openpencil/packages/core/src/geometry.ts
Danila Poyarkov 6545f20c53
Refactor architecture boundaries across core, app, and packages (#234)
* refactor(core): decompose editor factory and action modules

Split the monolithic editor factory and large action modules into focused
domain helpers:

- create.ts assembles context through bridge modules (clipboard,
  components, structure, undo) and delegates to graph-reads, graph-events,
  layout-runner, component-sync, and state factory
- structure.ts delegates to group, container-wrap, auto-layout-wrap,
  reorder, and state-toggle helpers
- selection.ts delegates to hit-test, overlays, container navigation,
  and read helpers
- clipboard.ts delegates to subtree-history, images, export, copy,
  fonts, and placement helpers
- shapes.ts delegates to pen actions and section-adopt
- components.ts delegates to focus and instances helpers
- alignment.ts delegates to flip-rotate helper
- text.ts uses explicit TextEditSession for snapshot comparison

New focused modules: nudge, variable-bindings, layout-mode,
page-viewports, tool-registry, color-space

Undo: history/position and history/snapshot helpers, hardened
batch/rollback with nested batch support and configurable limit

* refactor(core): split tool definitions by domain

Split the monolithic tool registry into domain-specific modules:

- read/ — selection, find, pages, fonts, components, nodes, query, jsx
- create/ — basic shapes, components, vector, JSX render
- modify/ — paint, effects, geometry, layout, state, text, update
- structure/ — basic, arrange, batch, hierarchy, replace, tree
- variables/ — bindings, collections, read, values
- vector/ — boolean, path, export, viewport
- analyze/ — colors, typography, spacing, clusters, diff, eval
- describe/ — summaries, tree, roles, layout-issues
- stock-photo/ — providers, requests, apply
- codegen/ — component-map, tokens

Split registry into core/extended tiers; refine schema and AI adapter

* refactor(core): restructure kiwi codec and instance overrides

Reorganize the Kiwi .fig codec into domain subdirectories:

- binary/ — codec, schema, protocol
- fig/ — file, import, parse (core, worker, transfer)
- node-change/ — convert, export-node, serialize, plugin-data
- instance-overrides/ — constraints, dsd, populate, props, resolve,
  symbol-overrides, symbol-props, sync, types

Vendored kiwi-schema/ left isolated

* refactor(core): split profiler, icons, IO, and add subpath exports

Profiler: speedscope-export, capture-session, hud-controller
Icons: api, svg, types, render, create-icons tool
IO: format registry and subpath exports
Canvas/color/text/vector: targeted cleanup

Add deliberate subpath exports: random, xpath, vector, color, canvas,
scene-graph, kiwi, design-jsx, io, tools, editor, layout, canvaskit,
profiler, text, lint, rpc, figma-api, constants

* refactor(vue): decompose canvas input, surface lifecycle, and controls

Canvas surface: gl-surface, kit-loader, render-loop, resize-observer

Canvas input handlers:
- move: drop-target, move-snap, duplicate-drag
- select: select-move, select-hover, select-hit
- resize: resize-rect, resize-vector, resize-start
- transform: rotation, marquee, pan, text-selection
- text-edit: navigation, clipboard, textarea lifecycle
- Shared: click-count, space-key, pan, pan-zoom, draw, raf-scheduler

Editor composition:
- commands split: actions, context, metadata, edit, selection, view
- menu-model split: command-groups, builders, types
- Gradient stop composable reuse in primitive root

Controls: fill, layout, typography, appearance, effects, stroke,
okhcl, prop-scrub, node-props, undo-batch, color-variable-binding
Variables/i18n/document/export helpers

Organize canvas, primitives, controls, editor, and variables into
cohesive module directories with package-local import aliases

Expose MenuActionNode/MenuSeparatorNode from public API

* refactor(app): split document IO, editor session, and automation bridge

Document IO: source-state, naming, writer, reload-source, reload-state,
imported-document, watch-targets, save-targets

Editor session: create, modules, types, accessors, computed, refs
Editor canvas: loader-overlay, collaboration-awareness,
context-selection, menu-actions, menu-model

Automation bridge: eval, tools, exports, files, selection, RPC fallback

AI/ACP: transport, map-update, permission, debug, chat effects/storage
Collab: awareness, graph-bindings, yjs-sync, follow, session, types
Shell keyboard: actions, bindings, clipboard, focus, nudging,
raw-events, registry, reserved, shortcuts, space-tool
Shell menu: app-menu, document-name, entry, files

