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1021 lines
27 KiB
TypeScript
1021 lines
27 KiB
TypeScript
import { cross } from "../../utils/geometry/geometry";
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import BinaryHeap from "../binaryheap";
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import {
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aabbForElement,
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arePointsEqual,
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pointInsideBounds,
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pointToVector,
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scalePointFromOrigin,
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scaleVector,
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translatePoint,
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} from "../math";
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import { getSizeFromPoints } from "../points";
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import type { Point } from "../types";
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import { isAnyTrue, toBrandedType, tupleToCoors } from "../utils";
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import {
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bindPointToSnapToElementOutline,
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distanceToBindableElement,
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avoidRectangularCorner,
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getHoveredElementForBinding,
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FIXED_BINDING_DISTANCE,
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getHeadingForElbowArrowSnap,
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getGlobalFixedPointForBindableElement,
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snapToMid,
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} from "./binding";
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import type { Bounds } from "./bounds";
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import type { Heading } from "./heading";
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import {
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HEADING_DOWN,
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HEADING_LEFT,
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HEADING_RIGHT,
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HEADING_UP,
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vectorToHeading,
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} from "./heading";
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import { mutateElement } from "./mutateElement";
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import { isBindableElement, isRectanguloidElement } from "./typeChecks";
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import type {
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ExcalidrawElbowArrowElement,
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FixedPointBinding,
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NonDeletedSceneElementsMap,
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SceneElementsMap,
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} from "./types";
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import type { ElementsMap, ExcalidrawBindableElement } from "./types";
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type Node = {
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f: number;
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g: number;
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h: number;
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closed: boolean;
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visited: boolean;
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parent: Node | null;
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pos: Point;
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addr: [number, number];
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};
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type Grid = {
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row: number;
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col: number;
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data: (Node | null)[];
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};
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const BASE_PADDING = 40;
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export const mutateElbowArrow = (
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arrow: ExcalidrawElbowArrowElement,
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elementsMap: NonDeletedSceneElementsMap | SceneElementsMap,
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nextPoints: readonly Point[],
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offset?: Point,
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otherUpdates?: {
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startBinding?: FixedPointBinding | null;
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endBinding?: FixedPointBinding | null;
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},
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options?: {
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isDragging?: boolean;
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disableBinding?: boolean;
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informMutation?: boolean;
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},
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) => {
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const origStartGlobalPoint = translatePoint(nextPoints[0], [
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arrow.x + (offset ? offset[0] : 0),
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arrow.y + (offset ? offset[1] : 0),
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]);
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const origEndGlobalPoint = translatePoint(nextPoints[nextPoints.length - 1], [
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arrow.x + (offset ? offset[0] : 0),
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arrow.y + (offset ? offset[1] : 0),
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]);
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const startElement =
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arrow.startBinding &&
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getBindableElementForId(arrow.startBinding.elementId, elementsMap);
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const endElement =
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arrow.endBinding &&
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getBindableElementForId(arrow.endBinding.elementId, elementsMap);
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const [hoveredStartElement, hoveredEndElement] = options?.isDragging
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? getHoveredElements(origStartGlobalPoint, origEndGlobalPoint, elementsMap)
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: [startElement, endElement];
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const startGlobalPoint = getGlobalPoint(
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arrow.startBinding?.fixedPoint,
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origStartGlobalPoint,
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origEndGlobalPoint,
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elementsMap,
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startElement,
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hoveredStartElement,
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options?.isDragging,
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);
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const endGlobalPoint = getGlobalPoint(
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arrow.endBinding?.fixedPoint,
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origEndGlobalPoint,
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origStartGlobalPoint,
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elementsMap,
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endElement,
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hoveredEndElement,
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options?.isDragging,
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);
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const startHeading = getBindPointHeading(
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startGlobalPoint,
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endGlobalPoint,
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elementsMap,
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hoveredStartElement,
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origStartGlobalPoint,
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);
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const endHeading = getBindPointHeading(
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endGlobalPoint,
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startGlobalPoint,
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elementsMap,
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hoveredEndElement,
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origEndGlobalPoint,
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);
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const startPointBounds = [
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startGlobalPoint[0] - 2,
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startGlobalPoint[1] - 2,
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startGlobalPoint[0] + 2,
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startGlobalPoint[1] + 2,
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] as Bounds;
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const endPointBounds = [
