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Allow binding linear elements to other elements (#1899)
* Refactor: simplify linear element type * Refactor: dedupe scrollbar handling * First step towards binding - establish relationship and basic test for dragged lines * Refactor: use zoom from appstate * Refactor: generalize getElementAtPosition * Only consider bindable elements in hit test * Refactor: pull out pieces of hit test for reuse later * Refactor: pull out diamond from hit test for reuse later * Refactor: pull out text from hit test for reuse later * Suggest binding when hovering * Give shapes in regression test real size * Give shapes in undo/redo test real size * Keep bound element highlighted * Show binding suggestion for multi-point elements * Move binding to its on module with functions so that I can use it from actions, add support for binding end of multi-point elements * Use Id instead of ID * Improve boundary offset for non-squarish elements * Fix localStorage for binding on linear elements * Simplify dragging code and fix elements bound twice to the same shape * Fix binding for rectangles * Bind both ends at the end of the linear element creation, needed for focus points * wip * Refactor: Renames and reshapes for next commit * Calculate and store focus points and gaps, but dont use them yet * Focus points for rectangles * Dont blow up when canceling linear element * Stop suggesting binding when a non-compatible tool is selected * Clean up collision code * Using Geometric Algebra for hit tests * Correct binding for all shapes * Constant gap around polygon corners * Fix rotation handling * Generalize update and fix hit test for rotated elements * Handle rotation realtime * Handle scaling * Remove vibration when moving bound and binding element together * Handle simultenous scaling * Allow binding and unbinding when editing linear elements * Dont delete binding when the end point wasnt touched * Bind on enter/escape when editing * Support multiple suggested bindable elements in preparation for supporting linear elements dragging * Update binding when moving linear elements * Update binding when resizing linear elements * Dont re-render UI on binding hints * Update both ends when one is moved * Use distance instead of focus point for binding * Complicated approach for posterity, ignore this commit * Revert the complicated approach * Better focus point strategy, working for all shapes * Update snapshots * Dont break binding gap when mirroring shape * Dont break binding gap when grid mode pushes it inside * Dont bind draw elements * Support alt duplication * Fix alt duplication to * Support cmd+D duplication * All copy mechanisms are supported * Allow binding shapes to arrows, having arrows created first * Prevent arrows from disappearing for ellipses * Better binding suggestion highlight for shapes * Dont suggest second binding for simple elements when editing or moving them * Dont steal already bound linear elements when moving shapes * Fix highlighting diamonds and more precisely highlight other shapes * Highlight linear element edges for binding * Highlight text binding too * Handle deletion * Dont suggest second binding for simple linear elements when creating them * Dont highlight bound element during creation * Fix binding for rotated linear elements * Fix collision check for ellipses * Dont show suggested bindings for selected pairs * Bind multi-point linear elements when the tool is switched - important for mobile * Handle unbinding one of two bound edges correctly * Rename boundElement in state to startBoundElement * Dont double account for zoom when rendering binding highlight * Fix rendering of edited linear element point handles * Suggest binding when adding new point to a linear element * Bind when adding a new point to a linear element and dont unbind when moving middle elements * Handle deleting points * Add cmd modifier key to disable binding * Use state for enabling binding, fix not binding for linear elements during creation * Drop support for binding lines, only arrows are bindable * Reset binding mode on blur * Fix not binding lines
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38 changed files with 3879 additions and 830 deletions
340
src/ga.ts
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src/ga.ts
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/**
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* This is a 2D Projective Geometric Algebra implementation.
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*
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* For wider context on geometric algebra visit see https://bivector.net.
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*
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* For this specific algebra see cheatsheet https://bivector.net/2DPGA.pdf.
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*
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* Converted from generator written by enki, with a ton of added on top.
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*
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* This library uses 8-vectors to represent points, directions and lines
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* in 2D space.
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*
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* An array `[a, b, c, d, e, f, g, h]` represents a n(8)vector:
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* a + b*e0 + c*e1 + d*e2 + e*e01 + f*e20 + g*e12 + h*e012
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*
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* See GAPoint, GALine, GADirection and GATransform modules for common
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* operations.
