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success/packages/excalidraw/element/bounds.ts

920 lines
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TypeScript

import type {
ExcalidrawElement,
ExcalidrawLinearElement,
Arrowhead,
ExcalidrawFreeDrawElement,
NonDeleted,
ExcalidrawTextElementWithContainer,
ElementsMap,
} from "./types";
import { distance2d, rotate, rotatePoint } from "../math";
import rough from "roughjs/bin/rough";
import type { Drawable, Op } from "roughjs/bin/core";
import type { AppState, Point } from "../types";
import { generateRoughOptions } from "../scene/Shape";
import {
isArrowElement,
isBoundToContainer,
isFreeDrawElement,
isLinearElement,
isTextElement,
} from "./typeChecks";
import { rescalePoints } from "../points";
import { getBoundTextElement, getContainerElement } from "./textElement";
import { LinearElementEditor } from "./linearElementEditor";
import type { Mutable } from "../utility-types";
import { ShapeCache } from "../scene/ShapeCache";
import { arrayToMap } from "../utils";
export type RectangleBox = {
x: number;
y: number;
width: number;
height: number;
angle: number;
};
type MaybeQuadraticSolution = [number | null, number | null] | false;
/**
* x and y position of top left corner, x and y position of bottom right corner
*/
export type Bounds = readonly [
minX: number,
minY: number,
maxX: number,
maxY: number,
];
export type SceneBounds = readonly [
sceneX: number,
sceneY: number,
sceneX2: number,
sceneY2: number,
];
export class ElementBounds {
private static boundsCache = new WeakMap<
ExcalidrawElement,
{
bounds: Bounds;
version: ExcalidrawElement["version"];
}
>();
static getBounds(element: ExcalidrawElement, elementsMap: ElementsMap) {
const cachedBounds = ElementBounds.boundsCache.get(element);
if (
cachedBounds?.version &&
cachedBounds.version === element.version &&
// we don't invalidate cache when we update containers and not labels,
// which is causing problems down the line. Fix TBA.
!isBoundToContainer(element)
) {
return cachedBounds.bounds;
}
const bounds = ElementBounds.calculateBounds(element, elementsMap);
ElementBounds.boundsCache.set(element, {
version: element.version,
bounds,
});
return bounds;
}
private static calculateBounds(
element: ExcalidrawElement,
elementsMap: ElementsMap,
): Bounds {
let bounds: Bounds;
const [x1, y1, x2, y2, cx, cy] = getElementAbsoluteCoords(
element,
elementsMap,
);
if (isFreeDrawElement(element)) {
const [minX, minY, maxX, maxY] = getBoundsFromPoints(
element.points.map(([x, y]) =>
rotate(x, y, cx - element.x, cy - element.y, element.angle),
),
);
return [
minX + element.x,
minY + element.y,
maxX + element.x,
maxY + element.y,
];
} else if (isLinearElement(element)) {
bounds = getLinearElementRotatedBounds(element, cx, cy, elementsMap);
} else if (element.type === "diamond") {
const [x11, y11] = rotate(cx, y1, cx, cy, element.angle);
const [x12, y12] = rotate(cx, y2, cx, cy, element.angle);
const [x22, y22] = rotate(x1, cy, cx, cy, element.angle);
const [x21, y21] = rotate(x2, cy, cx, cy, element.angle);
const minX = Math.min(x11, x12, x22, x21);
const minY = Math.min(y11, y12, y22, y21);
const maxX = Math.max(x11, x12, x22, x21);
const maxY = Math.max(y11, y12, y22, y21);
bounds = [minX, minY, maxX, maxY];
} else if (element.type === "ellipse") {
const w = (x2 - x1) / 2;
const h = (y2 - y1) / 2;
const cos = Math.cos(element.angle);
const sin = Math.sin(element.angle);
const ww = Math.hypot(w * cos, h * sin);
const hh = Math.hypot(h * cos, w * sin);
bounds = [cx - ww, cy - hh, cx + ww, cy + hh];
} else {
const [x11, y11] = rotate(x1, y1, cx, cy, element.angle);
const [x12, y12] = rotate(x1, y2, cx, cy, element.angle);
const [x22, y22] = rotate(x2, y2, cx, cy, element.angle);
const [x21, y21] = rotate(x2, y1, cx, cy, element.angle);
const minX = Math.min(x11, x12, x22, x21);
const minY = Math.min(y11, y12, y22, y21);
const maxX = Math.max(x11, x12, x22, x21);
const maxY = Math.max(y11, y12, y22, y21);
bounds = [minX, minY, maxX, maxY];
}
return bounds;
}
}
// Scene -> Scene coords, but in x1,x2,y1,y2 format.