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endGlobalPoint[0] - 2,
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endGlobalPoint[1] - 2,
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endGlobalPoint[0] + 2,
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endGlobalPoint[1] + 2,
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] as Bounds;
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const startElementBounds = hoveredStartElement
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? aabbForElement(
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hoveredStartElement,
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offsetFromHeading(
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startHeading,
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arrow.startArrowhead
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? FIXED_BINDING_DISTANCE * 6
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: FIXED_BINDING_DISTANCE * 2,
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1,
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),
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)
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: startPointBounds;
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const endElementBounds = hoveredEndElement
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? aabbForElement(
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hoveredEndElement,
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offsetFromHeading(
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endHeading,
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arrow.endArrowhead
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? FIXED_BINDING_DISTANCE * 6
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: FIXED_BINDING_DISTANCE * 2,
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1,
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),
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)
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: endPointBounds;
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const boundsOverlap =
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pointInsideBounds(
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startGlobalPoint,
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hoveredEndElement
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? aabbForElement(
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hoveredEndElement,
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offsetFromHeading(endHeading, BASE_PADDING, BASE_PADDING),
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)
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: endPointBounds,
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) ||
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pointInsideBounds(
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endGlobalPoint,
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hoveredStartElement
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? aabbForElement(
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hoveredStartElement,
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offsetFromHeading(startHeading, BASE_PADDING, BASE_PADDING),
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)
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: startPointBounds,
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);
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const commonBounds = commonAABB(
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boundsOverlap
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? [startPointBounds, endPointBounds]
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: [startElementBounds, endElementBounds],
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);
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const dynamicAABBs = generateDynamicAABBs(
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boundsOverlap ? startPointBounds : startElementBounds,
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boundsOverlap ? endPointBounds : endElementBounds,
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commonBounds,
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boundsOverlap
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? offsetFromHeading(
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startHeading,
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!hoveredStartElement && !hoveredEndElement ? 0 : BASE_PADDING,
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0,
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)
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: offsetFromHeading(
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startHeading,
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!hoveredStartElement && !hoveredEndElement
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? 0
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: BASE_PADDING -
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(arrow.startArrowhead
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? FIXED_BINDING_DISTANCE * 6
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: FIXED_BINDING_DISTANCE * 2),
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BASE_PADDING,
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),
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boundsOverlap
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? offsetFromHeading(
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endHeading,
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!hoveredStartElement && !hoveredEndElement ? 0 : BASE_PADDING,
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0,
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)
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: offsetFromHeading(
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endHeading,
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!hoveredStartElement && !hoveredEndElement
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? 0
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: BASE_PADDING -
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(arrow.endArrowhead
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? FIXED_BINDING_DISTANCE * 6
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: FIXED_BINDING_DISTANCE * 2),
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BASE_PADDING,
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),
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boundsOverlap,
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);
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const startDonglePosition = getDonglePosition(
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dynamicAABBs[0],
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startHeading,
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startGlobalPoint,
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);
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const endDonglePosition = getDonglePosition(
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dynamicAABBs[1],
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endHeading,
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endGlobalPoint,
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);
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// Canculate Grid positions
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const grid = calculateGrid(
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dynamicAABBs,
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startDonglePosition ? startDonglePosition : startGlobalPoint,
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startHeading,
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endDonglePosition ? endDonglePosition : endGlobalPoint,
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endHeading,
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commonBounds,
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);
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const startDongle =
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startDonglePosition && pointToGridNode(startDonglePosition, grid);
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const endDongle =
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endDonglePosition && pointToGridNode(endDonglePosition, grid);
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// Do not allow stepping on the true end or true start points
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const endNode = pointToGridNode(endGlobalPoint, grid);
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if (endNode && hoveredEndElement) {
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endNode.closed = true;
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}
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const startNode = pointToGridNode(startGlobalPoint, grid);
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if (startNode && arrow.startBinding) {
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startNode.closed = true;
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}
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const dongleOverlap =
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startDongle &&
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endDongle &&
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(pointInsideBounds(startDongle.pos, dynamicAABBs[1]) ||
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pointInsideBounds(endDongle.pos, dynamicAABBs[0]));
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// Create path to end dongle from start dongle
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const path = astar(
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startDongle ? startDongle : startNode!,
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endDongle ? endDongle : endNode!,
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grid,
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startHeading ? startHeading : HEADING_RIGHT,
