ttrpg-tools/src/plotcutter/contour.ts

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import type { CardShape, ContourPoint, ContourBounds } from './types';
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// 重新导出类型以兼容旧导入路径
export type { CardShape, ContourPoint, ContourBounds };
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/**
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*
* @param width
* @param height
* @returns
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*/
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export function getInscribedTrianglePoints(
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width: number,
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height: number
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): [number, number][] {
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// 以短边为基准计算内接正三角形的边长
const minDim = Math.min(width, height);
// 正三角形的高 = 边长 * sqrt(3) / 2
const triangleHeight = minDim * Math.sqrt(3) / 2;
const sideLength = minDim;
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// 计算居中偏移
const offsetX = (width - sideLength) / 2;
const offsetY = (height - triangleHeight) / 2;
// 正三角形三个顶点(底边在下,顶点在上,顺时针:左上→右上→下)
const points: [number, number][] = [
[offsetX, offsetY + triangleHeight], // 左下顶点
[offsetX + sideLength, offsetY + triangleHeight], // 右下顶点
[offsetX + sideLength / 2, offsetY] // 顶部顶点
];
return points;
}
/**
*
* @param width
* @param height
* @returns
*/
export function getInscribedHexagonPoints(
width: number,
height: number
): [number, number][] {
// 以短边为基准计算内接正六边形的半径
const minDim = Math.min(width, height);
const radius = minDim / 2;
// 中心点
const centerX = width / 2;
const centerY = height / 2;
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// 正六边形六个顶点(平顶,从右上角开始顺时针)
// 角度:-60°, 0°, 60°, 120°, 180°, 240° (顺时针)
const points: [number, number][] = [];
for (let i = 0; i < 6; i++) {
const angle = (-Math.PI / 3) + (i * Math.PI / 3); // 从 -60° 开始,顺时针
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points.push([
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centerX + radius * Math.cos(angle),
centerY - radius * Math.sin(angle) // Y 向下为正,所以减去 sin
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]);
}
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return points;
}
/**
*
* @param vertices
* @param cornerRadius
* @param segmentsPerCorner
* @returns
*/
export function getRoundedPolygonPoints(
vertices: [number, number][],
cornerRadius: number,
segmentsPerCorner: number = 4
): [number, number][] {
if (vertices.length < 3) return vertices;
const n = vertices.length;
// 计算最大允许的圆角半径(不超过边长的一半)
let maxRadius = Infinity;
for (let i = 0; i < n; i++) {
const [x1, y1] = vertices[i];
const [x2, y2] = vertices[(i + 1) % n];
const edgeLength = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
maxRadius = Math.min(maxRadius, edgeLength / 2);
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}
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const r = Math.min(cornerRadius, maxRadius);
if (r <= 0) {
return vertices;
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}
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const points: [number, number][] = [];
for (let i = 0; i < n; i++) {
const currVertex = vertices[i];
const nextVertex = vertices[(i + 1) % n];
// 计算当前边的向量
const edgeDx = nextVertex[0] - currVertex[0];
const edgeDy = nextVertex[1] - currVertex[1];
const edgeLen = Math.sqrt(edgeDx ** 2 + edgeDy ** 2);
const edgeUx = edgeDx / edgeLen;
const edgeUy = edgeDy / edgeLen;
// 计算当前边上的圆角终点(距离顶点 r 的位置)
const endPx = currVertex[0] + edgeUx * r;
const endPy = currVertex[1] + edgeUy * r;
// 计算上一条边的向量
const prevVertex = vertices[(i - 1 + n) % n];
const prevEdgeDx = currVertex[0] - prevVertex[0];
const prevEdgeDy = currVertex[1] - prevVertex[1];
const prevEdgeLen = Math.sqrt(prevEdgeDx ** 2 + prevEdgeDy ** 2);
const prevEdgeUx = prevEdgeDx / prevEdgeLen;
const prevEdgeUy = prevEdgeDy / prevEdgeLen;
// 计算上一条边上的圆角起点(距离顶点 r 的位置)
const startPx = currVertex[0] - prevEdgeUx * r;
const startPy = currVertex[1] - prevEdgeUy * r;
// 计算角平分线方向
const bisectorX = prevEdgeUx + edgeUx;
const bisectorY = prevEdgeUy + edgeUy;
const bisectorLen = Math.sqrt(bisectorX ** 2 + bisectorY ** 2);
// 如果 bisectorLen 接近 0说明是 180 度角(直线),跳过圆角
if (bisectorLen < 1e-6) {
points.push([endPx, endPy]);
continue;
}
const normalX = bisectorX / bisectorLen;
const normalY = bisectorY / bisectorLen;
// 计算叉积判断方向(顺时针/逆时针)
const crossProduct = prevEdgeUx * edgeUy - prevEdgeUy * edgeUx;
const direction = crossProduct >= 0 ? -1 : 1; // -1 表示内角1 表示外角
// 计算圆角中心
const angle = Math.acos(Math.max(-1, Math.min(1, prevEdgeUx * edgeUx + prevEdgeUy * edgeUy)));
const tangentDistance = r / Math.tan(angle / 2);
