Added map context to scale simplification by map scale
Added distance to quadratic functions to vector
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3e5a80e7d1
commit
9975f564fa
@ -1,8 +1,7 @@
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import React, { useRef, useEffect, useState } from "react";
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import React, { useRef, useEffect, useState, useContext } from "react";
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import shortid from "shortid";
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import { compare as comparePoints } from "../../helpers/vector2";
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import {
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getBrushPositionForTool,
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getDefaultShapeData,
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@ -13,6 +12,8 @@ import {
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getRelativePointerPosition,
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} from "../../helpers/drawing";
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import MapInteractionContext from "../../contexts/MapInteractionContext";
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function MapDrawing({
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width,
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height,
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@ -36,6 +37,8 @@ function MapDrawing({
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selectedTool === "shape" ||
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selectedTool === "erase";
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const { scaleRef } = useContext(MapInteractionContext);
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// Reset pointer position when tool changes
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useEffect(() => {
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setPointerPosition({ x: -1, y: -1 });
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@ -128,7 +131,8 @@ function MapDrawing({
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}
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const simplified = simplifyPoints(
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[...prevPoints, brushPosition],
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gridSize
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gridSize,
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scaleRef.current
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);
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return {
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...prevShape,
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@ -1,8 +1,7 @@
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import React, { useRef, useEffect, useState } from "react";
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import React, { useRef, useEffect, useState, useContext } from "react";
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import shortid from "shortid";
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import { compare as comparePoints } from "../../helpers/vector2";
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import {
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getBrushPositionForTool,
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isShapeHovered,
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@ -11,6 +10,8 @@ import {
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getRelativePointerPosition,
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} from "../../helpers/drawing";
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import MapInteractionContext from "../../contexts/MapInteractionContext";
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function MapFog({
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width,
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height,
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@ -32,6 +33,8 @@ function MapFog({
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isEditing &&
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(toolSettings.type === "toggle" || toolSettings.type === "remove");
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const { scaleRef } = useContext(MapInteractionContext);
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// Reset pointer position when tool changes
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useEffect(() => {
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setPointerPosition({ x: -1, y: -1 });
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@ -65,7 +68,6 @@ function MapFog({
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color: "black",
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blend: true, // Blend while drawing
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id: shortid.generate(),
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fogType: toolSettings.useGridSnapping ? "sharp" : "smooth",
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});
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}
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}
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@ -124,7 +126,14 @@ function MapFog({
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if (drawingShape.data.points.length > 1) {
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const shape = {
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...drawingShape,
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data: { points: simplifyPoints(drawingShape.data.points, gridSize) },
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data: {
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points: simplifyPoints(
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drawingShape.data.points,
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gridSize,
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// Downscale fog as smoothing doesn't currently work with edge snapping
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scaleRef.current / 2
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),
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},
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blend: false,
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};
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onShapeAdd(shape);
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@ -2,6 +2,8 @@ import React, { useRef, useEffect } from "react";
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import { Box } from "theme-ui";
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import interact from "interactjs";
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import { MapInteractionProvider } from "../../contexts/MapInteractionContext";
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const zoomSpeed = -0.005;
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const minZoom = 0.1;
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const maxZoom = 5;
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@ -134,7 +136,14 @@ function MapInteraction({ map, aspectRatio, isEnabled, children, controls }) {
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paddingBottom: `${(1 / aspectRatio) * 100}%`,
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}}
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/>
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{children}
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<MapInteractionProvider
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value={{
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translateRef: mapTranslateRef,
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scaleRef: mapScaleRef,
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}}
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>
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{children}
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</MapInteractionProvider>
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</Box>
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</Box>
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{controls}
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9
src/contexts/MapInteractionContext.js
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9
src/contexts/MapInteractionContext.js
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@ -0,0 +1,9 @@
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import React from "react";
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const MapInteractionContext = React.createContext({
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translateRef: null,
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scaleRef: null,
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});
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export const MapInteractionProvider = MapInteractionContext.Provider;
