@tldraw/editor 5.4.0-next.ef99ab47e5ce → 5.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (249) hide show
  1. package/dist-cjs/index.d.ts +114 -47
  2. package/dist-cjs/index.js +4 -1
  3. package/dist-cjs/index.js.map +2 -2
  4. package/dist-cjs/lib/TldrawEditor.js +7 -2
  5. package/dist-cjs/lib/TldrawEditor.js.map +2 -2
  6. package/dist-cjs/lib/components/MenuClickCapture.js +6 -8
  7. package/dist-cjs/lib/components/MenuClickCapture.js.map +2 -2
  8. package/dist-cjs/lib/components/default-components/CanvasOverlays.js +1 -3
  9. package/dist-cjs/lib/components/default-components/CanvasOverlays.js.map +2 -2
  10. package/dist-cjs/lib/components/default-components/DefaultErrorFallback.js +1 -1
  11. package/dist-cjs/lib/components/default-components/DefaultErrorFallback.js.map +1 -1
  12. package/dist-cjs/lib/config/TLUserPreferences.js +6 -2
  13. package/dist-cjs/lib/config/TLUserPreferences.js.map +2 -2
  14. package/dist-cjs/lib/config/createTLStore.js +1 -1
  15. package/dist-cjs/lib/config/createTLStore.js.map +2 -2
  16. package/dist-cjs/lib/editor/Editor.js +181 -294
  17. package/dist-cjs/lib/editor/Editor.js.map +2 -2
  18. package/dist-cjs/lib/editor/derivations/shapeIdsInCurrentPage.js +7 -3
  19. package/dist-cjs/lib/editor/derivations/shapeIdsInCurrentPage.js.map +2 -2
  20. package/dist-cjs/lib/editor/managers/ClickManager/ClickManager.js +3 -3
  21. package/dist-cjs/lib/editor/managers/ClickManager/ClickManager.js.map +2 -2
  22. package/dist-cjs/lib/editor/managers/CollaboratorsManager/CollaboratorsManager.js +8 -8
  23. package/dist-cjs/lib/editor/managers/CollaboratorsManager/CollaboratorsManager.js.map +2 -2
  24. package/dist-cjs/lib/editor/managers/FontManager/FontManager.js +2 -1
  25. package/dist-cjs/lib/editor/managers/FontManager/FontManager.js.map +2 -2
  26. package/dist-cjs/lib/editor/managers/InputsManager/InputsManager.js +79 -6
  27. package/dist-cjs/lib/editor/managers/InputsManager/InputsManager.js.map +2 -2
  28. package/dist-cjs/lib/editor/managers/ScribbleManager/ScribbleManager.js +7 -0
  29. package/dist-cjs/lib/editor/managers/ScribbleManager/ScribbleManager.js.map +2 -2
  30. package/dist-cjs/lib/editor/managers/SnapManager/BoundsSnaps.js +0 -2
  31. package/dist-cjs/lib/editor/managers/SnapManager/BoundsSnaps.js.map +2 -2
  32. package/dist-cjs/lib/editor/managers/TextManager/TextManager.js +1 -2
  33. package/dist-cjs/lib/editor/managers/TextManager/TextManager.js.map +2 -2
  34. package/dist-cjs/lib/editor/managers/TickManager/TickManager.js +6 -3
  35. package/dist-cjs/lib/editor/managers/TickManager/TickManager.js.map +2 -2
  36. package/dist-cjs/lib/editor/managers/UserPreferencesManager/UserPreferencesManager.js +12 -1
  37. package/dist-cjs/lib/editor/managers/UserPreferencesManager/UserPreferencesManager.js.map +2 -2
  38. package/dist-cjs/lib/editor/overlays/OverlayManager.js +3 -7
  39. package/dist-cjs/lib/editor/overlays/OverlayManager.js.map +2 -2
  40. package/dist-cjs/lib/editor/overlays/strokeShapeIndicators.js +0 -1
  41. package/dist-cjs/lib/editor/overlays/strokeShapeIndicators.js.map +2 -2
  42. package/dist-cjs/lib/editor/shapes/BaseFrameLikeShapeUtil.js +3 -1
  43. package/dist-cjs/lib/editor/shapes/BaseFrameLikeShapeUtil.js.map +2 -2
  44. package/dist-cjs/lib/editor/shapes/shared/getPerfectDashProps.js +1 -0
  45. package/dist-cjs/lib/editor/shapes/shared/getPerfectDashProps.js.map +2 -2
  46. package/dist-cjs/lib/editor/tools/BaseBoxShapeTool/children/Pointing.js +1 -1
  47. package/dist-cjs/lib/editor/tools/BaseBoxShapeTool/children/Pointing.js.map +2 -2
  48. package/dist-cjs/lib/editor/tools/StateNode.js +3 -2
  49. package/dist-cjs/lib/editor/tools/StateNode.js.map +2 -2
  50. package/dist-cjs/lib/globals/editors.js +57 -0
  51. package/dist-cjs/lib/globals/editors.js.map +7 -0
  52. package/dist-cjs/lib/globals/menus.js +9 -4
  53. package/dist-cjs/lib/globals/menus.js.map +2 -2
  54. package/dist-cjs/lib/hooks/useCanvasEvents.js +2 -0
  55. package/dist-cjs/lib/hooks/useCanvasEvents.js.map +2 -2
  56. package/dist-cjs/lib/hooks/useDocumentEvents.js +39 -9
  57. package/dist-cjs/lib/hooks/useDocumentEvents.js.map +2 -2
  58. package/dist-cjs/lib/hooks/useLocalStore.js +10 -6
  59. package/dist-cjs/lib/hooks/useLocalStore.js.map +2 -2
  60. package/dist-cjs/lib/hooks/usePassThroughWheelEvents.js +1 -0
  61. package/dist-cjs/lib/hooks/usePassThroughWheelEvents.js.map +2 -2
  62. package/dist-cjs/lib/hooks/usePeerIds.js +2 -1
  63. package/dist-cjs/lib/hooks/usePeerIds.js.map +2 -2
  64. package/dist-cjs/lib/license/LicenseManager.js +9 -2
  65. package/dist-cjs/lib/license/LicenseManager.js.map +2 -2
  66. package/dist-cjs/lib/license/LicenseProvider.js +16 -3
  67. package/dist-cjs/lib/license/LicenseProvider.js.map +2 -2
  68. package/dist-cjs/lib/license/useLicenseManagerState.js +5 -4
  69. package/dist-cjs/lib/license/useLicenseManagerState.js.map +2 -2
  70. package/dist-cjs/lib/primitives/Box.js +2 -1
  71. package/dist-cjs/lib/primitives/Box.js.map +2 -2
  72. package/dist-cjs/lib/primitives/Vec.js +4 -3
  73. package/dist-cjs/lib/primitives/Vec.js.map +2 -2
  74. package/dist-cjs/lib/primitives/geometry/Group2d.js +63 -21
  75. package/dist-cjs/lib/primitives/geometry/Group2d.js.map +2 -2
  76. package/dist-cjs/lib/primitives/utils.js +2 -1
  77. package/dist-cjs/lib/primitives/utils.js.map +2 -2
  78. package/dist-cjs/lib/utils/deepLinks.js +5 -1
  79. package/dist-cjs/lib/utils/deepLinks.js.map +2 -2
  80. package/dist-cjs/lib/utils/normalizeWheel.js +2 -0
  81. package/dist-cjs/lib/utils/normalizeWheel.js.map +2 -2
  82. package/dist-cjs/lib/utils/rotation.js +1 -9
  83. package/dist-cjs/lib/utils/rotation.js.map +2 -2
  84. package/dist-cjs/lib/utils/sync/TLLocalSyncClient.js +17 -0
  85. package/dist-cjs/lib/utils/sync/TLLocalSyncClient.js.map +2 -2
  86. package/dist-cjs/lib/utils/sync/alerts.js +1 -1
  87. package/dist-cjs/lib/utils/sync/alerts.js.map +1 -1
  88. package/dist-cjs/version.js +3 -3
  89. package/dist-cjs/version.js.map +1 -1
  90. package/dist-esm/index.d.mts +114 -47
  91. package/dist-esm/index.mjs +9 -2
  92. package/dist-esm/index.mjs.map +2 -2
  93. package/dist-esm/lib/TldrawEditor.mjs +9 -4
  94. package/dist-esm/lib/TldrawEditor.mjs.map +2 -2
  95. package/dist-esm/lib/components/MenuClickCapture.mjs +6 -8
  96. package/dist-esm/lib/components/MenuClickCapture.mjs.map +2 -2
  97. package/dist-esm/lib/components/default-components/CanvasOverlays.mjs +1 -3
  98. package/dist-esm/lib/components/default-components/CanvasOverlays.mjs.map +2 -2
  99. package/dist-esm/lib/components/default-components/DefaultErrorFallback.mjs +1 -1
  100. package/dist-esm/lib/components/default-components/DefaultErrorFallback.mjs.map +1 -1
  101. package/dist-esm/lib/config/TLUserPreferences.mjs +6 -2
  102. package/dist-esm/lib/config/TLUserPreferences.mjs.map +2 -2
  103. package/dist-esm/lib/config/createTLStore.mjs +1 -1
  104. package/dist-esm/lib/config/createTLStore.mjs.map +2 -2
  105. package/dist-esm/lib/editor/Editor.mjs +189 -295
  106. package/dist-esm/lib/editor/Editor.mjs.map +2 -2
  107. package/dist-esm/lib/editor/derivations/shapeIdsInCurrentPage.mjs +7 -3
  108. package/dist-esm/lib/editor/derivations/shapeIdsInCurrentPage.mjs.map +2 -2
  109. package/dist-esm/lib/editor/managers/ClickManager/ClickManager.mjs +3 -3
  110. package/dist-esm/lib/editor/managers/ClickManager/ClickManager.mjs.map +2 -2
  111. package/dist-esm/lib/editor/managers/CollaboratorsManager/CollaboratorsManager.mjs +9 -9
  112. package/dist-esm/lib/editor/managers/CollaboratorsManager/CollaboratorsManager.mjs.map +2 -2
  113. package/dist-esm/lib/editor/managers/FontManager/FontManager.mjs +2 -1
  114. package/dist-esm/lib/editor/managers/FontManager/FontManager.mjs.map +2 -2
  115. package/dist-esm/lib/editor/managers/InputsManager/InputsManager.mjs +81 -8
  116. package/dist-esm/lib/editor/managers/InputsManager/InputsManager.mjs.map +2 -2
  117. package/dist-esm/lib/editor/managers/ScribbleManager/ScribbleManager.mjs +7 -0
  118. package/dist-esm/lib/editor/managers/ScribbleManager/ScribbleManager.mjs.map +2 -2
  119. package/dist-esm/lib/editor/managers/SnapManager/BoundsSnaps.mjs +0 -2
  120. package/dist-esm/lib/editor/managers/SnapManager/BoundsSnaps.mjs.map +2 -2
  121. package/dist-esm/lib/editor/managers/TextManager/TextManager.mjs +2 -3
  122. package/dist-esm/lib/editor/managers/TextManager/TextManager.mjs.map +2 -2
  123. package/dist-esm/lib/editor/managers/TickManager/TickManager.mjs +6 -3
  124. package/dist-esm/lib/editor/managers/TickManager/TickManager.mjs.map +2 -2
  125. package/dist-esm/lib/editor/managers/UserPreferencesManager/UserPreferencesManager.mjs +12 -1
  126. package/dist-esm/lib/editor/managers/UserPreferencesManager/UserPreferencesManager.mjs.map +2 -2
  127. package/dist-esm/lib/editor/overlays/OverlayManager.mjs +3 -7
  128. package/dist-esm/lib/editor/overlays/OverlayManager.mjs.map +2 -2
  129. package/dist-esm/lib/editor/overlays/strokeShapeIndicators.mjs +0 -1
  130. package/dist-esm/lib/editor/overlays/strokeShapeIndicators.mjs.map +2 -2
  131. package/dist-esm/lib/editor/shapes/BaseFrameLikeShapeUtil.mjs +3 -1
  132. package/dist-esm/lib/editor/shapes/BaseFrameLikeShapeUtil.mjs.map +2 -2
  133. package/dist-esm/lib/editor/shapes/shared/getPerfectDashProps.mjs +1 -0
  134. package/dist-esm/lib/editor/shapes/shared/getPerfectDashProps.mjs.map +2 -2
  135. package/dist-esm/lib/editor/tools/BaseBoxShapeTool/children/Pointing.mjs +1 -1
  136. package/dist-esm/lib/editor/tools/BaseBoxShapeTool/children/Pointing.mjs.map +2 -2
  137. package/dist-esm/lib/editor/tools/StateNode.mjs +3 -2
  138. package/dist-esm/lib/editor/tools/StateNode.mjs.map +2 -2
  139. package/dist-esm/lib/globals/editors.mjs +37 -0
  140. package/dist-esm/lib/globals/editors.mjs.map +7 -0
  141. package/dist-esm/lib/globals/menus.mjs +9 -4
  142. package/dist-esm/lib/globals/menus.mjs.map +2 -2
  143. package/dist-esm/lib/hooks/useCanvasEvents.mjs +2 -0
  144. package/dist-esm/lib/hooks/useCanvasEvents.mjs.map +2 -2
  145. package/dist-esm/lib/hooks/useDocumentEvents.mjs +40 -10
  146. package/dist-esm/lib/hooks/useDocumentEvents.mjs.map +2 -2
  147. package/dist-esm/lib/hooks/useLocalStore.mjs +11 -7
  148. package/dist-esm/lib/hooks/useLocalStore.mjs.map +2 -2
  149. package/dist-esm/lib/hooks/usePassThroughWheelEvents.mjs +1 -0
  150. package/dist-esm/lib/hooks/usePassThroughWheelEvents.mjs.map +2 -2
  151. package/dist-esm/lib/hooks/usePeerIds.mjs +2 -1
  152. package/dist-esm/lib/hooks/usePeerIds.mjs.map +2 -2
  153. package/dist-esm/lib/license/LicenseManager.mjs +9 -2
  154. package/dist-esm/lib/license/LicenseManager.mjs.map +2 -2
  155. package/dist-esm/lib/license/LicenseProvider.mjs +16 -3
  156. package/dist-esm/lib/license/LicenseProvider.mjs.map +2 -2