const centerX = currVertex[0] + direction * normalX * tangentDistance;
const centerY = currVertex[1] + direction * normalY * tangentDistance;
// 计算起始角度和结束角度
const startAngle = Math.atan2(startPy - centerY, startPx - centerX);
const endAngle = Math.atan2(endPy - centerY, endPx - centerX);
// 添加圆角起点
points.push([startPx, startPy]);
// 生成圆角弧线点
let angleDiff = endAngle - startAngle;
// 根据方向调整角度差
if (direction === -1) {
// 顺时针(内角)
if (angleDiff < 0) angleDiff += 2 * Math.PI;
} else {
// 逆时针(外角)
if (angleDiff > 0) angleDiff -= 2 * Math.PI;
}
// 生成弧线点(不包括起点,因为已经添加了)
for (let j = 1; j <= segmentsPerCorner; j++) {
const t = j / segmentsPerCorner;
const arcAngle = startAngle + angleDiff * t;
points.push([
centerX + r * Math.cos(arcAngle),
centerY + r * Math.sin(arcAngle)
]);
}
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}
return points;
}
/**
* mm
*/
export function getCardShapePoints(
shape: CardShape,
width: number,
height: number,
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cornerRadius: number = 0,
segmentsPerCorner: number = 4
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): [number, number][] {
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// 处理带圆角的情况 - 统一使用 getRoundedPolygonPoints
if (cornerRadius > 0) {
if (shape === 'rectangle') {
const vertices: [number, number][] = [
[0, 0],
[width, 0],
[width, height],
[0, height]
];
return getRoundedPolygonPoints(vertices, cornerRadius, segmentsPerCorner);
}
if (shape === 'triangle') {
const vertices = getInscribedTrianglePoints(width, height);
return getRoundedPolygonPoints(vertices, cornerRadius, segmentsPerCorner);
}
if (shape === 'hexagon') {
const vertices = getInscribedHexagonPoints(width, height);
return getRoundedPolygonPoints(vertices, cornerRadius, segmentsPerCorner);
}
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}
const points: [number, number][] = [];
switch (shape) {
case 'circle': {
const radius = Math.min(width, height) / 2;
const centerX = width / 2;
const centerY = height / 2;
for (let i = 0; i < 36; i++) {
const angle = (i / 36) * Math.PI * 2;
points.push([
centerX + radius * Math.cos(angle),
centerY + radius * Math.sin(angle)
]);
}
break;
}
case 'triangle': {
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return getInscribedTrianglePoints(width, height);
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}
case 'hexagon': {
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return getInscribedHexagonPoints(width, height);
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}
case 'rectangle':
default: {
points.push([0, 0]);
points.push([width, 0]);
points.push([width, height]);
points.push([0, height]);
break;
}
}
return points;
}
/**
*
*/
export function calculateCenter(points: [number, number][]): { x: number; y: number } {
let sumX = 0;
let sumY = 0;
for (const [x, y] of points) {
sumX += x;
sumY += y;
}
return {
x: sumX / points.length,
y: sumY / points.length
};
}
/**
*
*/
export function calculateBounds(points: [number, number][]): ContourBounds {
if (points.length === 0) {
return { minX: 0, minY: 0, maxX: 0, maxY: 0 };
}
let minX = Infinity;
let minY = Infinity;
let maxX = -Infinity;
let maxY = -Infinity;
for (const [x, y] of points) {
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
return { minX, minY, maxX, maxY };
}
/**
*
*/
export function getPointOnPath(points: [number, number][], progress: number): [number, number] {
if (points.length === 0) return [0, 0];
if (points.length === 1) return points[0];
const totalSegments = points.length;
const scaledProgress = progress * totalSegments;
const segmentIndex = Math.floor(scaledProgress);
const segmentProgress = scaledProgress - segmentIndex;
const currentIndex = Math.min(segmentIndex, points.length - 1);
const nextIndex = (currentIndex + 1) % points.length;
const [x1, y1] = points[currentIndex];
const [x2, y2] = points[nextIndex];
return [
x1 + (x2 - x1) * segmentProgress,
y1 + (y2 - y1) * segmentProgress
];
}
/**
* SVG path
* @param points
* @param closed
*/
export function contourToSvgPath(points: [number, number][], closed = true): string {
if (points.length === 0) return '';
const [startX, startY] = points[0];
let d = `M ${startX} ${startY}`;
for (let i = 1; i < points.length; i++) {
const [x, y] = points[i];
d += ` L ${x} ${y}`;
}
if (closed) {
d += ' Z';
}
return d;
}
/**
*
*/
export function translateContour(
points: [number, number][],
offsetX: number,
offsetY: number
): [number, number][] {
return points.map(([x, y]) => [x + offsetX, y + offsetY] as [number, number]);
}
/**
* SVG Y
* @param points
* @param height
*/
export function flipContourY(
points: [number, number][],
height: number
): [number, number][] {
return points.map(([x, y]) => [x, height - y] as [number, number]);
}