//
// If the element is created from right to left, the width is going to be negative
// This set of functions retrieves the absolute position of the 4 points.
export const getElementAbsoluteCoords = (
element: ExcalidrawElement,
elementsMap: ElementsMap,
includeBoundText: boolean = false,
): [number, number, number, number, number, number] => {
if (isFreeDrawElement(element)) {
return getFreeDrawElementAbsoluteCoords(element);
} else if (isLinearElement(element)) {
return LinearElementEditor.getElementAbsoluteCoords(
element,
elementsMap,
includeBoundText,
);
} else if (isTextElement(element)) {
const container = elementsMap
? getContainerElement(element, elementsMap)
: null;
if (isArrowElement(container)) {
const coords = LinearElementEditor.getBoundTextElementPosition(
container,
element as ExcalidrawTextElementWithContainer,
elementsMap,
);
return [
coords.x,
coords.y,
coords.x + element.width,
coords.y + element.height,
coords.x + element.width / 2,
coords.y + element.height / 2,
];
}
}
return [
element.x,
element.y,
element.x + element.width,
element.y + element.height,
element.x + element.width / 2,
element.y + element.height / 2,
];
};
/*
* for a given element, `getElementLineSegments` returns line segments
* that can be used for visual collision detection (useful for frames)
* as opposed to bounding box collision detection
*/
export const getElementLineSegments = (
element: ExcalidrawElement,
elementsMap: ElementsMap,
): [Point, Point][] => {
const [x1, y1, x2, y2, cx, cy] = getElementAbsoluteCoords(
element,
elementsMap,
);
const center: Point = [cx, cy];
if (isLinearElement(element) || isFreeDrawElement(element)) {
const segments: [Point, Point][] = [];
let i = 0;
while (i < element.points.length - 1) {
segments.push([
rotatePoint(
[
element.points[i][0] + element.x,
element.points[i][1] + element.y,
] as Point,
center,
element.angle,
),
rotatePoint(
[
element.points[i + 1][0] + element.x,
element.points[i + 1][1] + element.y,
] as Point,
center,
element.angle,
),
]);
i++;
}
return segments;
}
const [nw, ne, sw, se, n, s, w, e] = (
[
[x1, y1],
[x2, y1],
[x1, y2],
[x2, y2],
[cx, y1],
[cx, y2],
[x1, cy],
[x2, cy],
] as Point[]
).map((point) => rotatePoint(point, center, element.angle));
if (element.type === "diamond") {
return [
[n, w],
[n, e],
[s, w],
[s, e],
];
}
if (element.type === "ellipse") {
return [
[n, w],
[n, e],
[s, w],
[s, e],
[n, w],
[n, e],
[s, w],
[s, e],
];
}
return [
[nw, ne],
[sw, se],
[nw, sw],
[ne, se],
[nw, e],
[sw, e],
[ne, w],
[se, w],
];
};
/**
* Scene -> Scene coords, but in x1,x2,y1,y2 format.
*
* Rectangle here means any rectangular frame, not an excalidraw element.
