@tldraw/editor 3.14.0-canary.36a37ef097fb → 3.14.0-canary.403af9c5d8f2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist-cjs/index.d.ts +46 -46
- package/dist-cjs/index.js +1 -1
- package/dist-cjs/lib/primitives/Vec.js +13 -8
- package/dist-cjs/lib/primitives/Vec.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/Arc2d.js +41 -21
- package/dist-cjs/lib/primitives/geometry/Arc2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/Circle2d.js +11 -11
- package/dist-cjs/lib/primitives/geometry/Circle2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/CubicBezier2d.js +13 -16
- package/dist-cjs/lib/primitives/geometry/CubicBezier2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/CubicSpline2d.js +4 -4
- package/dist-cjs/lib/primitives/geometry/CubicSpline2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/Edge2d.js +14 -17
- package/dist-cjs/lib/primitives/geometry/Edge2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/Ellipse2d.js +10 -10
- package/dist-cjs/lib/primitives/geometry/Ellipse2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/Point2d.js +6 -6
- package/dist-cjs/lib/primitives/geometry/Point2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/Polygon2d.js +3 -0
- package/dist-cjs/lib/primitives/geometry/Polygon2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/Polyline2d.js +8 -5
- package/dist-cjs/lib/primitives/geometry/Polyline2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/Rectangle2d.js +22 -11
- package/dist-cjs/lib/primitives/geometry/Rectangle2d.js.map +2 -2
- package/dist-cjs/lib/primitives/geometry/Stadium2d.js +22 -22
- package/dist-cjs/lib/primitives/geometry/Stadium2d.js.map +2 -2
- package/dist-cjs/version.js +3 -3
- package/dist-cjs/version.js.map +1 -1
- package/dist-esm/index.d.mts +46 -46
- package/dist-esm/index.mjs +1 -1
- package/dist-esm/lib/primitives/Vec.mjs +13 -8
- package/dist-esm/lib/primitives/Vec.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/Arc2d.mjs +41 -21
- package/dist-esm/lib/primitives/geometry/Arc2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/Circle2d.mjs +11 -11
- package/dist-esm/lib/primitives/geometry/Circle2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/CubicBezier2d.mjs +13 -16
- package/dist-esm/lib/primitives/geometry/CubicBezier2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/CubicSpline2d.mjs +4 -4
- package/dist-esm/lib/primitives/geometry/CubicSpline2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/Edge2d.mjs +14 -17
- package/dist-esm/lib/primitives/geometry/Edge2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/Ellipse2d.mjs +11 -11
- package/dist-esm/lib/primitives/geometry/Ellipse2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/Point2d.mjs +6 -6
- package/dist-esm/lib/primitives/geometry/Point2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/Polygon2d.mjs +3 -0
- package/dist-esm/lib/primitives/geometry/Polygon2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/Polyline2d.mjs +8 -5
- package/dist-esm/lib/primitives/geometry/Polyline2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/Rectangle2d.mjs +22 -11
- package/dist-esm/lib/primitives/geometry/Rectangle2d.mjs.map +2 -2
- package/dist-esm/lib/primitives/geometry/Stadium2d.mjs +22 -22
- package/dist-esm/lib/primitives/geometry/Stadium2d.mjs.map +2 -2
- package/dist-esm/version.mjs +3 -3
- package/dist-esm/version.mjs.map +1 -1
- package/package.json +7 -7
- package/src/lib/primitives/Vec.test.ts +2 -2
- package/src/lib/primitives/Vec.ts +13 -8
- package/src/lib/primitives/geometry/Arc2d.ts +42 -23
- package/src/lib/primitives/geometry/Circle2d.ts +12 -12
- package/src/lib/primitives/geometry/CubicBezier2d.test.ts +5 -0
- package/src/lib/primitives/geometry/CubicBezier2d.ts +13 -17
- package/src/lib/primitives/geometry/CubicSpline2d.ts +5 -5
- package/src/lib/primitives/geometry/Edge2d.ts +14 -18
- package/src/lib/primitives/geometry/Ellipse2d.ts +12 -13
- package/src/lib/primitives/geometry/Point2d.ts +6 -6
- package/src/lib/primitives/geometry/Polygon2d.ts +4 -0
- package/src/lib/primitives/geometry/Polyline2d.ts +10 -7
- package/src/lib/primitives/geometry/Rectangle2d.ts +24 -11
- package/src/lib/primitives/geometry/Stadium2d.ts +22 -23
- package/src/version.ts +3 -3
package/dist-cjs/index.d.ts
CHANGED
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@@ -105,15 +105,15 @@ export declare function approximately(a: number, b: number, precision?: number):
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/** @public */
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export declare class Arc2d extends Geometry2d {
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_center
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private _center;
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private _radius;
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private _start;
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private _end;
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private _largeArcFlag;
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private _sweepFlag;
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private _measure;
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private _angleStart;
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private _angleEnd;
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constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
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center: Vec;
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end: Vec;
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@@ -551,10 +551,10 @@ export declare class Circle2d extends Geometry2d {
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x?: number;
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y?: number;
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};
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_center
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private _center;
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private _radius;
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private _x;
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private _y;
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constructor(config: Omit<Geometry2dOptions, 'isClosed'> & {
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isFilled: boolean;
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radius: number;
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@@ -716,10 +716,10 @@ export declare function createTLUser(opts?: {
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/** @public */
