2017-07-20 22:48:07 -04:00
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// Broadbrush based on http://paperjs.org/tutorials/interaction/working-with-mouse-vectors/
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2017-10-12 18:35:30 -04:00
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import paper from '@scratch/paper';
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2017-10-18 19:21:29 -04:00
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import {styleBlob} from '../../helper/style-path';
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2018-03-01 14:18:30 -05:00
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import log from '../../log/log';
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2017-07-20 22:48:07 -04:00
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/**
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2017-08-16 17:44:52 -04:00
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* Broad brush functions to add as listeners on the mouse. Call them when the corresponding mouse event happens
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2017-07-27 17:36:17 -04:00
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* to get the broad brush behavior.
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*
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* Broad brush draws strokes by drawing points equidistant from the mouse event, perpendicular to the
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* direction of motion. Shortcomings are that this path can cross itself, and 180 degree turns result
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* in a flat edge.
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*
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* @param {!Tool} tool paper.js mouse object
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*/
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2017-08-16 17:44:52 -04:00
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class BroadBrushHelper {
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constructor () {
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// Direction vector of the last mouse move
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this.lastVec = null;
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// End point of the last mouse move
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this.lastPoint = null;
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// The path of the brush stroke we are building
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this.finalPath = null;
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// Number of points of finalPath that have already been processed
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this.smoothed = 0;
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// Number of steps to wait before performing another amortized smooth
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this.smoothingThreshold = 20;
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// Mouse moves since mouse down
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this.steps = 0;
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// End caps round out corners and are not merged into the path until the end.
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this.endCaps = [];
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}
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onBroadMouseDown (event, tool, options) {
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this.steps = 0;
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this.smoothed = 0;
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2018-03-01 15:26:22 -05:00
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tool.minDistance = Math.min(5, Math.max(2 / paper.view.zoom, options.brushSize / 2));
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tool.maxDistance = options.brushSize;
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if (event.event.button > 0) return; // only first mouse button
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2018-02-28 20:06:51 -05:00
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this.finalPath = new paper.Path.Circle({
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center: event.point,
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radius: options.brushSize / 2
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});
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styleBlob(this.finalPath, options);
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this.lastPoint = event.point;
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}
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2017-08-22 15:57:12 -04:00
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onBroadMouseDrag (event, tool, options) {
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this.steps++;
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const step = (event.delta).normalize(options.brushSize / 2);
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// Add an end cap if the mouse has changed direction very quickly
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if (this.lastVec) {
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const angle = this.lastVec.getDirectedAngle(step);
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if (Math.abs(angle) > 126) {
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// This will cause us to skip simplifying this sharp angle. Running simplify on
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// sharp angles causes the stroke to blob outwards.
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this.simplify(1);
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this.smoothed++;
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// If the angle is large, the broad brush tends to leave behind a flat edge.
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// This code makes a shape to fill in that flat edge with a rounded cap.
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const circ = new paper.Path.Circle(this.lastPoint, options.brushSize / 2);
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circ.fillColor = options.fillColor;
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const rect = new paper.Path.Rectangle(
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this.lastPoint.subtract(new paper.Point(-options.brushSize / 2, 0)),
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this.lastPoint.subtract(new paper.Point(options.brushSize / 2, this.lastVec.length))
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);
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rect.fillColor = options.fillColor;
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rect.rotate(this.lastVec.angle - 90, this.lastPoint);
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const rect2 = new paper.Path.Rectangle(
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event.point.subtract(new paper.Point(-options.brushSize / 2, 0)),
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event.point.subtract(new paper.Point(options.brushSize / 2, event.delta.length))
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);
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rect2.fillColor = options.fillColor;
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rect2.rotate(step.angle - 90, event.point);
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this.endCaps.push(this.union(circ, this.union(rect, rect2)));
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}
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}
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this.lastVec = event.delta;
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step.angle += 90;
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// Move the first point out away from the drag so that the end of the path is rounded
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if (this.steps === 1) {
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// Replace circle with path
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this.finalPath.remove();
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this.finalPath = new paper.Path();
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const handleVec = event.delta.normalize(options.brushSize / 2);
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this.finalPath.add(new paper.Segment(
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this.lastPoint.subtract(handleVec),
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handleVec.rotate(-90),
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handleVec.rotate(90)
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));
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styleBlob(this.finalPath, options);
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this.finalPath.insert(0, new paper.Segment(this.lastPoint.subtract(step)));
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this.finalPath.add(new paper.Segment(this.lastPoint.add(step)));
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}
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const top = event.middlePoint.add(step);
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const bottom = event.middlePoint.subtract(step);
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this.finalPath.add(top);
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this.finalPath.add(event.point.add(step));
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this.finalPath.insert(0, bottom);
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this.finalPath.insert(0, event.point.subtract(step));
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if (this.finalPath.segments.length > this.smoothed + (this.smoothingThreshold * 2)) {
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this.simplify(1);
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}
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this.lastPoint = event.point;
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}
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2017-07-20 22:48:07 -04:00
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2018-02-28 18:23:54 -05:00
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/**
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* Simplify the path so that it looks almost the same while trying to have a reasonable number of handles.
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* Without this, there would be 2 handles for every mouse move, which would make the path produced basically
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* uneditable. This version of simplify keeps track of how much of the path has already been simplified to
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* avoid repeating work.
