Files
obsidian-excalidraw-plugin/ea-scripts/To Line.md
2025-05-25 19:18:00 +02:00

15 KiB

/**

  • Converts an ellipse element to a line element
  • @param {Object} ellipse - The ellipse element to convert
  • @param {number} pointDensity - Optional number of points to generate (defaults to 64)
  • @returns {string} The ID of the created line element
function ellipseToLine(ellipse, pointDensity = 64) {
 if (!ellipse || ellipse.type !== "ellipse") {
   throw new Error("Input must be an ellipse element");
 }
 
 // Calculate points along the ellipse perimeter
 const stepSize = (Math.PI * 2) / pointDensity;
 const points = drawEllipse(
   ellipse.x, 
   ellipse.y, 
   ellipse.width, 
   ellipse.height, 
   ellipse.angle,
   0,
   Math.PI * 2,
   stepSize
 );
 
 // Save original styling to apply to the new line
 const originalStyling = {
   strokeColor: ellipse.strokeColor,
   strokeWidth: ellipse.strokeWidth,
   backgroundColor: ellipse.backgroundColor,
   fillStyle: ellipse.fillStyle,
   roughness: ellipse.roughness,
   strokeSharpness: ellipse.strokeSharpness,
   frameId: ellipse.frameId,
   groupIds: [...ellipse.groupIds],
   opacity: ellipse.opacity
 };
 
 // Use current style
 const prevStyle = {...ea.style};
 
 // Apply ellipse styling to the line
 ea.style.strokeColor = originalStyling.strokeColor;
 ea.style.strokeWidth = originalStyling.strokeWidth;
 ea.style.backgroundColor = originalStyling.backgroundColor;
 ea.style.fillStyle = originalStyling.fillStyle;
 ea.style.roughness = originalStyling.roughness;
 ea.style.strokeSharpness = originalStyling.strokeSharpness;
 ea.style.opacity = originalStyling.opacity;
 
 // Create the line and close it
 const lineId = ea.addLine(points);
 const line = ea.getElement(lineId);
 
 // Make it a polygon to close the path
 line.polygon = true;
 
 // Transfer grouping and frame information
 line.frameId = originalStyling.frameId;
 line.groupIds = originalStyling.groupIds;
 
 // Restore previous style
 ea.style = prevStyle;
 
 return lineId;
 
 // Helper function from the Split Ellipse script
 function drawEllipse(x, y, width, height, angle = 0, start = 0, end = Math.PI*2, step = Math.PI/32) {
   const ellipse = (t) => {
     const spanningVector = rotateVector([width/2*Math.cos(t), height/2*Math.sin(t)], angle);
     const baseVector = [x+width/2, y+height/2];
     return addVectors([baseVector, spanningVector]);
   }

   if(end <= start) end = end + Math.PI*2;

   let points = [];
   const almostEnd = end - step/2;
   for (let t = start; t < almostEnd; t = t + step) {
     points.push(ellipse(t));
   }
   points.push(ellipse(end));
   return points;
 }
 
 function rotateVector(vec, ang) {
   var cos = Math.cos(ang);
   var sin = Math.sin(ang);
   return [vec[0] * cos - vec[1] * sin, vec[0] * sin + vec[1] * cos];
 }
 
 function addVectors(vectors) {
   return vectors.reduce((acc, vec) => [acc[0] + vec[0], acc[1] + vec[1]], [0, 0]);
 }
}

/**
* Converts a rectangle element to a line element
* @param {Object} rectangle - The rectangle element to convert
* @param {number} pointDensity - Optional number of points to generate for curved segments (defaults to 16)
* @returns {string} The ID of the created line element
*/
function rectangleToLine(rectangle, pointDensity = 16) {
 if (!rectangle || rectangle.type !== "rectangle") {
   throw new Error("Input must be a rectangle element");
 }

 // Save original styling to apply to the new line
 const originalStyling = {
   strokeColor: rectangle.strokeColor,
   strokeWidth: rectangle.strokeWidth,
   backgroundColor: rectangle.backgroundColor,
   fillStyle: rectangle.fillStyle,
   roughness: rectangle.roughness,
   strokeSharpness: rectangle.strokeSharpness,
   frameId: rectangle.frameId,
   groupIds: [...rectangle.groupIds],
   opacity: rectangle.opacity
 };
 
