kopia lustrzana https://github.com/Tldraw/Tldraw
302 wiersze
7.6 KiB
TypeScript
302 wiersze
7.6 KiB
TypeScript
import { PI, Vec2d, getPointOnCircle, shortAngleDist } from '@tldraw/primitives'
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import { TLDefaultSizeStyle, Vec2dModel } from '@tldraw/tlschema'
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import { rng } from '@tldraw/utils'
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function getPillCircumference(width: number, height: number) {
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const radius = Math.min(width, height) / 2
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const longSide = Math.max(width, height) - radius * 2
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return Math.PI * (radius * 2) + 2 * longSide
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}
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type PillSection =
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type: 'straight'
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start: Vec2dModel
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delta: Vec2dModel
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}
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type: 'arc'
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center: Vec2dModel
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startAngle: number
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}
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export function getPillPoints(width: number, height: number, numPoints: number) {
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const radius = Math.min(width, height) / 2
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const longSide = Math.max(width, height) - radius * 2
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const circumference = Math.PI * (radius * 2) + 2 * longSide
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const spacing = circumference / numPoints
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const sections: PillSection[] =
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width > height
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? [
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{
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type: 'straight',
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start: new Vec2d(radius, 0),
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delta: new Vec2d(1, 0),
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},
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{
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type: 'arc',
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center: new Vec2d(width - radius, radius),
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startAngle: -PI / 2,
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},
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{
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type: 'straight',
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start: new Vec2d(width - radius, height),
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delta: new Vec2d(-1, 0),
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},
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{
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type: 'arc',
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center: new Vec2d(radius, radius),
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startAngle: PI / 2,
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},
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]
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: [
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{
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type: 'straight',
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start: new Vec2d(width, radius),
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delta: new Vec2d(0, 1),
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},
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{
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type: 'arc',
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center: new Vec2d(radius, height - radius),
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startAngle: 0,
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},
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{
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type: 'straight',
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start: new Vec2d(0, height - radius),
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delta: new Vec2d(0, -1),
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},
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{
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type: 'arc',
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center: new Vec2d(radius, radius),
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startAngle: PI,
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},
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]
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let sectionOffset = 0
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const points: Vec2d[] = []
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for (let i = 0; i < numPoints; i++) {
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const section = sections[0]
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if (section.type === 'straight') {
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points.push(Vec2d.Add(section.start, Vec2d.Mul(section.delta, sectionOffset)))
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} else {
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points.push(
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getPointOnCircle(
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section.center.x,
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section.center.y,
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radius,
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section.startAngle + sectionOffset / radius
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)
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)
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}
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sectionOffset += spacing
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let sectionLength = section.type === 'straight' ? longSide : PI * radius
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while (sectionOffset > sectionLength) {
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sectionOffset -= sectionLength
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sections.push(sections.shift()!)
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sectionLength = sections[0].type === 'straight' ? longSide : PI * radius
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}
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}
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return points
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}
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const switchSize = <T>(size: TLDefaultSizeStyle, s: T, m: T, l: T, xl: T) => {
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switch (size) {
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case 's':
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return s
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case 'm':
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return m
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case 'l':
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return l
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case 'xl':
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return xl
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}
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}
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export function getCloudArcs(
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width: number,
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height: number,
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seed: string,
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size: TLDefaultSizeStyle
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) {
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const getRandom = rng(seed)
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const pillCircumference = getPillCircumference(width, height)
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const numBumps = Math.max(Math.ceil(pillCircumference / switchSize(size, 50, 70, 100, 130)), 6)
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const targetBumpProtrusion = (pillCircumference / numBumps) * 0.2
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// if the aspect ratio is high, innerWidth should be smaller
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const innerWidth = Math.max(width - targetBumpProtrusion * 2, 1)
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const innerHeight = Math.max(height - targetBumpProtrusion * 2, 1)
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const paddingX = (width - innerWidth) / 2
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const paddingY = (height - innerHeight) / 2
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const bumpPoints = getPillPoints(innerWidth, innerHeight, numBumps).map((p) => {
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return p.addXY(paddingX, paddingY)
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})
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const maxWiggle = targetBumpProtrusion * 0.3
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const adjustedBumpPoints = bumpPoints.map((p) => {
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return Vec2d.AddXY(p, getRandom() * maxWiggle, getRandom() * maxWiggle)
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})
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const arcs: Arc[] = []
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for (let i = 0; i < adjustedBumpPoints.length; i++) {
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const leftPoint = adjustedBumpPoints[i]