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export declare class CubicBezier2d extends Polyline2d {
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private _a;
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private _b;
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private _c;
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private _d;
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constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
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cp1: Vec;
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cp2: Vec;
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start: Vec;
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});
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getVertices(): Vec[];
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midPoint(): Vec;
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nearestPoint(A: VecLike): Vec;
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getSvgPathData(first?: boolean): string;
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static GetAtT(segment: CubicBezier2d, t: number): Vec;
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getLength(
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getLength(_filters?: Geometry2dFilters, precision?: number): number;
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}
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/** @public */
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export declare class CubicSpline2d extends Geometry2d {
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private _points;
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constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
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points: Vec[];
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});
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_segments
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private _segments?;
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get segments(): CubicBezier2d[];
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getLength(): number;
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getVertices(): Vec[];
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/** @public */
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export declare class Edge2d extends Geometry2d {
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private _start;
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private _end;
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private _d;
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private _u;
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private _ul;
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constructor(config: {
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end: Vec;
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start: Vec;
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});
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getLength(): number;
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midPoint(): Vec;
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getVertices(): Vec[];
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nearestPoint(point: VecLike): Vec;
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getSvgPathData(first?: boolean): string;
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height: number;
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};
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private _w;
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private _h;
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private _edges?;
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constructor(config: Omit<Geometry2dOptions, 'isClosed'> & {
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width: number;
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});
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_edges?: Edge2d[];
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get edges(): Edge2d[];
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getVertices(): any[];
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nearestPoint(A: VecLike): Vec;
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/** @public */
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export declare class Point2d extends Geometry2d {
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private _point;
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constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
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margin: number;
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point: Vec;
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/** @public */
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export declare class Polyline2d extends Geometry2d {
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private _segments?;
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constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
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get segments(): Edge2d[];
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protected get segments(): Edge2d[];
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getLength(): number;
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getVertices(): Vec[];
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nearestPoint(A: VecLike): Vec;
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/** @public */
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export declare class Rectangle2d extends Polygon2d {
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private _x;
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constructor(config: Omit<Geometry2dOptions, 'isClosed'> & {
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getBounds(): Box;
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getSvgPathData(): string;
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private negativeZeroFix;
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}
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/** @public */
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constructor(config: Omit<Geometry2dOptions, 'isClosed'> & {
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len(): number;
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pry(V: VecLike): number;
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per(): this;