*/
export const getRectangleBoxAbsoluteCoords = (boxSceneCoords: RectangleBox) => {
return [
boxSceneCoords.x,
boxSceneCoords.y,
boxSceneCoords.x + boxSceneCoords.width,
boxSceneCoords.y + boxSceneCoords.height,
boxSceneCoords.x + boxSceneCoords.width / 2,
boxSceneCoords.y + boxSceneCoords.height / 2,
];
};
export const getDiamondPoints = (element: ExcalidrawElement) => {
// Here we add +1 to avoid these numbers to be 0
// otherwise rough.js will throw an error complaining about it
const topX = Math.floor(element.width / 2) + 1;
const topY = 0;
const rightX = element.width;
const rightY = Math.floor(element.height / 2) + 1;
const bottomX = topX;
const bottomY = element.height;
const leftX = 0;
const leftY = rightY;
return [topX, topY, rightX, rightY, bottomX, bottomY, leftX, leftY];
};
export const getCurvePathOps = (shape: Drawable): Op[] => {
for (const set of shape.sets) {
if (set.type === "path") {
return set.ops;
}
}
return shape.sets[0].ops;
};
// reference: https://eliot-jones.com/2019/12/cubic-bezier-curve-bounding-boxes
const getBezierValueForT = (
t: number,
p0: number,
p1: number,
p2: number,
p3: number,
) => {
const oneMinusT = 1 - t;
return (
Math.pow(oneMinusT, 3) * p0 +
3 * Math.pow(oneMinusT, 2) * t * p1 +
3 * oneMinusT * Math.pow(t, 2) * p2 +
Math.pow(t, 3) * p3
);
};
const solveQuadratic = (
p0: number,
p1: number,
p2: number,
p3: number,
): MaybeQuadraticSolution => {
const i = p1 - p0;
const j = p2 - p1;
const k = p3 - p2;
const a = 3 * i - 6 * j + 3 * k;
const b = 6 * j - 6 * i;
const c = 3 * i;
const sqrtPart = b * b - 4 * a * c;
const hasSolution = sqrtPart >= 0;
if (!hasSolution) {
return false;
}
let s1 = null;
let s2 = null;
let t1 = Infinity;
let t2 = Infinity;
if (a === 0) {
t1 = t2 = -c / b;
} else {
t1 = (-b + Math.sqrt(sqrtPart)) / (2 * a);
t2 = (-b - Math.sqrt(sqrtPart)) / (2 * a);
}
if (t1 >= 0 && t1 <= 1) {
s1 = getBezierValueForT(t1, p0, p1, p2, p3);
}
if (t2 >= 0 && t2 <= 1) {
s2 = getBezierValueForT(t2, p0, p1, p2, p3);
}
return [s1, s2];
};
const getCubicBezierCurveBound = (
p0: Point,
p1: Point,
p2: Point,
p3: Point,
): Bounds => {
const solX = solveQuadratic(p0[0], p1[0], p2[0], p3[0]);
const solY = solveQuadratic(p0[1], p1[1], p2[1], p3[1]);
let minX = Math.min(p0[0], p3[0]);
let maxX = Math.max(p0[0], p3[0]);
if (solX) {
const xs = solX.filter((x) => x !== null) as number[];
minX = Math.min(minX, ...xs);
maxX = Math.max(maxX, ...xs);
}
let minY = Math.min(p0[1], p3[1]);
let maxY = Math.max(p0[1], p3[1]);
if (solY) {
const ys = solY.filter((y) => y !== null) as number[];
minY = Math.min(minY, ...ys);
maxY = Math.max(maxY, ...ys);
}
return [minX, minY, maxX, maxY];
};
export const getMinMaxXYFromCurvePathOps = (
ops: Op[],
transformXY?: (x: number, y: number) => [number, number],
): Bounds => {
let currentP: Point = [0, 0];
const { minX, minY, maxX, maxY } = ops.reduce(
(limits, { op, data }) => {
// There are only four operation types:
// move, bcurveTo, lineTo, and curveTo
if (op === "move") {
// change starting point
currentP = data as unknown as Point;
// move operation does not draw anything; so, it always
// returns false
} else if (op === "bcurveTo") {
const _p1 = [data[0], data[1]] as Point;
const _p2 = [data[2], data[3]] as Point;
const _p3 = [data[4], data[5]] as Point;
const p1 = transformXY ? transformXY(..._p1) : _p1;
const p2 = transformXY ? transformXY(..._p2) : _p2;
const p3 = transformXY ? transformXY(..._p3) : _p3;
const p0 = transformXY ? transformXY(...currentP) : currentP;
currentP = _p3;
const [minX, minY, maxX, maxY] = getCubicBezierCurveBound(
p0,
p1,
p2,
p3,
);
limits.minX = Math.min(limits.minX, minX);
