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success/packages/excalidraw/element/routing.ts

1021 lines
27 KiB
TypeScript

import { cross } from "../../utils/geometry/geometry";
import BinaryHeap from "../binaryheap";
import {
aabbForElement,
arePointsEqual,
pointInsideBounds,
pointToVector,
scalePointFromOrigin,
scaleVector,
translatePoint,
} from "../math";
import { getSizeFromPoints } from "../points";
import type { Point } from "../types";
import { isAnyTrue, toBrandedType, tupleToCoors } from "../utils";
import {
bindPointToSnapToElementOutline,
distanceToBindableElement,
avoidRectangularCorner,
getHoveredElementForBinding,
FIXED_BINDING_DISTANCE,
getHeadingForElbowArrowSnap,
getGlobalFixedPointForBindableElement,
snapToMid,
} from "./binding";
import type { Bounds } from "./bounds";
import type { Heading } from "./heading";
import {
HEADING_DOWN,
HEADING_LEFT,
HEADING_RIGHT,
HEADING_UP,
vectorToHeading,
} from "./heading";
import { mutateElement } from "./mutateElement";
import { isBindableElement, isRectanguloidElement } from "./typeChecks";
import type {
ExcalidrawElbowArrowElement,
FixedPointBinding,
NonDeletedSceneElementsMap,
SceneElementsMap,
} from "./types";
import type { ElementsMap, ExcalidrawBindableElement } from "./types";
type Node = {
f: number;
g: number;
h: number;
closed: boolean;
visited: boolean;
parent: Node | null;
pos: Point;
addr: [number, number];
};
type Grid = {
row: number;
col: number;
data: (Node | null)[];
};
const BASE_PADDING = 40;
export const mutateElbowArrow = (
arrow: ExcalidrawElbowArrowElement,
elementsMap: NonDeletedSceneElementsMap | SceneElementsMap,
nextPoints: readonly Point[],
offset?: Point,
otherUpdates?: {
startBinding?: FixedPointBinding | null;
endBinding?: FixedPointBinding | null;
},
options?: {
isDragging?: boolean;
disableBinding?: boolean;
informMutation?: boolean;
},
) => {
const origStartGlobalPoint = translatePoint(nextPoints[0], [
arrow.x + (offset ? offset[0] : 0),
arrow.y + (offset ? offset[1] : 0),
]);
const origEndGlobalPoint = translatePoint(nextPoints[nextPoints.length - 1], [
arrow.x + (offset ? offset[0] : 0),
arrow.y + (offset ? offset[1] : 0),
]);
const startElement =
arrow.startBinding &&
getBindableElementForId(arrow.startBinding.elementId, elementsMap);
const endElement =
arrow.endBinding &&
getBindableElementForId(arrow.endBinding.elementId, elementsMap);
const [hoveredStartElement, hoveredEndElement] = options?.isDragging
? getHoveredElements(origStartGlobalPoint, origEndGlobalPoint, elementsMap)
: [startElement, endElement];
const startGlobalPoint = getGlobalPoint(
arrow.startBinding?.fixedPoint,
origStartGlobalPoint,
origEndGlobalPoint,
elementsMap,
startElement,
hoveredStartElement,
options?.isDragging,
);
const endGlobalPoint = getGlobalPoint(
arrow.endBinding?.fixedPoint,
origEndGlobalPoint,
origStartGlobalPoint,
elementsMap,
endElement,
hoveredEndElement,
options?.isDragging,
);
const startHeading = getBindPointHeading(
startGlobalPoint,
endGlobalPoint,
elementsMap,
hoveredStartElement,
origStartGlobalPoint,
);
const endHeading = getBindPointHeading(
endGlobalPoint,
startGlobalPoint,
elementsMap,
hoveredEndElement,
origEndGlobalPoint,
);
const startPointBounds = [
startGlobalPoint[0] - 2,
startGlobalPoint[1] - 2,
startGlobalPoint[0] + 2,
startGlobalPoint[1] + 2,
] as Bounds;
const endPointBounds = [
endGlobalPoint[0] - 2,
endGlobalPoint[1] - 2,
endGlobalPoint[0] + 2,
endGlobalPoint[1] + 2,
] as Bounds;
const startElementBounds = hoveredStartElement
? aabbForElement(
hoveredStartElement,
offsetFromHeading(
startHeading,
arrow.startArrowhead
? FIXED_BINDING_DISTANCE * 6
: FIXED_BINDING_DISTANCE * 2,
1,