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tan(V: VecLike): Vec;
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dist(V: VecLike): number;
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distanceToLineSegment(A: VecLike, B: VecLike): number;
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lrp(B: VecLike, t: number): Vec;
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equals(B: VecLike): boolean;
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equalsXY(x: number, y: number): boolean;
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/** @deprecated use `uni` instead */
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norm(): this;
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toFixed():
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toFixed(): this;
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toString(): string;
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toJson(): VecModel;
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toArray(): number[];
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package/dist-cjs/index.js
CHANGED
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tan(V) {
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dist(V) {
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equalsXY(x, y) {
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/** @deprecated use `uni` instead */
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}
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toString() {
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static Uni(A) {
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}
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static Tan(A, B) {
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"version": 3,
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"sources": ["../../../src/lib/primitives/Vec.ts"],
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"sourcesContent": ["import { VecModel } from '@tldraw/tlschema'\nimport { EASINGS } from './easings'\nimport { clamp, 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(clamp(p / n, -1, 1))\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"],
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5
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"sourcesContent": ["import { VecModel } from '@tldraw/tlschema'\nimport { EASINGS } from './easings'\nimport { clamp, 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\tconst l = this.len()\n\t\tif (l === 0) return this\n\t\tthis.x /= l\n\t\tthis.y /= l\n\t\treturn this\n\t}\n\n\ttan(V: VecLike): Vec {\n\t\treturn this.sub(V).uni()\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\t/** @deprecated use `uni` instead */\n\tnorm() {\n\t\treturn this.uni()\n\t}\n\n\ttoFixed() {\n\t\tthis.x = toFixed(this.x)\n\t\tthis.y = toFixed(this.y)\n\t\treturn 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\tconst l = Vec.Len(A)\n\t\treturn new Vec(l === 0 ? 0 : A.x / l, l === 0 ? 0 : A.y / l)\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(clamp(p / n, -1, 1))\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"],
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5
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6
6
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"names": ["clamp"]
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7
7
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}
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@@ -28,30 +28,38 @@ var import_Geometry2d = require("./Geometry2d");
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28
28
|
var import_geometry_constants = require("./geometry-constants");
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29
29
|
class Arc2d extends import_Geometry2d.Geometry2d {
|
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30
30
|
_center;
|
|
31
|
-
|
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32
|
-
|
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33
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-
|
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34
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-
|
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35
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-
|
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36
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-
|
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37
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-
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38
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-
|
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31
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+
_radius;
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32
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+
_start;
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33
|
+
_end;
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34
|
+
_largeArcFlag;
|
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35
|
+
_sweepFlag;
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36
|
+
_measure;
|
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37
|
+
_angleStart;
|
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38
|
+
_angleEnd;
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39
39
|
constructor(config) {
|
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40
40
|
super({ ...config, isFilled: false, isClosed: false });
|
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41
41
|
const { center, sweepFlag, largeArcFlag, start, end } = config;
|
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42
42
|
if (start.equals(end)) throw Error(`Arc must have different start and end points.`);
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43
|
-
this.
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44
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-
this.
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45
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-
this.
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46
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-
this.
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47
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-
this.
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48
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-
this.
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49
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-
this.
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50
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-
this.
