feat: hex/trig gen
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@ -3,65 +3,180 @@ 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
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export type { CardShape, ContourPoint, ContourBounds };
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/**
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* 生成带圆角的矩形轮廓点
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* @param width 矩形宽度
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* @param height 矩形高度
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* @param cornerRadius 圆角半径(mm)
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* @param segmentsPerCorner 每个圆角的分段数
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* 生成内接正三角形的轮廓点(无圆角版本)
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* @param width 外框宽度
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* @param height 外框高度
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* @returns 正三角形轮廓点(相对于外框左下角,顺时针)
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*/
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export function getRoundedRectPoints(
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export function getInscribedTrianglePoints(
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width: number,
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height: 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
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const minDim = Math.min(width, height);
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// 正三角形的高 = 边长 * sqrt(3) / 2
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const triangleHeight = minDim * Math.sqrt(3) / 2;
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const sideLength = minDim;
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// 计算居中偏移
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const offsetX = (width - sideLength) / 2;
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const offsetY = (height - triangleHeight) / 2;
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// 正三角形三个顶点(底边在下,顶点在上,顺时针:左上→右上→下)
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const points: [number, number][] = [
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[offsetX, offsetY + triangleHeight], // 左下顶点
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[offsetX + sideLength, offsetY + triangleHeight], // 右下顶点
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[offsetX + sideLength / 2, offsetY] // 顶部顶点
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];
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return points;
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}
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/**
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* 生成内接正六边形的轮廓点(无圆角版本)
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* @param width 外框宽度
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* @param height 外框高度
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* @returns 正六边形轮廓点(相对于外框左下角,顺时针)
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*/
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export function getInscribedHexagonPoints(
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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六边形的半径
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const minDim = Math.min(width, height);
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const radius = minDim / 2;
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// 中心点
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const centerX = width / 2;
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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)
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// 角度:-60°, 0°, 60°, 120°, 180°, 240° (顺时针)
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const points: [number, number][] = [];
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for (let i = 0; i < 6; i++) {
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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),
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centerY - radius * Math.sin(angle) // Y 向下为正,所以减去 sin
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]);
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}
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return points;
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}
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/**
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* 为正多边形添加圆角
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* @param vertices 多边形顶点数组(顺时针或逆时针)
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* @param cornerRadius 圆角半径
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* @param segmentsPerCorner 每个圆角的分段数
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* @returns 带圆角的多边形轮廓点
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*/
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export function getRoundedPolygonPoints(
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vertices: [number, number][],
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cornerRadius: number,
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segmentsPerCorner: number = 4
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): [number, number][] {
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const points: [number, number][] = [];
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const r = Math.min(cornerRadius, width / 2, height / 2);
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if (vertices.length < 3) return vertices;
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const n = vertices.length;
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// 计算最大允许的圆角半径(不超过边长的一半)
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let maxRadius = Infinity;
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for (let i = 0; i < n; i++) {
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const [x1, y1] = vertices[i];
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const [x2, y2] = vertices[(i + 1) % n];
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const edgeLength = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
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maxRadius = Math.min(maxRadius, edgeLength / 2);
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}
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const r = Math.min(cornerRadius, maxRadius);
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if (r <= 0) {
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// 无圆角,返回普通矩形
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points.push([0, 0]);
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points.push([width, 0]);
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points.push([width, height]);
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points.push([0, height]);
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return points;
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return vertices;
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}
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// 左上角圆角(从顶部开始,顺时针)
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for (let i = 0; i <= segmentsPerCorner; i++) {
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const angle = (Math.PI / 2) * (i / segmentsPerCorner) - Math.PI;
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points.push([
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r + r * Math.cos(angle),
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r + r * Math.sin(angle)
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]);
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}
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const points: [number, number][] = [];
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// 右上角圆角
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for (let i = 0; i <= segmentsPerCorner; i++) {
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const angle = (Math.PI / 2) * (i / segmentsPerCorner) - Math.PI/2;
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points.push([
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width - r + r * Math.cos(angle),
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r + r * Math.sin(angle)
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]);
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}
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for (let i = 0; i < n; i++) {
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const currVertex = vertices[i];
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const nextVertex = vertices[(i + 1) % n];
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// 右下角圆角
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for (let i = 0; i <= segmentsPerCorner; i++) {
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const angle = (Math.PI / 2) * (i / segmentsPerCorner);
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points.push([
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width - r + r * Math.cos(angle),
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height - r + r * Math.sin(angle)
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]);
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}
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// 计算当前边的向量
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const edgeDx = nextVertex[0] - currVertex[0];
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const edgeDy = nextVertex[1] - currVertex[1];
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const edgeLen = Math.sqrt(edgeDx ** 2 + edgeDy ** 2);
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const edgeUx = edgeDx / edgeLen;
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const edgeUy = edgeDy / edgeLen;
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// 左下角圆角
