ttrpg-tools/src/plotcutter/plotter.ts

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import { normalize } from "./normalize";
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/**
* HPGL
* @param pts
* @param width mm
* @param height mm
* @param px2mm
* @param startPoint mm [0, height]
* @param endPoint mm [0, height]
*/
export function pts2plotter(
pts: [number, number][][],
width: number,
height: number,
px2mm = 0.1,
startPoint?: [number, number],
endPoint?: [number, number]
) {
const start = startPoint ?? [0, height];
const end = endPoint ?? [0, height];
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let str = init(width * px2mm, height * px2mm);
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// 使用最近邻算法排序路径
const sorted = sortPathsByNearestNeighbor(pts, start);
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// 从起点到第一个路径
if (sorted.length > 0) {
const firstPath = sorted[0];
str += ` U${plu(start[0] * px2mm)},${plu((height - start[1]) * px2mm)}`;
str += ` D${plu(firstPath[0][0] * px2mm)},${plu((height - firstPath[0][1]) * px2mm)}`;
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// 切割第一个路径
for (let i = 1; i < firstPath.length; i++) {
const pt = firstPath[i];
str += ` D${plu(pt[0] * px2mm)},${plu((height - pt[1]) * px2mm)}`;
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}
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// 如果第一个路径未闭合,添加闭合命令
if (!isPathClosed(firstPath)) {
str += ` D${plu(firstPath[0][0] * px2mm)},${plu((height - firstPath[0][1]) * px2mm)}`;
}
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// 路径之间移动
for (let i = 1; i < sorted.length; i++) {
const prevPath = sorted[i - 1];
const currPath = sorted[i];
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// 抬刀移动到下一个路径起点
str += ` U${plu(currPath[0][0] * px2mm)},${plu((height - currPath[0][1]) * px2mm)}`;
// 下刀切割
str += ` D${plu(currPath[0][0] * px2mm)},${plu((height - currPath[0][1]) * px2mm)}`;
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for (let j = 1; j < currPath.length; j++) {
const pt = currPath[j];
str += ` D${plu(pt[0] * px2mm)},${plu((height - pt[1]) * px2mm)}`;
}
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// 如果当前路径未闭合,添加闭合命令
if (!isPathClosed(currPath)) {
str += ` D${plu(currPath[0][0] * px2mm)},${plu((height - currPath[0][1]) * px2mm)}`;
}
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}
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}
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// 返回终点
str += ` U${plu(end[0] * px2mm)},${plu((height - end[1]) * px2mm)}`;
str += endCommand();
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return str;
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}
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// 兼容旧版本(不使用新参数)
export function pts2plotterLegacy(
pts: [number, number][][],
width: number,
height: number,
px2mm = 0.1
) {
return pts2plotter(pts, width, height, px2mm);
}
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function topleft(pts: [number, number][]) {
let minx = NaN;
let miny = NaN;
for (const pt of pts) {
if (isNaN(minx) || minx > pt[0]) minx = pt[0];
if (isNaN(miny) || miny > pt[1]) miny = pt[1];
}
return [minx, miny] as [number, number];
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}
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/**
*
* @param path
* @param threshold 0.01
*/
function isPathClosed(path: [number, number][], threshold = 0.01): boolean {
if (path.length < 2) return true;
const [sx, sy] = path[0];
const [ex, ey] = path[path.length - 1];
const dist = Math.sqrt((sx - ex) ** 2 + (sy - ey) ** 2);
return dist < threshold;
}
/**
*
* @param pt
* @param path
*/
function distanceToPath(pt: [number, number], path: [number, number][]): number {
let minDist = Infinity;
for (const p of path) {
const dist = Math.sqrt((pt[0] - p[0]) ** 2 + (pt[1] - p[1]) ** 2);
if (dist < minDist) minDist = dist;
}
return minDist;
}
/**
* 使
* @param paths
* @param startPos
*/
function sortPathsByNearestNeighbor(
paths: [number, number][][],
startPos: [number, number]
): [number, number][][] {
if (paths.length === 0) return [];
const result: [number, number][][] = [];
const remaining = paths.slice();
let currentPos = startPos;
while (remaining.length > 0) {
// 找到距离当前位置最近的路径
let nearestIndex = 0;
let nearestDist = Infinity;
for (let i = 0; i < remaining.length; i++) {
const dist = distanceToPath(currentPos, remaining[i]);
if (dist < nearestDist) {
nearestDist = dist;
nearestIndex = i;
}
}
// 将最近的路径添加到结果中
const nearestPath = remaining.splice(nearestIndex, 1)[0];
result.push(nearestPath);
// 更新当前位置为该路径的终点
currentPos = nearestPath[nearestPath.length - 1];
}
return result;
}
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function init(w: number, h: number) {
return ` IN TB26,${plu(w)},${plu(h)} CT1`;
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}
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function endCommand() {
return ' @ @';
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}
function plu(n: number) {
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return Math.round(n / 0.025);
}