  157. package/dist-esm/lib/license/useLicenseManagerState.mjs +5 -4
  158. package/dist-esm/lib/license/useLicenseManagerState.mjs.map +2 -2
  159. package/dist-esm/lib/primitives/Box.mjs +2 -1
  160. package/dist-esm/lib/primitives/Box.mjs.map +2 -2
  161. package/dist-esm/lib/primitives/Vec.mjs +4 -3
  162. package/dist-esm/lib/primitives/Vec.mjs.map +2 -2
  163. package/dist-esm/lib/primitives/geometry/Group2d.mjs +63 -21
  164. package/dist-esm/lib/primitives/geometry/Group2d.mjs.map +2 -2
  165. package/dist-esm/lib/primitives/utils.mjs +2 -1
  166. package/dist-esm/lib/primitives/utils.mjs.map +2 -2
  167. package/dist-esm/lib/utils/deepLinks.mjs +5 -1
  168. package/dist-esm/lib/utils/deepLinks.mjs.map +2 -2
  169. package/dist-esm/lib/utils/normalizeWheel.mjs +2 -0
  170. package/dist-esm/lib/utils/normalizeWheel.mjs.map +2 -2
  171. package/dist-esm/lib/utils/rotation.mjs +1 -9
  172. package/dist-esm/lib/utils/rotation.mjs.map +2 -2
  173. package/dist-esm/lib/utils/sync/TLLocalSyncClient.mjs +17 -0
  174. package/dist-esm/lib/utils/sync/TLLocalSyncClient.mjs.map +2 -2
  175. package/dist-esm/lib/utils/sync/alerts.mjs +1 -1
  176. package/dist-esm/lib/utils/sync/alerts.mjs.map +1 -1
  177. package/dist-esm/version.mjs +3 -3
  178. package/dist-esm/version.mjs.map +1 -1
  179. package/package.json +13 -7
  180. package/src/index.ts +6 -1
  181. package/src/lib/TldrawEditor.tsx +16 -4
  182. package/src/lib/components/MenuClickCapture.tsx +19 -18
  183. package/src/lib/components/default-components/CanvasOverlays.tsx +1 -3
  184. package/src/lib/components/default-components/DefaultErrorFallback.tsx +1 -1
  185. package/src/lib/config/TLUserPreferences.test.ts +18 -1
  186. package/src/lib/config/TLUserPreferences.ts +8 -4
  187. package/src/lib/config/createTLStore.ts +1 -1
  188. package/src/lib/editor/Editor.ts +266 -383
  189. package/src/lib/editor/derivations/shapeIdsInCurrentPage.ts +7 -3
  190. package/src/lib/editor/managers/ClickManager/ClickManager.ts +5 -3
  191. package/src/lib/editor/managers/CollaboratorsManager/CollaboratorsManager.ts +9 -9
  192. package/src/lib/editor/managers/FontManager/FontManager.ts +2 -1
  193. package/src/lib/editor/managers/InputsManager/InputsManager.test.ts +199 -3
  194. package/src/lib/editor/managers/InputsManager/InputsManager.ts +128 -9
  195. package/src/lib/editor/managers/ScribbleManager/ScribbleManager.ts +12 -1
  196. package/src/lib/editor/managers/SnapManager/BoundsSnaps.ts +0 -2
  197. package/src/lib/editor/managers/TextManager/TextManager.ts +2 -6
  198. package/src/lib/editor/managers/TickManager/TickManager.test.ts +13 -0
  199. package/src/lib/editor/managers/TickManager/TickManager.ts +9 -3
  200. package/src/lib/editor/managers/UserPreferencesManager/UserPreferencesManager.test.ts +64 -3
  201. package/src/lib/editor/managers/UserPreferencesManager/UserPreferencesManager.ts +18 -1
  202. package/src/lib/editor/overlays/OverlayManager.ts +3 -7
  203. package/src/lib/editor/overlays/strokeShapeIndicators.ts +0 -1
  204. package/src/lib/editor/shapes/BaseFrameLikeShapeUtil.tsx +5 -1
  205. package/src/lib/editor/shapes/shared/getPerfectDashProps.ts +3 -0
  206. package/src/lib/editor/tools/BaseBoxShapeTool/children/Pointing.ts +4 -1
  207. package/src/lib/editor/tools/StateNode.test.ts +64 -0
  208. package/src/lib/editor/tools/StateNode.ts +12 -2
  209. package/src/lib/globals/editors.test.ts +76 -0
  210. package/src/lib/globals/editors.ts +53 -0
  211. package/src/lib/globals/menus.test.ts +33 -0
  212. package/src/lib/globals/menus.ts +11 -4
  213. package/src/lib/hooks/useCanvasEvents.ts +2 -0
  214. package/src/lib/hooks/useDocumentEvents.ts +60 -16
  215. package/src/lib/hooks/useLocalStore.ts +16 -8
  216. package/src/lib/hooks/usePassThroughWheelEvents.ts +3 -0
  217. package/src/lib/hooks/usePeerIds.ts +2 -1
  218. package/src/lib/license/LicenseManager.test.ts +160 -0
  219. package/src/lib/license/LicenseManager.ts +13 -4
  220. package/src/lib/license/LicenseProvider.tsx +24 -3
  221. package/src/lib/license/useLicenseManagerState.ts +8 -6
  222. package/src/lib/primitives/Box.test.ts +9 -1
  223. package/src/lib/primitives/Box.ts +3 -1
  224. package/src/lib/primitives/Vec.test.ts +10 -0
  225. package/src/lib/primitives/Vec.ts +4 -4
  226. package/src/lib/primitives/geometry/Arc2d.test.ts +226 -3
  227. package/src/lib/primitives/geometry/CubicBezier2d.test.ts +173 -3
  228. package/src/lib/primitives/geometry/CubicSpline2d.test.ts +160 -3
  229. package/src/lib/primitives/geometry/Ellipse2d.test.ts +243 -3
  230. package/src/lib/primitives/geometry/Geometry2d.test.ts +553 -1
  231. package/src/lib/primitives/geometry/Group2d.test.ts +398 -3
  232. package/src/lib/primitives/geometry/Group2d.ts +63 -27
  233. package/src/lib/primitives/geometry/Polyline2d.test.ts +207 -0
  234. package/src/lib/primitives/geometry/Stadium2d.test.ts +191 -3
  235. package/src/lib/primitives/utils.test.ts +10 -1
  236. package/src/lib/primitives/utils.ts +4 -1
  237. package/src/lib/test/useCanvasEvents.test.tsx +74 -0
  238. package/src/lib/test/useDocumentEvents.test.tsx +107 -0
  239. package/src/lib/test/usePassThroughWheelEvents.test.tsx +25 -2
  240. package/src/lib/utils/deepLinks.test.ts +15 -0
  241. package/src/lib/utils/deepLinks.ts +7 -1
  242. package/src/lib/utils/normalizeWheel.test.ts +39 -0
  243. package/src/lib/utils/normalizeWheel.ts +6 -0
  244. package/src/lib/utils/rotation.ts +4 -12
  245. package/src/lib/utils/sync/TLLocalSyncClient.test.ts +56 -0
  246. package/src/lib/utils/sync/TLLocalSyncClient.ts +24 -0
  247. package/src/lib/utils/sync/alerts.ts +1 -1
  248. package/src/version.ts +3 -3
  249. package/src/lib/primitives/geometry/Polyline.test.ts +0 -5
@@ -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'\n\nconst { easeInQuad, easeInOutQuad } = EASINGS\n\nfunction clamp(n: number, min: number, max?: number): number {\n\treturn Math.max(min, typeof max !== 'undefined' ? Math.min(n, max) : n)\n}\n\nfunction toFixed(v: number) {\n\treturn Math.round(v * 1e2) / 1e2\n}\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 tldraw/no-setter-getter\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\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\t// Inlined: t = Vec.Sub(P, A).pry(u), return Vec.Mul(u, t).add(A)\n\t\tconst t = (P.x - A.x) * u.x + (P.y - A.y) * u.y\n\t\treturn new Vec(A.x + u.x * t, A.y + u.y * t)\n\t}\n\n\tstatic NearestPointOnLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp = true): Vec {\n\t\t// Parametric projection of P onto segment AB.\n\t\t// Inlined: d = Vec.Sub(B, A); t = Vec.Sub(P, A).pry(d) / d.len(); return Vec.Lrp(A, B, t)\n\t\tconst dx = B.x - A.x\n\t\tconst dy = B.y - A.y\n\t\tconst d2 = dx * dx + dy * dy\n\n\t\tif (d2 === 0) return Vec.From(A)\n\n\t\tlet t = ((P.x - A.x) * dx + (P.y - A.y) * dy) / d2\n\n\t\tif (clamp) {\n\t\t\tif (t < 0) t = 0\n\t\t\telse if (t > 1) t = 1\n\t\t}\n\n\t\treturn new Vec(A.x + t * dx, A.y + t * dy)\n\t}\n\n\tstatic DistanceToLineThroughPoint(A: VecLike, u: VecLike, P: VecLike): number {\n\t\t// Inlined: Vec.Dist(P, Vec.NearestPointOnLineThroughPoint(A, u, P))\n\t\t// Uses |cross(P-A, u)| which equals the perpendicular distance when u is a unit vector.\n\t\tconst dx = P.x - A.x\n\t\tconst dy = P.y - A.y\n\t\treturn Math.abs(dx * u.y - dy * u.x)\n\t}\n\n\tstatic DistanceToLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp = true): number {\n\t\t// Inlined: Vec.Dist(P, Vec.NearestPointOnLineSegment(A, B, P, clamp))\n\t\t// Computes the nearest point via parametric t-projection then returns the scalar distance,\n\t\t// avoiding the intermediate Vec allocation that NearestPointOnLineSegment would create.\n\t\tconst dx = B.x - A.x\n\t\tconst dy = B.y - A.y\n\t\tconst d2 = dx * dx + dy * dy\n\n\t\tif (d2 === 0) return Vec.Dist(A, P)\n\n\t\tlet t = ((P.x - A.x) * dx + (P.y - A.y) * dy) / d2\n\n\t\tif (clamp) {\n\t\t\tif (t < 0) t = 0\n\t\t\telse if (t > 1) t = 1\n\t\t}\n\n\t\tconst nx = A.x + t * dx - P.x\n\t\tconst ny = A.y + t * dy - P.y\n\t\treturn Math.sqrt(nx * nx + ny * ny)\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 IsFinite(A: VecLike): boolean {\n\t\treturn Number.isFinite(A.x) && Number.isFinite(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\t// p = dot(A, B); n = |A| * |B| (uses x*x instead of Math.pow(x, 2))\n\t\tconst p = A.x * B.x + A.y * B.y\n\t\tconst n = Math.sqrt((A.x * A.x + A.y * A.y) * (B.x * B.x + B.y * B.y))\n\t\tconst sign = A.x * B.y - A.y * B.x < 0 ? -1 : 1\n\t\treturn sign * Math.acos(clamp(p / n, -1, 1))\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\t// Inlined: Vec.Sub(B, A).mul(t).add(A) \u2014 note: only interpolates x/y, not z.\n\t\treturn new Vec(A.x + (B.x - A.x) * t, A.y + (B.y - A.y) * t)\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 * @param ease - The easing to use.\n\t */\n\tstatic PointsBetween(A: VecModel, B: VecModel, steps = 6, ease = easeInQuad): Vec[] {\n\t\tconst results: Vec[] = []\n\n\t\tfor (let i = 0; i < steps; i++) {\n\t\t\tconst t = ease(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 - easeInOutQuad(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"],
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+ "sourcesContent": ["import { VecModel } from '@tldraw/tlschema'\nimport { EASINGS } from './easings'\n\nconst { easeInQuad, easeInOutQuad } = EASINGS\n\nfunction clamp(n: number, min: number, max?: number): number {\n\treturn Math.max(min, typeof max !== 'undefined' ? Math.min(n, max) : n)\n}\n\nfunction toFixed(v: number) {\n\treturn Math.round(v * 1e2) / 1e2\n}\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 tldraw/no-setter-getter\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\tconst { x, y, z } = this\n\t\tthis.x = y * V.z! - z * V.y\n\t\tthis.y = z * V.x - x * V.z!\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\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\t// Inlined: t = Vec.Sub(P, A).pry(u), return Vec.Mul(u, t).add(A)\n\t\tconst t = (P.x - A.x) * u.x + (P.y - A.y) * u.y\n\t\treturn new Vec(A.x + u.x * t, A.y + u.y * t)\n\t}\n\n\tstatic NearestPointOnLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp = true): Vec {\n\t\t// Parametric projection of P onto segment AB.\n\t\t// Inlined: d = Vec.Sub(B, A); t = Vec.Sub(P, A).pry(d) / d.len(); return Vec.Lrp(A, B, t)\n\t\tconst dx = B.x - A.x\n\t\tconst dy = B.y - A.y\n\t\tconst d2 = dx * dx + dy * dy\n\n\t\tif (d2 === 0) return Vec.From(A)\n\n\t\tlet t = ((P.x - A.x) * dx + (P.y - A.y) * dy) / d2\n\n\t\tif (clamp) {\n\t\t\tif (t < 0) t = 0\n\t\t\telse if (t > 1) t = 1\n\t\t}\n\n\t\treturn new Vec(A.x + t * dx, A.y + t * dy)\n\t}\n\n\tstatic DistanceToLineThroughPoint(A: VecLike, u: VecLike, P: VecLike): number {\n\t\t// Inlined: Vec.Dist(P, Vec.NearestPointOnLineThroughPoint(A, u, P))\n\t\t// Uses |cross(P-A, u)| which equals the perpendicular distance when u is a unit vector.