),
)
: startPointBounds;
const endElementBounds = hoveredEndElement
? aabbForElement(
hoveredEndElement,
offsetFromHeading(
endHeading,
arrow.endArrowhead
? FIXED_BINDING_DISTANCE * 6
: FIXED_BINDING_DISTANCE * 2,
1,
),
)
: endPointBounds;
const boundsOverlap =
pointInsideBounds(
startGlobalPoint,
hoveredEndElement
? aabbForElement(
hoveredEndElement,
offsetFromHeading(endHeading, BASE_PADDING, BASE_PADDING),
)
: endPointBounds,
) ||
pointInsideBounds(
endGlobalPoint,
hoveredStartElement
? aabbForElement(
hoveredStartElement,
offsetFromHeading(startHeading, BASE_PADDING, BASE_PADDING),
)
: startPointBounds,
);
const commonBounds = commonAABB(
boundsOverlap
? [startPointBounds, endPointBounds]
: [startElementBounds, endElementBounds],
);
const dynamicAABBs = generateDynamicAABBs(
boundsOverlap ? startPointBounds : startElementBounds,
boundsOverlap ? endPointBounds : endElementBounds,
commonBounds,
boundsOverlap
? offsetFromHeading(
startHeading,
!hoveredStartElement && !hoveredEndElement ? 0 : BASE_PADDING,
0,
)
: offsetFromHeading(
startHeading,
!hoveredStartElement && !hoveredEndElement
? 0
: BASE_PADDING -
(arrow.startArrowhead
? FIXED_BINDING_DISTANCE * 6
: FIXED_BINDING_DISTANCE * 2),
BASE_PADDING,
),
boundsOverlap
? offsetFromHeading(
endHeading,
!hoveredStartElement && !hoveredEndElement ? 0 : BASE_PADDING,
0,
)
: offsetFromHeading(
endHeading,
!hoveredStartElement && !hoveredEndElement
? 0
: BASE_PADDING -
(arrow.endArrowhead
? FIXED_BINDING_DISTANCE * 6
: FIXED_BINDING_DISTANCE * 2),
BASE_PADDING,
),
boundsOverlap,
);
const startDonglePosition = getDonglePosition(
dynamicAABBs[0],
startHeading,
startGlobalPoint,
);
const endDonglePosition = getDonglePosition(
dynamicAABBs[1],
endHeading,
endGlobalPoint,
);
// Canculate Grid positions
const grid = calculateGrid(
dynamicAABBs,
startDonglePosition ? startDonglePosition : startGlobalPoint,
startHeading,
endDonglePosition ? endDonglePosition : endGlobalPoint,
endHeading,
commonBounds,
);
const startDongle =
startDonglePosition && pointToGridNode(startDonglePosition, grid);
const endDongle =
endDonglePosition && pointToGridNode(endDonglePosition, grid);
// Do not allow stepping on the true end or true start points
const endNode = pointToGridNode(endGlobalPoint, grid);
if (endNode && hoveredEndElement) {
endNode.closed = true;
}
const startNode = pointToGridNode(startGlobalPoint, grid);
if (startNode && arrow.startBinding) {
startNode.closed = true;
}
const dongleOverlap =
startDongle &&
endDongle &&
(pointInsideBounds(startDongle.pos, dynamicAABBs[1]) ||
pointInsideBounds(endDongle.pos, dynamicAABBs[0]));
// Create path to end dongle from start dongle
const path = astar(
startDongle ? startDongle : startNode!,
endDongle ? endDongle : endNode!,
grid,
startHeading ? startHeading : HEADING_RIGHT,
endHeading ? endHeading : HEADING_RIGHT,
dongleOverlap ? [] : dynamicAABBs,
);
if (path) {
const points = path.map((node) => [node.pos[0], node.pos[1]]) as Point[];
startDongle && points.unshift(startGlobalPoint);
endDongle && points.push(endGlobalPoint);
mutateElement(
arrow,
{
...otherUpdates,
...normalizedArrowElementUpdate(simplifyElbowArrowPoints(points), 0, 0),
angle: 0,
},
options?.informMutation,
);
} else {
console.error("Elbow arrow cannot find a route");
}
};
const offsetFromHeading = (
heading: Heading,
head: number,
side: number,
): [number, number, number, number] => {
switch (heading) {
case HEADING_UP:
return [head, side, side, side];
case HEADING_RIGHT:
return [side, head, side, side];
case HEADING_DOWN:
return [side, side, head, side];
}
return [side, side, side, head];
};
/**
* Routing algorithm based on the A* path search algorithm.
