1 - t) * (1 - t) * a.x +\n\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.x +\n\t\t\t\t3 * (1 - t) * (t * t) * c.x +\n\t\t\t\tt * t * t * d.x,\n\t\t\t(1 - t) * (1 - t) * (1 - t) * a.y +\n\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.y +\n\t\t\t\t3 * (1 - t) * (t * t) * c.y +\n\t\t\t\tt * t * t * d.y\n\t\t)\n\t}\n\n\toverride getLength(filters?: Geometry2dFilters, precision = 32) {\n\t\tlet n1: Vec,\n\t\t\tp1 = this.a,\n\t\t\tlength = 0\n\t\tfor (let i = 1; i <= precision; i++) {\n\t\t\tn1 = CubicBezier2d.GetAtT(this, i / precision)\n\t\t\tlength += Vec.Dist(p1, n1)\n\t\t\tp1 = n1\n\t\t}\n\t\treturn length\n\t}\n}\n"],
5
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4
+ "sourcesContent": ["import { Vec } from '../Vec'\nimport { Geometry2dOptions } from './Geometry2d'\nimport { Polyline2d } from './Polyline2d'\n\n/** @public */\nexport class CubicBezier2d extends Polyline2d {\n\ta: Vec\n\tb: Vec\n\tc: Vec\n\td: Vec\n\n\tconstructor(\n\t\tconfig: Omit<Geometry2dOptions, 'isFilled' | 'isClosed'> & {\n\t\t\tstart: Vec\n\t\t\tcp1: Vec\n\t\t\tcp2: Vec\n\t\t\tend: Vec\n\t\t}\n\t) {\n\t\tconst { start: a, cp1: b, cp2: c, end: d } = config\n\t\tsuper({ ...config, points: [a, d] })\n\n\t\tthis.a = a\n\t\tthis.b = b\n\t\tthis.c = c\n\t\tthis.d = d\n\t}\n\n\toverride getVertices() {\n\t\tconst vertices = [] as Vec[]\n\t\tconst { a, b, c, d } = this\n\t\t// we'll always use ten vertices for each bezier curve\n\t\tfor (let i = 0, n = 10; i <= n; i++) {\n\t\t\tconst t = i / n\n\t\t\tvertices.push(\n\t\t\t\tnew Vec(\n\t\t\t\t\t(1 - t) * (1 - t) * (1 - t) * a.x +\n\t\t\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.x +\n\t\t\t\t\t\t3 * (1 - t) * (t * t) * c.x +\n\t\t\t\t\t\tt * t * t * d.x,\n\t\t\t\t\t(1 - t) * (1 - t) * (1 - t) * a.y +\n\t\t\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.y +\n\t\t\t\t\t\t3 * (1 - t) * (t * t) * c.y +\n\t\t\t\t\t\tt * t * t * d.y\n\t\t\t\t)\n\t\t\t)\n\t\t}\n\t\treturn vertices\n\t}\n\n\tmidPoint() {\n\t\treturn CubicBezier2d.GetAtT(this, 0.5)\n\t}\n\n\tnearestPoint(A: Vec): Vec {\n\t\tlet nearest: Vec | undefined\n\t\tlet dist = Infinity\n\t\tlet d: number\n\t\tlet p: Vec\n\t\tfor (const edge of this.segments) {\n\t\t\tp = edge.nearestPoint(A)\n\t\t\td = Vec.Dist2(p, A)\n\t\t\tif (d < dist) {\n\t\t\t\tnearest = p\n\t\t\t\tdist = d\n\t\t\t}\n\t\t}\n\n\t\tif (!nearest) throw Error('nearest point not found')\n\t\treturn nearest\n\t}\n\n\tgetSvgPathData(first = true) {\n\t\tconst { a, b, c, d } = this\n\t\treturn `${first ? `M ${a.toFixed()} ` : ``} C${b.toFixed()} ${c.toFixed()} ${d.toFixed()}`\n\t}\n\n\tstatic GetAtT(segment: CubicBezier2d, t: number) {\n\t\tconst { a, b, c, d } = segment\n\t\treturn new Vec(\n\t\t\t(1 - t) * (1 - t) * (1 - t) * a.x +\n\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.x +\n\t\t\t\t3 * (1 - t) * (t * t) * c.x +\n\t\t\t\tt * t * t * d.x,\n\t\t\t(1 - t) * (1 - t) * (1 - t) * a.y +\n\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.y +\n\t\t\t\t3 * (1 - t) * (t * t) * c.y +\n\t\t\t\tt * t * t * d.y\n\t\t)\n\t}\n\n\toverride getLength(precision = 32) {\n\t\tlet n1: Vec,\n\t\t\tp1 = this.a,\n\t\t\tlength = 0\n\t\tfor (let i = 1; i <= precision; i++) {\n\t\t\tn1 = CubicBezier2d.GetAtT(this, i / precision)\n\t\t\tlength += Vec.Dist(p1, n1)\n\t\t\tp1 = n1\n\t\t}\n\t\treturn length\n\t}\n}\n"],