\n\t\tconst dx = P.x - A.x\n\t\tconst dy = P.y - A.y\n\t\treturn Math.abs(dx * u.y - dy * u.x)\n\t}\n\n\tstatic DistanceToLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp = true): number {\n\t\t// Inlined: Vec.Dist(P, Vec.NearestPointOnLineSegment(A, B, P, clamp))\n\t\t// Computes the nearest point via parametric t-projection then returns the scalar distance,\n\t\t// avoiding the intermediate Vec allocation that NearestPointOnLineSegment would create.\n\t\tconst dx = B.x - A.x\n\t\tconst dy = B.y - A.y\n\t\tconst d2 = dx * dx + dy * dy\n\n\t\tif (d2 === 0) return Vec.Dist(A, P)\n\n\t\tlet t = ((P.x - A.x) * dx + (P.y - A.y) * dy) / d2\n\n\t\tif (clamp) {\n\t\t\tif (t < 0) t = 0\n\t\t\telse if (t > 1) t = 1\n\t\t}\n\n\t\tconst nx = A.x + t * dx - P.x\n\t\tconst ny = A.y + t * dy - P.y\n\t\treturn Math.sqrt(nx * nx + ny * ny)\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.x) 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 IsFinite(A: VecLike): boolean {\n\t\treturn Number.isFinite(A.x) && Number.isFinite(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\t// p = dot(A, B); n = |A| * |B| (uses x*x instead of Math.pow(x, 2))\n\t\tconst p = A.x * B.x + A.y * B.y\n\t\tconst n = Math.sqrt((A.x * A.x + A.y * A.y) * (B.x * B.x + B.y * B.y))\n\t\tconst sign = A.x * B.y - A.y * B.x < 0 ? -1 : 1\n\t\treturn sign * Math.acos(clamp(p / n, -1, 1))\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\t// Inlined: Vec.Sub(B, A).mul(t).add(A) \u2014 note: only interpolates x/y, not z.\n\t\treturn new Vec(A.x + (B.x - A.x) * t, A.y + (B.y - A.y) * t)\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 * @param ease - The easing to use.\n\t */\n\tstatic PointsBetween(A: VecModel, B: VecModel, steps = 6, ease = easeInQuad): Vec[] {\n\t\tconst results: Vec[] = []\n\n\t\tfor (let i = 0; i < steps; i++) {\n\t\t\tconst t = ease(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 - easeInOutQuad(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"],
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6
6
  "names": ["clamp"]
7
7
  }
@@ -1,4 +1,3 @@
1
- import { EMPTY_ARRAY } from "@tldraw/state";
2
1
  import { assert, invLerp, lerp } from "@tldraw/utils";
3
2
  import { Box } from "../Box.mjs";
4
3
  import { Vec } from "../Vec.mjs";
@@ -24,7 +23,15 @@ class Group2d extends Geometry2d {
24
23
  }
25
24
  getVertices(filters) {
26
25
  if (this.isExcludedByFilter(filters)) return [];
27
- return this.children.filter((c) => !c.isExcludedByFilter(filters)).flatMap((c) => c.getVertices(filters));
26
+ const vertices = [];
27
+ for (const child of this.children) {
28
+ if (child.isExcludedByFilter(filters)) continue;
29
+ const childVertices = child.getVertices(filters);
30
+ for (let i = 0, n = childVertices.length; i < n; i++) {
31
+ vertices.push(childVertices[i]);
32
+ }
33
+ }
34
+ return vertices;
28
35
  }
29
36
  nearestPoint(point, filters) {
30
37
  let dist = Infinity;
@@ -59,38 +66,73 @@ class Group2d extends Geometry2d {
59
66
  return smallestDistance;
60
67
  }
61
68
  hitTestPoint(point, margin, hitInside, filters = Geometry2dFilters.EXCLUDE_LABELS) {
62
- return !!this.children.filter((c) => !c.isExcludedByFilter(filters)).find((c) => c.hitTestPoint(point, margin, hitInside));
69
+ for (const child of this.children) {
70
+ if (child.isExcludedByFilter(filters)) continue;
71
+ if (child.hitTestPoint(point, margin, hitInside)) return true;
72
+ }
73
+ return false;
63
74
  }
64
75
  hitTestLineSegment(A, B, zoom, filters = Geometry2dFilters.EXCLUDE_LABELS) {
65
- return !!this.children.filter((c) => !c.isExcludedByFilter(filters)).find((c) => c.hitTestLineSegment(A, B, zoom));
76
+ for (const child of this.children) {
77
+ if (child.isExcludedByFilter(filters)) continue;
78
+ if (child.hitTestLineSegment(A, B, zoom)) return true;
79
+ }
80
+ return false;
66
81
  }
67
82
  intersectLineSegment(A, B, filters) {
68
- return this.children.flatMap((child) => {
69
- if (child.isExcludedByFilter(filters)) return EMPTY_ARRAY;
70
- return child.intersectLineSegment(A, B, filters);
71
- });
83
+ const result = [];
84
+ for (const child of this.children) {
85
+ if (child.isExcludedByFilter(filters)) continue;
86
+ const hits = child.intersectLineSegment(A, B, filters);
87
+ for (let i = 0, n = hits.length; i < n; i++) {
88
+ result.push(hits[i]);
89
+ }
90
+ }
91
+ return result;
72
92
  }
73
93
  intersectCircle(center, radius, filters) {
74
- return this.children.flatMap((child) => {
75
- if (child.isExcludedByFilter(filters)) return EMPTY_ARRAY;
76
- return child.intersectCircle(center, radius, filters);
77
- });
94
+ const result = [];
95
+ for (const child of this.children) {
96
+ if (child.isExcludedByFilter(filters)) continue;
97
+ const hits = child.intersectCircle(center, radius, filters);
98
+ for (let i = 0, n = hits.length; i < n; i++) {
99
+ result.push(hits[i]);
100
+ }
101
+ }
102
+ return result;
78
103
  }
79
104
  getBoundsVertices() {
80
105
  if (this.excludeFromShapeBounds) return [];
81
- return this.children.flatMap((child) => child.getBoundsVertices());
106
+ const vertices = [];
107
+ for (const child of this.children) {
108
+ const childVertices = child.getBoundsVertices();
109
+ for (let i = 0, n = childVertices.length; i < n; i++) {
110
+ vertices.push(childVertices[i]);
111
+ }
112
+ }
113
+ return vertices;
82
114
  }
83
115
  intersectPolygon(polygon, filters) {
84
- return this.children.flatMap((child) => {
85
- if (child.isExcludedByFilter(filters)) return EMPTY_ARRAY;
86
- return child.intersectPolygon(polygon, filters);
87
- });
116
+ const result = [];
117
+ for (const child of this.children) {
118
+ if (child.isExcludedByFilter(filters)) continue;
119
+ const hits = child.intersectPolygon(polygon, filters);
120
+ for (let i = 0, n = hits.length; i < n; i++) {
121
+ result.push(hits[i]);
122
+ }
123
+ }
124
+ return result;
88
125
  }
89
126
  intersectPolyline(polyline, filters) {
90
- return this.children.flatMap((child) => {
91
- if (child.isExcludedByFilter(filters)) return EMPTY_ARRAY;
92
- return child.intersectPolyline(polyline, filters);
93
- });
127
+ const result = [];
128
+ for (const child of this.children) {
129
+ if (child.isExcludedByFilter(filters)) continue;
130
+ const hits = child.intersectPolyline(polyline, filters);
131
+ for (let i = 0, n = hits.length; i < n; i++) {
132
+ result.push(hits[i]);
133
+ }
134
+ }
135
+ return result;
94
136
  }
95
137
  interpolateAlongEdge(t, filters) {
96
138
  const totalLength = this.getLength(filters);
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../src/lib/primitives/geometry/Group2d.ts"],
4
- "sourcesContent": ["import { EMPTY_ARRAY } from '@tldraw/state'\nimport { assert, invLerp, lerp } from '@tldraw/utils'\nimport { Box } from '../Box'\nimport { Mat } from '../Mat'\nimport { Vec, VecLike } from '../Vec'\nimport { Geometry2d, Geometry2dFilters, Geometry2dOptions } from './Geometry2d'\n\n/** @public */\nexport class Group2d extends Geometry2d {\n\tchildren: Geometry2d[] = []\n\tignoredChildren: Geometry2d[] = []\n\n\tconstructor(\n\t\tconfig: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {\n\t\t\tchildren: Geometry2d[]\n\t\t}\n\t) {\n\t\tsuper({ ...config, isClosed: true, isFilled: false })\n\n\t\tconst addChildren = (children: Geometry2d[]) => {\n\t\t\tfor (const child of children) {\n\t\t\t\tif (child instanceof Group2d) {\n\t\t\t\t\taddChildren(child.children)\n\t\t\t\t} else if (child.ignore) {\n\t\t\t\t\tthis.ignoredChildren.push(child)\n\t\t\t\t} else {\n\t\t\t\t\tthis.children.push(child)\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\taddChildren(config.children)\n\n\t\tif (this.children.length === 0) throw Error('Group2d must have at least one child')\n\t}\n\n\toverride getVertices(filters: Geometry2dFilters): Vec[] {\n\t\tif (this.isExcludedByFilter(filters)) return []\n\t\treturn this.children\n\t\t\t.filter((c) => !c.isExcludedByFilter(filters))\n\t\t\t.flatMap((c) => c.getVertices(filters))\n\t}\n\n\toverride nearestPoint(point: VecLike, filters?: Geometry2dFilters): Vec {\n\t\tlet dist = Infinity\n\t\tlet nearest: Vec | undefined\n\n\t\tconst { children } = this\n\n\t\tif (children.length === 0) {\n\t\t\tthrow Error('no children')\n\t\t}\n\n\t\tlet p: Vec\n\t\tlet d: number\n\t\tfor (const child of children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tp = child.nearestPoint(point, filters)\n\t\t\td = Vec.Dist2(p, point)\n\t\t\tif (d < dist) {\n\t\t\t\tdist = d\n\t\t\t\tnearest = p\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\toverride distanceToPoint(point: VecLike, hitInside = false, filters?: Geometry2dFilters) {\n\t\tlet smallestDistance = Infinity\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst distance = child.distanceToPoint(point, hitInside, filters)\n\t\t\tif (distance < smallestDistance) {\n\t\t\t\tsmallestDistance = distance\n\t\t\t}\n\t\t}\n\t\treturn smallestDistance\n\t}\n\n\toverride hitTestPoint(\n\t\tpoint: VecLike,\n\t\tmargin: number,\n\t\thitInside: boolean,\n\t\tfilters = Geometry2dFilters.EXCLUDE_LABELS\n\t): boolean {\n\t\treturn !!this.children\n\t\t\t.filter((c) => !c.isExcludedByFilter(filters))\n\t\t\t.find((c) => c.hitTestPoint(point, margin, hitInside))\n\t}\n\n\toverride hitTestLineSegment(\n\t\tA: VecLike,\n\t\tB: VecLike,\n\t\tzoom: number,\n\t\tfilters = Geometry2dFilters.EXCLUDE_LABELS\n\t): boolean {\n\t\treturn !!this.children\n\t\t\t.filter((c) => !c.isExcludedByFilter(filters))\n\t\t\t.find((c) => c.hitTestLineSegment(A, B, zoom))\n\t}\n\n\toverride intersectLineSegment(A: VecLike, B: VecLike, filters?: Geometry2dFilters) {\n\t\treturn this.children.flatMap((child) => {\n\t\t\tif (child.isExcludedByFilter(filters)) return EMPTY_ARRAY\n\t\t\treturn child.intersectLineSegment(A, B, filters)\n\t\t})\n\t}\n\n\toverride intersectCircle(center: VecLike, radius: number, filters?: Geometry2dFilters) {\n\t\treturn this.children.flatMap((child) => {\n\t\t\tif (child.isExcludedByFilter(filters)) return EMPTY_ARRAY\n\t\t\treturn child.intersectCircle(center, radius, filters)\n\t\t})\n\t}\n\n\toverride getBoundsVertices(): Vec[] {\n\t\tif (this.excludeFromShapeBounds) return []\n\t\treturn this.children.flatMap((child) => child.getBoundsVertices())\n\t}\n\n\toverride intersectPolygon(polygon: VecLike[], filters?: Geometry2dFilters) {\n\t\treturn this.children.flatMap((child) => {\n\t\t\tif (child.isExcludedByFilter(filters)) return EMPTY_ARRAY\n\t\t\treturn child.intersectPolygon(polygon, filters)\n\t\t})\n\t}\n\n\toverride intersectPolyline(polyline: VecLike[], filters?: Geometry2dFilters) {\n\t\treturn this.children.flatMap((child) => {\n\t\t\tif (child.isExcludedByFilter(filters)) return EMPTY_ARRAY\n\t\t\treturn child.intersectPolyline(polyline, filters)\n\t\t})\n\t}\n\n\toverride