* @see https://www.geeksforgeeks.org/a-search-algorithm/
*
* Binary heap is used to optimize node lookup.
* See {@link calculateGrid} for the grid calculation details.
*
* Additional modifications added due to aesthetic route reasons:
* 1) Arrow segment direction change is penalized by specific linear constant (bendMultiplier)
* 2) Arrow segments are not allowed to go "backwards", overlapping with the previous segment
*/
const astar = (
start: Node,
end: Node,
grid: Grid,
startHeading: Heading,
endHeading: Heading,
aabbs: Bounds[],
) => {
const bendMultiplier = m_dist(start.pos, end.pos);
const open = new BinaryHeap<Node>((node) => node.f);
open.push(start);
while (open.size() > 0) {
// Grab the lowest f(x) to process next. Heap keeps this sorted for us.
const current = open.pop();
if (!current || current.closed) {
// Current is not passable, continue with next element
continue;
}
// End case -- result has been found, return the traced path.
if (current === end) {
return pathTo(start, current);
}
// Normal case -- move current from open to closed, process each of its neighbors.
current.closed = true;
// Find all neighbors for the current node.
const neighbors = getNeighbors(current.addr, grid);
for (let i = 0; i < 4; i++) {
const neighbor = neighbors[i];
if (!neighbor || neighbor.closed) {
// Not a valid node to process, skip to next neighbor.
continue;
}
// Intersect
const neighborHalfPoint = scalePointFromOrigin(
neighbor.pos,
current.pos,
0.5,
);
if (
isAnyTrue(
...aabbs.map((aabb) => pointInsideBounds(neighborHalfPoint, aabb)),
)
) {
continue;
}
// The g score is the shortest distance from start to current node.
// We need to check if the path we have arrived at this neighbor is the shortest one we have seen yet.
const neighborHeading = neighborIndexToHeading(i as 0 | 1 | 2 | 3);
const previousDirection = current.parent
? vectorToHeading(pointToVector(current.pos, current.parent.pos))
: startHeading;
// Do not allow going in reverse
const reverseHeading = scaleVector(previousDirection, -1);
const neighborIsReverseRoute =
arePointsEqual(reverseHeading, neighborHeading) ||
(arePointsEqual(start.addr, neighbor.addr) &&
arePointsEqual(neighborHeading, startHeading)) ||
(arePointsEqual(end.addr, neighbor.addr) &&
arePointsEqual(neighborHeading, endHeading));
if (neighborIsReverseRoute) {
continue;
}
const directionChange = previousDirection !== neighborHeading;
const gScore =
current.g +
m_dist(neighbor.pos, current.pos) +
(directionChange ? Math.pow(bendMultiplier, 3) : 0);
const beenVisited = neighbor.visited;
if (!beenVisited || gScore < neighbor.g) {
const estBendCount = estimateSegmentCount(
neighbor,
end,
neighborHeading,
endHeading,
);
// Found an optimal (so far) path to this node. Take score for node to see how good it is.
neighbor.visited = true;
neighbor.parent = current;
neighbor.h =
m_dist(end.pos, neighbor.pos) +
estBendCount * Math.pow(bendMultiplier, 2);
neighbor.g = gScore;
neighbor.f = neighbor.g + neighbor.h;
if (!beenVisited) {
// Pushing to heap will put it in proper place based on the 'f' value.
open.push(neighbor);
} else {
// Already seen the node, but since it has been rescored we need to reorder it in the heap
open.rescoreElement(neighbor);
}
}
}
}
return null;
};
const pathTo = (start: Node, node: Node) => {
let curr = node;
const path = [];
while (curr.parent) {
path.unshift(curr);
curr = curr.parent;
}
path.unshift(start);
return path;
};
const m_dist = (a: Point, b: Point) =>
Math.abs(a[0] - b[0]) + Math.abs(a[1] - b[1]);
/**
* Create dynamically resizing, always touching
* bounding boxes having a minimum extent represented
* by the given static bounds.