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*/
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export type Point = NVector;
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export type Direction = NVector;
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export type Line = NVector;
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export type Transform = NVector;
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export function point(x: number, y: number): Point {
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return [0, 0, 0, 0, y, x, 1, 0];
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}
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export function origin(): Point {
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return [0, 0, 0, 0, 0, 0, 1, 0];
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}
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export function direction(x: number, y: number): Direction {
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const norm = Math.hypot(x, y); // same as `inorm(direction(x, y))`
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return [0, 0, 0, 0, y / norm, x / norm, 0, 0];
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}
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export function offset(x: number, y: number): Direction {
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return [0, 0, 0, 0, y, x, 0, 0];
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}
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/// This is the "implementation" part of the library
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type NVector = readonly [
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number,
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number,
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number,
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number,
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number,
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number,
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number,
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number,
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];
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// These are labels for what each number in an nvector represents
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const NVECTOR_BASE = ["1", "e0", "e1", "e2", "e01", "e20", "e12", "e012"];
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// Used to represent points, lines and transformations
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export function nvector(value: number = 0, index: number = 0): NVector {
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const result = [0, 0, 0, 0, 0, 0, 0, 0];
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if (index < 0 || index > 7) {
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throw new Error(`Expected \`index\` betwen 0 and 7, got \`${index}\``);
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}
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if (value !== 0) {
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result[index] = value;
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}
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return (result as unknown) as NVector;
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}
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const STRING_EPSILON = 0.000001;
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export function toString(nvector: NVector): string {
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const result = nvector
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.map((value, index) =>
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Math.abs(value) > STRING_EPSILON
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? value.toFixed(7).replace(/(\.|0+)$/, "") +
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(index > 0 ? NVECTOR_BASE[index] : "")
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: null,
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)
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.filter((representation) => representation != null)
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.join(" + ");
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return result === "" ? "0" : result;
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}
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// Reverse the order of the basis blades.
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export function reverse(nvector: NVector): NVector {
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return [
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nvector[0],
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nvector[1],
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nvector[2],
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nvector[3],
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-nvector[4],
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-nvector[5],
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-nvector[6],
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-nvector[7],
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];
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}
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// Poincare duality operator.
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export function dual(nvector: NVector): NVector {
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return [
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nvector[7],
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nvector[6],
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nvector[5],
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nvector[4],
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nvector[3],
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nvector[2],
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nvector[1],
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nvector[0],
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];
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}
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// Clifford Conjugation
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export function conjugate(nvector: NVector): NVector {
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return [
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nvector[0],
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-nvector[1],
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-nvector[2],
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-nvector[3],
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-nvector[4],
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-nvector[5],
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-nvector[6],
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nvector[7],
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];
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}
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// Main involution
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export function involute(nvector: NVector): NVector {
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return [
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nvector[0],
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-nvector[1],
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-nvector[2],
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-nvector[3],
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nvector[4],
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nvector[5],
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nvector[6],
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-nvector[7],
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];
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}
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// Multivector addition
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export function add(a: NVector, b: NVector | number): NVector {
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if (isNumber(b)) {
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return [a[0] + b, a[1], a[2], a[3], a[4], a[5], a[6], a[7]];
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}
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return [
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a[0] + b[0],
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a[1] + b[1],
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a[2] + b[2],
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a[3] + b[3],
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a[4] + b[4],
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a[5] + b[5],
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a[6] + b[6],
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a[7] + b[7],
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];
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}
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// Multivector subtraction
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export function sub(a: NVector, b: NVector | number): NVector {
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if (isNumber(b)) {
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return [a[0] - b, a[1], a[2], a[3], a[4], a[5], a[6], a[7]];
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}
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return [
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a[0] - b[0],
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a[1] - b[1],
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a[2] - b[2],
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a[3] - b[3],
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a[4] - b[4],
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a[5] - b[5],
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a[6] - b[6],
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a[7] - b[7],
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];
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}
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// The geometric product.
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export function mul(a: NVector, b: NVector | number): NVector {
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if (isNumber(b)) {
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return [
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a[0] * b,
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a[1] * b,
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a[2] * b,
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a[3] * b,
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a[4] * b,
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a[5] * b,
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a[6] * b,
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a[7] * b,
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];
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}
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return [
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mulScalar(a, b),
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b[1] * a[0] +
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b[0] * a[1] -
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b[4] * a[2] +
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b[5] * a[3] +
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b[2] * a[4] -
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b[3] * a[5] -
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b[7] * a[6] -
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b[6] * a[7],
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b[2] * a[0] + b[0] * a[2] - b[6] * a[3] + b[3] * a[6],
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b[3] * a[0] + b[6] * a[2] + b[0] * a[3] - b[2] * a[6],
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b[4] * a[0] +
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b[2] * a[1] -
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b[1] * a[2] +
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b[7] * a[3] +
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b[0] * a[4] +
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b[6] * a[5] -
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b[5] * a[6] +
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b[3] * a[7],
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b[5] * a[0] -
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b[3] * a[1] +
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b[7] * a[2] +
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b[1] * a[3] -
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b[6] * a[4] +
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b[0] * a[5] +
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b[4] * a[6] +
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b[2] * a[7],
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b[6] * a[0] + b[3] * a[2] - b[2] * a[3] + b[0] * a[6],
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b[7] * a[0] +
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b[6] * a[1] +
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b[5] * a[2] +
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b[4] * a[3] +
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b[3] * a[4] +
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b[2] * a[5] +
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b[1] * a[6] +
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b[0] * a[7],
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];
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}
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export function mulScalar(a: NVector, b: NVector): number {
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return b[0] * a[0] + b[2] * a[2] + b[3] * a[3] - b[6] * a[6];
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}
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// The outer/exterior/wedge product.