interpolateAlongEdge(t: number, filters?: Geometry2dFilters): Vec {\n\t\tconst totalLength = this.getLength(filters)\n\n\t\tconst distanceToTravel = t * totalLength\n\t\tlet distanceTraveled = 0\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst childLength = child.length\n\t\t\tconst newDistanceTraveled = distanceTraveled + childLength\n\t\t\tif (newDistanceTraveled >= distanceToTravel) {\n\t\t\t\treturn child.interpolateAlongEdge(\n\t\t\t\t\tinvLerp(distanceTraveled, newDistanceTraveled, distanceToTravel),\n\t\t\t\t\tfilters\n\t\t\t\t)\n\t\t\t}\n\t\t\tdistanceTraveled = newDistanceTraveled\n\t\t}\n\n\t\treturn this.children[this.children.length - 1].interpolateAlongEdge(1, filters)\n\t}\n\n\toverride uninterpolateAlongEdge(point: VecLike, filters?: Geometry2dFilters): number {\n\t\tconst totalLength = this.getLength(filters)\n\n\t\tlet closestChild = null\n\t\tlet closestDistance = Infinity\n\t\tlet distanceTraveled = 0\n\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst childLength = child.getLength(filters)\n\t\t\tconst newDistanceTraveled = distanceTraveled + childLength\n\n\t\t\tconst distance = child.distanceToPoint(point, false, filters)\n\t\t\tif (distance < closestDistance) {\n\t\t\t\tclosestDistance = distance\n\t\t\t\tclosestChild = {\n\t\t\t\t\tstartLength: distanceTraveled,\n\t\t\t\t\tendLength: newDistanceTraveled,\n\t\t\t\t\tchild,\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tdistanceTraveled = newDistanceTraveled\n\t\t}\n\n\t\tassert(closestChild)\n\n\t\tconst normalizedDistanceInChild = closestChild.child.uninterpolateAlongEdge(point, filters)\n\t\tconst childTLength = lerp(\n\t\t\tclosestChild.startLength,\n\t\t\tclosestChild.endLength,\n\t\t\tnormalizedDistanceInChild\n\t\t)\n\t\treturn childTLength / totalLength\n\t}\n\n\toverride transform(transform: Mat): Geometry2d {\n\t\treturn new Group2d({\n\t\t\tchildren: this.children.map((c) => c.transform(transform)),\n\t\t\tisLabel: this.isLabel,\n\t\t\tdebugColor: this.debugColor,\n\t\t\tignore: this.ignore,\n\t\t})\n\t}\n\n\tgetArea() {\n\t\t// todo: this is a temporary solution, assuming that the first child defines the group size; we would want to flatten the group and then find the area of the hull polygon\n\t\treturn this.children[0].area\n\t}\n\n\ttoSimpleSvgPath() {\n\t\tlet path = ''\n\t\tfor (const child of this.children) {\n\t\t\tpath += child.toSimpleSvgPath()\n\t\t}\n\n\t\tconst corners = Box.FromPoints(this.boundsVertices).corners\n\t\t// draw just a few pixels around each corner, e.g. an L shape for the bottom left\n\n\t\tfor (let i = 0, n = corners.length; i < n; i++) {\n\t\t\tconst corner = corners[i]\n\t\t\tconst prevCorner = corners[(i - 1 + n) % n]\n\t\t\tconst prevDist = corner.dist(prevCorner)\n\t\t\tconst nextCorner = corners[(i + 1) % n]\n\t\t\tconst nextDist = corner.dist(nextCorner)\n\n\t\t\tconst A = corner.clone().lrp(prevCorner, 4 / prevDist)\n\t\t\tconst B = corner\n\t\t\tconst C = corner.clone().lrp(nextCorner, 4 / nextDist)\n\n\t\t\tpath += `M${A.x},${A.y} L${B.x},${B.y} L${C.x},${C.y} `\n\t\t}\n\t\treturn path\n\t}\n\n\tgetLength(filters?: Geometry2dFilters): number {\n\t\tlet length = 0\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tlength += child.length\n\t\t}\n\t\treturn length\n\t}\n\n\tgetSvgPathData(): string {\n\t\treturn this.children.map((c, i) => (c.isLabel ? '' : c.getSvgPathData(i === 0))).join(' ')\n\t}\n\n\toverlapsPolygon(polygon: VecLike[]): boolean {\n\t\treturn this.children.some((child) => child.overlapsPolygon(polygon))\n\t}\n}\n"],
5
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4
+ "sourcesContent": ["import { assert, invLerp, lerp } from '@tldraw/utils'\nimport { Box } from '../Box'\nimport { Mat } from '../Mat'\nimport { Vec, VecLike } from '../Vec'\nimport { Geometry2d, Geometry2dFilters, Geometry2dOptions } from './Geometry2d'\n\n/** @public */\nexport class Group2d extends Geometry2d {\n\tchildren: Geometry2d[] = []\n\tignoredChildren: Geometry2d[] = []\n\n\tconstructor(\n\t\tconfig: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {\n\t\t\tchildren: Geometry2d[]\n\t\t}\n\t) {\n\t\tsuper({ ...config, isClosed: true, isFilled: false })\n\n\t\tconst addChildren = (children: Geometry2d[]) => {\n\t\t\tfor (const child of children) {\n\t\t\t\tif (child instanceof Group2d) {\n\t\t\t\t\taddChildren(child.children)\n\t\t\t\t} else if (child.ignore) {\n\t\t\t\t\tthis.ignoredChildren.push(child)\n\t\t\t\t} else {\n\t\t\t\t\tthis.children.push(child)\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\taddChildren(config.children)\n\n\t\tif (this.children.length === 0) throw Error('Group2d must have at least one child')\n\t}\n\n\toverride getVertices(filters: Geometry2dFilters): Vec[] {\n\t\tif (this.isExcludedByFilter(filters)) return []\n\t\tconst vertices: Vec[] = []\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst childVertices = child.getVertices(filters)\n\t\t\tfor (let i = 0, n = childVertices.length; i < n; i++) {\n\t\t\t\tvertices.push(childVertices[i])\n\t\t\t}\n\t\t}\n\t\treturn vertices\n\t}\n\n\toverride nearestPoint(point: VecLike, filters?: Geometry2dFilters): Vec {\n\t\tlet dist = Infinity\n\t\tlet nearest: Vec | undefined\n\n\t\tconst { children } = this\n\n\t\tif (children.length === 0) {\n\t\t\tthrow Error('no children')\n\t\t}\n\n\t\tlet p: Vec\n\t\tlet d: number\n\t\tfor (const child of children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tp = child.nearestPoint(point, filters)\n\t\t\td = Vec.Dist2(p, point)\n\t\t\tif (d < dist) {\n\t\t\t\tdist = d\n\t\t\t\tnearest = p\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\toverride distanceToPoint(point: VecLike, hitInside = false, filters?: Geometry2dFilters) {\n\t\tlet smallestDistance = Infinity\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst distance = child.distanceToPoint(point, hitInside, filters)\n\t\t\tif (distance < smallestDistance) {\n\t\t\t\tsmallestDistance = distance\n\t\t\t}\n\t\t}\n\t\treturn smallestDistance\n\t}\n\n\toverride hitTestPoint(\n\t\tpoint: VecLike,\n\t\tmargin: number,\n\t\thitInside: boolean,\n\t\tfilters = Geometry2dFilters.EXCLUDE_LABELS\n\t): boolean {\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tif (child.hitTestPoint(point, margin, hitInside)) return true\n\t\t}\n\t\treturn false\n\t}\n\n\toverride hitTestLineSegment(\n\t\tA: VecLike,\n\t\tB: VecLike,\n\t\tzoom: number,\n\t\tfilters = Geometry2dFilters.EXCLUDE_LABELS\n\t): boolean {\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tif (child.hitTestLineSegment(A, B, zoom)) return true\n\t\t}\n\t\treturn false\n\t}\n\n\toverride intersectLineSegment(A: VecLike, B: VecLike, filters?: Geometry2dFilters) {\n\t\tconst result: VecLike[] = []\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst hits = child.intersectLineSegment(A, B, filters)\n\t\t\tfor (let i = 0, n = hits.length; i < n; i++) {\n\t\t\t\tresult.push(hits[i])\n\t\t\t}\n\t\t}\n\t\treturn result\n\t}\n\n\toverride intersectCircle(center: VecLike, radius: number, filters?: Geometry2dFilters) {\n\t\tconst result: VecLike[] = []\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst hits = child.intersectCircle(center, radius, filters)\n\t\t\tfor (let i = 0, n = hits.length; i < n; i++) {\n\t\t\t\tresult.push(hits[i])\n\t\t\t}\n\t\t}\n\t\treturn result\n\t}\n\n\toverride getBoundsVertices(): Vec[] {\n\t\tif (this.excludeFromShapeBounds) return []\n\t\tconst vertices: Vec[] = []\n\t\tfor (const child of this.children) {\n\t\t\tconst childVertices = child.getBoundsVertices()\n\t\t\tfor (let i = 0, n = childVertices.length; i < n; i++) {\n\t\t\t\tvertices.push(childVertices[i])\n\t\t\t}\n\t\t}\n\t\treturn vertices\n\t}\n\n\toverride intersectPolygon(polygon: VecLike[], filters?: Geometry2dFilters) {\n\t\tconst result: VecLike[] = []\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst hits = child.intersectPolygon(polygon, filters)\n\t\t\tfor (let i = 0, n = hits.length; i < n; i++) {\n\t\t\t\tresult.push(hits[i])\n\t\t\t}\n\t\t}\n\t\treturn result\n\t}\n\n\toverride intersectPolyline(polyline: VecLike[], filters?: Geometry2dFilters) {\n\t\tconst result: VecLike[] = []\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst hits = child.intersectPolyline(polyline, filters)\n\t\t\tfor (let i = 0, n = hits.length; i < n; i++) {\n\t\t\t\tresult.push(hits[i])\n\t\t\t}\n\t\t}\n\t\treturn result\n\t}\n\n\toverride interpolateAlongEdge(t: number, filters?: Geometry2dFilters): Vec {\n\t\tconst totalLength = this.getLength(filters)\n\n\t\tconst distanceToTravel = t * totalLength\n\t\tlet distanceTraveled = 0\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst childLength = child.length\n\t\t\tconst newDistanceTraveled = distanceTraveled + childLength\n\t\t\tif (newDistanceTraveled >= distanceToTravel) {\n\t\t\t\treturn child.interpolateAlongEdge(\n\t\t\t\t\tinvLerp(distanceTraveled, newDistanceTraveled, distanceToTravel),\n\t\t\t\t\tfilters\n\t\t\t\t)\n\t\t\t}\n\t\t\tdistanceTraveled = newDistanceTraveled\n\t\t}\n\n\t\treturn this.children[this.children.length - 1].interpolateAlongEdge(1, filters)\n\t}\n\n\toverride uninterpolateAlongEdge(point: VecLike, filters?: Geometry2dFilters): number {\n\t\tconst totalLength = this.getLength(filters)\n\n\t\tlet closestChild = null\n\t\tlet closestDistance = Infinity\n\t\tlet distanceTraveled = 0\n\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tconst childLength = child.getLength(filters)\n\t\t\tconst newDistanceTraveled = distanceTraveled + childLength\n\n\t\t\tconst distance = child.distanceToPoint(point, false, filters)\n\t\t\tif (distance < closestDistance) {\n\t\t\t\tclosestDistance = distance\n\t\t\t\tclosestChild = {\n\t\t\t\t\tstartLength: distanceTraveled,\n\t\t\t\t\tendLength: newDistanceTraveled,\n\t\t\t\t\tchild,\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tdistanceTraveled = newDistanceTraveled\n\t\t}\n\n\t\tassert(closestChild)\n\n\t\tconst normalizedDistanceInChild = closestChild.child.uninterpolateAlongEdge(point, filters)\n\t\tconst childTLength = lerp(\n\t\t\tclosestChild.startLength,\n\t\t\tclosestChild.endLength,\n\t\t\tnormalizedDistanceInChild\n\t\t)\n\t\treturn childTLength / totalLength\n\t}\n\n\toverride transform(transform: Mat): Geometry2d {\n\t\treturn new Group2d({\n\t\t\tchildren: this.children.map((c) => c.transform(transform)),\n\t\t\tisLabel: this.isLabel,\n\t\t\tdebugColor: this.debugColor,\n\t\t\tignore: this.ignore,\n\t\t})\n\t}\n\n\tgetArea() {\n\t\t// todo: this is a temporary solution, assuming that the first child defines the group size; we would want to flatten the group and then find the area of the hull polygon\n\t\treturn this.children[0].area\n\t}\n\n\ttoSimpleSvgPath() {\n\t\tlet path = ''\n\t\tfor (const child of this.children) {\n\t\t\tpath += child.toSimpleSvgPath()\n\t\t}\n\n\t\tconst corners = Box.FromPoints(this.boundsVertices).corners\n\t\t// draw just a few pixels around each corner, e.g. an L shape for the bottom left\n\n\t\tfor (let i = 0, n = corners.length; i < n; i++) {\n\t\t\tconst corner = corners[i]\n\t\t\tconst prevCorner = corners[(i - 1 + n) % n]\n\t\t\tconst prevDist = corner.dist(prevCorner)\n\t\t\tconst nextCorner = corners[(i + 1) % n]\n\t\t\tconst nextDist = corner.dist(nextCorner)\n\n\t\t\tconst A = corner.clone().lrp(prevCorner, 4 / prevDist)\n\t\t\tconst B = corner\n\t\t\tconst C = corner.clone().lrp(nextCorner, 4 / nextDist)\n\n\t\t\tpath += `M${A.x},${A.y} L${B.x},${B.y} L${C.x},${C.y} `\n\t\t}\n\t\treturn path\n\t}\n\n\tgetLength(filters?: Geometry2dFilters): number {\n\t\tlet length = 0\n\t\tfor (const child of this.children) {\n\t\t\tif (child.isExcludedByFilter(filters)) continue\n\t\t\tlength += child.length\n\t\t}\n\t\treturn length\n\t}\n\n\tgetSvgPathData(): string {\n\t\treturn this.children.map((c, i) => (c.isLabel ? 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5