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endHeading ? endHeading : HEADING_RIGHT,
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dongleOverlap ? [] : dynamicAABBs,
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);
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if (path) {
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const points = path.map((node) => [node.pos[0], node.pos[1]]) as Point[];
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startDongle && points.unshift(startGlobalPoint);
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endDongle && points.push(endGlobalPoint);
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mutateElement(
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arrow,
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{
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...otherUpdates,
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...normalizedArrowElementUpdate(simplifyElbowArrowPoints(points), 0, 0),
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angle: 0,
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},
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options?.informMutation,
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);
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} else {
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console.error("Elbow arrow cannot find a route");
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}
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};
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const offsetFromHeading = (
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heading: Heading,
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head: number,
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side: number,
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): [number, number, number, number] => {
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switch (heading) {
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case HEADING_UP:
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return [head, side, side, side];
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case HEADING_RIGHT:
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return [side, head, side, side];
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case HEADING_DOWN:
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return [side, side, head, side];
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}
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return [side, side, side, head];
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};
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/**
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* Routing algorithm based on the A* path search algorithm.
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* @see https://www.geeksforgeeks.org/a-search-algorithm/
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*
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* Binary heap is used to optimize node lookup.
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* See {@link calculateGrid} for the grid calculation details.
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*
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* Additional modifications added due to aesthetic route reasons:
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* 1) Arrow segment direction change is penalized by specific linear constant (bendMultiplier)
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* 2) Arrow segments are not allowed to go "backwards", overlapping with the previous segment
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*/
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const astar = (
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start: Node,
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end: Node,
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grid: Grid,
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startHeading: Heading,
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endHeading: Heading,
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aabbs: Bounds[],
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) => {
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const bendMultiplier = m_dist(start.pos, end.pos);
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const open = new BinaryHeap<Node>((node) => node.f);
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open.push(start);
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while (open.size() > 0) {
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// Grab the lowest f(x) to process next. Heap keeps this sorted for us.
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const current = open.pop();
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if (!current || current.closed) {
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// Current is not passable, continue with next element
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continue;
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}
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// End case -- result has been found, return the traced path.
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if (current === end) {
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return pathTo(start, current);
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}
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// Normal case -- move current from open to closed, process each of its neighbors.
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current.closed = true;
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// Find all neighbors for the current node.
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const neighbors = getNeighbors(current.addr, grid);
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for (let i = 0; i < 4; i++) {
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const neighbor = neighbors[i];
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if (!neighbor || neighbor.closed) {
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// Not a valid node to process, skip to next neighbor.
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continue;
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}
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// Intersect
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const neighborHalfPoint = scalePointFromOrigin(
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neighbor.pos,
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current.pos,
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0.5,
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);
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if (
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isAnyTrue(
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...aabbs.map((aabb) => pointInsideBounds(neighborHalfPoint, aabb)),
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)
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) {
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continue;
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}
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// The g score is the shortest distance from start to current node.
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// We need to check if the path we have arrived at this neighbor is the shortest one we have seen yet.
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const neighborHeading = neighborIndexToHeading(i as 0 | 1 | 2 | 3);
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const previousDirection = current.parent
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? vectorToHeading(pointToVector(current.pos, current.parent.pos))
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: startHeading;
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// Do not allow going in reverse
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const reverseHeading = scaleVector(previousDirection, -1);
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const neighborIsReverseRoute =
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arePointsEqual(reverseHeading, neighborHeading) ||
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(arePointsEqual(start.addr, neighbor.addr) &&
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arePointsEqual(neighborHeading, startHeading)) ||
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(arePointsEqual(end.addr, neighbor.addr) &&
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arePointsEqual(neighborHeading, endHeading));
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if (neighborIsReverseRoute) {
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continue;
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}
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const directionChange = previousDirection !== neighborHeading;
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const gScore =
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current.g +
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m_dist(neighbor.pos, current.pos) +
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(directionChange ? Math.pow(bendMultiplier, 3) : 0);
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const beenVisited = neighbor.visited;
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if (!beenVisited || gScore < neighbor.g) {
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const estBendCount = estimateSegmentCount(
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neighbor,
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end,
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neighborHeading,
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endHeading,
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);
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// Found an optimal (so far) path to this node. Take score for node to see how good it is.
