feat: hex/trig gen

This commit is contained in:
hypercross 2026-03-15 11:17:08 +08:00
parent 7aba5d0c81
commit 0ec129c2be
1 changed files with 184 additions and 62 deletions

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@ -3,65 +3,180 @@ import type { CardShape, ContourPoint, ContourBounds } from './types';
// 重新导出类型以兼容旧导入路径 // 重新导出类型以兼容旧导入路径
export type { CardShape, ContourPoint, ContourBounds }; export type { CardShape, ContourPoint, ContourBounds };
/** /**
* *
* @param width * @param width
* @param height * @param height
* @param cornerRadius mm * @returns
* @param segmentsPerCorner
*/ */
export function getRoundedRectPoints( export function getInscribedTrianglePoints(
width: number, width: number,
height: number, height: number
): [number, number][] {
// 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;
// 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;
// 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
points.push([
centerX + radius * Math.cos(angle),
centerY - radius * Math.sin(angle) // Y 向下为正,所以减去 sin
]);
}
return points;
}
/**
*
* @param vertices
* @param cornerRadius
* @param segmentsPerCorner
* @returns
*/
export function getRoundedPolygonPoints(
vertices: [number, number][],
cornerRadius: number, cornerRadius: number,
segmentsPerCorner: number = 4 segmentsPerCorner: number = 4
): [number, number][] { ): [number, number][] {
const points: [number, number][] = []; if (vertices.length < 3) return vertices;
const r = Math.min(cornerRadius, width / 2, height / 2);
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);
}
const r = Math.min(cornerRadius, maxRadius);
if (r <= 0) { if (r <= 0) {
// 无圆角,返回普通矩形 return vertices;
points.push([0, 0]);
points.push([width, 0]);
points.push([width, height]);
points.push([0, height]);
return points;
} }
// 左上角圆角(从顶部开始,顺时针) const points: [number, number][] = [];
for (let i = 0; i <= segmentsPerCorner; i++) {
const angle = (Math.PI / 2) * (i / segmentsPerCorner) - Math.PI;
points.push([
r + r * Math.cos(angle),
r + r * Math.sin(angle)
]);
}
// 右上角圆角 for (let i = 0; i < n; i++) {
for (let i = 0; i <= segmentsPerCorner; i++) { const currVertex = vertices[i];
const angle = (Math.PI / 2) * (i / segmentsPerCorner) - Math.PI/2; const nextVertex = vertices[(i + 1) % n];
points.push([
width - r + r * Math.cos(angle),
r + r * Math.sin(angle)
]);
}
// 右下角圆角 // 计算当前边的向量
for (let i = 0; i <= segmentsPerCorner; i++) { const edgeDx = nextVertex[0] - currVertex[0];
const angle = (Math.PI / 2) * (i / segmentsPerCorner); const edgeDy = nextVertex[1] - currVertex[1];
points.push([ const edgeLen = Math.sqrt(edgeDx ** 2 + edgeDy ** 2);
width - r + r * Math.cos(angle), const edgeUx = edgeDx / edgeLen;
height - r + r * Math.sin(angle) const edgeUy = edgeDy / edgeLen;
]);
}
// 左下角圆角 // 计算当前边上的圆角终点(距离顶点 r 的位置)
for (let i = 0; i <= segmentsPerCorner; i++) { const endPx = currVertex[0] + edgeUx * r;
const angle = (Math.PI / 2) * (i / segmentsPerCorner) + Math.PI/2; const endPy = currVertex[1] + edgeUy * r;
points.push([
r + r * Math.cos(angle), // 计算上一条边的向量
height - r + r * Math.sin(angle) 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)
]);
}
} }
return points; return points;
@ -74,10 +189,28 @@ export function getCardShapePoints(
shape: CardShape, shape: CardShape,
width: number, width: number,
height: number, height: number,
cornerRadius: number = 0 cornerRadius: number = 0,
segmentsPerCorner: number = 4
): [number, number][] { ): [number, number][] {
if (shape === 'rectangle' && cornerRadius > 0) { // 处理带圆角的情况 - 统一使用 getRoundedPolygonPoints
return getRoundedRectPoints(width, height, cornerRadius); 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);
}
} }
const points: [number, number][] = []; const points: [number, number][] = [];
@ -97,21 +230,10 @@ export function getCardShapePoints(
break; break;
} }
case 'triangle': { case 'triangle': {
points.push([width / 2, 0]); return getInscribedTrianglePoints(width, height);
points.push([0, height]);
points.push([width, height]);
break;
} }
case 'hexagon': { case 'hexagon': {
const halfW = width / 2; return getInscribedHexagonPoints(width, height);
const quarterH = height / 4;
points.push([halfW, 0]);
points.push([width, quarterH]);
points.push([width, height - quarterH]);
points.push([halfW, height]);
points.push([0, height - quarterH]);
points.push([0, quarterH]);
break;
} }
case 'rectangle': case 'rectangle':
default: { default: {