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6
6
  "names": []
7
7
  }
@@ -61,7 +61,8 @@ function snapAngle(r, segments) {
61
61
  return ang;
62
62
  }
63
63
  function areAnglesCompatible(a, b) {
64
- return a === b || approximately(a % (Math.PI / 2) - b % (Math.PI / 2), 0);
64
+ const d = Math.abs(a - b) % (Math.PI / 2);
65
+ return approximately(d, 0) || approximately(d, Math.PI / 2);
65
66
  }
66
67
  function degreesToRadians(d) {
67
68
  return d * PI / 180;
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../src/lib/primitives/utils.ts"],
4
- "sourcesContent": ["import { Vec, VecLike } from './Vec'\n\n/** @public */\nexport function precise(A: VecLike) {\n\treturn `${toDomPrecision(A.x)},${toDomPrecision(A.y)} `\n}\n\n/** @public */\nexport function average(A: VecLike, B: VecLike) {\n\treturn `${toDomPrecision((A.x + B.x) / 2)},${toDomPrecision((A.y + B.y) / 2)} `\n}\n\n/** @public */\nexport const PI = Math.PI\n/** @public */\nexport const HALF_PI = PI / 2\n/** @public */\nexport const PI2 = PI * 2\n/** @public */\nexport const SIN = Math.sin\n\n/**\n * Clamp a value into a range.\n *\n * @example\n *\n * ```ts\n * const A = clamp(0, 1) // 1\n * ```\n *\n * @param n - The number to clamp.\n * @param min - The minimum value.\n * @public\n */\nexport function clamp(n: number, min: number): number\n/**\n * Clamp a value into a range.\n *\n * @example\n *\n * ```ts\n * const A = clamp(0, 1, 10) // 1\n * const B = clamp(11, 1, 10) // 10\n * const C = clamp(5, 1, 10) // 5\n * ```\n *\n * @param n - The number to clamp.\n * @param min - The minimum value.\n * @param max - The maximum value.\n * @public\n */\nexport function clamp(n: number, min: number, max: number): number\nexport function clamp(n: number, min: number, max?: number): number {\n\treturn Math.max(min, typeof max !== 'undefined' ? Math.min(n, max) : n)\n}\n\n/**\n * Get a number to a precision.\n *\n * @param n - The number.\n * @param precision - The precision.\n * @public\n */\nexport function toPrecision(n: number, precision = 10000000000) {\n\tif (!n) return 0\n\treturn Math.round(n * precision) / precision\n}\n\n/**\n * Whether two numbers numbers a and b are approximately equal.\n *\n * @param a - The first point.\n * @param b - The second point.\n * @public\n */\nexport function approximately(a: number, b: number, precision = 0.000001) {\n\treturn Math.abs(a - b) <= precision\n}\n\n/**\n * Whether a number is approximately less than or equal to another number.\n *\n * @param a - The first number.\n * @param b - The second number.\n * @public\n */\nexport function approximatelyLte(a: number, b: number, precision = 0.000001) {\n\treturn a < b || approximately(a, b, precision)\n}\n\n/**\n * Find the approximate perimeter of an ellipse.\n *\n * @param rx - The ellipse's x radius.\n * @param ry - The ellipse's y radius.\n * @public\n */\nexport function perimeterOfEllipse(rx: number, ry: number): number {\n\tconst h = Math.pow(rx - ry, 2) / Math.pow(rx + ry, 2)\n\treturn PI * (rx + ry) * (1 + (3 * h) / (10 + Math.sqrt(4 - 3 * h)))\n}\n\n/**\n * @param a - Any angle in radians\n * @returns A number between 0 and 2 * PI\n * @public\n */\nexport function canonicalizeRotation(a: number) {\n\ta = a % PI2\n\tif (a < 0) {\n\t\ta = a + PI2\n\t} else if (a === 0) {\n\t\t// prevent negative zero\n\t\ta = 0\n\t}\n\treturn a\n}\n\n/**\n * Get the clockwise angle distance between two angles.\n *\n * @param a0 - The first angle.\n * @param a1 - The second angle.\n * @public\n */\nexport function clockwiseAngleDist(a0: number, a1: number): number {\n\ta0 = canonicalizeRotation(a0)\n\ta1 = canonicalizeRotation(a1)\n\tif (a0 > a1) {\n\t\ta1 += PI2\n\t}\n\treturn a1 - a0\n}\n\n/**\n * Get the counter-clockwise angle distance between two angles.\n *\n * @param a0 - The first angle.\n * @param a1 - The second angle.\n * @public\n */\nexport function counterClockwiseAngleDist(a0: number, a1: number): number {\n\treturn PI2 - clockwiseAngleDist(a0, a1)\n}\n\n/**\n * Get the short angle distance between two angles.\n *\n * @param a0 - The first angle.\n * @param a1 - The second angle.\n * @public\n */\nexport function shortAngleDist(a0: number, a1: number): number {\n\tconst da = (a1 - a0) % PI2\n\treturn ((2 * da) % PI2) - da\n}\n\n/**\n * Clamp radians within 0 and 2PI\n *\n * @param r - The radian value.\n * @public\n */\nexport function clampRadians(r: number): number {\n\treturn (PI2 + r) % PI2\n}\n\n/**\n * Clamp rotation to even segments.\n *\n * @param r - The rotation in radians.\n * @param segments - The number of segments.\n * @public\n */\nexport function snapAngle(r: number, segments: number): number {\n\tconst seg = PI2 / segments\n\tlet ang = (Math.floor((clampRadians(r) + seg / 2) / seg) * seg) % PI2\n\tif (ang < PI) ang += PI2\n\tif (ang > PI) ang -= PI2\n\treturn ang\n}\n\n/**\n * Checks whether two angles are approximately at right-angles or parallel to each other\n *\n * @param a - Angle a (radians)\n * @param b - Angle b (radians)\n * @returns True iff the angles are approximately at right-angles or parallel to each other\n * @public\n */\nexport function areAnglesCompatible(a: number, b: number) {\n\treturn a === b || approximately((a % (Math.PI / 2)) - (b % (Math.PI / 2)), 0)\n}\n\n/**\n * Convert degrees to radians.\n *\n * @param d - The degree in degrees.\n * @public\n */\nexport function degreesToRadians(d: number): number {\n\treturn (d * PI) / 180\n}\n\n/**\n * Convert radians to degrees.\n *\n * @param r - The degree in radians.\n * @public\n */\nexport function radiansToDegrees(r: number): number {\n\treturn (r * 180) / PI\n}\n\n/**\n * Get a point on the perimeter of a circle.\n *\n * @param center - The center of the circle.\n * @param r - The radius of the circle.\n * @param a - The angle in radians.\n * @public\n */\nexport function getPointOnCircle(center: VecLike, r: number, a: number) {\n\treturn new Vec(center.x, center.y).add(Vec.FromAngle(a, r))\n}\n\n/** @public */\nexport function getPolygonVertices(width: number, height: number, sides: number) {\n\tconst cx = width / 2\n\tconst cy = height / 2\n\tconst pointsOnPerimeter: Vec[] = []\n\n\tlet minX = Infinity\n\tlet maxX = -Infinity\n\tlet minY = Infinity\n\tlet maxY = -Infinity\n\tfor (let i = 0; i < sides; i++) {\n\t\tconst step = PI2 / sides\n\t\tconst t = -HALF_PI + i * step\n\t\tconst x = cx + cx * Math.cos(t)\n\t\tconst y = cy + cy * Math.sin(t)\n\t\tif (x < minX) minX = x\n\t\tif (y < minY) minY = y\n\t\tif (x > maxX) maxX = x\n\t\tif (y > maxY) maxY = y\n\t\tpointsOnPerimeter.push(new Vec(x, y))\n\t}\n\n\t// Bounds of calculated points\n\tconst w = maxX - minX\n\tconst h = maxY - minY\n\n\t// Difference between input bounds and calculated bounds\n\tconst dx = width - w\n\tconst dy = height - h\n\n\t// If there's a difference, scale the points to the input bounds\n\tif (dx !== 0 || dy !== 0) {\n\t\tfor (let i = 0; i < pointsOnPerimeter.length; i++) {\n\t\t\tconst pt = pointsOnPerimeter[i]\n\t\t\tpt.x = ((pt.x - minX) / w) * width\n\t\t\tpt.y = ((pt.y - minY) / h) * height\n\t\t}\n\t}\n\n\treturn pointsOnPerimeter\n}\n\n/**\n * @param a0 - The start point in the A range\n * @param a1 - The end point in the A range\n * @param b0 - The start point in the B range\n * @param b1 - The end point in the B range\n * @returns True if the ranges overlap\n * @public\n */\nexport function rangesOverlap(a0: number, a1: number, b0: number, b1: number): boolean {\n\treturn a0 < b1 && b0 < a1\n}\n\n/**\n * Finds the intersection of two ranges.\n *\n * @param a0 - The start point in the A range\n * @param a1 - The end point in the A range\n * @param b0 - The start point in the B range\n * @param b1 - The end point in the B range\n * @returns The intersection of the ranges, or null if no intersection\n * @public\n */\nexport function rangeIntersection(\n\ta0: number,\n\ta1: number,\n\tb0: number,\n\tb1: number\n): [number, number] | null {\n\tconst min = Math.max(a0, b0)\n\tconst max = Math.min(a1, b1)\n\tif (min <= max) {\n\t\treturn [min, max]\n\t}\n\treturn null\n}\n\n/** Helper for point in polygon */\nfunction cross(x: VecLike, y: VecLike, z: VecLike): number {\n\treturn (y.x - x.x) * (z.y - x.y) - (z.x - x.x) * (y.y - x.y)\n}\n\n/**\n * Get whether a point is inside of a polygon.\n *\n * ```ts\n * const result = pointInPolygon(myPoint, myPoints)\n * ```\n *\n * @public\n */\nexport function pointInPolygon(A: VecLike, points: VecLike[]): boolean {\n\t// Uses winding number algorithm. Previously also had a per-edge check:\n\t// if (Vec.Dist(A, a) + Vec.Dist(A, b) === Vec.Dist(a, b)) return true\n\t// which tested if A lies exactly on edge (a, b). Removed because it cost 3 sqrts per vertex\n\t// and exact float equality with sqrt results essentially never fires in practice.\n\tlet windingNumber = 0\n\tlet a: VecLike\n\tlet b: VecLike\n\n\tfor (let i = 0; i < points.length; i++) {\n\t\ta = points[i]\n\t\tif (a.x === A.x && a.y === A.y) return true\n\n\t\tb = points[(i + 1) % points.length]\n\n\t\tif (a.y <= A.y) {\n\t\t\tif (b.y > A.y && cross(a, b, A) > 0) {\n\t\t\t\twindingNumber += 1\n\t\t\t}\n\t\t} else if (b.y <= A.y && cross(a, b, A) < 0) {\n\t\t\twindingNumber -= 1\n\t\t}\n\t}\n\n\treturn windingNumber !== 0\n}\n\n/**\n * The DOM likes values to be fixed to 3 decimal places\n *\n * @public\n */\nexport function toDomPrecision(v: number) {\n\treturn Math.round(v * 1e4) / 1e4\n}\n\n/**\n * @public\n */\nexport function toFixed(v: number) {\n\treturn Math.round(v * 1e2) / 1e2\n}\n\n/**\n * Check if a float is safe to use. ie: Not too big or small.\n * @public\n */\nexport function isSafeFloat(n: number) {\n\treturn Math.abs(n) < Number.MAX_SAFE_INTEGER\n}\n\n/**\n * Get the angle of a point on an arc.