limits.minY = Math.min(limits.minY, minY);
limits.maxX = Math.max(limits.maxX, maxX);
limits.maxY = Math.max(limits.maxY, maxY);
} else if (op === "lineTo") {
// TODO: Implement this
} else if (op === "qcurveTo") {
// TODO: Implement this
}
return limits;
},
{ minX: Infinity, minY: Infinity, maxX: -Infinity, maxY: -Infinity },
);
return [minX, minY, maxX, maxY];
};
export const getBoundsFromPoints = (
points: ExcalidrawFreeDrawElement["points"],
): Bounds => {
let minX = Infinity;
let minY = Infinity;
let maxX = -Infinity;
let maxY = -Infinity;
for (const [x, y] of points) {
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
return [minX, minY, maxX, maxY];
};
const getFreeDrawElementAbsoluteCoords = (
element: ExcalidrawFreeDrawElement,
): [number, number, number, number, number, number] => {
const [minX, minY, maxX, maxY] = getBoundsFromPoints(element.points);
const x1 = minX + element.x;
const y1 = minY + element.y;
const x2 = maxX + element.x;
const y2 = maxY + element.y;
return [x1, y1, x2, y2, (x1 + x2) / 2, (y1 + y2) / 2];
};
/** @returns number in pixels */
export const getArrowheadSize = (arrowhead: Arrowhead): number => {
switch (arrowhead) {
case "arrow":
return 25;
case "diamond":
case "diamond_outline":
return 12;
default:
return 15;
}
};
/** @returns number in degrees */
export const getArrowheadAngle = (arrowhead: Arrowhead): number => {
switch (arrowhead) {
case "bar":
return 90;
case "arrow":
return 20;
default:
return 25;
}
};
export const getArrowheadPoints = (
element: ExcalidrawLinearElement,
shape: Drawable[],
position: "start" | "end",
arrowhead: Arrowhead,
) => {
const ops = getCurvePathOps(shape[0]);
if (ops.length < 1) {
return null;
}
// The index of the bCurve operation to examine.
const index = position === "start" ? 1 : ops.length - 1;
const data = ops[index].data;
const p3 = [data[4], data[5]] as Point;
const p2 = [data[2], data[3]] as Point;
const p1 = [data[0], data[1]] as Point;
// We need to find p0 of the bezier curve.
// It is typically the last point of the previous
// curve; it can also be the position of moveTo operation.
const prevOp = ops[index - 1];
let p0: Point = [0, 0];
if (prevOp.op === "move") {
p0 = prevOp.data as unknown as Point;
} else if (prevOp.op === "bcurveTo") {
p0 = [prevOp.data[4], prevOp.data[5]];
}
// B(t) = p0 * (1-t)^3 + 3p1 * t * (1-t)^2 + 3p2 * t^2 * (1-t) + p3 * t^3
const equation = (t: number, idx: number) =>
Math.pow(1 - t, 3) * p3[idx] +
3 * t * Math.pow(1 - t, 2) * p2[idx] +
3 * Math.pow(t, 2) * (1 - t) * p1[idx] +
p0[idx] * Math.pow(t, 3);
// Ee know the last point of the arrow (or the first, if start arrowhead).
const [x2, y2] = position === "start" ? p0 : p3;
// By using cubic bezier equation (B(t)) and the given parameters,
// we calculate a point that is closer to the last point.
// The value 0.3 is chosen arbitrarily and it works best for all
// the tested cases.
const [x1, y1] = [equation(0.3, 0), equation(0.3, 1)];
// Find the normalized direction vector based on the
// previously calculated points.
const distance = Math.hypot(x2 - x1, y2 - y1);
const nx = (x2 - x1) / distance;
const ny = (y2 - y1) / distance;
const size = getArrowheadSize(arrowhead);
let length = 0;
{
// Length for -> arrows is based on the length of the last section
const [cx, cy] =
position === "end"
? element.points[element.points.length - 1]
: element.points[0];
const [px, py] =
element.points.length > 1
? position === "end"
? element.points[element.points.length - 2]
: element.points[1]
: [0, 0];
length = Math.hypot(cx - px, cy - py);
}
// Scale down the arrowhead until we hit a certain size so that it doesn't look weird.