Demo: colors, effects, helpers, section builders (components,
app-preview, effects, standalone, variables) — document.ts reduced
from 981 to 32 lines as pure orchestrator

Move app modules under src/app/ with organized domain structure:
editor, document, ai, collab, shell, automation, demo, tabs

* refactor(app): decompose UI components with provide/inject context

Split monolithic components using Reka UI-inspired namespace folders
with scoped provide/inject context — no prop drilling:

- CollabPanel/ — context, avatars, share, connected, join
- ColorPickerPanel/ — context, area, format, field groups, sliders
- MobileHud/ — context, action toast, tool badge, file menu, presence
- ProviderSettings/ — context, API key/type, endpoint, tokens, photos
- Toolbar/ — actions, types, desktop, mobile, tool button, flyout
- LayoutSection/ — types, auto-layout, flex, grid, padding, size, clip

Properties helpers: fill-okhcl adapter, fill-label, color-style-row
Menu: entry helpers, document-name rename, stale type removal

* refactor(mcp): split server into focused modules

- browser-rpc — WebSocket client management
- mcp-sessions — session lifecycle
- tool-output — response formatting
- tool-schema — Zod schema generation from ToolDefs
- jsx-preprocess — JSX source transformation
- result — result helpers
- tool-registration — MCP tool wiring
- auth — API key validation
- http-options — CORS/request handling
- stdio-bridge — stdio transport adapter

* refactor(cli): split analyze subcommands and shared helpers

- Analyze subcommands: clusters, colors, spacing, typography
- RPC data loading helper
- Migrate imports to targeted core subpath exports

* refactor(docs): split VitePress config and shared table component

Config helpers: sdk-sidebar, seo, labels, sidebars, locale-theme,
root-theme, locales

Shared SdkDataTable component replaces duplicated table markup in
SdkPropsTable, SdkEventsTable, and SdkSlotsTable

Update contributing and testing docs

* refactor(tauri): decompose desktop entrypoint

Split lib.rs into focused service modules:

- fig_container.rs — .fig archive/compression commands
- fonts.rs — font cache and system font enumeration
- menu.rs — native menu construction
- menu_events.rs — menu event dispatch and devtools toggle
- window.rs — main window show/focus lifecycle

* test: share domain test factories and migrate fixtures

New shared helpers:
- tests/helpers/scene.ts — makeSceneGraph factory
- tests/helpers/vector-network.ts — vertex/segment/network builders
- tests/helpers/fig-traversal.ts — all-node collection, type counts
- tests/helpers/undo.ts — undo test utilities
- tests/helpers/editor-history.ts — editor history test helpers

Migrate render, vector, fig-roundtrip, and undo tests to use shared
factories instead of inline fixture construction

* build: add structural lint rules, split vite config, update docs

Structural lint (oxlint.structure.json + lint/plugin.js):
- 20+ custom rules enforcing package boundaries, lifecycle patterns,
  naming conventions, and import discipline

Vite config split: raw-markdown, canvaskit-assets, pwa, server,
aliases, automation plugins

Remove legacy shims and utils superseded by SDK/core modules
Update AGENTS.md, CONTRIBUTING.md, eval-command docs, tsconfig

* fix(vue): normalize canvas directory casing and remove duplicate export

- Rename Canvas/ to canvas/ in git index to match #vue/canvas/* imports
  (PascalCase was correct for component primitives but canvas/ is a
  non-component domain directory)
- Remove duplicate ./random subpath export in core package.json

* fix: add #vue and #core Vite resolve aliases for dev server

* refactor(core): reduce remaining large modules

Split the remaining large core hotspots into cohesive domain modules while preserving public facades and behavior.