\n * @param fromAngle - The angle from center to arc's start point (A) on the circle\n * @param toAngle - The angle from center to arc's end point (B) on the circle\n * @param direction - The direction of the arc (1 = counter-clockwise, -1 = clockwise)\n * @returns The distance in radians between the two angles according to the direction\n * @public\n */\nexport function angleDistance(fromAngle: number, toAngle: number, direction: number) {\n\tconst dist =\n\t\tdirection < 0\n\t\t\t? clockwiseAngleDist(fromAngle, toAngle)\n\t\t\t: counterClockwiseAngleDist(fromAngle, toAngle)\n\treturn dist\n}\n\n/**\n * Returns the t value of the point on the arc.\n *\n * @param mAB - The measure of the arc from A to B, negative if counter-clockwise\n * @param A - The angle from center to arc's start point (A) on the circle\n * @param B - The angle from center to arc's end point (B) on the circle\n * @param P - The angle on the circle (P) to find the t value for\n *\n * @returns The t value of the point on the arc, with 0 being the start and 1 being the end\n *\n * @public\n */\nexport function getPointInArcT(mAB: number, A: number, B: number, P: number): number {\n\tlet mAP: number\n\tif (Math.abs(mAB) > PI) {\n\t\tmAP = shortAngleDist(A, P)\n\t\tconst mPB = shortAngleDist(P, B)\n\t\tif (Math.abs(mAP) < Math.abs(mPB)) {\n\t\t\treturn mAP / mAB\n\t\t} else {\n\t\t\treturn (mAB - mPB) / mAB\n\t\t}\n\t} else {\n\t\tmAP = shortAngleDist(A, P)\n\t\tconst t = mAP / mAB\n\n\t\t// If the arc is something like -2.8 to 2.2, then we'll get a weird bug\n\t\t// where the measurement to the center is negative but measure to points\n\t\t// near the end are positive\n\t\tif (Math.sign(mAP) !== Math.sign(mAB)) {\n\t\t\treturn Math.abs(t) > 0.5 ? 1 : 0\n\t\t}\n\n\t\treturn t\n\t}\n}\n\n/**\n * Get the measure of an arc.\n *\n * @param A - The angle from center to arc's start point (A) on the circle\n * @param B - The angle from center to arc's end point (B) on the circle\n * @param sweepFlag - 1 if the arc is clockwise, 0 if counter-clockwise\n * @param largeArcFlag - 1 if the arc is greater than 180 degrees, 0 if less than 180 degrees\n *\n * @returns The measure of the arc, negative if counter-clockwise\n *\n * @public\n */\nexport function getArcMeasure(A: number, B: number, sweepFlag: number, largeArcFlag: number) {\n\tconst m = ((2 * ((B - A) % PI2)) % PI2) - ((B - A) % PI2)\n\tif (!largeArcFlag) return m\n\treturn (PI2 - Math.abs(m)) * (sweepFlag ? 1 : -1)\n}\n\n/**\n * Get the center of a circle from three points.\n *\n * @param a - The first point\n * @param b - The second point\n * @param c - The third point\n *\n * @returns The center of the circle or null if the points are collinear\n *\n * @public\n */\nexport function centerOfCircleFromThreePoints(a: VecLike, b: VecLike, c: VecLike) {\n\tconst u = -2 * (a.x * (b.y - c.y) - a.y * (b.x - c.x) + b.x * c.y - c.x * b.y)\n\tconst x =\n\t\t((a.x * a.x + a.y * a.y) * (c.y - b.y) +\n\t\t\t(b.x * b.x + b.y * b.y) * (a.y - c.y) +\n\t\t\t(c.x * c.x + c.y * c.y) * (b.y - a.y)) /\n\t\tu\n\tconst y =\n\t\t((a.x * a.x + a.y * a.y) * (b.x - c.x) +\n\t\t\t(b.x * b.x + b.y * b.y) * (c.x - a.x) +\n\t\t\t(c.x * c.x + c.y * c.y) * (a.x - b.x)) /\n\t\tu\n\tif (!Number.isFinite(x) || !Number.isFinite(y)) {\n\t\treturn null\n\t}\n\treturn new Vec(x, y)\n}\n\n/** @public */\nexport function getPointsOnArc(\n\tstartPoint: VecLike,\n\tendPoint: VecLike,\n\tcenter: VecLike | null,\n\tradius: number,\n\tnumPoints: number\n): Vec[] {\n\tif (center === null) {\n\t\treturn [Vec.From(startPoint), Vec.From(endPoint)]\n\t}\n\tconst results: Vec[] = []\n\tconst startAngle = Vec.Angle(center, startPoint)\n\tconst endAngle = Vec.Angle(center, endPoint)\n\tconst l = clockwiseAngleDist(startAngle, endAngle)\n\tfor (let i = 0; i < numPoints; i++) {\n\t\tconst t = i / (numPoints - 1)\n\t\tconst angle = startAngle + l * t\n\t\tconst point = getPointOnCircle(center, radius, angle)\n\t\tresults.push(point)\n\t}\n\treturn results\n}\n"],
5
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+ "sourcesContent": ["import { Vec, VecLike } from './Vec'\n\n/** @public */\nexport function precise(A: VecLike) {\n\treturn `${toDomPrecision(A.x)},${toDomPrecision(A.y)} `\n}\n\n/** @public */\nexport function average(A: VecLike, B: VecLike) {\n\treturn `${toDomPrecision((A.x + B.x) / 2)},${toDomPrecision((A.y + B.y) / 2)} `\n}\n\n/** @public */\nexport const PI = Math.PI\n/** @public */\nexport const HALF_PI = PI / 2\n/** @public */\nexport const PI2 = PI * 2\n/** @public */\nexport const SIN = Math.sin\n\n/**\n * Clamp a value into a range.\n *\n * @example\n *\n * ```ts\n * const A = clamp(0, 1) // 1\n * ```\n *\n * @param n - The number to clamp.\n * @param min - The minimum value.\n * @public\n */\nexport function clamp(n: number, min: number): number\n/**\n * Clamp a value into a range.\n *\n * @example\n *\n * ```ts\n * const A = clamp(0, 1, 10) // 1\n * const B = clamp(11, 1, 10) // 10\n * const C = clamp(5, 1, 10) // 5\n * ```\n *\n * @param n - The number to clamp.\n * @param min - The minimum value.\n * @param max - The maximum value.\n * @public\n */\nexport function clamp(n: number, min: number, max: number): number\nexport function clamp(n: number, min: number, max?: number): number {\n\treturn Math.max(min, typeof max !== 'undefined' ? Math.min(n, max) : n)\n}\n\n/**\n * Get a number to a precision.\n *\n * @param n - The number.\n * @param precision - The precision.\n * @public\n */\nexport function toPrecision(n: number, precision = 10000000000) {\n\tif (!n) return 0\n\treturn Math.round(n * precision) / precision\n}\n\n/**\n * Whether two numbers numbers a and b are approximately equal.\n *\n * @param a - The first point.\n * @param b - The second point.\n * @public\n */\nexport function approximately(a: number, b: number, precision = 0.000001) {\n\treturn Math.abs(a - b) <= precision\n}\n\n/**\n * Whether a number is approximately less than or equal to another number.\n *\n * @param a - The first number.\n * @param b - The second number.\n * @public\n */\nexport function approximatelyLte(a: number, b: number, precision = 0.000001) {\n\treturn a < b || approximately(a, b, precision)\n}\n\n/**\n * Find the approximate perimeter of an ellipse.\n *\n * @param rx - The ellipse's x radius.\n * @param ry - The ellipse's y radius.\n * @public\n */\nexport function perimeterOfEllipse(rx: number, ry: number): number {\n\tconst h = Math.pow(rx - ry, 2) / Math.pow(rx + ry, 2)\n\treturn PI * (rx + ry) * (1 + (3 * h) / (10 + Math.sqrt(4 - 3 * h)))\n}\n\n/**\n * @param a - Any angle in radians\n * @returns A number between 0 and 2 * PI\n * @public\n */\nexport function canonicalizeRotation(a: number) {\n\ta = a % PI2\n\tif (a < 0) {\n\t\ta = a + PI2\n\t} else if (a === 0) {\n\t\t// prevent negative zero\n\t\ta = 0\n\t}\n\treturn a\n}\n\n/**\n * Get the clockwise angle distance between two angles.\n *\n * @param a0 - The first angle.\n * @param a1 - The second angle.\n * @public\n */\nexport function clockwiseAngleDist(a0: number, a1: number): number {\n\ta0 = canonicalizeRotation(a0)\n\ta1 = canonicalizeRotation(a1)\n\tif (a0 > a1) {\n\t\ta1 += PI2\n\t}\n\treturn a1 - a0\n}\n\n/**\n * Get the counter-clockwise angle distance between two angles.\n *\n * @param a0 - The first angle.\n * @param a1 - The second angle.\n * @public\n */\nexport function counterClockwiseAngleDist(a0: number, a1: number): number {\n\treturn PI2 - clockwiseAngleDist(a0, a1)\n}\n\n/**\n * Get the short angle distance between two angles.\n *\n * @param a0 - The first angle.\n * @param a1 - The second angle.\n * @public\n */\nexport function shortAngleDist(a0: number, a1: number): number {\n\tconst da = (a1 - a0) % PI2\n\treturn ((2 * da) % PI2) - da\n}\n\n/**\n * Clamp radians within 0 and 2PI\n *\n * @param r - The radian value.\n * @public\n */\nexport function clampRadians(r: number): number {\n\treturn (PI2 + r) % PI2\n}\n\n/**\n * Clamp rotation to even segments.\n *\n * @param r - The rotation in radians.\n * @param segments - The number of segments.\n * @public\n */\nexport function snapAngle(r: number, segments: number): number {\n\tconst seg = PI2 / segments\n\tlet ang = (Math.floor((clampRadians(r) + seg / 2) / seg) * seg) % PI2\n\tif (ang < PI) ang += PI2\n\tif (ang > PI) ang -= PI2\n\treturn ang\n}\n\n/**\n * Checks whether two angles are approximately at right-angles or parallel to each other\n *\n * @param a - Angle a (radians)\n * @param b - Angle b (radians)\n * @returns True iff the angles are approximately at right-angles or parallel to each other\n * @public\n */\nexport function areAnglesCompatible(a: number, b: number) {\n\t// Reduce the difference, not each angle: a sign-preserving % on each made\n\t// -PI/4 and PI/4 incompatible. 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Previously also had a per-edge check:\n\t// if (Vec.Dist(A, a) + Vec.Dist(A, b) === Vec.Dist(a, b)) return true\n\t// which tested if A lies exactly on edge (a, b). 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clockwiseAngleDist(fromAngle, toAngle)\n\t\t\t: counterClockwiseAngleDist(fromAngle, toAngle)\n\treturn dist\n}\n\n/**\n * Returns the t value of the point on the arc.\n *\n * @param mAB - The measure of the arc from A to B, negative if counter-clockwise\n * @param A - The angle from center to arc's start point (A) on the circle\n * @param B - The angle from center to arc's end point (B) on the circle\n * @param P - The angle on the circle (P) to find the t value for\n *\n * @returns The t value of the point on the arc, with 0 being the start and 1 being the end\n *\n * @public\n */\nexport function getPointInArcT(mAB: number, A: number, B: number, P: number): number {\n\tlet mAP: number\n\tif (Math.abs(mAB) > PI) {\n\t\tmAP = shortAngleDist(A, P)\n\t\tconst mPB = shortAngleDist(P, B)\n\t\tif (Math.abs(mAP) < Math.abs(mPB)) {\n\t\t\treturn mAP / mAB\n\t\t} else {\n\t\t\treturn (mAB - mPB) / mAB\n\t\t}\n\t} else {\n\t\tmAP = shortAngleDist(A, P)\n\t\tconst t = mAP / mAB\n\n\t\t// If the arc is something like -2.8 to 2.2, then we'll get a weird bug\n\t\t// where the measurement to the center is negative but measure to points\n\t\t// near the end are positive\n\t\tif (Math.sign(mAP) !== Math.sign(mAB)) {\n\t\t\treturn Math.abs(t) > 0.5 ? 1 : 0\n\t\t}\n\n\t\treturn t\n\t}\n}\n\n/**\n * Get the measure of an arc.\n *\n * @param A - The angle from center to arc's start point (A) on the circle\n * @param B - The angle from center to arc's end point (B) on the circle\n * @param sweepFlag - 1 if the arc is clockwise, 0 if counter-clockwise\n * @param largeArcFlag - 1 if the arc is greater than 180 degrees, 0 if less than 180 degrees\n *\n * @returns The measure of the arc, negative if counter-clockwise\n *\n * @public\n */\nexport function getArcMeasure(A: number, B: number, sweepFlag: number, largeArcFlag: number) {\n\tconst m = ((2 * ((B - A) % PI2)) % PI2) - ((B - A) % PI2)\n\tif (!largeArcFlag) return m\n\treturn (PI2 - Math.abs(m)) * (sweepFlag ? 1 : -1)\n}\n\n/**\n * Get the center of a circle from three points.\n *\n * @param a - The first point\n * @param b - The second point\n * @param c - The third point\n *\n * @returns The center of the circle or null if the points are collinear\n *\n * @public\n */\nexport function centerOfCircleFromThreePoints(a: VecLike, b: VecLike, c: VecLike) {\n\tconst u = -2 * (a.x * (b.y - c.y) - a.y * (b.x - c.x) + b.x * c.y - c.x * b.y)\n\tconst x =\n\t\t((a.x * a.x + a.y * a.y) * (c.y - b.y) +\n\t\t\t(b.x * b.x + b.y * b.y) * (a.y - c.y) +\n\t\t\t(c.x * c.x + c.y * c.y) * (b.y - a.y)) /\n\t\tu\n\tconst y =\n\t\t((a.x * a.x + a.y * a.y) * (b.x - c.x) +\n\t\t\t(b.x * b.x + b.y * b.y) * (c.x - a.x) +\n\t\t\t(c.x * c.x + c.y * c.y) * (a.x - b.x)) /\n\t\tu\n\tif (!Number.isFinite(x) || !Number.isFinite(y)) {\n\t\treturn null\n\t}\n\treturn new Vec(x, y)\n}\n\n/** @public */\nexport function getPointsOnArc(\n\tstartPoint: VecLike,\n\tendPoint: VecLike,\n\tcenter: VecLike | null,\n\tradius: number,\n\tnumPoints: number\n): Vec[] {\n\tif (center === null) {\n\t\treturn [Vec.From(startPoint), Vec.From(endPoint)]\n\t}\n\tconst results: Vec[] = []\n\tconst startAngle = Vec.Angle(center, startPoint)\n\tconst endAngle = Vec.Angle(center, endPoint)\n\tconst l = clockwiseAngleDist(startAngle, endAngle)\n\tfor (let i = 0; i < numPoints; i++) {\n\t\tconst t = i / (numPoints - 1)\n\t\tconst angle = startAngle + l * t\n\t\tconst point = getPointOnCircle(center, radius, angle)\n\t\tresults.push(point)\n\t}\n\treturn results\n}\n"],