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* @param {number} threshold The simplify algorithm must try to stay within this distance of the actual line.
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* The algorithm will be faster and able to remove more points the higher this number is.
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* Note that 1 is about the lowest this algorithm can do (the result is about the same when 1 is
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* passed in as when 0 is passed in)
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*/
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simplify (threshold) {
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// Length of the current path
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const length = this.finalPath.segments.length;
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// Number of new points added to front and end of path since last simplify
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const newPoints = Math.floor((length - this.smoothed) / 2) + 1;
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// Where to cut. Don't go past the rounded start of the line (so there's always a tempPathMid)
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const firstCutoff = Math.min(newPoints + 1, Math.floor((length / 2)));
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const lastCutoff = Math.max(length - 1 - newPoints, Math.floor(length / 2) + 1);
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if (firstCutoff <= 1 || lastCutoff >= length - 1) {
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// Entire path is simplified already
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return;
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}
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// Cut the path into 3 segments: the 2 ends where the new points are, and the middle, which will be
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// staying the same
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const tempPath1 = new paper.Path(this.finalPath.segments.slice(1, firstCutoff));
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const tempPathMid = new paper.Path(this.finalPath.segments.slice(firstCutoff, lastCutoff));
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const tempPath2 = new paper.Path(this.finalPath.segments.slice(lastCutoff, length - 1));
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// Run simplify on the new ends. We need to graft the old handles back onto the newly
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// simplified paths, since simplify removes the in handle from the start of the path, and
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// the out handle from the end of the path it's simplifying.
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const oldPath1End = tempPath1.segments[tempPath1.segments.length - 1];
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const oldPath2End = tempPath2.segments[0];
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tempPath1.simplify(threshold);
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tempPath2.simplify(threshold);
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const newPath1End = tempPath1.segments[tempPath1.segments.length - 1];
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const newPath2End = tempPath2.segments[0];
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newPath1End.handleOut = oldPath1End.handleOut;
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newPath2End.handleIn = oldPath2End.handleIn;
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// Delete the old contents of finalPath and replace it with the newly simplified segments, concatenated
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this.finalPath.removeSegments(1, this.finalPath.segments.length - 1);
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this.finalPath.insertSegments(1, tempPath1.segments.concat(tempPathMid.segments).concat(tempPath2.segments));
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// Remove temp paths
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tempPath1.remove();
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tempPath2.remove();
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tempPathMid.remove();
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// Update how many points have been smoothed so far so that we don't redo work when
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// simplify is called next time.
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this.smoothed = Math.max(2, this.finalPath.segments.length);
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}
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2018-02-28 20:06:51 -05:00
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/**
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* Like paper.Path.unite, but it removes the original 2 paths
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2018-03-02 10:38:35 -05:00
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* @param {paper.Path} path1 to merge
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* @param {paper.Path} path2 to merge
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* @return {paper.Path} merged path. Original paths 1 and 2 will be removed from the view.
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*/
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union (path1, path2) {
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const temp = path1.unite(path2);
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path1.remove();
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path2.remove();
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return temp;
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}
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onBroadMouseUp (event, tool, options) {
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// If there was only a single click, draw a circle.
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if (this.steps === 0) {
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this.endCaps.length = 0;
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return this.finalPath;
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}
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2018-02-02 18:47:25 -05:00
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// If the mouse up is at the same point as the mouse drag event then we need
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// the second to last point to get the right direction vector for the end cap
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if (!event.point.equals(this.lastPoint)) {
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const step = event.delta.normalize(options.brushSize / 2);
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step.angle += 90;
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const top = event.point.add(step);
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const bottom = event.point.subtract(step);
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this.finalPath.add(top);
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this.finalPath.insert(0, bottom);
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}
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// Simplify before adding end cap so cap doesn't get warped
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this.simplify(1);
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const handleVec = event.delta.normalize(options.brushSize / 2);
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this.finalPath.add(new paper.Segment(
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event.point.add(handleVec),
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handleVec.rotate(90),
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handleVec.rotate(-90)
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));
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this.finalPath.closePath();
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// Resolve self-crossings
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const newPath =
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this.finalPath
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.resolveCrossings()
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.reorient(true /* nonZero */, true /* clockwise */)
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.reduce({simplify: true});
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if (newPath !== this.finalPath) {
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newPath.copyAttributes(this.finalPath);
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newPath.fillColor = this.finalPath.fillColor;
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this.finalPath.remove();
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this.finalPath = newPath;
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}
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// Try to merge end caps
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for (const cap of this.endCaps) {
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const temp = this.union(this.finalPath, cap);
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if (temp.area >= this.finalPath.area &&
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!(temp instanceof paper.CompoundPath && !(this.finalPath instanceof paper.CompoundPath))) {
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this.finalPath = temp;
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} else {
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// If the union of the two shapes is smaller than the original shape,
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// or it caused the path to become a compound path,
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// then there must have been a glitch with paperjs's unite function.
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// In this case, skip merging that segment. It's not great, but it's
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// better than losing the whole path for instance. (Unfortunately, this
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// happens reasonably often to scribbles, and this code doesn't catch
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// all of the failures.)
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this.finalPath.insertAbove(temp);
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temp.remove();
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log.warn('Skipping a merge.');
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}
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}
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this.endCaps.length = 0;
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return this.finalPath;
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}
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}
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export default BroadBrushHelper;
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