- Extract scene graph types, variables, node defaults, and vector-network helpers
- Decompose canvas renderer orchestration, state, paints, colors, lifecycle, labels, and delegated domain methods into renderer/ and labels/ subfolders
- Split Kiwi node-change, binary variable binding, layout, RPC, vector, JSX export, clipboard, design JSX, and Figma proxy helpers
- Replace collision-driven *Fn import aliases with namespace imports and enforce the pattern in lint

Validation:
- bun run check
- bun --filter @open-pencil/vue build
- bun run test:dupes

* fix(app): forward color input attrs

* fix(app): cover section drawing errors

* fix(editor): undo option-drag duplicates

* docs: document domain subfolder convention

* fix(app): handle undo redo on keydown

* refactor(app): dispatch shortcuts from keydown

* refactor: group prefixed domain modules

* refactor(app): use tinykeys for shortcuts

* refactor(core): group symbol override modules

* refactor(core): group fig kiwi container helper

* refactor(canvas): split overlay rendering modules

* refactor(vue): remove unused internal barrels

* fix(app): lay out demo components before instancing

* fix(app): restore demo badge spacing

* perf(canvas): split scene and overlay rendering

* refactor(vue): wrap wheel gesture lifecycle

* fix(canvas): wait for fonts before hiding loader

* docs: update unreleased changelog
2026-04-30 15:14:19 +03:00

391 lines
11 KiB
TypeScript

import type { Effect, Stroke } from './scene-graph'
import type { Rect, Vector } from './types'
export function degToRad(degrees: number): number {
return (degrees * Math.PI) / 180
}
export function radToDeg(radians: number): number {
return (radians * 180) / Math.PI
}
export function rotatePoint(px: number, py: number, cx: number, cy: number, rad: number): Vector {
const cos = Math.cos(rad)
const sin = Math.sin(rad)
return {
x: cx + (px - cx) * cos - (py - cy) * sin,
y: cy + (px - cx) * sin + (py - cy) * cos
}
}
export function rotatedCorners(
cx: number,
cy: number,
hw: number,
hh: number,
rotationDeg: number
): [Vector, Vector, Vector, Vector] {
const rad = degToRad(rotationDeg)
const cos = Math.cos(rad)
const sin = Math.sin(rad)
return [
{ x: cx + -hw * cos - -hh * sin, y: cy + -hw * sin + -hh * cos },
{ x: cx + hw * cos - -hh * sin, y: cy + hw * sin + -hh * cos },
{ x: cx + hw * cos - hh * sin, y: cy + hw * sin + hh * cos },
{ x: cx + -hw * cos - hh * sin, y: cy + -hw * sin + hh * cos }
]
}
export function rotatedBBox(
x: number,
y: number,
w: number,
h: number,
rotationDeg: number
): { left: number; right: number; top: number; bottom: number; centerX: number; centerY: number } {
if (rotationDeg === 0) {
return {
left: x,
right: x + w,
top: y,
bottom: y + h,
centerX: x + w / 2,
centerY: y + h / 2
}
}
const corners = rotatedCorners(x + w / 2, y + h / 2, w / 2, h / 2, rotationDeg)
let left = Infinity,
right = -Infinity,
top = Infinity,
bottom = -Infinity
for (const c of corners) {
left = Math.min(left, c.x)
right = Math.max(right, c.x)
top = Math.min(top, c.y)
bottom = Math.max(bottom, c.y)
}
return { left, right, top, bottom, centerX: (left + right) / 2, centerY: (top + bottom) / 2 }
}
interface BoundsAccumulator {
minX: number
minY: number
maxX: number
maxY: number
}
function createBoundsAccumulator(): BoundsAccumulator {
return { minX: Infinity, minY: Infinity, maxX: -Infinity, maxY: -Infinity }
}
function includePoint(bounds: BoundsAccumulator, x: number, y: number): void {
bounds.minX = Math.min(bounds.minX, x)
bounds.minY = Math.min(bounds.minY, y)
bounds.maxX = Math.max(bounds.maxX, x)
bounds.maxY = Math.max(bounds.maxY, y)
}
function includeRect(bounds: BoundsAccumulator, rect: Rect): void {
includePoint(bounds, rect.x, rect.y)
includePoint(bounds, rect.x + rect.width, rect.y + rect.height)
}
function boundsToRect(bounds: BoundsAccumulator): Rect {
return bounds.minX === Infinity
? { x: 0, y: 0, width: 0, height: 0 }
: {
x: bounds.minX,