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6
6
  "names": []
7
7
  }
@@ -35,9 +35,13 @@ function parseDeepLinkString(deepLinkString) {
35
35
  }
36
36
  case "v": {
37
37
  const [x, y, w, h, pageId] = deepLinkString.slice(1).split(".");
38
+ const bounds = new Box(Number(x), Number(y), Number(w), Number(h));
39
+ if (![bounds.x, bounds.y, bounds.w, bounds.h].every(Number.isFinite)) {
40
+ throw Error("Invalid deep link string");
41
+ }
38
42
  return {
39
43
  type: "viewport",
40
- bounds: new Box(Number(x), Number(y), Number(w), Number(h)),
44
+ bounds,
41
45
  pageId: pageId ? PageRecordType.createId(decodeURIComponent(pageId)) : void 0
42
46
  };
43
47
  }
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../src/lib/utils/deepLinks.ts"],
4
- "sourcesContent": ["import { BoxModel, PageRecordType, TLPageId, TLShapeId, createShapeId } from '@tldraw/tlschema'\nimport { exhaustiveSwitchError } from '@tldraw/utils'\nimport type { Editor } from '../editor/Editor'\nimport { Box } from '../primitives/Box'\n\n/** @public */\nexport type TLDeepLink =\n\t| {\n\t\t\ttype: 'shapes'\n\t\t\tshapeIds: TLShapeId[]\n\t }\n\t| { type: 'viewport'; bounds: BoxModel; pageId?: TLPageId }\n\t| { type: 'page'; pageId: TLPageId }\n\n/**\n * Converts a deep link descriptor to a url-safe string\n *\n * @example\n * ```ts\n * const url = `https://example.com?d=${createDeepLinkString({ type: 'shapes', shapeIds: ['shape:1', 'shape:2'] })}`\n * navigator.clipboard.writeText(url)\n * ```\n *\n * @param deepLink - the deep link descriptor\n * @returns a url-safe string\n *\n * @public\n */\nexport function createDeepLinkString(deepLink: TLDeepLink): string {\n\tswitch (deepLink.type) {\n\t\tcase 'shapes': {\n\t\t\tconst ids = deepLink.shapeIds.map((id) => encodeId(id.slice('shape:'.length)))\n\t\t\treturn `s${ids.join('.')}`\n\t\t}\n\t\tcase 'page': {\n\t\t\treturn 'p' + encodeId(PageRecordType.parseId(deepLink.pageId))\n\t\t}\n\t\tcase 'viewport': {\n\t\t\tconst { bounds, pageId } = deepLink\n\t\t\tlet res = `v${Math.round(bounds.x)}.${Math.round(bounds.y)}.${Math.round(bounds.w)}.${Math.round(bounds.h)}`\n\t\t\tif (pageId) {\n\t\t\t\tres += '.' + encodeId(PageRecordType.parseId(pageId))\n\t\t\t}\n\t\t\treturn res\n\t\t}\n\t\tdefault:\n\t\t\texhaustiveSwitchError(deepLink)\n\t}\n}\n\n/**\n * Parses a string created by {@link createDeepLinkString} back into a deep link descriptor.\n *\n * @param deepLinkString - the deep link string\n * @returns a deep link descriptor\n *\n * @public\n */\nexport function parseDeepLinkString(deepLinkString: string): TLDeepLink {\n\tconst type = deepLinkString[0]\n\tswitch (type) {\n\t\tcase 's': {\n\t\t\tconst shapeIds = deepLinkString\n\t\t\t\t.slice(1)\n\t\t\t\t.split('.')\n\t\t\t\t.filter(Boolean)\n\t\t\t\t.map((id) => createShapeId(decodeURIComponent(id)))\n\t\t\treturn { type: 'shapes', shapeIds }\n\t\t}\n\t\tcase 'p': {\n\t\t\tconst pageId = PageRecordType.createId(decodeURIComponent(deepLinkString.slice(1)))\n\t\t\treturn { type: 'page', pageId }\n\t\t}\n\t\tcase 'v': {\n\t\t\tconst [x, y, w, h, pageId] = deepLinkString.slice(1).split('.')\n\t\t\treturn {\n\t\t\t\ttype: 'viewport',\n\t\t\t\tbounds: new Box(Number(x), Number(y), Number(w), Number(h)),\n\t\t\t\tpageId: pageId ? PageRecordType.createId(decodeURIComponent(pageId)) : undefined,\n\t\t\t}\n\t\t}\n\t\tdefault:\n\t\t\tthrow Error('Invalid deep link string')\n\t}\n}\n\nfunction encodeId(str: string): string {\n\t// need to encode dots because they are used as separators\n\treturn encodeURIComponent(str).replace(/\\./g, '%2E')\n}\n\n/** @public */\nexport interface TLDeepLinkOptions {\n\t/**\n\t * The name of the url search param to use for the deep link.\n\t *\n\t * Defaults to `'d'`\n\t */\n\tparam?: string\n\t/**\n\t * The debounce time in ms for updating the url.\n\t */\n\tdebounceMs?: number\n\t/**\n\t * Should return the current url to augment with a deep link query parameter.\n\t * If you supply this function, you must also supply an `onChange` function.\n\t */\n\tgetUrl?(editor: Editor): string | URL\n\t/**\n\t * Should return the current deep link target.\n\t * Defaults to returning the current page and viewport position.\n\t */\n\tgetTarget?(editor: Editor): TLDeepLink\n\t/**\n\t * This is fired when the URL is updated.\n\t *\n\t * If not supplied, the default behavior is to update `window.location`.\n\t *\n\t * @param url - the updated URL\n\t */\n\tonChange?(url: URL, editor: Editor): void\n}\n"],
5
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+ "sourcesContent": ["import { BoxModel, PageRecordType, TLPageId, TLShapeId, createShapeId } from '@tldraw/tlschema'\nimport { exhaustiveSwitchError } from '@tldraw/utils'\nimport type { Editor } from '../editor/Editor'\nimport { Box } from '../primitives/Box'\n\n/** @public */\nexport type TLDeepLink =\n\t| {\n\t\t\ttype: 'shapes'\n\t\t\tshapeIds: TLShapeId[]\n\t }\n\t| { type: 'viewport'; bounds: BoxModel; pageId?: TLPageId }\n\t| { type: 'page'; pageId: TLPageId }\n\n/**\n * Converts a deep link descriptor to a url-safe string\n *\n * @example\n * ```ts\n * const url = `https://example.com?d=${createDeepLinkString({ type: 'shapes', shapeIds: ['shape:1', 'shape:2'] })}`\n * navigator.clipboard.writeText(url)\n * ```\n *\n * @param deepLink - the deep link descriptor\n * @returns a url-safe string\n *\n * @public\n */\nexport function createDeepLinkString(deepLink: TLDeepLink): string {\n\tswitch (deepLink.type) {\n\t\tcase 'shapes': {\n\t\t\tconst ids = deepLink.shapeIds.map((id) => encodeId(id.slice('shape:'.length)))\n\t\t\treturn `s${ids.join('.')}`\n\t\t}\n\t\tcase 'page': {\n\t\t\treturn 'p' + encodeId(PageRecordType.parseId(deepLink.pageId))\n\t\t}\n\t\tcase 'viewport': {\n\t\t\tconst { bounds, pageId } = deepLink\n\t\t\tlet res = `v${Math.round(bounds.x)}.${Math.round(bounds.y)}.${Math.round(bounds.w)}.${Math.round(bounds.h)}`\n\t\t\tif (pageId) {\n\t\t\t\tres += '.' + encodeId(PageRecordType.parseId(pageId))\n\t\t\t}\n\t\t\treturn res\n\t\t}\n\t\tdefault:\n\t\t\texhaustiveSwitchError(deepLink)\n\t}\n}\n\n/**\n * Parses a string created by {@link createDeepLinkString} back into a deep link descriptor.\n *\n * @param deepLinkString - the deep link string\n * @returns a deep link descriptor\n *\n * @public\n */\nexport function parseDeepLinkString(deepLinkString: string): TLDeepLink {\n\tconst type = deepLinkString[0]\n\tswitch (type) {\n\t\tcase 's': {\n\t\t\tconst shapeIds = deepLinkString\n\t\t\t\t.slice(1)\n\t\t\t\t.split('.')\n\t\t\t\t.filter(Boolean)\n\t\t\t\t.map((id) => createShapeId(decodeURIComponent(id)))\n\t\t\treturn { type: 'shapes', shapeIds }\n\t\t}\n\t\tcase 'p': {\n\t\t\tconst pageId = PageRecordType.createId(decodeURIComponent(deepLinkString.slice(1)))\n\t\t\treturn { type: 'page', pageId }\n\t\t}\n\t\tcase 'v': {\n\t\t\tconst [x, y, w, h, pageId] = deepLinkString.slice(1).split('.')\n\t\t\tconst bounds = new Box(Number(x), Number(y), Number(w), Number(h))\n\t\t\t// Number('abc') is NaN rather than an error, so without this check a malformed\n\t\t\t// viewport link would bypass the caller's fallback and park the camera at the origin\n\t\t\tif (![bounds.x, bounds.y, bounds.w, bounds.h].every(Number.isFinite)) {\n\t\t\t\tthrow Error('Invalid deep link string')\n\t\t\t}\n\t\t\treturn {\n\t\t\t\ttype: 'viewport',\n\t\t\t\tbounds,\n\t\t\t\tpageId: pageId ? PageRecordType.createId(decodeURIComponent(pageId)) : undefined,\n\t\t\t}\n\t\t}\n\t\tdefault:\n\t\t\tthrow Error('Invalid deep link string')\n\t}\n}\n\nfunction encodeId(str: string): string {\n\t// need to encode dots because they are used as separators\n\treturn encodeURIComponent(str).replace(/\\./g, '%2E')\n}\n\n/** @public */\nexport interface TLDeepLinkOptions {\n\t/**\n\t * The name of the url search param to use for the deep link.\n\t *\n\t * Defaults to `'d'`\n\t */\n\tparam?: string\n\t/**\n\t * The debounce time in ms for updating the url.\n\t */\n\tdebounceMs?: number\n\t/**\n\t * Should return the current url to augment with a deep link query parameter.\n\t * If you supply this function, you must also supply an `onChange` function.\n\t */\n\tgetUrl?(editor: Editor): string | URL\n\t/**\n\t * Should return the current deep link target.\n\t * Defaults to returning the current page and viewport position.\n\t */\n\tgetTarget?(editor: Editor): TLDeepLink\n\t/**\n\t * This is fired when the URL is updated.\n\t *\n\t * If not supplied, the default behavior is to update `window.location`.\n\t *\n\t * @param url - the updated URL\n\t */\n\tonChange?(url: URL, editor: Editor): void\n}\n"],
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6
6
  "names": []
7
7
  }
@@ -2,6 +2,8 @@ import { tlenv } from "../globals/environment.mjs";
2
2
  const MAX_ZOOM_STEP = 10;
3
3
  function normalizeWheel(event) {
4
4
  let { deltaY, deltaX } = event;
5
+ if (!Number.isFinite(deltaX)) deltaX = 0;
6
+ if (!Number.isFinite(deltaY)) deltaY = 0;
5
7
  let deltaZ = 0;
6
8
  if (event.ctrlKey || event.altKey || event.metaKey) {
7
9
  deltaZ = (Math.abs(deltaY) > MAX_ZOOM_STEP ? MAX_ZOOM_STEP * Math.sign(deltaY) : deltaY) / 100;
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../src/lib/utils/normalizeWheel.ts"],
4