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export default MapInteractionContext;
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@ -34,19 +34,22 @@ export function getBrushPositionForTool(
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if (shape.type === "fog") {
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const points = shape.data.points;
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const isInShape = Vector2.pointInPolygon(position, points);
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// Find the closest point to each line of the shape
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for (let i = 0; i < points.length; i++) {
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const a = points[i];
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// Wrap around points to the start to account for closed shape
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const b = points[(i + 1) % points.length];
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const distanceToLine = Vector2.distanceToLine(position, a, b);
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const {
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distance: distanceToLine,
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point: pointOnLine,
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} = Vector2.distanceToLine(position, a, b);
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const isCloseToShape = distanceToLine < minGrid * snappingThreshold;
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if (
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(isInShape || isCloseToShape) &&
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distanceToLine < closestDistance
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) {
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closestPosition = Vector2.closestPointOnLine(position, a, b);
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closestPosition = pointOnLine;
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closestDistance = distanceToLine;
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}
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}
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@ -154,6 +157,30 @@ export function shapeHasFill(shape) {
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);
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}
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export function pointsToQuadraticBezier(points) {
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const quadraticPoints = [];
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// Draw a smooth curve between the points where each control point
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// is the current point in the array and the next point is the center of
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// the current point and the next point
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for (let i = 1; i < points.length - 2; i++) {
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const start = points[i - 1];
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const controlPoint = points[i];
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const next = points[i + 1];
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const end = Vector2.divide(Vector2.add(controlPoint, next), 2);
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quadraticPoints.push({ start, controlPoint, end });
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}
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// Curve through the last two points
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quadraticPoints.push({
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start: points[points.length - 2],
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controlPoint: points[points.length - 1],
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end: points[points.length - 1],
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});
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return quadraticPoints;
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}
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export function pointsToPathSmooth(points, close, canvasWidth, canvasHeight) {
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const path = new Path2D();
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if (points.length < 2) {
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@ -161,27 +188,23 @@ export function pointsToPathSmooth(points, close, canvasWidth, canvasHeight) {
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}
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path.moveTo(points[0].x * canvasWidth, points[0].y * canvasHeight);
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// Draw a smooth curve between the points
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for (let i = 1; i < points.length - 2; i++) {
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const pointScaled = Vector2.multiply(points[i], {
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const quadraticPoints = pointsToQuadraticBezier(points);
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for (let quadPoint of quadraticPoints) {
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const pointScaled = Vector2.multiply(quadPoint.end, {
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x: canvasWidth,
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y: canvasHeight,
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});
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const nextPointScaled = Vector2.multiply(points[i + 1], {
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const controlScaled = Vector2.multiply(quadPoint.controlPoint, {
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x: canvasWidth,
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y: canvasHeight,
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});
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var xc = (pointScaled.x + nextPointScaled.x) / 2;
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var yc = (pointScaled.y + nextPointScaled.y) / 2;
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path.quadraticCurveTo(pointScaled.x, pointScaled.y, xc, yc);
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path.quadraticCurveTo(
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controlScaled.x,
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controlScaled.y,
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pointScaled.x,
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pointScaled.y
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);
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}
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// Curve through the last two points
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path.quadraticCurveTo(
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points[points.length - 2].x * canvasWidth,
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points[points.length - 2].y * canvasHeight,
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points[points.length - 1].x * canvasWidth,
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points[points.length - 1].y * canvasHeight
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);
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if (close) {
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path.closePath();
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@ -265,21 +288,12 @@ export function shapeToPath(shape, canvasWidth, canvasHeight) {
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return pointsToPathSharp(data.points, true, canvasWidth, canvasHeight);
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}
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} else if (shape.type === "fog") {
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if (shape.fogType === "smooth") {
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return pointsToPathSmooth(
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shape.data.points,
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true,
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canvasWidth,
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canvasHeight
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);
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} else if (shape.fogType === "sharp") {
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return pointsToPathSharp(
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shape.data.points,
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true,
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canvasWidth,
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canvasHeight
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);
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}