y: bounds.minY,
width: bounds.maxX - bounds.minX,
height: bounds.maxY - bounds.minY
}
}
export function computeBounds(items: Iterable<Rect>): Rect {
const bounds = createBoundsAccumulator()
for (const item of items) includeRect(bounds, item)
return boundsToRect(bounds)
}
export function polygonVertices(node: {
width: number
height: number
pointCount: number
type: string
starInnerRadius: number
}): Vector[] {
const cx = node.width / 2
const cy = node.height / 2
const rx = node.width / 2
const ry = node.height / 2
const pointCount = Math.max(3, node.pointCount)
const isStar = node.type === 'STAR'
const innerRatio = isStar ? node.starInnerRadius : 1
const totalPoints = isStar ? pointCount * 2 : pointCount
const angleOffset = -Math.PI / 2
return Array.from({ length: totalPoints }, (_, index) => {
const angle = angleOffset + (2 * Math.PI * index) / totalPoints
const isInner = isStar && index % 2 === 1
const radius = isInner ? innerRatio : 1
return {
x: cx + rx * radius * Math.cos(angle),
y: cy + ry * radius * Math.sin(angle)
}
})
}
function strokeOverflow(strokes?: Stroke[]): number {
let overflow = 0
for (const stroke of strokes ?? []) {
if (!stroke.visible) continue
let extra = 0
if (stroke.align === 'OUTSIDE') extra = stroke.weight
else if (stroke.align === 'CENTER') extra = stroke.weight / 2
overflow = Math.max(overflow, extra)
}
return overflow
}
function effectOverflow(effects?: Effect[]) {
let left = 0
let right = 0
let top = 0
let bottom = 0
for (const effect of effects ?? []) {
if (!effect.visible) continue
if (
effect.type !== 'DROP_SHADOW' &&
effect.type !== 'LAYER_BLUR' &&
effect.type !== 'FOREGROUND_BLUR'
) {
continue
}
const blurSpread = effect.radius + effect.spread
left = Math.max(left, blurSpread + Math.max(0, -effect.offset.x))
right = Math.max(right, blurSpread + Math.max(0, effect.offset.x))
top = Math.max(top, blurSpread + Math.max(0, -effect.offset.y))
bottom = Math.max(bottom, blurSpread + Math.max(0, effect.offset.y))
}
return { left, right, top, bottom }
}
export function computeAbsoluteBounds(
nodes: Iterable<{ id: string; width: number; height: number }>,
getAbsolutePosition: (id: string) => Vector
): Rect {
const bounds = createBoundsAccumulator()
for (const n of nodes) {
const abs = getAbsolutePosition(n.id)
includeRect(bounds, { x: abs.x, y: abs.y, width: n.width, height: n.height })
}
return boundsToRect(bounds)
}
export function computeVisualBounds(
nodes: Iterable<{
id: string
width: number
height: number
rotation?: number
strokes?: Stroke[]
effects?: Effect[]
}>,
getAbsolutePosition: (id: string) => Vector
): Rect {
const bounds = createBoundsAccumulator()
for (const n of nodes) {
const abs = getAbsolutePosition(n.id)
const bbox = rotatedBBox(abs.x, abs.y, n.width, n.height, n.rotation ?? 0)
const stroke = strokeOverflow(n.strokes)
const effects = effectOverflow(n.effects)
includePoint(bounds, bbox.left - stroke - effects.left, bbox.top - stroke - effects.top)
includePoint(bounds, bbox.right + stroke + effects.right, bbox.bottom + stroke + effects.bottom)
}
return boundsToRect(bounds)
}
export interface VisualBounds {
minX: number
minY: number
maxX: number
maxY: number
}
export interface VisualBoundsNode {
id: string
width: number
height: number
rotation?: number
flipX?: boolean
flipY?: boolean
strokes?: Stroke[]
effects?: Effect[]
fillGeometry?: Array<{ commandsBlob: Uint8Array }>
strokeGeometry?: Array<{ commandsBlob: Uint8Array }>
childIds?: string[]
visible?: boolean
type?: string
clipsContent?: boolean
}
export function unionVisualBounds(
a: VisualBounds | null,
b: VisualBounds | null
): VisualBounds | null {
if (!a) return b
if (!b) return a
return {
minX: Math.min(a.minX, b.minX),
minY: Math.min(a.minY, b.minY),
maxX: Math.max(a.maxX, b.maxX),
maxY: Math.max(a.maxY, b.maxY)
}
}
export function intersectVisualBounds(a: VisualBounds, b: VisualBounds): VisualBounds | null {
const minX = Math.max(a.minX, b.minX)