- "sourcesContent": ["import { tlenv } from '../globals/environment'\n\nconst MAX_ZOOM_STEP = 10\n\n/**\n * Normalizes a wheel event, so that the delta values are consistent across different browsers or devices. Adapted from https://stackoverflow.com/a/13650579.\n * @param event - The wheel event to normalize.\n * @returns The normalized wheel event.\n * @internal */\nexport function normalizeWheel(event: WheelEvent | React.WheelEvent<HTMLElement>) {\n\tlet { deltaY, deltaX } = event\n\tlet deltaZ = 0\n\n\t// wheeling\n\tif (event.ctrlKey || event.altKey || event.metaKey) {\n\t\tdeltaZ = (Math.abs(deltaY) > MAX_ZOOM_STEP ? MAX_ZOOM_STEP * Math.sign(deltaY) : deltaY) / 100\n\t} else {\n\t\tif (event.shiftKey && !tlenv.isDarwin && !tlenv.isIos) {\n\t\t\tdeltaX = deltaY\n\t\t\tdeltaY = 0\n\t\t}\n\t}\n\n\treturn { x: -deltaX, y: -deltaY, z: -deltaZ }\n}\n"],
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4
+ "sourcesContent": ["import { tlenv } from '../globals/environment'\n\nconst MAX_ZOOM_STEP = 10\n\n/**\n * Normalizes a wheel event, so that the delta values are consistent across different browsers or devices. Adapted from https://stackoverflow.com/a/13650579.\n * @param event - The wheel event to normalize.\n * @returns The normalized wheel event.\n * @internal */\nexport function normalizeWheel(event: WheelEvent | React.WheelEvent<HTMLElement>) {\n\tlet { deltaY, deltaX } = event\n\n\t// Coerce non-finite deltas to no movement so they can't propagate into the camera and\n\t// crash validation. Also covers deltaZ below, which is derived from deltaY.\n\tif (!Number.isFinite(deltaX)) deltaX = 0\n\tif (!Number.isFinite(deltaY)) deltaY = 0\n\n\tlet deltaZ = 0\n\n\t// wheeling\n\tif (event.ctrlKey || event.altKey || event.metaKey) {\n\t\tdeltaZ = (Math.abs(deltaY) > MAX_ZOOM_STEP ? MAX_ZOOM_STEP * Math.sign(deltaY) : deltaY) / 100\n\t} else {\n\t\tif (event.shiftKey && !tlenv.isDarwin && !tlenv.isIos) {\n\t\t\tdeltaX = deltaY\n\t\t\tdeltaY = 0\n\t\t}\n\t}\n\n\treturn { x: -deltaX, y: -deltaY, z: -deltaZ }\n}\n"],
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6
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  "names": []
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  }
@@ -1,6 +1,4 @@
1
- import { isShapeId } from "@tldraw/tlschema";
2
1
  import { compact } from "@tldraw/utils";
3
- import { Mat } from "../primitives/Mat.mjs";
4
2
  import { canonicalizeRotation } from "../primitives/utils.mjs";
5
3
  import { Vec } from "../primitives/Vec.mjs";
6
4
  function getRotationSnapshot({
@@ -34,14 +32,8 @@ function applyRotationToSnapshotShapes({
34
32
  const { initialPageCenter, shapeSnapshots } = snapshot;
35
33
  editor.updateShapes(
36
34
  shapeSnapshots.map(({ shape, initialPagePoint }) => {
37
- const parentTransform = isShapeId(shape.parentId) ? editor.getShapePageTransform(shape.parentId) : Mat.Identity();
38
35
  const newPagePoint = Vec.RotWith(initialPagePoint, centerOverride ?? initialPageCenter, delta);
39
- const newLocalPoint = Mat.applyToPoint(
40
- // use the current parent transform in case it has moved/resized since the start
41
- // (e.g. if rotating a shape at the edge of a group)
42
- Mat.Inverse(parentTransform),
43
- newPagePoint
44
- );
36
+ const newLocalPoint = editor.getPointInParentSpace(shape.id, newPagePoint);
45
37
  const newRotation = canonicalizeRotation(shape.rotation + delta);
46
38
  return {
47
39
  id: shape.id,
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../src/lib/utils/rotation.ts"],
4
- "sourcesContent": ["import { isShapeId, TLShape, TLShapeId, TLShapePartial } from '@tldraw/tlschema'\nimport { compact } from '@tldraw/utils'\nimport type { Editor } from '../editor/Editor'\nimport { Mat } from '../primitives/Mat'\nimport { canonicalizeRotation } from '../primitives/utils'\nimport { Vec, VecLike } from '../primitives/Vec'\n\n/** @internal */\nexport function getRotationSnapshot({\n\teditor,\n\tids,\n}: {\n\teditor: Editor\n\tids: TLShapeId[]\n}): TLRotationSnapshot | null {\n\tconst shapes = compact(ids.map((id) => editor.getShape(id)))\n\tconst rotation = editor.getShapesSharedRotation(ids)\n\tconst rotatedPageBounds = editor.getShapesRotatedPageBounds(ids)\n\n\t// todo: this assumes we're rotating the selected shapes\n\t// if we try to rotate shapes that aren't selected, this\n\t// will produce the wrong results\n\n\t// Return null if there are no selected shapes\n\tif (!rotatedPageBounds) {\n\t\treturn null\n\t}\n\n\tconst initialPageCenter = rotatedPageBounds.center\n\t\t.clone()\n\t\t.rotWith(rotatedPageBounds.point, rotation)\n\n\treturn {\n\t\tinitialPageCenter,\n\t\tinitialCursorAngle: initialPageCenter.angle(editor.inputs.getOriginPagePoint()),\n\t\tinitialShapesRotation: rotation,\n\t\tshapeSnapshots: shapes.map((shape) => ({\n\t\t\tshape,\n\t\t\tinitialPagePoint: editor.getShapePageTransform(shape.id)!.point(),\n\t\t})),\n\t}\n}\n\n/**\n * @internal\n **/\nexport interface TLRotationSnapshot {\n\tinitialPageCenter: Vec\n\tinitialCursorAngle: number\n\tinitialShapesRotation: number\n\tshapeSnapshots: {\n\t\tshape: TLShape\n\t\tinitialPagePoint: Vec\n\t}[]\n}\n\n/** @internal */\nexport function applyRotationToSnapshotShapes({\n\tdelta,\n\teditor,\n\tsnapshot,\n\tstage,\n\tcenterOverride,\n}: {\n\tdelta: number\n\tsnapshot: TLRotationSnapshot\n\teditor: Editor\n\tstage: 'start' | 'update' | 'end' | 'one-off'\n\tcenterOverride?: VecLike\n}) {\n\tconst { initialPageCenter, shapeSnapshots } = snapshot\n\n\teditor.updateShapes(\n\t\tshapeSnapshots.map(({ shape, initialPagePoint }) => {\n\t\t\t// We need to both rotate each shape individually and rotate the shapes\n\t\t\t// around the pivot point (the average center of all rotating shapes.)\n\n\t\t\tconst parentTransform = isShapeId(shape.parentId)\n\t\t\t\t? editor.getShapePageTransform(shape.parentId)!\n\t\t\t\t: Mat.Identity()\n\n\t\t\tconst newPagePoint = Vec.RotWith(initialPagePoint, centerOverride ?? initialPageCenter, delta)\n\n\t\t\tconst newLocalPoint = Mat.applyToPoint(\n\t\t\t\t// use the current parent transform in case it has moved/resized since the start\n\t\t\t\t// (e.g. if rotating a shape at the edge of a group)\n\t\t\t\tMat.Inverse(parentTransform),\n\t\t\t\tnewPagePoint\n\t\t\t)\n\t\t\tconst newRotation = canonicalizeRotation(shape.rotation + delta)\n\n\t\t\treturn {\n\t\t\t\tid: shape.id,\n\t\t\t\ttype: shape.type,\n\t\t\t\tx: newLocalPoint.x,\n\t\t\t\ty: newLocalPoint.y,\n\t\t\t\trotation: newRotation,\n\t\t\t}\n\t\t})\n\t)\n\n\t// Handle change\n\n\tconst changes: TLShapePartial[] = []\n\n\tshapeSnapshots.forEach(({ shape }) => {\n\t\tconst current = editor.getShape(shape.id)\n\t\tif (!current) return\n\t\tconst util = editor.getShapeUtil(shape)\n\n\t\tif (stage === 'start' || stage === 'one-off') {\n\t\t\tconst changeStart = util.onRotateStart?.(shape)\n\t\t\tif (changeStart) changes.push(changeStart)\n\t\t}\n\n\t\tconst changeUpdate = util.onRotate?.(shape, current)\n\t\tif (changeUpdate) changes.push(changeUpdate)\n\n\t\tif (stage === 'end' || stage === 'one-off') {\n\t\t\tconst changeEnd = util.onRotateEnd?.(shape, current)\n\t\t\tif (changeEnd) changes.push(changeEnd)\n\t\t}\n\t})\n\n\tif (changes.length > 0) {\n\t\teditor.updateShapes(changes)\n\t}\n}\n"],
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4
+ "sourcesContent": ["import { TLShape, TLShapeId, TLShapePartial } from '@tldraw/tlschema'\nimport { compact } from '@tldraw/utils'\nimport type { Editor } from '../editor/Editor'\nimport { canonicalizeRotation } from '../primitives/utils'\nimport { Vec, VecLike } from '../primitives/Vec'\n\n/** @internal */\nexport function getRotationSnapshot({\n\teditor,\n\tids,\n}: {\n\teditor: Editor\n\tids: TLShapeId[]\n}): TLRotationSnapshot | null {\n\tconst shapes = compact(ids.map((id) => editor.getShape(id)))\n\tconst rotation = editor.getShapesSharedRotation(ids)\n\tconst rotatedPageBounds = editor.getShapesRotatedPageBounds(ids)\n\n\t// todo: this assumes we're rotating the selected shapes\n\t// if we try to rotate shapes that aren't selected, this\n\t// will produce the wrong results\n\n\t// Return null if there are no selected shapes\n\tif (!rotatedPageBounds) {\n\t\treturn null\n\t}\n\n\tconst initialPageCenter = rotatedPageBounds.center\n\t\t.clone()\n\t\t.rotWith(rotatedPageBounds.point, rotation)\n\n\treturn {\n\t\tinitialPageCenter,\n\t\tinitialCursorAngle: initialPageCenter.angle(editor.inputs.getOriginPagePoint()),\n\t\tinitialShapesRotation: rotation,\n\t\tshapeSnapshots: shapes.map((shape) => ({\n\t\t\tshape,\n\t\t\tinitialPagePoint: editor.getShapePageTransform(shape.id)!.point(),\n\t\t})),\n\t}\n}\n\n/**\n * @internal\n **/\nexport interface TLRotationSnapshot {\n\tinitialPageCenter: Vec\n\tinitialCursorAngle: number\n\tinitialShapesRotation: number\n\tshapeSnapshots: {\n\t\tshape: TLShape\n\t\tinitialPagePoint: Vec\n\t}[]\n}\n\n/** @internal */\nexport function applyRotationToSnapshotShapes({\n\tdelta,\n\teditor,\n\tsnapshot,\n\tstage,\n\tcenterOverride,\n}: {\n\tdelta: number\n\tsnapshot: TLRotationSnapshot\n\teditor: Editor\n\tstage: 'start' | 'update' | 'end' | 'one-off'\n\tcenterOverride?: VecLike\n}) {\n\tconst { initialPageCenter, shapeSnapshots } = snapshot\n\n\teditor.updateShapes(\n\t\tshapeSnapshots.map(({ shape, initialPagePoint }) => {\n\t\t\t// We need to both rotate each shape individually and rotate the shapes\n\t\t\t// around the pivot point (the average center of all rotating shapes.)\n\n\t\t\tconst newPagePoint = Vec.RotWith(initialPagePoint, centerOverride ?? initialPageCenter, delta)\n\n\t\t\t// uses the current parent transform in case it has moved/resized since the start\n\t\t\t// (e.g. if rotating a shape at the edge of a group)\n\t\t\tconst newLocalPoint = editor.getPointInParentSpace(shape.id, newPagePoint)\n\t\t\tconst newRotation = canonicalizeRotation(shape.rotation + delta)\n\n\t\t\treturn {\n\t\t\t\tid: shape.id,\n\t\t\t\ttype: shape.type,\n\t\t\t\tx: newLocalPoint.x,\n\t\t\t\ty: newLocalPoint.y,\n\t\t\t\trotation: newRotation,\n\t\t\t}\n\t\t})\n\t)\n\n\t// Handle change\n\n\tconst changes: TLShapePartial[] = []\n\n\tshapeSnapshots.forEach(({ shape }) => {\n\t\tconst current = editor.getShape(shape.id)\n\t\tif (!current) return\n\t\tconst util = editor.getShapeUtil(shape)\n\n\t\tif (stage === 'start' || stage === 'one-off') {\n\t\t\tconst changeStart = util.onRotateStart?.(shape)\n\t\t\tif (changeStart) changes.push(changeStart)\n\t\t}\n\n\t\tconst changeUpdate = util.onRotate?.(shape, current)\n\t\tif (changeUpdate) changes.push(changeUpdate)\n\n\t\tif (stage === 'end' || stage === 'one-off') {\n\t\t\tconst changeEnd = util.onRotateEnd?.(shape, current)\n\t\t\tif (changeEnd) changes.push(changeEnd)\n\t\t}\n\t})\n\n\tif (changes.length > 0) {\n\t\teditor.updateShapes(changes)\n\t}\n}\n"],
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  "names": []
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  }