 // Use current style
 const prevStyle = {...ea.style};
 
 // Apply rectangle styling to the line
 ea.style.strokeColor = originalStyling.strokeColor;
 ea.style.strokeWidth = originalStyling.strokeWidth;
 ea.style.backgroundColor = originalStyling.backgroundColor;
 ea.style.fillStyle = originalStyling.fillStyle;
 ea.style.roughness = originalStyling.roughness;
 ea.style.strokeSharpness = originalStyling.strokeSharpness;
 ea.style.opacity = originalStyling.opacity;
 
 // Calculate points for the rectangle perimeter
 const points = generateRectanglePoints(rectangle, pointDensity);
 
 // Create the line and close it
 const lineId = ea.addLine(points);
 const line = ea.getElement(lineId);
 
 // Make it a polygon to close the path
 line.polygon = true;
 
 // Transfer grouping and frame information
 line.frameId = originalStyling.frameId;
 line.groupIds = originalStyling.groupIds;
 
 // Restore previous style
 ea.style = prevStyle;
 
 return lineId;
  
 // Helper function to generate rectangle points with optional rounded corners
 function generateRectanglePoints(rectangle, pointDensity) {
   const { x, y, width, height, angle = 0 } = rectangle;
   const centerX = x + width / 2;
   const centerY = y + height / 2;
   
   // If no roundness, create a simple rectangle
   if (!rectangle.roundness) {
     const corners = [
       [x, y],                   // top-left
       [x + width, y],           // top-right
       [x + width, y + height],  // bottom-right
       [x, y + height],          // bottom-left
       [x,y] //origo
     ];
     
     // Apply rotation if needed
     if (angle !== 0) {
       return corners.map(point => rotatePoint(point, [centerX, centerY], angle));
     }
     return corners;
   }
   
   // Handle rounded corners
   const points = [];
   
   // Calculate corner radius using Excalidraw's algorithm
   const cornerRadius = getCornerRadius(Math.min(width, height), rectangle);
   const clampedRadius = Math.min(cornerRadius, width / 2, height / 2);
   
   // Corner positions
   const topLeft = [x + clampedRadius, y + clampedRadius];
   const topRight = [x + width - clampedRadius, y + clampedRadius];
   const bottomRight = [x + width - clampedRadius, y + height - clampedRadius];
   const bottomLeft = [x + clampedRadius, y + height - clampedRadius];
   
   // Add top-left corner arc
   points.push(...createArc(
     topLeft[0], topLeft[1], clampedRadius, Math.PI, Math.PI * 1.5, pointDensity));
   
   // Add top edge
   points.push([x + clampedRadius, y], [x + width - clampedRadius, y]);
   
   // Add top-right corner arc
   points.push(...createArc(
     topRight[0], topRight[1], clampedRadius, Math.PI * 1.5, Math.PI * 2, pointDensity));
   
   // Add right edge
   points.push([x + width, y + clampedRadius], [x + width, y + height - clampedRadius]);
   
   // Add bottom-right corner arc
   points.push(...createArc(
     bottomRight[0], bottomRight[1], clampedRadius, 0, Math.PI * 0.5, pointDensity));
   
   // Add bottom edge
   points.push([x + width - clampedRadius, y + height], [x + clampedRadius, y + height]);
   
   // Add bottom-left corner arc
   points.push(...createArc(
     bottomLeft[0], bottomLeft[1], clampedRadius, Math.PI * 0.5, Math.PI, pointDensity));
   
   // Add left edge
   points.push([x, y + height - clampedRadius], [x, y + clampedRadius]);
   