*/
const generateDynamicAABBs = (
a: Bounds,
b: Bounds,
common: Bounds,
startDifference?: [number, number, number, number],
endDifference?: [number, number, number, number],
disableSideHack?: boolean,
): Bounds[] => {
const [startUp, startRight, startDown, startLeft] = startDifference ?? [
0, 0, 0, 0,
];
const [endUp, endRight, endDown, endLeft] = endDifference ?? [0, 0, 0, 0];
const first = [
a[0] > b[2]
? a[1] > b[3] || a[3] < b[1]
? Math.min((a[0] + b[2]) / 2, a[0] - startLeft)
: (a[0] + b[2]) / 2
: a[0] > b[0]
? a[0] - startLeft
: common[0] - startLeft,
a[1] > b[3]
? a[0] > b[2] || a[2] < b[0]
? Math.min((a[1] + b[3]) / 2, a[1] - startUp)
: (a[1] + b[3]) / 2
: a[1] > b[1]
? a[1] - startUp
: common[1] - startUp,
a[2] < b[0]
? a[1] > b[3] || a[3] < b[1]
? Math.max((a[2] + b[0]) / 2, a[2] + startRight)
: (a[2] + b[0]) / 2
: a[2] < b[2]
? a[2] + startRight
: common[2] + startRight,
a[3] < b[1]
? a[0] > b[2] || a[2] < b[0]
? Math.max((a[3] + b[1]) / 2, a[3] + startDown)
: (a[3] + b[1]) / 2
: a[3] < b[3]
? a[3] + startDown
: common[3] + startDown,
] as Bounds;
const second = [
b[0] > a[2]
? b[1] > a[3] || b[3] < a[1]
? Math.min((b[0] + a[2]) / 2, b[0] - endLeft)
: (b[0] + a[2]) / 2
: b[0] > a[0]
? b[0] - endLeft
: common[0] - endLeft,
b[1] > a[3]
? b[0] > a[2] || b[2] < a[0]
? Math.min((b[1] + a[3]) / 2, b[1] - endUp)
: (b[1] + a[3]) / 2
: b[1] > a[1]
? b[1] - endUp
: common[1] - endUp,
b[2] < a[0]
? b[1] > a[3] || b[3] < a[1]
? Math.max((b[2] + a[0]) / 2, b[2] + endRight)
: (b[2] + a[0]) / 2
: b[2] < a[2]
? b[2] + endRight
: common[2] + endRight,
b[3] < a[1]
? b[0] > a[2] || b[2] < a[0]
? Math.max((b[3] + a[1]) / 2, b[3] + endDown)
: (b[3] + a[1]) / 2
: b[3] < a[3]
? b[3] + endDown
: common[3] + endDown,
] as Bounds;
const c = commonAABB([first, second]);
if (
!disableSideHack &&
first[2] - first[0] + second[2] - second[0] > c[2] - c[0] + 0.00000000001 &&
first[3] - first[1] + second[3] - second[1] > c[3] - c[1] + 0.00000000001
) {
const [endCenterX, endCenterY] = [
(second[0] + second[2]) / 2,
(second[1] + second[3]) / 2,
];
if (b[0] > a[2] && a[1] > b[3]) {
// BOTTOM LEFT
const cX = first[2] + (second[0] - first[2]) / 2;
const cY = second[3] + (first[1] - second[3]) / 2;
if (cross([a[2], a[1]], [a[0], a[3]], [endCenterX, endCenterY]) > 0) {
return [
[first[0], first[1], cX, first[3]],
[cX, second[1], second[2], second[3]],
];
}
return [
[first[0], cY, first[2], first[3]],
[second[0], second[1], second[2], cY],
];
} else if (a[2] < b[0] && a[3] < b[1]) {
// TOP LEFT
const cX = first[2] + (second[0] - first[2]) / 2;
const cY = first[3] + (second[1] - first[3]) / 2;
if (cross([a[0], a[1]], [a[2], a[3]], [endCenterX, endCenterY]) > 0) {
return [
[first[0], first[1], first[2], cY],
[second[0], cY, second[2], second[3]],
];
}
return [
[first[0], first[1], cX, first[3]],
[cX, second[1], second[2], second[3]],
];
} else if (a[0] > b[2] && a[3] < b[1]) {
// TOP RIGHT
const cX = second[2] + (first[0] - second[2]) / 2;
const cY = first[3] + (second[1] - first[3]) / 2;