|
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43
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+
this._angleStart = import_Vec.Vec.Angle(center, start);
|
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44
|
+
this._angleEnd = import_Vec.Vec.Angle(center, end);
|
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45
|
+
this._radius = import_Vec.Vec.Dist(center, start);
|
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46
|
+
this._measure = (0, import_utils.getArcMeasure)(this._angleStart, this._angleEnd, sweepFlag, largeArcFlag);
|
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47
|
+
this._start = start;
|
|
48
|
+
this._end = end;
|
|
49
|
+
this._sweepFlag = sweepFlag;
|
|
50
|
+
this._largeArcFlag = largeArcFlag;
|
|
51
51
|
this._center = center;
|
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52
52
|
}
|
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53
53
|
nearestPoint(point) {
|
|
54
|
-
const {
|
|
54
|
+
const {
|
|
55
|
+
_center,
|
|
56
|
+
_measure: measure,
|
|
57
|
+
_radius: radius,
|
|
58
|
+
_angleEnd: angleEnd,
|
|
59
|
+
_angleStart: angleStart,
|
|
60
|
+
_start: A,
|
|
61
|
+
_end: B
|
|
62
|
+
} = this;
|
|
55
63
|
const t = (0, import_utils.getPointInArcT)(measure, angleStart, angleEnd, _center.angle(point));
|
|
56
64
|
if (t <= 0) return A;
|
|
57
65
|
if (t >= 1) return B;
|
|
@@ -70,7 +78,13 @@ class Arc2d extends import_Geometry2d.Geometry2d {
|
|
|
70
78
|
return nearest;
|
|
71
79
|
}
|
|
72
80
|
hitTestLineSegment(A, B) {
|
|
73
|
-
const {
|
|
81
|
+
const {
|
|
82
|
+
_center,
|
|
83
|
+
_radius: radius,
|
|
84
|
+
_measure: measure,
|
|
85
|
+
_angleStart: angleStart,
|
|
86
|
+
_angleEnd: angleEnd
|
|
87
|
+
} = this;
|
|
74
88
|
const intersection = (0, import_intersect.intersectLineSegmentCircle)(A, B, _center, radius);
|
|
75
89
|
if (intersection === null) return false;
|
|
76
90
|
return intersection.some((p) => {
|
|
@@ -79,7 +93,7 @@ class Arc2d extends import_Geometry2d.Geometry2d {
|
|
|
79
93
|
});
|
|
80
94
|
}
|
|
81
95
|
getVertices() {
|
|
82
|
-
const { _center, measure, length, radius, angleStart } = this;
|
|
96
|
+
const { _center, _measure: measure, length, _radius: radius, _angleStart: angleStart } = this;
|
|
83
97
|
const vertices = [];
|
|
84
98
|
for (let i = 0, n = (0, import_geometry_constants.getVerticesCountForLength)(Math.abs(length)); i < n + 1; i++) {
|
|
85
99
|
const t = i / n * measure;
|
|
@@ -89,11 +103,17 @@ class Arc2d extends import_Geometry2d.Geometry2d {
|
|
|
89
103
|
return vertices;
|
|
90
104
|
}
|
|
91
105
|
getSvgPathData(first = true) {
|
|
92
|
-
const {
|
|
106
|
+
const {
|
|
107
|
+
_start: start,
|
|
108
|
+
_end: end,
|
|
109
|
+
_radius: radius,
|
|
110
|
+
_largeArcFlag: largeArcFlag,
|
|
111
|
+
_sweepFlag: sweepFlag
|
|
112
|
+
} = this;
|
|
93
113
|
return `${first ? `M${start.toFixed()}` : ``} A${radius} ${radius} 0 ${largeArcFlag} ${sweepFlag} ${end.toFixed()}`;
|
|
94
114
|
}
|
|
95
115
|
getLength() {
|
|
96
|
-
return Math.abs(this.