   // Apply rotation if needed
   if (angle !== 0) {
     return points.map(point => rotatePoint(point, [centerX, centerY], angle));
   }
   
   return points;
 }
 
 // Helper function to create an arc of points
 function createArc(centerX, centerY, radius, startAngle, endAngle, pointDensity) {
   const points = [];
   const angleStep = (endAngle - startAngle) / pointDensity;
   
   for (let i = 0; i <= pointDensity; i++) {
     const angle = startAngle + i * angleStep;
     const x = centerX + radius * Math.cos(angle);
     const y = centerY + radius * Math.sin(angle);
     points.push([x, y]);
   }
   
   return points;
 }
 
 // Helper function to rotate a point around a center
 function rotatePoint(point, center, angle) {
   const sin = Math.sin(angle);
   const cos = Math.cos(angle);
   
   // Translate point to origin
   const x = point[0] - center[0];
   const y = point[1] - center[1];
   
   // Rotate point
   const xNew = x * cos - y * sin;
   const yNew = x * sin + y * cos;
   
   // Translate point back
   return [xNew + center[0], yNew + center[1]];
 }
}

function getCornerRadius(x, element) {
 const fixedRadiusSize = element.roundness?.value ?? 32;
 const CUTOFF_SIZE = fixedRadiusSize / 0.25;
 if (x <= CUTOFF_SIZE) {
   return x * 0.25;
 }
 return fixedRadiusSize;
}

/**
* Converts a diamond element to a line element
* @param {Object} diamond - The diamond element to convert
* @param {number} pointDensity - Optional number of points to generate for curved segments (defaults to 16)
* @returns {string} The ID of the created line element
*/
function diamondToLine(diamond, pointDensity = 16) {
 if (!diamond || diamond.type !== "diamond") {
   throw new Error("Input must be a diamond element");
 }

 // Save original styling to apply to the new line
 const originalStyling = {
   strokeColor: diamond.strokeColor,
   strokeWidth: diamond.strokeWidth,
   backgroundColor: diamond.backgroundColor,
   fillStyle: diamond.fillStyle,
   roughness: diamond.roughness,
   strokeSharpness: diamond.strokeSharpness,
   frameId: diamond.frameId,
   groupIds: [...diamond.groupIds],
   opacity: diamond.opacity
 };
 
 // Use current style
 const prevStyle = {...ea.style};
 
 // Apply diamond styling to the line
 ea.style.strokeColor = originalStyling.strokeColor;
 ea.style.strokeWidth = originalStyling.strokeWidth;
 ea.style.backgroundColor = originalStyling.backgroundColor;
 ea.style.fillStyle = originalStyling.fillStyle;
 ea.style.roughness = originalStyling.roughness;
 ea.style.strokeSharpness = originalStyling.strokeSharpness;
 ea.style.opacity = originalStyling.opacity;
 
 // Calculate points for the diamond perimeter
 const points = generateDiamondPoints(diamond, pointDensity);
 
 // Create the line and close it
 const lineId = ea.addLine(points);
 const line = ea.getElement(lineId);
 
 // Make it a polygon to close the path
 line.polygon = true;
 
 // Transfer grouping and frame information
 line.frameId = originalStyling.frameId;
 line.groupIds = originalStyling.groupIds;
 
 // Restore previous style
 ea.style = prevStyle;
 
 return lineId;

 function generateDiamondPoints(diamond, pointDensity) {
   const { x, y, width, height, angle = 0 } = diamond;
   const cx = x + width / 2;
   const cy = y + height / 2;

   // Diamond corners
   const top    = [cx, y];
   const right  = [x + width, cy];
   const bottom = [cx, y + height];
   const left   = [x, cy];

   if (!diamond.roundness) {
     const corners = [top, right, bottom, left, top];
     if (angle !== 0) {
       return corners.map(pt => rotatePoint(pt, [cx, cy], angle));
     }
     return corners;
   }

   // Clamp radius
   const r = Math.min(
     getCornerRadius(Math.min(width, height) / 2, diamond),
     width / 2,
     height / 2
   );

   // For a diamond, the rounded corner is a *bezier* between the two adjacent edge points, not a circular arc.
   // Excalidraw uses a quadratic bezier for each corner, with the control point at the corner itself.