if (cross([a[2], a[1]], [a[0], a[3]], [endCenterX, endCenterY]) > 0) {
return [
[cX, first[1], first[2], first[3]],
[second[0], second[1], cX, second[3]],
];
}
return [
[first[0], first[1], first[2], cY],
[second[0], cY, second[2], second[3]],
];
} else if (a[0] > b[2] && a[1] > b[3]) {
// BOTTOM RIGHT
const cX = second[2] + (first[0] - second[2]) / 2;
const cY = second[3] + (first[1] - second[3]) / 2;
if (cross([a[0], a[1]], [a[2], a[3]], [endCenterX, endCenterY]) > 0) {
return [
[cX, first[1], first[2], first[3]],
[second[0], second[1], cX, second[3]],
];
}
return [
[first[0], cY, first[2], first[3]],
[second[0], second[1], second[2], cY],
];
}
}
return [first, second];
};
/**
* Calculates the grid which is used as nodes at
* the grid line intersections by the A* algorithm.
*
* NOTE: This is not a uniform grid. It is built at
* various intersections of bounding boxes.
*/
const calculateGrid = (
aabbs: Bounds[],
start: Point,
startHeading: Heading,
end: Point,
endHeading: Heading,
common: Bounds,
): Grid => {
const horizontal = new Set<number>();
const vertical = new Set<number>();
if (startHeading === HEADING_LEFT || startHeading === HEADING_RIGHT) {
vertical.add(start[1]);
} else {
horizontal.add(start[0]);
}
if (endHeading === HEADING_LEFT || endHeading === HEADING_RIGHT) {
vertical.add(end[1]);
} else {
horizontal.add(end[0]);
}
aabbs.forEach((aabb) => {
horizontal.add(aabb[0]);
horizontal.add(aabb[2]);
vertical.add(aabb[1]);
vertical.add(aabb[3]);
});
horizontal.add(common[0]);
horizontal.add(common[2]);
vertical.add(common[1]);
vertical.add(common[3]);
const _vertical = Array.from(vertical).sort((a, b) => a - b);
const _horizontal = Array.from(horizontal).sort((a, b) => a - b);
return {
row: _vertical.length,
col: _horizontal.length,
data: _vertical.flatMap((y, row) =>
_horizontal.map(
(x, col): Node => ({
f: 0,
g: 0,
h: 0,
closed: false,
visited: false,
parent: null,
addr: [col, row] as [number, number],
pos: [x, y] as Point,
}),
),
),
};
};
const getDonglePosition = (
bounds: Bounds,
heading: Heading,
point: Point,
): Point => {
switch (heading) {
case HEADING_UP:
return [point[0], bounds[1]];
case HEADING_RIGHT:
return [bounds[2], point[1]];
case HEADING_DOWN:
return [point[0], bounds[3]];
}
return [bounds[0], point[1]];
};
const estimateSegmentCount = (
start: Node,
end: Node,
startHeading: Heading,
endHeading: Heading,
) => {
if (endHeading === HEADING_RIGHT) {
switch (startHeading) {
case HEADING_RIGHT: {
if (start.pos[0] >= end.pos[0]) {
return 4;
}
if (start.pos[1] === end.pos[1]) {
return 0;
}
return 2;
}
case HEADING_UP:
if (start.pos[1] > end.pos[1] && start.pos[0] < end.pos[0]) {
return 1;
}
return 3;
case HEADING_DOWN:
if (start.pos[1] < end.pos[1] && start.pos[0] < end.pos[0]) {
return 1;
}
return 3;
case HEADING_LEFT:
if (start.pos[1] === end.pos[1]) {
return 4;
}
return 2;
}
} else if (endHeading === HEADING_LEFT) {
switch (startHeading) {
case HEADING_RIGHT:
if (start.pos[1] === end.pos[1]) {
return 4;
}
return 2;
case HEADING_UP:
if (start.pos[1] > end.pos[1] && start.pos[0] > end.pos[0]) {
