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15 KiB
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();