|
|
116
|
+
return Math.abs(this._measure * this._radius);
|
|
97
117
|
}
|
|
98
118
|
}
|
|
99
119
|
//# 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\
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"mappings": ";;;;;;;;;;;;;;;;;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,iBAA6B;AAC7B,uBAA2C;AAC3C,mBAAgE;AAChE,wBAA8C;AAC9C,gCAA0C;AAGnC,MAAM,cAAc,6BAAW;AAAA,
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"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\tprivate _center: Vec\n\tprivate _radius: number\n\tprivate _start: Vec\n\tprivate _end: Vec\n\tprivate _largeArcFlag: number\n\tprivate _sweepFlag: number\n\tprivate _measure: number\n\tprivate _angleStart: number\n\tprivate _angleEnd: 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 {\n\t\t\t_center,\n\t\t\t_measure: measure,\n\t\t\t_radius: radius,\n\t\t\t_angleEnd: angleEnd,\n\t\t\t_angleStart: angleStart,\n\t\t\t_start: A,\n\t\t\t_end: B,\n\t\t} = 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 {\n\t\t\t_center,\n\t\t\t_radius: radius,\n\t\t\t_measure: measure,\n\t\t\t_angleStart: angleStart,\n\t\t\t_angleEnd: angleEnd,\n\t\t} = 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: measure, length, _radius: radius, _angleStart: 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 {\n\t\t\t_start: start,\n\t\t\t_end: end,\n\t\t\t_radius: radius,\n\t\t\t_largeArcFlag: largeArcFlag,\n\t\t\t_sweepFlag: sweepFlag,\n\t\t} = 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"],
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"mappings": ";;;;;;;;;;;;;;;;;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,iBAA6B;AAC7B,uBAA2C;AAC3C,mBAAgE;AAChE,wBAA8C;AAC9C,gCAA0C;AAGnC,MAAM,cAAc,6BAAW;AAAA,EAC7B;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EACA;AAAA,EAER,YACC,QAOC;AACD,UAAM,EAAE,GAAG,QAAQ,UAAU,OAAO,UAAU,MAAM,CAAC;AACrD,UAAM,EAAE,QAAQ,WAAW,cAAc,OAAO,IAAI,IAAI;AACxD,QAAI,MAAM,OAAO,GAAG,EAAG,OAAM,MAAM,+CAA+C;AAGlF,SAAK,cAAc,eAAI,MAAM,QAAQ,KAAK;AAC1C,SAAK,YAAY,eAAI,MAAM,QAAQ,GAAG;AACtC,SAAK,UAAU,eAAI,KAAK,QAAQ,KAAK;AACrC,SAAK,eAAW,4BAAc,KAAK,aAAa,KAAK,WAAW,WAAW,YAAY;AAEvF,SAAK,SAAS;AACd,SAAK,OAAO;AAEZ,SAAK,aAAa;AAClB,SAAK,gBAAgB;AACrB,SAAK,UAAU;AAAA,EAChB;AAAA,EAEA,aAAa,OAAqB;AACjC,UAAM;AAAA,MACL;AAAA,MACA,UAAU;AAAA,MACV,SAAS;AAAA,MACT,WAAW;AAAA,MACX,aAAa;AAAA,MACb,QAAQ;AAAA,MACR,MAAM;AAAA,IACP,IAAI;AACJ,UAAM,QAAI,6BAAe,SAAS,YAAY,UAAU,QAAQ,MAAM,KAAK,CAAC;AAC5E,QAAI,KAAK,EAAG,QAAO;AACnB,QAAI,KAAK,EAAG,QAAO;AAGnB,UAAM,IAAI,eAAI,IAAI,OAAO,OAAO,EAAE,IAAI,EAAE,IAAI,MAAM,EAAE,IAAI,OAAO;AAE/D,QAAI;AACJ,QAAI,OAAO;AACX,QAAI;AACJ,eAAW,KAAK,CAAC,GAAG,GAAG,CAAC,GAAG;AAC1B,UAAI,eAAI,MAAM,OAAO,CAAC;AACtB,UAAI,IAAI,MAAM;AACb,kBAAU;AACV,eAAO;AAAA,MACR;AAAA,IACD;AACA,QAAI,CAAC,QAAS,OAAM,MAAM,yBAAyB;AACnD,WAAO;AAAA,EACR;AAAA,EAEA,mBAAmB,GAAY,GAAqB;AACnD,UAAM;AAAA,MACL;AAAA,MACA,SAAS;AAAA,MACT,UAAU;AAAA,MACV,aAAa;AAAA,MACb,WAAW;AAAA,IACZ,IAAI;AACJ,UAAM,mBAAe,6CAA2B,GAAG,GAAG,SAAS,MAAM;AACrE,QAAI,iBAAiB,KAAM,QAAO;AAElC,WAAO,aAAa,KAAK,CAAC,MAAM;AAC/B,YAAM,aAAS,6BAAe,SAAS,YAAY,UAAU,QAAQ,MAAM,CAAC,CAAC;AAC7E,aAAO,UAAU,KAAK,UAAU;AAAA,IACjC,CAAC;AAAA,EACF;AAAA,EAEA,cAAqB;AACpB,UAAM,EAAE,SAAS,UAAU,SAAS,QAAQ,SAAS,QAAQ,aAAa,WAAW,IAAI;AACzF,UAAM,WAAkB,CAAC;AACzB,aAAS,IAAI,GAAG,QAAI,qDAA0B,KAAK,IAAI,MAAM,CAAC,GAAG,IAAI,IAAI,GAAG,KAAK;AAChF,YAAM,IAAK,IAAI,IAAK;AACpB,YAAM,QAAQ,aAAa;AAC3B,eAAS,SAAK,+BAAiB,SAAS,QAAQ,KAAK,CAAC;AAAA,IACvD;AACA,WAAO;AAAA,EACR;AAAA,EAEA,eAAe,QAAQ,MAAM;AAC5B,UAAM;AAAA,MACL,QAAQ;AAAA,MACR,MAAM;AAAA,MACN,SAAS;AAAA,MACT,eAAe;AAAA,MACf,YAAY;AAAA,IACb,IAAI;AACJ,WAAO,GAAG,QAAQ,IAAI,MAAM,QAAQ,CAAC,KAAK,EAAE,KAAK,MAAM,IAAI,MAAM,MAAM,YAAY,IAAI,SAAS,IAAI,IAAI,QAAQ,CAAC;AAAA,EAClH;AAAA,EAES,YAAY;AACpB,WAAO,KAAK,IAAI,KAAK,WAAW,KAAK,OAAO;AAAA,EAC7C;AACD;",
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"names": []
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}
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@@ -32,20 +32,20 @@ class Circle2d extends import_Geometry2d.Geometry2d {