// This value is selected by minimizing a minimum size with the last segment of the arrowhead
const lengthMultiplier =
arrowhead === "diamond" || arrowhead === "diamond_outline" ? 0.25 : 0.5;
const minSize = Math.min(size, length * lengthMultiplier);
const xs = x2 - nx * minSize;
const ys = y2 - ny * minSize;
if (
arrowhead === "dot" ||
arrowhead === "circle" ||
arrowhead === "circle_outline"
) {
const diameter = Math.hypot(ys - y2, xs - x2) + element.strokeWidth - 2;
return [x2, y2, diameter];
}
const angle = getArrowheadAngle(arrowhead);
// Return points
const [x3, y3] = rotate(xs, ys, x2, y2, (-angle * Math.PI) / 180);
const [x4, y4] = rotate(xs, ys, x2, y2, (angle * Math.PI) / 180);
if (arrowhead === "diamond" || arrowhead === "diamond_outline") {
// point opposite to the arrowhead point
let ox;
let oy;
if (position === "start") {
const [px, py] = element.points.length > 1 ? element.points[1] : [0, 0];
[ox, oy] = rotate(
x2 + minSize * 2,
y2,
x2,
y2,
Math.atan2(py - y2, px - x2),
);
} else {
const [px, py] =
element.points.length > 1
? element.points[element.points.length - 2]
: [0, 0];
[ox, oy] = rotate(
x2 - minSize * 2,
y2,
x2,
y2,
Math.atan2(y2 - py, x2 - px),
);
}
return [x2, y2, x3, y3, ox, oy, x4, y4];
}
return [x2, y2, x3, y3, x4, y4];
};
const generateLinearElementShape = (
element: ExcalidrawLinearElement,
): Drawable => {
const generator = rough.generator();
const options = generateRoughOptions(element);
const method = (() => {
if (element.roundness) {
return "curve";
}
if (options.fill) {
return "polygon";
}
return "linearPath";
})();
return generator[method](element.points as Mutable<Point>[], options);
};
const getLinearElementRotatedBounds = (
element: ExcalidrawLinearElement,
cx: number,
cy: number,
elementsMap: ElementsMap,
): Bounds => {
const boundTextElement = getBoundTextElement(element, elementsMap);
if (element.points.length < 2) {
const [pointX, pointY] = element.points[0];
const [x, y] = rotate(
element.x + pointX,
element.y + pointY,
cx,
cy,
element.angle,
);
let coords: Bounds = [x, y, x, y];
if (boundTextElement) {
const coordsWithBoundText = LinearElementEditor.getMinMaxXYWithBoundText(
element,
elementsMap,
[x, y, x, y],
boundTextElement,
);
coords = [
coordsWithBoundText[0],
coordsWithBoundText[1],
coordsWithBoundText[2],
coordsWithBoundText[3],
];
}
return coords;
}
// first element is always the curve
const cachedShape = ShapeCache.get(element)?.[0];
const shape = cachedShape ?? generateLinearElementShape(element);
const ops = getCurvePathOps(shape);
const transformXY = (x: number, y: number) =>
rotate(element.x + x, element.y + y, cx, cy, element.angle);
const res = getMinMaxXYFromCurvePathOps(ops, transformXY);
let coords: Bounds = [res[0], res[1], res[2], res[3]];
if (boundTextElement) {
const coordsWithBoundText = LinearElementEditor.getMinMaxXYWithBoundText(
element,
elementsMap,
coords,
boundTextElement,
);
coords = [
coordsWithBoundText[0],
coordsWithBoundText[1],
coordsWithBoundText[2],
coordsWithBoundText[3],
];
}
return coords;
};
export const getElementBounds = (
element: ExcalidrawElement,
elementsMap: ElementsMap,
): Bounds => {
return ElementBounds.getBounds(element, elementsMap);
};
export const getCommonBounds = (
elements: readonly ExcalidrawElement[],
elementsMap?: ElementsMap,
): Bounds => {
if (!elements.length) {
return [0, 0, 0, 0];
}
let minX = Infinity;
let maxX = -Infinity;
let minY = Infinity;
let maxY = -Infinity;
elements.forEach((element) => {