const minY = Math.max(a.minY, b.minY)
const maxX = Math.min(a.maxX, b.maxX)
const maxY = Math.min(a.maxY, b.maxY)
return minX < maxX && minY < maxY ? { minX, minY, maxX, maxY } : null
}
function geometryCommandCoordCount(command: number): number | null {
if (command === 0) return 0
if (command === 1 || command === 2) return 1
if (command === 4) return 3
return null
}
export function geometryBlobBounds(paths: Array<{ commandsBlob: Uint8Array }>): Rect | null {
const bounds = createBoundsAccumulator()
for (const path of paths) {
const blob = path.commandsBlob
const dv = new DataView(blob.buffer, blob.byteOffset, blob.byteLength)
let offset = 0
while (offset < blob.length) {
const command = blob[offset++]
const coords = geometryCommandCoordCount(command)
if (coords == null) break
for (let i = 0; i < coords; i++) {
if (offset + 8 > blob.length) break
const x = dv.getFloat32(offset, true)
const y = dv.getFloat32(offset + 4, true)
includePoint(bounds, x, y)
offset += 8
}
}
}
return bounds.minX === Infinity ? null : boundsToRect(bounds)
}
function transformLocalPoint(node: VisualBoundsNode, point: Vector): Vector {
let x = node.flipX ? node.width - point.x : point.x
let y = node.flipY ? node.height - point.y : point.y
const rotation = node.rotation ?? 0
if (rotation !== 0) {
const rotated = rotatePoint(x, y, node.width / 2, node.height / 2, degToRad(rotation))
x = rotated.x
y = rotated.y
}
return { x, y }
}
function transformedLocalBounds(node: VisualBoundsNode, local: Rect, abs: Vector): VisualBounds {
const points = [
{ x: local.x, y: local.y },
{ x: local.x + local.width, y: local.y },
{ x: local.x + local.width, y: local.y + local.height },
{ x: local.x, y: local.y + local.height }
].map((point) => transformLocalPoint(node, point))
return {
minX: abs.x + Math.min(...points.map((point) => point.x)),
minY: abs.y + Math.min(...points.map((point) => point.y)),
maxX: abs.x + Math.max(...points.map((point) => point.x)),
maxY: abs.y + Math.max(...points.map((point) => point.y))
}
}
export function nodeVisualBounds(
node: VisualBoundsNode,
getAbsolutePosition: (id: string) => Vector
): VisualBounds {
const abs = getAbsolutePosition(node.id)
const base = computeVisualBounds([node], getAbsolutePosition)
let bounds: VisualBounds = {
minX: base.x,
minY: base.y,
maxX: base.x + base.width,
maxY: base.y + base.height
}
const localGeometry = geometryBlobBounds([
...(node.fillGeometry ?? []),
...(node.strokeGeometry ?? [])
])
if (localGeometry) {
bounds = unionVisualBounds(bounds, transformedLocalBounds(node, localGeometry, abs)) ?? bounds
}
return bounds
}
function collectDescendantVisualBounds(
nodeId: string,
getNode: (id: string) => VisualBoundsNode | undefined,
getAbsolutePosition: (id: string) => Vector,
clip: VisualBounds | null = null
): VisualBounds | null {
const node = getNode(nodeId)
if (!node?.visible) return null
const own = nodeVisualBounds(node, getAbsolutePosition)
let bounds = clip ? intersectVisualBounds(own, clip) : own
const isClippableContainer =
node.type === 'FRAME' || node.type === 'COMPONENT' || node.type === 'INSTANCE'
let childClip = clip
if (isClippableContainer && node.clipsContent) {
const abs = getAbsolutePosition(node.id)
const nodeClip = {
minX: abs.x,
minY: abs.y,
maxX: abs.x + node.width,
maxY: abs.y + node.height
}
childClip = childClip ? intersectVisualBounds(childClip, nodeClip) : nodeClip
}
for (const childId of node.childIds ?? []) {
bounds = unionVisualBounds(
bounds,
collectDescendantVisualBounds(childId, getNode, getAbsolutePosition, childClip)
)
}
return bounds
}
export function computeDescendantVisualBounds(
nodeIds: string[],
getNode: (id: string) => VisualBoundsNode | undefined,
getAbsolutePosition: (id: string) => Vector
): VisualBounds | null {
let bounds: VisualBounds | null = null
for (const nodeId of nodeIds) {
bounds = unionVisualBounds(
bounds,
collectDescendantVisualBounds(nodeId, getNode, getAbsolutePosition)
)
}
return bounds
}