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export function meet(a: NVector, b: NVector): NVector {
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return [
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b[0] * a[0],
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b[1] * a[0] + b[0] * a[1],
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b[2] * a[0] + b[0] * a[2],
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b[3] * a[0] + b[0] * a[3],
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b[4] * a[0] + b[2] * a[1] - b[1] * a[2] + b[0] * a[4],
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b[5] * a[0] - b[3] * a[1] + b[1] * a[3] + b[0] * a[5],
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b[6] * a[0] + b[3] * a[2] - b[2] * a[3] + b[0] * a[6],
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b[7] * a[0] +
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b[6] * a[1] +
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b[5] * a[2] +
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b[4] * a[3] +
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b[3] * a[4] +
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b[2] * a[5] +
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b[1] * a[6],
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];
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}
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// The regressive product.
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export function join(a: NVector, b: NVector): NVector {
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return [
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joinScalar(a, b),
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a[1] * b[7] + a[4] * b[5] - a[5] * b[4] + a[7] * b[1],
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a[2] * b[7] - a[4] * b[6] + a[6] * b[4] + a[7] * b[2],
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a[3] * b[7] + a[5] * b[6] - a[6] * b[5] + a[7] * b[3],
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a[4] * b[7] + a[7] * b[4],
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a[5] * b[7] + a[7] * b[5],
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a[6] * b[7] + a[7] * b[6],
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a[7] * b[7],
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];
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}
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export function joinScalar(a: NVector, b: NVector): number {
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return (
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a[0] * b[7] +
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a[1] * b[6] +
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a[2] * b[5] +
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a[3] * b[4] +
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a[4] * b[3] +
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a[5] * b[2] +
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a[6] * b[1] +
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a[7] * b[0]
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);
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}
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// The inner product.
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export function dot(a: NVector, b: NVector): NVector {
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return [
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b[0] * a[0] + b[2] * a[2] + b[3] * a[3] - b[6] * a[6],
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b[1] * a[0] +
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b[0] * a[1] -
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b[4] * a[2] +
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b[5] * a[3] +
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b[2] * a[4] -
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b[3] * a[5] -
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b[7] * a[6] -
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b[6] * a[7],
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b[2] * a[0] + b[0] * a[2] - b[6] * a[3] + b[3] * a[6],
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b[3] * a[0] + b[6] * a[2] + b[0] * a[3] - b[2] * a[6],
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b[4] * a[0] + b[7] * a[3] + b[0] * a[4] + b[3] * a[7],
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b[5] * a[0] + b[7] * a[2] + b[0] * a[5] + b[2] * a[7],
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b[6] * a[0] + b[0] * a[6],
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b[7] * a[0] + b[0] * a[7],
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];
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}
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export function norm(a: NVector): number {
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return Math.sqrt(
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Math.abs(a[0] * a[0] - a[2] * a[2] - a[3] * a[3] + a[6] * a[6]),
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);
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}
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export function inorm(a: NVector): number {
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return Math.sqrt(
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Math.abs(a[7] * a[7] - a[5] * a[5] - a[4] * a[4] + a[1] * a[1]),
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);
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}
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export function normalized(a: NVector): NVector {
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const n = norm(a);
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if (n === 0 || n === 1) {
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return a;
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}
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const sign = a[6] < 0 ? -1 : 1;
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return mul(a, sign / n);
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}
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export function inormalized(a: NVector): NVector {
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const n = inorm(a);
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if (n === 0 || n === 1) {
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return a;
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}
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return mul(a, 1 / n);
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}
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function isNumber(a: any): a is number {
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return typeof a === "number";
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}
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export const E0: NVector = nvector(1, 1);
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export const E1: NVector = nvector(1, 2);
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export const E2: NVector = nvector(1, 3);
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export const E01: NVector = nvector(1, 4);
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export const E20: NVector = nvector(1, 5);
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export const E12: NVector = nvector(1, 6);
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export const E012: NVector = nvector(1, 7);
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export const I = E012;
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