const [x1, y1, x2, y2] = getElementBounds(
element,
elementsMap || arrayToMap(elements),
);
minX = Math.min(minX, x1);
minY = Math.min(minY, y1);
maxX = Math.max(maxX, x2);
maxY = Math.max(maxY, y2);
});
return [minX, minY, maxX, maxY];
};
export const getDraggedElementsBounds = (
elements: ExcalidrawElement[],
dragOffset: { x: number; y: number },
) => {
const [minX, minY, maxX, maxY] = getCommonBounds(elements);
return [
minX + dragOffset.x,
minY + dragOffset.y,
maxX + dragOffset.x,
maxY + dragOffset.y,
];
};
export const getResizedElementAbsoluteCoords = (
element: ExcalidrawElement,
nextWidth: number,
nextHeight: number,
normalizePoints: boolean,
): Bounds => {
if (!(isLinearElement(element) || isFreeDrawElement(element))) {
return [
element.x,
element.y,
element.x + nextWidth,
element.y + nextHeight,
];
}
const points = rescalePoints(
0,
nextWidth,
rescalePoints(1, nextHeight, element.points, normalizePoints),
normalizePoints,
);
let bounds: Bounds;
if (isFreeDrawElement(element)) {
// Free Draw
bounds = getBoundsFromPoints(points);
} else {
// Line
const gen = rough.generator();
const curve = !element.roundness
? gen.linearPath(
points as [number, number][],
generateRoughOptions(element),
)
: gen.curve(points as [number, number][], generateRoughOptions(element));
const ops = getCurvePathOps(curve);
bounds = getMinMaxXYFromCurvePathOps(ops);
}
const [minX, minY, maxX, maxY] = bounds;
return [
minX + element.x,
minY + element.y,
maxX + element.x,
maxY + element.y,
];
};
export const getElementPointsCoords = (
element: ExcalidrawLinearElement,
points: readonly (readonly [number, number])[],
): Bounds => {
// This might be computationally heavey
const gen = rough.generator();
const curve =
element.roundness == null
? gen.linearPath(
points as [number, number][],
generateRoughOptions(element),
)
: gen.curve(points as [number, number][], generateRoughOptions(element));
const ops = getCurvePathOps(curve);
const [minX, minY, maxX, maxY] = getMinMaxXYFromCurvePathOps(ops);
return [
minX + element.x,
minY + element.y,
maxX + element.x,
maxY + element.y,
];
};
export const getClosestElementBounds = (
elements: readonly ExcalidrawElement[],
from: { x: number; y: number },
): Bounds => {
if (!elements.length) {
return [0, 0, 0, 0];
}
let minDistance = Infinity;
let closestElement = elements[0];
const elementsMap = arrayToMap(elements);
elements.forEach((element) => {
const [x1, y1, x2, y2] = getElementBounds(element, elementsMap);
const distance = distance2d((x1 + x2) / 2, (y1 + y2) / 2, from.x, from.y);
if (distance < minDistance) {
minDistance = distance;
closestElement = element;
}
});
return getElementBounds(closestElement, elementsMap);
};
export interface BoundingBox {
minX: number;
minY: number;
maxX: number;
maxY: number;
midX: number;
midY: number;
width: number;
height: number;
}
export const getCommonBoundingBox = (
elements: ExcalidrawElement[] | readonly NonDeleted<ExcalidrawElement>[],
): BoundingBox => {
const [minX, minY, maxX, maxY] = getCommonBounds(elements);
return {
minX,
minY,
maxX,
maxY,
width: maxX - minX,
height: maxY - minY,
midX: (minX + maxX) / 2,
midY: (minY + maxY) / 2,
};
};
/**
* returns scene coords of user's editor viewport (visible canvas area) bounds
*/
export const getVisibleSceneBounds = ({
scrollX,
scrollY,
width,
height,
zoom,
}: AppState): SceneBounds => {
return [
-scrollX,
-scrollY,
-scrollX + width / zoom.value,
-scrollY + height / zoom.value,
];
};