return 1;
}
return 3;
case HEADING_DOWN:
if (start.pos[1] < end.pos[1] && start.pos[0] > end.pos[0]) {
return 1;
}
return 3;
case HEADING_LEFT:
if (start.pos[0] <= end.pos[0]) {
return 4;
}
if (start.pos[1] === end.pos[1]) {
return 0;
}
return 2;
}
} else if (endHeading === HEADING_UP) {
switch (startHeading) {
case HEADING_RIGHT:
if (start.pos[1] > end.pos[1] && start.pos[0] < end.pos[0]) {
return 1;
}
return 3;
case HEADING_UP:
if (start.pos[1] >= end.pos[1]) {
return 4;
}
if (start.pos[0] === end.pos[0]) {
return 0;
}
return 2;
case HEADING_DOWN:
if (start.pos[0] === end.pos[0]) {
return 4;
}
return 2;
case HEADING_LEFT:
if (start.pos[1] > end.pos[1] && start.pos[0] > end.pos[0]) {
return 1;
}
return 3;
}
} else if (endHeading === HEADING_DOWN) {
switch (startHeading) {
case HEADING_RIGHT:
if (start.pos[1] < end.pos[1] && start.pos[0] < end.pos[0]) {
return 1;
}
return 3;
case HEADING_UP:
if (start.pos[0] === end.pos[0]) {
return 4;
}
return 2;
case HEADING_DOWN:
if (start.pos[1] <= end.pos[1]) {
return 4;
}
if (start.pos[0] === end.pos[0]) {
return 0;
}
return 2;
case HEADING_LEFT:
if (start.pos[1] < end.pos[1] && start.pos[0] > end.pos[0]) {
return 1;
}
return 3;
}
}
return 0;
};
/**
* Get neighboring points for a gived grid address
*/
const getNeighbors = ([col, row]: [number, number], grid: Grid) =>
[
gridNodeFromAddr([col, row - 1], grid),
gridNodeFromAddr([col + 1, row], grid),
gridNodeFromAddr([col, row + 1], grid),
gridNodeFromAddr([col - 1, row], grid),
] as [Node | null, Node | null, Node | null, Node | null];
const gridNodeFromAddr = (
[col, row]: [col: number, row: number],
grid: Grid,
): Node | null => {
if (col < 0 || col >= grid.col || row < 0 || row >= grid.row) {
return null;
}
return grid.data[row * grid.col + col] ?? null;
};
/**
* Get node for global point on canvas (if exists)
*/
const pointToGridNode = (point: Point, grid: Grid): Node | null => {
for (let col = 0; col < grid.col; col++) {
for (let row = 0; row < grid.row; row++) {
const candidate = gridNodeFromAddr([col, row], grid);
if (
candidate &&
point[0] === candidate.pos[0] &&
point[1] === candidate.pos[1]
) {
return candidate;
}
}
}
return null;
};
const commonAABB = (aabbs: Bounds[]): Bounds => [
Math.min(...aabbs.map((aabb) => aabb[0])),
Math.min(...aabbs.map((aabb) => aabb[1])),
Math.max(...aabbs.map((aabb) => aabb[2])),
Math.max(...aabbs.map((aabb) => aabb[3])),
];
/// #region Utils
const getBindableElementForId = (
id: string,
elementsMap: ElementsMap,
): ExcalidrawBindableElement | null => {
const element = elementsMap.get(id);
if (element && isBindableElement(element)) {
return element;
}
return null;
};
const normalizedArrowElementUpdate = (
global: Point[],
externalOffsetX?: number,
externalOffsetY?: number,
) => {
const offsetX = global[0][0];
const offsetY = global[0][1];
const points = global.map(
(point) => [point[0] - offsetX, point[1] - offsetY] as const,
);
return {
points,
x: offsetX + (externalOffsetX ?? 0),
y: offsetY + (externalOffsetY ?? 0),
...getSizeFromPoints(points),