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for (let i = 0; i <= segmentsPerCorner; i++) {
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const angle = (Math.PI / 2) * (i / segmentsPerCorner) + Math.PI/2;
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points.push([
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r + r * Math.cos(angle),
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height - r + r * Math.sin(angle)
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]);
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// 计算当前边上的圆角终点(距离顶点 r 的位置)
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const endPx = currVertex[0] + edgeUx * r;
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const endPy = currVertex[1] + edgeUy * r;
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// 计算上一条边的向量
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const prevVertex = vertices[(i - 1 + n) % n];
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const prevEdgeDx = currVertex[0] - prevVertex[0];
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const prevEdgeDy = currVertex[1] - prevVertex[1];
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const prevEdgeLen = Math.sqrt(prevEdgeDx ** 2 + prevEdgeDy ** 2);
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const prevEdgeUx = prevEdgeDx / prevEdgeLen;
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const prevEdgeUy = prevEdgeDy / prevEdgeLen;
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// 计算上一条边上的圆角起点(距离顶点 r 的位置)
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const startPx = currVertex[0] - prevEdgeUx * r;
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const startPy = currVertex[1] - prevEdgeUy * r;
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// 计算角平分线方向
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const bisectorX = prevEdgeUx + edgeUx;
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const bisectorY = prevEdgeUy + edgeUy;
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const bisectorLen = Math.sqrt(bisectorX ** 2 + bisectorY ** 2);
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// 如果 bisectorLen 接近 0,说明是 180 度角(直线),跳过圆角
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if (bisectorLen < 1e-6) {
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points.push([endPx, endPy]);
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continue;
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}
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const normalX = bisectorX / bisectorLen;
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const normalY = bisectorY / bisectorLen;
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// 计算叉积判断方向(顺时针/逆时针)
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const crossProduct = prevEdgeUx * edgeUy - prevEdgeUy * edgeUx;
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const direction = crossProduct >= 0 ? -1 : 1; // -1 表示内角,1 表示外角
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// 计算圆角中心
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const angle = Math.acos(Math.max(-1, Math.min(1, prevEdgeUx * edgeUx + prevEdgeUy * edgeUy)));
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const tangentDistance = r / Math.tan(angle / 2);
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const centerX = currVertex[0] + direction * normalX * tangentDistance;
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const centerY = currVertex[1] + direction * normalY * tangentDistance;
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// 计算起始角度和结束角度
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const startAngle = Math.atan2(startPy - centerY, startPx - centerX);
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const endAngle = Math.atan2(endPy - centerY, endPx - centerX);
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// 添加圆角起点
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points.push([startPx, startPy]);
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// 生成圆角弧线点
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let angleDiff = endAngle - startAngle;
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// 根据方向调整角度差
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if (direction === -1) {
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// 顺时针(内角)
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if (angleDiff < 0) angleDiff += 2 * Math.PI;
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} else {
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// 逆时针(外角)
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if (angleDiff > 0) angleDiff -= 2 * Math.PI;
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}
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// 生成弧线点(不包括起点,因为已经添加了)
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for (let j = 1; j <= segmentsPerCorner; j++) {
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const t = j / segmentsPerCorner;
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const arcAngle = startAngle + angleDiff * t;
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points.push([
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centerX + r * Math.cos(arcAngle),
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centerY + r * Math.sin(arcAngle)
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]);
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}
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}
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return points;
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@ -74,10 +189,28 @@ export function getCardShapePoints(
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shape: CardShape,
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width: number,
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height: number,
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cornerRadius: number = 0
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cornerRadius: number = 0,
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segmentsPerCorner: number = 4
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): [number, number][] {
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if (shape === 'rectangle' && cornerRadius > 0) {
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return getRoundedRectPoints(width, height, cornerRadius);
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// 处理带圆角的情况 - 统一使用 getRoundedPolygonPoints
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if (cornerRadius > 0) {
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if (shape === 'rectangle') {
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const vertices: [number, number][] = [
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[0, 0],
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[width, 0],
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[width, height],
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[0, height]
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];
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return getRoundedPolygonPoints(vertices, cornerRadius, segmentsPerCorner);
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}
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if (shape === 'triangle') {
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const vertices = getInscribedTrianglePoints(width, height);
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return getRoundedPolygonPoints(vertices, cornerRadius, segmentsPerCorner);
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}
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if (shape === 'hexagon') {
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const vertices = getInscribedHexagonPoints(width, height);
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return getRoundedPolygonPoints(vertices, cornerRadius, segmentsPerCorner);
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}
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}
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const points: [number, number][] = [];
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@ -97,21 +230,10 @@ export function getCardShapePoints(
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break;
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}
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case 'triangle': {
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points.push([width / 2, 0]);
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points.push([0, height]);
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points.push([width, height]);
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break;
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return getInscribedTrianglePoints(width, height);
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}
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case 'hexagon': {
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const halfW = width / 2;
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const quarterH = height / 4;
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points.push([halfW, 0]);
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points.push([width, quarterH]);
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points.push([width, height - quarterH]);
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points.push([halfW, height]);
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points.push([0, height - quarterH]);
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points.push([0, quarterH]);
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break;
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return getInscribedHexagonPoints(width, height);
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}
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case 'rectangle':
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default: {
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