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return pointsToPathSharp(
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shape.data.points,
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true,
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canvasWidth,
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canvasHeight
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);
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}
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}
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@ -330,8 +344,11 @@ export function drawShape(shape, context, gridSize, canvasWidth, canvasHeight) {
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}
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const defaultSimplifySize = 1 / 100;
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export function simplifyPoints(points, gridSize) {
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return simplify(points, Vector2.min(gridSize) * defaultSimplifySize);
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export function simplifyPoints(points, gridSize, scale) {
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return simplify(
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points,
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(Vector2.min(gridSize) * defaultSimplifySize) / scale
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);
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}
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export function getRelativePointerPosition(event, container) {
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@ -78,19 +78,93 @@ export function roundTo(p, to) {
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};
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}
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export function sign(a) {
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return { x: Math.sign(a.x), y: Math.sign(a.y) };
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}
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export function abs(a) {
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return { x: Math.abs(a.x), y: Math.abs(a.y) };
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}
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export function pow(a, b) {
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if (typeof b === "number") {
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return { x: Math.pow(a.x, b), y: Math.pow(a.y, b) };
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} else {
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return { x: Math.pow(a.x, b.x), y: Math.pow(a.y, b.y) };
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}
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}
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export function dot2(a) {
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return dot(a, a);
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}
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export function clamp(a, min, max) {
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return {
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x: Math.min(Math.max(a.x, min), max),
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y: Math.min(Math.max(a.y, min), max),
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};
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}
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// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d
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export function distanceToLine(p, a, b) {
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const pa = subtract(p, a);
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const ba = subtract(b, a);
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const h = Math.min(Math.max(dot(pa, ba) / dot(ba, ba), 0), 1);
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return length(subtract(pa, multiply(ba, h)));
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const distance = length(subtract(pa, multiply(ba, h)));
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const point = add(a, multiply(ba, h));
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return { distance, point };
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}
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export function closestPointOnLine(p, a, b) {
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const pa = subtract(p, a);
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const ba = subtract(b, a);
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const h = dot(pa, ba) / lengthSquared(ba);
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return add(a, multiply(ba, h));
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// TODO: Fix the robustness of this to allow smoothing on fog layers
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// https://www.shadertoy.com/view/MlKcDD
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export function distanceToQuadraticBezier(pos, A, B, C) {
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let distance = 0;
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let point = { x: pos.x, y: pos.y };
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const a = subtract(B, A);
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const b = add(subtract(A, multiply(B, 2)), C);
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const c = multiply(a, 2);
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const d = subtract(A, pos);
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// Solve cubic roots to find closest points
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const kk = 1 / dot(b, b);
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const kx = kk * dot(a, b);
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const ky = (kk * (2 * dot(a, a) + dot(d, b))) / 3;
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const kz = kk * dot(d, a);
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const p = ky - kx * kx;
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const p3 = p * p * p;
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const q = kx * (2 * kx * kx - 3 * ky) + kz;
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let h = q * q + 4 * p3;
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if (h >= 0) {
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// 1 root
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h = Math.sqrt(h);
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const x = divide(subtract({ x: h, y: -h }, q), 2);
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const uv = multiply(sign(x), pow(abs(x), 1 / 3));
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const t = Math.min(Math.max(uv.x + uv.y - kx, 0), 1);
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point = add(A, multiply(add(c, multiply(b, t)), t));
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distance = dot2(add(d, multiply(add(c, multiply(b, t)), t)));
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} else {
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// 3 roots but ignore the 3rd one as it will never be closest
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// https://www.shadertoy.com/view/MdXBzB
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const z = Math.sqrt(-p);
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const v = Math.acos(q / (p * z * 2)) / 3;
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const m = Math.cos(v);
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const n = Math.sin(v) * 1.732050808;
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const t = clamp(subtract(multiply({ x: m + m, y: -n - m }, z), kx), 0, 1);
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const d1 = dot2(add(d, multiply(add(c, multiply(b, t.x)), t.x)));
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const d2 = dot2(add(d, multiply(add(c, multiply(b, t.y)), t.y)));
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distance = Math.min(d1, d2);
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if (d1 < d2) {
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point = add(d, multiply(add(c, multiply(b, t.x)), t.x));
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} else {
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point = add(d, multiply(add(c, multiply(b, t.y)), t.y));
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}
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}
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return { distance: Math.sqrt(distance), point: point };
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}
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export function getBounds(points) {
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