};
};
/// If last and current segments have the same heading, skip the middle point
const simplifyElbowArrowPoints = (points: Point[]): Point[] =>
points
.slice(2)
.reduce(
(result, point) =>
arePointsEqual(
vectorToHeading(
pointToVector(result[result.length - 1], result[result.length - 2]),
),
vectorToHeading(pointToVector(point, result[result.length - 1])),
)
? [...result.slice(0, -1), point]
: [...result, point],
[points[0] ?? [0, 0], points[1] ?? [1, 0]],
);
const neighborIndexToHeading = (idx: number): Heading => {
switch (idx) {
case 0:
return HEADING_UP;
case 1:
return HEADING_RIGHT;
case 2:
return HEADING_DOWN;
}
return HEADING_LEFT;
};
const getGlobalPoint = (
fixedPointRatio: [number, number] | undefined | null,
initialPoint: Point,
otherPoint: Point,
elementsMap: NonDeletedSceneElementsMap | SceneElementsMap,
boundElement?: ExcalidrawBindableElement | null,
hoveredElement?: ExcalidrawBindableElement | null,
isDragging?: boolean,
): Point => {
if (isDragging) {
if (hoveredElement) {
const snapPoint = getSnapPoint(
initialPoint,
otherPoint,
hoveredElement,
elementsMap,
);
return snapToMid(hoveredElement, snapPoint);
}
return initialPoint;
}
if (boundElement) {
const fixedGlobalPoint = getGlobalFixedPointForBindableElement(
fixedPointRatio || [0, 0],
boundElement,
);
// NOTE: Resize scales the binding position point too, so we need to update it
return Math.abs(
distanceToBindableElement(boundElement, fixedGlobalPoint, elementsMap) -
FIXED_BINDING_DISTANCE,
) > 0.01
? getSnapPoint(initialPoint, otherPoint, boundElement, elementsMap)
: fixedGlobalPoint;
}
return initialPoint;
};
const getSnapPoint = (
point: Point,
otherPoint: Point,
element: ExcalidrawBindableElement,
elementsMap: ElementsMap,
) =>
bindPointToSnapToElementOutline(
isRectanguloidElement(element)
? avoidRectangularCorner(element, point)
: point,
otherPoint,
element,
elementsMap,
);
const getBindPointHeading = (
point: Point,
otherPoint: Point,
elementsMap: NonDeletedSceneElementsMap | SceneElementsMap,
hoveredElement: ExcalidrawBindableElement | null | undefined,
origPoint: Point,
) =>
getHeadingForElbowArrowSnap(
point,
otherPoint,
hoveredElement,
hoveredElement &&
aabbForElement(
hoveredElement,
Array(4).fill(
distanceToBindableElement(hoveredElement, point, elementsMap),
) as [number, number, number, number],
),
elementsMap,
origPoint,
);
const getHoveredElements = (
origStartGlobalPoint: Point,
origEndGlobalPoint: Point,
elementsMap: NonDeletedSceneElementsMap | SceneElementsMap,
) => {
// TODO: Might be a performance bottleneck and the Map type
// remembers the insertion order anyway...
const nonDeletedSceneElementsMap = toBrandedType<NonDeletedSceneElementsMap>(
new Map([...elementsMap].filter((el) => !el[1].isDeleted)),
);
const elements = Array.from(elementsMap.values());
return [
getHoveredElementForBinding(
tupleToCoors(origStartGlobalPoint),
elements,
nonDeletedSceneElementsMap,
true,
),
getHoveredElementForBinding(
tupleToCoors(origEndGlobalPoint),
elements,
nonDeletedSceneElementsMap,
true,
),
];
};