5
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6
6
  "names": []
7
7
  }
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../src/lib/primitives/geometry/CubicSpline2d.ts"],
4
- "sourcesContent": ["import { Vec, VecLike } from '../Vec'\nimport { CubicBezier2d } from './CubicBezier2d'\nimport { Geometry2d, Geometry2dOptions } from './Geometry2d'\n\n/** @public */\nexport class CubicSpline2d extends Geometry2d {\n\tpoints: Vec[]\n\n\tconstructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & { points: Vec[] }) {\n\t\tsuper({ ...config, isClosed: false, isFilled: false })\n\t\tconst { points } = config\n\n\t\tthis.points = points\n\t}\n\n\t_segments?: CubicBezier2d[]\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget segments() {\n\t\tif (!this._segments) {\n\t\t\tthis._segments = []\n\t\t\tconst { points } = this\n\n\t\t\tconst len = points.length\n\t\t\tconst last = len - 2\n\t\t\tconst k = 1.25\n\n\t\t\tfor (let i = 0; i < len - 1; i++) {\n\t\t\t\tconst p0 = i === 0 ? points[0] : points[i - 1]\n\t\t\t\tconst p1 = points[i]\n\t\t\t\tconst p2 = points[i + 1]\n\t\t\t\tconst p3 = i === last ? p2 : points[i + 2]\n\t\t\t\tconst start = p1,\n\t\t\t\t\tcp1 =\n\t\t\t\t\t\ti === 0 ? p0 : new Vec(p1.x + ((p2.x - p0.x) / 6) * k, p1.y + ((p2.y - p0.y) / 6) * k),\n\t\t\t\t\tcp2 =\n\t\t\t\t\t\ti === last\n\t\t\t\t\t\t\t? p2\n\t\t\t\t\t\t\t: new Vec(p2.x - ((p3.x - p1.x) / 6) * k, p2.y - ((p3.y - p1.y) / 6) * k),\n\t\t\t\t\tend = p2\n\n\t\t\t\tthis._segments.push(new CubicBezier2d({ start, cp1, cp2, end }))\n\t\t\t}\n\t\t}\n\n\t\treturn this._segments\n\t}\n\n\toverride getLength() {\n\t\treturn this.segments.reduce((acc, segment) => acc + segment.length, 0)\n\t}\n\n\tgetVertices() {\n\t\tconst vertices = this.segments.reduce((acc, segment) => {\n\t\t\treturn acc.concat(segment.vertices)\n\t\t}, [] as Vec[])\n\t\tvertices.push(this.points[this.points.length - 1])\n\t\treturn vertices\n\t}\n\n\tnearestPoint(A: VecLike): Vec {\n\t\tlet nearest: Vec | undefined\n\t\tlet dist = Infinity\n\t\tlet d: number\n\t\tlet p: Vec\n\t\tfor (const segment of this.segments) {\n\t\t\tp = segment.nearestPoint(A)\n\t\t\td = Vec.Dist2(p, A)\n\t\t\tif (d < dist) {\n\t\t\t\tnearest = p\n\t\t\t\tdist = d\n\t\t\t}\n\t\t}\n\t\tif (!nearest) throw Error('nearest point not found')\n\t\treturn nearest\n\t}\n\n\thitTestLineSegment(A: VecLike, B: VecLike): boolean {\n\t\treturn this.segments.some((segment) => segment.hitTestLineSegment(A, B))\n\t}\n\n\tgetSvgPathData() {\n\t\tlet d = this.segments.reduce((d, segment, i) => {\n\t\t\treturn d + segment.getSvgPathData(i === 0)\n\t\t}, '')\n\n\t\tif (this.isClosed) {\n\t\t\td += 'Z'\n\t\t}\n\n\t\treturn d\n\t}\n}\n"],
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4