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super({ isClosed: true, ...config });
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this.config = config;
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const { x = 0, y = 0, radius } = config;
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this._x = x;
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this._center = new import_Vec.Vec(radius + x, radius + y);
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this.
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this._radius = radius;
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}
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_center;
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_x;
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_y;
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getBounds() {
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return new import_Box.Box(this.
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return new import_Box.Box(this._x, this._y, this._radius * 2, this._radius * 2);
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}
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getVertices() {
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const { _center, radius } = this;
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const { _center, _radius: radius } = this;
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const perimeter = import_utils.PI2 * radius;
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const vertices = [];
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for (let i = 0, n = (0, import_geometry_constants.getVerticesCountForLength)(perimeter); i < n; i++) {
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return vertices;
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nearestPoint(point) {
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if (_center.equals(point)) return import_Vec.Vec.AddXY(_center, radius, 0);
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hitTestLineSegment(A, B, distance = 0) {
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return (0, import_intersect.intersectLineSegmentCircle)(A, B, _center, radius + distance) !== null;
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getSvgPathData() {
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const { _center, _radius: radius } = this;
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return `M${_center.x + radius},${_center.y} a${radius},${radius} 0 1,0 ${radius * 2},0a${radius},${radius} 0 1,0 -${radius * 2},0`;
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{
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"sources": ["../../../../src/lib/primitives/geometry/Circle2d.ts"],
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"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\
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"mappings": ";;;;;;;;;;;;;;;;;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,iBAAoB;AACpB,iBAA6B;AAC7B,uBAA2C;AAC3C,mBAAsC;AACtC,wBAA8C;AAC9C,gCAA0C;AAGnC,MAAM,iBAAiB,6BAAW;AAAA,EAMxC,YACQ,QAMN;AACD,UAAM,EAAE,UAAU,MAAM,GAAG,OAAO,CAAC;AAP5B;AAQP,UAAM,EAAE,IAAI,GAAG,IAAI,GAAG,OAAO,IAAI;AACjC,SAAK,
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"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\tprivate _center: Vec\n\tprivate _radius: number\n\tprivate _x: number\n\tprivate _y: 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: 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: 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: radius } = this\n\t\treturn intersectLineSegmentCircle(A, B, _center, radius + distance) !== null\n\t}\n\n\tgetSvgPathData(): string {\n\t\tconst { _center, _radius: 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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"names": []
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}
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