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neighbor.visited = true;
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neighbor.parent = current;
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neighbor.h =
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m_dist(end.pos, neighbor.pos) +
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estBendCount * Math.pow(bendMultiplier, 2);
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neighbor.g = gScore;
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neighbor.f = neighbor.g + neighbor.h;
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if (!beenVisited) {
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// Pushing to heap will put it in proper place based on the 'f' value.
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open.push(neighbor);
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} else {
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// Already seen the node, but since it has been rescored we need to reorder it in the heap
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open.rescoreElement(neighbor);
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}
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}
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}
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}
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return null;
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};
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const pathTo = (start: Node, node: Node) => {
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let curr = node;
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const path = [];
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while (curr.parent) {
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path.unshift(curr);
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curr = curr.parent;
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}
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path.unshift(start);
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return path;
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};
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const m_dist = (a: Point, b: Point) =>
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Math.abs(a[0] - b[0]) + Math.abs(a[1] - b[1]);
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|
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/**
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* Create dynamically resizing, always touching
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* bounding boxes having a minimum extent represented
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* by the given static bounds.
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*/
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const generateDynamicAABBs = (
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a: Bounds,
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b: Bounds,
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common: Bounds,
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startDifference?: [number, number, number, number],
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endDifference?: [number, number, number, number],
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disableSideHack?: boolean,
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): Bounds[] => {
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const [startUp, startRight, startDown, startLeft] = startDifference ?? [
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0, 0, 0, 0,
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];
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const [endUp, endRight, endDown, endLeft] = endDifference ?? [0, 0, 0, 0];
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const first = [
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a[0] > b[2]
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? a[1] > b[3] || a[3] < b[1]
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? Math.min((a[0] + b[2]) / 2, a[0] - startLeft)
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: (a[0] + b[2]) / 2
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: a[0] > b[0]
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? a[0] - startLeft
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: common[0] - startLeft,
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a[1] > b[3]
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? a[0] > b[2] || a[2] < b[0]
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? Math.min((a[1] + b[3]) / 2, a[1] - startUp)
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: (a[1] + b[3]) / 2
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: a[1] > b[1]
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? a[1] - startUp
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: common[1] - startUp,
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a[2] < b[0]
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? a[1] > b[3] || a[3] < b[1]
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? Math.max((a[2] + b[0]) / 2, a[2] + startRight)
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: (a[2] + b[0]) / 2
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: a[2] < b[2]
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? a[2] + startRight
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: common[2] + startRight,
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a[3] < b[1]
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? a[0] > b[2] || a[2] < b[0]
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? Math.max((a[3] + b[1]) / 2, a[3] + startDown)
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: (a[3] + b[1]) / 2
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: a[3] < b[3]
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? a[3] + startDown
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: common[3] + startDown,
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] as Bounds;
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const second = [
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b[0] > a[2]
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? b[1] > a[3] || b[3] < a[1]
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? Math.min((b[0] + a[2]) / 2, b[0] - endLeft)
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: (b[0] + a[2]) / 2
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: b[0] > a[0]
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? b[0] - endLeft
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: common[0] - endLeft,
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b[1] > a[3]
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? b[0] > a[2] || b[2] < a[0]
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? Math.min((b[1] + a[3]) / 2, b[1] - endUp)
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: (b[1] + a[3]) / 2
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: b[1] > a[1]
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? b[1] - endUp
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: common[1] - endUp,
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b[2] < a[0]
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? b[1] > a[3] || b[3] < a[1]
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? Math.max((b[2] + a[0]) / 2, b[2] + endRight)
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: (b[2] + a[0]) / 2
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: b[2] < a[2]
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? b[2] + endRight
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: common[2] + endRight,
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b[3] < a[1]
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? b[0] > a[2] || b[2] < a[0]
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? Math.max((b[3] + a[1]) / 2, b[3] + endDown)
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: (b[3] + a[1]) / 2
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: b[3] < a[3]
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? b[3] + endDown
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: 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,
|
|
),
|
|
];
|
|
};
|