   // Calculate edge directions
   function sub(a, b) { return [a[0] - b[0], a[1] - b[1]]; }
   function add(a, b) { return [a[0] + b[0], a[1] + b[1]]; }
   function norm([x, y]) {
     const len = Math.hypot(x, y);
     return [x / len, y / len];
   }
   function scale([x, y], s) { return [x * s, y * s]; }

   // For each corner, move along both adjacent edges by r to get arc endpoints
   // Order: top, right, bottom, left
   const corners = [top, right, bottom, left];
   const next = [right, bottom, left, top];
   const prev = [left, top, right, bottom];

   // For each corner, calculate the two points where the straight segments meet the arc
   const arcPoints = [];
   for (let i = 0; i < 4; ++i) {
     const c = corners[i];
     const n = next[i];
     const p = prev[i];
     const toNext = norm(sub(n, c));
     const toPrev = norm(sub(p, c));
     arcPoints.push([
       add(c, scale(toPrev, r)), // start of arc (from previous edge)
       add(c, scale(toNext, r)), // end of arc (to next edge)
       c                         // control point for bezier
     ]);
   }

   // Helper: quadratic bezier between p0 and p2 with control p1
   function bezier(p0, p1, p2, density) {
     const pts = [];
     for (let i = 0; i <= density; ++i) {
       const t = i / density;
       const mt = 1 - t;
       pts.push([
         mt*mt*p0[0] + 2*mt*t*p1[0] + t*t*p2[0],
         mt*mt*p0[1] + 2*mt*t*p1[1] + t*t*p2[1]
       ]);
     }
     return pts;
   }

   // Build path: for each corner, straight line to arc start, then bezier to arc end using corner as control
   let pts = [];
   for (let i = 0; i < 4; ++i) {
     const prevArc = arcPoints[(i + 3) % 4];
     const arc = arcPoints[i];
     if (i === 0) {
       pts.push(arc[0]);
     } else {
       pts.push(arc[0]);
     }
     // Quadratic bezier from arc[0] to arc[1] with control at arc[2] (the corner)
     pts.push(...bezier(arc[0], arc[2], arc[1], pointDensity));
   }
   pts.push(arcPoints[0][0]); // close

   if (angle !== 0) {
     return pts.map(pt => rotatePoint(pt, [cx, cy], angle));
   }
   return pts;
 }

 // Helper function to create an arc between two points
 function createArcBetweenPoints(startPoint, endPoint, centerX, centerY, pointDensity) {
   const startAngle = Math.atan2(startPoint[1] - centerY, startPoint[0] - centerX);
   const endAngle = Math.atan2(endPoint[1] - centerY, endPoint[0] - centerX);
   
   // Ensure angles are in correct order for arc drawing
   let adjustedEndAngle = endAngle;
   if (endAngle < startAngle) {
     adjustedEndAngle += 2 * Math.PI;
   }
   
   const points = [];
   const angleStep = (adjustedEndAngle - startAngle) / pointDensity;
   
   // Start with the straight line to arc start
   points.push(startPoint);
   
   // Create arc points
   for (let i = 1; i < pointDensity; i++) {
     const angle = startAngle + i * angleStep;
     const distance = Math.hypot(startPoint[0] - centerX, startPoint[1] - centerY);
     const x = centerX + distance * Math.cos(angle);
     const y = centerY + distance * Math.sin(angle);
     points.push([x, y]);
   }
   
   // Add the end point of the arc
   points.push(endPoint);
   
   return points;
 }
 
 // Helper function to rotate a point around a center
 function rotatePoint(point, center, angle) {
   const sin = Math.sin(angle);
   const cos = Math.cos(angle);
   
   // Translate point to origin
   const x = point[0] - center[0];
   const y = point[1] - center[1];
   
   // Rotate point
   const xNew = x * cos - y * sin;
   const yNew = x * sin + y * cos;
   
   // Translate point back
   return [xNew + center[0], yNew + center[1]];
 }
}

const el = ea.getViewSelectedElement();
switch (el.type) {
 case "rectangle":
   rectangleToLine(el);
   break;
 case "ellipse":
   ellipseToLine(el);
   break;
 case "diamond": 
   diamondToLine(el);
   break;
}
ea.addElementsToView();