+ "sourcesContent": ["import { Vec } from '../Vec'\nimport { CubicBezier2d } from './CubicBezier2d'\nimport { Geometry2d, Geometry2dOptions } from './Geometry2d'\n\n/** @public */\nexport class CubicSpline2d extends Geometry2d {\n\tpoints: Vec[]\n\n\tconstructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & { points: Vec[] }) {\n\t\tsuper({ ...config, isClosed: false, isFilled: false })\n\t\tconst { points } = config\n\n\t\tthis.points = points\n\t}\n\n\t_segments?: CubicBezier2d[]\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget segments() {\n\t\tif (!this._segments) {\n\t\t\tthis._segments = []\n\t\t\tconst { points } = this\n\n\t\t\tconst len = points.length\n\t\t\tconst last = len - 2\n\t\t\tconst k = 1.25\n\n\t\t\tfor (let i = 0; i < len - 1; i++) {\n\t\t\t\tconst p0 = i === 0 ? points[0] : points[i - 1]\n\t\t\t\tconst p1 = points[i]\n\t\t\t\tconst p2 = points[i + 1]\n\t\t\t\tconst p3 = i === last ? p2 : points[i + 2]\n\t\t\t\tconst start = p1,\n\t\t\t\t\tcp1 =\n\t\t\t\t\t\ti === 0 ? p0 : new Vec(p1.x + ((p2.x - p0.x) / 6) * k, p1.y + ((p2.y - p0.y) / 6) * k),\n\t\t\t\t\tcp2 =\n\t\t\t\t\t\ti === last\n\t\t\t\t\t\t\t? p2\n\t\t\t\t\t\t\t: new Vec(p2.x - ((p3.x - p1.x) / 6) * k, p2.y - ((p3.y - p1.y) / 6) * k),\n\t\t\t\t\tend = p2\n\n\t\t\t\tthis._segments.push(new CubicBezier2d({ start, cp1, cp2, end }))\n\t\t\t}\n\t\t}\n\n\t\treturn this._segments\n\t}\n\n\toverride getLength() {\n\t\treturn this.segments.reduce((acc, segment) => acc + segment.length, 0)\n\t}\n\n\tgetVertices() {\n\t\tconst vertices = this.segments.reduce((acc, segment) => {\n\t\t\treturn acc.concat(segment.vertices)\n\t\t}, [] as Vec[])\n\t\tvertices.push(this.points[this.points.length - 1])\n\t\treturn vertices\n\t}\n\n\tnearestPoint(A: Vec): Vec {\n\t\tlet nearest: Vec | undefined\n\t\tlet dist = Infinity\n\t\tlet d: number\n\t\tlet p: Vec\n\t\tfor (const segment of this.segments) {\n\t\t\tp = segment.nearestPoint(A)\n\t\t\td = Vec.Dist2(p, A)\n\t\t\tif (d < dist) {\n\t\t\t\tnearest = p\n\t\t\t\tdist = d\n\t\t\t}\n\t\t}\n\t\tif (!nearest) throw Error('nearest point not found')\n\t\treturn nearest\n\t}\n\n\thitTestLineSegment(A: Vec, B: Vec): boolean {\n\t\treturn this.segments.some((segment) => segment.hitTestLineSegment(A, B))\n\t}\n\n\tgetSvgPathData() {\n\t\tlet d = this.segments.reduce((d, segment, i) => {\n\t\t\treturn d + segment.getSvgPathData(i === 0)\n\t\t}, '')\n\n\t\tif (this.isClosed) {\n\t\t\td += 'Z'\n\t\t}\n\n\t\treturn d\n\t}\n}\n"],
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6
6
  "names": ["d"]
7
7
  }
@@ -21,8 +21,8 @@ __export(Edge2d_exports, {
21
21
  Edge2d: () => Edge2d
22
22
  });
23
23
  module.exports = __toCommonJS(Edge2d_exports);
24
- var import_intersect = require("../intersect");
25
24
  var import_Vec = require("../Vec");
25
+ var import_intersect = require("../intersect");
26
26
  var import_Geometry2d = require("./Geometry2d");
27
27
  class Edge2d extends import_Geometry2d.Geometry2d {
28
28
  start;
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../src/lib/primitives/geometry/Edge2d.ts"],
4
- "sourcesContent": ["import { linesIntersect } from '../intersect'\nimport { Vec, VecLike } from '../Vec'\nimport { Geometry2d } from './Geometry2d'\n\n/** @public */\nexport class Edge2d extends Geometry2d {\n\tstart: Vec\n\tend: Vec\n\td: Vec\n\tu: Vec\n\tul: number\n\n\tconstructor(config: { start: Vec; end: Vec }) {\n\t\tsuper({ ...config, isClosed: false, isFilled: false })\n\t\tconst { start, end } = config\n\n\t\tthis.start = start\n\t\tthis.end = end\n\n\t\tthis.d = start.clone().sub(end) // the delta from start to end\n\t\tthis.u = this.d.clone().uni() // the unit vector of the edge\n\t\tthis.ul = this.u.len() // the length of the unit vector\n\t}\n\n\toverride getLength() {\n\t\treturn this.d.len()\n\t}\n\n\tmidPoint(): Vec {\n\t\treturn this.start.lrp(this.end, 0.5)\n\t}\n\n\toverride getVertices(): Vec[] {\n\t\treturn [this.start, this.end]\n\t}\n\n\toverride nearestPoint(point: VecLike): Vec {\n\t\tconst { start, end, d, u, ul: l } = this\n\t\tif (d.len() === 0) return start // start and end are the same\n\t\tif (l === 0) return start // no length in the unit vector\n\t\tconst k = Vec.Sub(point, start).dpr(u) / l\n\t\tconst cx = start.x + u.x * k\n\t\tif (cx < Math.min(start.x, end.x)) return start.x < end.x ? start : end\n\t\tif (cx > Math.max(start.x, end.x)) return start.x > end.x ? start : end\n\t\tconst cy = start.y + u.y * k\n\t\tif (cy < Math.min(start.y, end.y)) return start.y < end.y ? start : end\n\t\tif (cy > Math.max(start.y, end.y)) return start.y > end.y ? start : end\n\t\treturn new Vec(cx, cy)\n\t}\n\n\toverride hitTestLineSegment(A: VecLike, B: VecLike, distance = 0): boolean {\n\t\treturn (\n\t\t\tlinesIntersect(A, B, this.start, this.end) || this.distanceToLineSegment(A, B) <= distance\n\t\t)\n\t}\n\n\tgetSvgPathData(first = true) {\n\t\tconst { start, end } = this\n\t\treturn `${first ? `M${start.toFixed()}` : ``} L${end.toFixed()}`\n\t}\n}\n"],
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+ "sourcesContent": ["import { Vec } from '../Vec'\nimport { linesIntersect } from '../intersect'\nimport { Geometry2d } from './Geometry2d'\n\n/** @public */\nexport class Edge2d extends Geometry2d {\n\tstart: Vec\n\tend: Vec\n\td: Vec\n\tu: Vec\n\tul: number\n\n\tconstructor(config: { start: Vec; end: Vec }) {\n\t\tsuper({ ...config, isClosed: false, isFilled: false })\n\t\tconst { start, end } = config\n\n\t\tthis.start = start\n\t\tthis.end = end\n\n\t\tthis.d = start.clone().sub(end) // the delta from start to end\n\t\tthis.u = this.d.clone().uni() // the unit vector of the edge\n\t\tthis.ul = this.u.len() // the length of the unit vector\n\t}\n\n\toverride getLength() {\n\t\treturn this.d.len()\n\t}\n\n\tmidPoint(): Vec {\n\t\treturn this.start.lrp(this.end, 0.5)\n\t}\n\n\toverride getVertices(): Vec[] {\n\t\treturn [this.start, this.end]\n\t}\n\n\toverride nearestPoint(point: Vec): Vec {\n\t\tconst { start, end, d, u, ul: l } = this\n\t\tif (d.len() === 0) return start // start and end are the same\n\t\tif (l === 0) return start // no length in the unit vector\n\t\tconst k = Vec.Sub(point, start).dpr(u) / l\n\t\tconst cx = start.x + u.x * k\n\t\tif (cx < Math.min(start.x, end.x)) return start.x < end.x ? start : end\n\t\tif (cx > Math.max(start.x, end.x)) return start.x > end.x ? start : end\n\t\tconst cy = start.y + u.y * k\n\t\tif (cy < Math.min(start.y, end.y)) return start.y < end.y ? start : end\n\t\tif (cy > Math.max(start.y, end.y)) return start.y > end.y ? start : end\n\t\treturn new Vec(cx, cy)\n\t}\n\n\toverride hitTestLineSegment(A: Vec, B: Vec, distance = 0): boolean {\n\t\treturn (\n\t\t\tlinesIntersect(A, B, this.start, this.end) || this.distanceToLineSegment(A, B) <= distance\n\t\t)\n\t}\n\n\tgetSvgPathData(first = true) {\n\t\tconst { start, end } = this\n\t\treturn `${first ? `M${start.toFixed()}` : ``} L${end.toFixed()}`\n\t}\n}\n"],