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const rightPoint = adjustedBumpPoints[i === adjustedBumpPoints.length - 1 ? 0 : i + 1]
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arcs.push(getCloudArc(leftPoint, rightPoint, Math.max(paddingX, paddingY), width, height))
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}
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return arcs
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}
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export function getCloudArc(
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leftPoint: Vec2d,
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rightPoint: Vec2d,
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padding: number,
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width: number,
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height: number
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) {
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const midPoint = Vec2d.Average([leftPoint, rightPoint])
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const offsetAngle = Vec2d.Angle(leftPoint, rightPoint) - Math.PI / 2
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const arcPoint = Vec2d.Add(midPoint, Vec2d.FromAngle(offsetAngle, padding))
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if (arcPoint.x < 0) {
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arcPoint.x = 0
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} else if (arcPoint.x > width) {
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arcPoint.x = width
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}
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if (arcPoint.y < 0) {
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arcPoint.y = 0
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} else if (arcPoint.y > height) {
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arcPoint.y = height
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}
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const center = getCenterOfCircleGivenThreePoints(leftPoint, rightPoint, arcPoint)
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const radius = Vec2d.Dist(center, leftPoint)
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return {
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leftPoint,
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rightPoint,
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center,
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radius,
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}
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}
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type Arc = ReturnType<typeof getCloudArc>
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function getCenterOfCircleGivenThreePoints(a: Vec2d, b: Vec2d, c: Vec2d) {
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const A = a.x * (b.y - c.y) - a.y * (b.x - c.x) + b.x * c.y - c.x * b.y
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const B =
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(a.x * a.x + a.y * a.y) * (c.y - b.y) +
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(b.x * b.x + b.y * b.y) * (a.y - c.y) +
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(c.x * c.x + c.y * c.y) * (b.y - a.y)
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const C =
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(a.x * a.x + a.y * a.y) * (b.x - c.x) +
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(b.x * b.x + b.y * b.y) * (c.x - a.x) +
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(c.x * c.x + c.y * c.y) * (a.x - b.x)
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const x = -B / (2 * A)
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const y = -C / (2 * A)
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// handle situations where the points are colinear (this happens when the cloud is very small)
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if (!Number.isFinite(x) || !Number.isFinite(y)) {
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return Vec2d.Average([a, b, c])
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}
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return new Vec2d(x, y)
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}
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export function cloudOutline(
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width: number,
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height: number,
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seed: string,
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size: TLDefaultSizeStyle
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) {
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const path: Vec2d[] = []
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const arcs = getCloudArcs(width, height, seed, size)
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for (const { center, radius, leftPoint, rightPoint } of arcs) {
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path.push(...pointsOnArc(leftPoint, rightPoint, center, radius, 10))
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}
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return path
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}
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export function cloudSvgPath(
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width: number,
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height: number,
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seed: string,
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size: TLDefaultSizeStyle
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) {
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const arcs = getCloudArcs(width, height, seed, size)
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let path = `M${arcs[0].leftPoint.x},${arcs[0].leftPoint.y}`
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// now draw arcs for each circle, starting where it intersects the previous circle, and ending where it intersects the next circle
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for (const { rightPoint, radius } of arcs) {
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path += ` A${radius},${radius} 0 0,1 ${rightPoint.x},${rightPoint.y}`
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}
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path += ' Z'
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return path
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}
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export function inkyCloudSvgPath(
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width: number,
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height: number,
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seed: string,
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size: TLDefaultSizeStyle
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) {
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const getRandom = rng(seed)
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const mut = (n: number) => {
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const multiplier = size === 's' ? 0.5 : size === 'm' ? 0.7 : size === 'l' ? 0.9 : 1.6
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return n + getRandom() * multiplier * 2
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}
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const arcs = getCloudArcs(width, height, seed, size)
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let pathA = `M${arcs[0].leftPoint.x},${arcs[0].leftPoint.y}`
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let pathB = `M${mut(arcs[0].leftPoint.x)},${mut(arcs[0].leftPoint.y)}`
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// now draw arcs for each circle, starting where it intersects the previous circle, and ending where it intersects the next circle
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for (const { rightPoint, radius, center } of arcs) {
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pathA += ` A${radius},${radius} 0 0,1 ${rightPoint.x},${rightPoint.y}`
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const mutX = mut(rightPoint.x)
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const mutY = mut(rightPoint.y)
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const mutRadius = Vec2d.Dist(center, { x: mutX, y: mutY })
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pathB += ` A${mutRadius},${mutRadius} 0 0,1 ${mutX},${mutY}`
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}
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return pathA + pathB + ' Z'
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}
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export function pointsOnArc(
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startPoint: Vec2dModel,
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endPoint: Vec2dModel,
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center: Vec2dModel,
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radius: number,
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numPoints: number
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): Vec2d[] {
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const results: Vec2d[] = []
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const startAngle = Vec2d.Angle(center, startPoint)
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const endAngle = Vec2d.Angle(center, endPoint)
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const l = shortAngleDist(startAngle, endAngle)
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for (let i = 0; i < numPoints; i++) {
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const t = i / (numPoints - 1)
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const angle = startAngle + l * t
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const point = getPointOnCircle(center.x, center.y, radius, angle)
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results.push(point)
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}
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return results
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}
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