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+ "sourcesContent": ["import { Box } from '../Box'\nimport { Vec } from '../Vec'\nimport { PI, PI2, perimeterOfEllipse } from '../utils'\nimport { Edge2d } from './Edge2d'\nimport { Geometry2d, Geometry2dOptions } from './Geometry2d'\nimport { getVerticesCountForLength } from './geometry-constants'\n\n/** @public */\nexport class Ellipse2d extends Geometry2d {\n\tw: number\n\th: number\n\n\tconstructor(\n\t\tpublic config: Omit<Geometry2dOptions, 'isClosed'> & {\n\t\t\twidth: number\n\t\t\theight: number\n\t\t}\n\t) {\n\t\tsuper({ ...config, isClosed: true })\n\t\tconst { width, height } = config\n\t\tthis.w = width\n\t\tthis.h = height\n\t}\n\n\t_edges?: Edge2d[]\n\n\t// eslint-disable-next-line no-restricted-syntax\n\tget edges() {\n\t\tif (!this._edges) {\n\t\t\tconst { vertices } = this\n\t\t\tthis._edges = []\n\t\t\tfor (let i = 0, n = vertices.length; i < n; i++) {\n\t\t\t\tconst start = vertices[i]\n\t\t\t\tconst end = vertices[(i + 1) % n]\n\t\t\t\tthis._edges.push(new Edge2d({ start, end }))\n\t\t\t}\n\t\t}\n\n\t\treturn this._edges\n\t}\n\n\tgetVertices() {\n\t\t// Perimeter of the ellipse\n\t\tconst w = Math.max(1, this.w)\n\t\tconst h = Math.max(1, this.h)\n\t\tconst cx = w / 2\n\t\tconst cy = h / 2\n\t\tconst q = Math.pow(cx - cy, 2) / Math.pow(cx + cy, 2)\n\t\tconst p = PI * (cx + cy) * (1 + (3 * q) / (10 + Math.sqrt(4 - 3 * q)))\n\t\t// Number of points\n\t\tconst len = getVerticesCountForLength(p)\n\t\t// Size of step\n\t\tconst step = PI2 / len\n\n\t\tconst a = Math.cos(step)\n\t\tconst b = Math.sin(step)\n\n\t\tlet sin = 0\n\t\tlet cos = 1\n\t\tlet ts = 0\n\t\tlet tc = 1\n\n\t\tconst vertices = Array(len)\n\n\t\tfor (let i = 0; i < len; i++) {\n\t\t\tvertices[i] = new Vec(cx + cx * cos, cy + cy * sin)\n\t\t\tts = b * cos + a * sin\n\t\t\ttc = a * cos - b * sin\n\t\t\tsin = ts\n\t\t\tcos = tc\n\t\t}\n\n\t\treturn vertices\n\t}\n\n\tnearestPoint(A: Vec): Vec {\n\t\tlet nearest: Vec | undefined\n\t\tlet dist = Infinity\n\t\tlet d: number\n\t\tlet p: Vec\n\t\tfor (const edge of this.edges) {\n\t\t\tp = edge.nearestPoint(A)\n\t\t\td = Vec.Dist2(p, A)\n\t\t\tif (d < dist) {\n\t\t\t\tnearest = p\n\t\t\t\tdist = d\n\t\t\t}\n\t\t}\n\t\tif (!nearest) throw Error('nearest point not found')\n\t\treturn nearest\n\t}\n\n\thitTestLineSegment(A: Vec, B: Vec): boolean {\n\t\treturn this.edges.some((edge) => edge.hitTestLineSegment(A, B))\n\t}\n\n\tgetBounds() {\n\t\treturn new Box(0, 0, this.w, this.h)\n\t}\n\n\tgetLength(): number {\n\t\tconst { w, h } = this\n\t\tconst cx = w / 2\n\t\tconst cy = h / 2\n\t\tconst rx = Math.max(0, cx)\n\t\tconst ry = Math.max(0, cy)\n\t\treturn perimeterOfEllipse(rx, ry)\n\t}\n\n\tgetSvgPathData(first = false) {\n\t\tconst { w, h } = this\n\t\tconst cx = w / 2\n\t\tconst cy = h / 2\n\t\tconst rx = Math.max(0, cx)\n\t\tconst ry = Math.max(0, cy)\n\t\treturn `${first ? `M${cx - rx},${cy}` : ``} a${rx},${ry},0,1,1,${rx * 2},0a${rx},${ry},0,1,1,-${rx * 2},0`\n\t}\n}\n"],
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