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freesewing/packages/carlton/src/front.js

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2019-03-25 18:20:15 +01:00
import { calculateRatios } from "./shared";
export default function(part) {
let { paperless, sa, snippets, Snippet, utils, store, complete, points, measurements, options, macro, Point, paths, Path } = part.shorthand();
calculateRatios(part);
// Waist shaping
points.waist = points.cfWaist.shift(0, store.get("chest")/4 - store.get("waistReduction")/8);
points.waistCp1 = points.waist.shift(-90, points.waist.dy(points.hips)/2);
points.waistCp2 = points.waist.shift(90, points.armhole.dy(points.waist)/2);
// Seat shaping
points.cfSeat = points.cfWaist.shift(-90, measurements.naturalWaistToSeat);
points.seat = points.cfSeat.shift(0, store.get("seat")/4);
points.seatCp2 = points.seat.shift(90, points.waist.dy(points.seat)/3);
// Hem length
points.cfHem = points.cfWaist.shift(-90, measurements.naturalWaistToFloor * options.length);
points.hem = new Point(
points.seat.x,
points.cfHem.y
);
store.set("waistToHem", points.cfHem.y - points.waist.y);
// Buttonline
let buttonW = points.waist.x * options.buttonSpacingHorizontal;
let buttonH = points.waist.dy(points.hips) / 1.5;
points.button1Left = points.cfHips.shift(180, buttonW / 2);
points.button1Right = points.cfHips.shift(0, buttonW / 2);
points.button2Left = points.button1Left.shift(90, buttonH);
points.button2Right = points.button2Left.shift(0, buttonW);
points.button3Left = points.button2Left.shift(90, buttonH);
points.button3Right = points.button3Left.shift(0, buttonW);
// Front closure edge
points.collarEdge = new Point(
points.button1Left.x - measurements.naturalWaist * options.frontOverlap,
points.cfNeck.y
);
points.hemEdge = new Point(
points.collarEdge.x,
points.hem.y
);
// Collar
points.collarTip = points.collarEdge.shiftFractionTowards(points.cfNeck, options.lapelReduction);
points.lapelStraightEnd = new Point(
points.collarEdge.x,
points.armhole.y
);
points.lapelStraightEndCp1 = points.lapelStraightEnd.shiftFractionTowards(points.collarEdge, 0.7);
// Pocket
points.pocketTopLeft = new Point(
points.button1Right.x + points.button1Right.dx(points.hips) * options.pocketPlacementHorizontal,
points.button1Right.y + points.button1Right.dy(points.button3Right) * options.pocketPlacementVertical
);
let pocketWidth = points.button1Right.dx(points.hips) * options.pocketWidth;
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let pocketHeight = pocketWidth * (1 + options.pocketHeight);
points.pocketTopRight = points.pocketTopLeft.shift(0, pocketWidth);
points.pocketBottomLeft = points.pocketTopLeft.shift(-90, pocketHeight);
points.pocketBottomRight = points.pocketTopRight.shift(-90, pocketHeight);
if (options.pocketRadius > 0) {
let radius = pocketWidth * options.pocketRadius;
macro("round", {
from: points.pocketTopLeft,
to: points.pocketBottomRight,
via: points.pocketBottomLeft,
prefix: "pocketRoundLeft",
radius
});
macro("round", {
from: points.pocketBottomLeft,
to: points.pocketTopRight,
via: points.pocketBottomRight,
prefix: "pocketRoundRight",
radius
});
store.set("pocketRadius", radius);
}
store.set("pocketWidth", pocketWidth);
store.set("pocketHeight", pocketHeight);
// Pocket flap
points.pocketFlapMid = points.pocketTopLeft.shift(0, pocketWidth/2);
let pocketFlapHeight = pocketHeight * 0.3;
store.set("pocketFlapHeight", pocketFlapHeight);
points.pocketFlapTopLeft = new Point(
points.pocketTopLeft.x - pocketWidth * 0.005,
points.pocketTopLeft.y - pocketFlapHeight / 4
);
points.pocketFlapBottomLeft = new Point(
points.pocketFlapTopLeft.x,
points.pocketTopLeft.y + pocketFlapHeight * 0.75
);
points.pocketFlapTopRight = points.pocketFlapTopLeft.flipX(points.pocketFlapMid);
points.pocketFlapBottomRight = points.pocketFlapBottomLeft.flipX(points.pocketFlapMid);
if (options.pocketFlapRadius > 0) {
let radius = pocketWidth * options.pocketFlapRadius;
macro("round", {
from: points.pocketFlapTopLeft,
to: points.pocketFlapBottomRight,
via: points.pocketFlapBottomLeft,
prefix: "pocketFlapRoundLeft",
radius,
});
macro("round", {
from: points.pocketFlapBottomLeft,
to: points.pocketFlapTopRight,
via: points.pocketFlapBottomRight,
prefix: "pocketFlapRoundRight",
radius,
});
store.set("pocketFlapRadius", radius);
}
// Chest pocket
points.chestPocketAnchor = new Point(
points.waist.x * options.chestPocketPlacement,
points.button2Right.shiftFractionTowards(points.button3Right, 0.2).y
);
let chestPocketHeight = points.armhole.dy(points.chestPocketAnchor) * options.chestPocketHeight;
let chestPocketWidth = chestPocketHeight * options.chestPocketWidth;
store.set("chestPocketHeight", chestPocketHeight);
store.set("chestPocketWidth", chestPocketWidth);
points.chestPocketBottomLeft = points.chestPocketAnchor.shift(180, chestPocketWidth / 2);
points.chestPocketTopLeft = points.chestPocketBottomLeft.shift(90, chestPocketHeight);
points.chestPocketBottomRight = points.chestPocketBottomLeft.flipX(points.chestPocketAnchor);
points.chestPocketTopRight = points.chestPocketTopLeft.flipX(points.chestPocketAnchor);
for (let i of [
"chestPocketTopLeft",
"chestPocketBottomLeft",
"chestPocketTopRight",
"chestPocketBottomRight"]) points[i] = points[i].rotate(options.chestPocketAngle, points.chestPocketAnchor);
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store.set("chestPocketBagDepth", points.button3Left.dx(points.chestPocketBottomLeft));
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// Inner pocket
points.innerPocketAnchor = new Point(
points.waist.x * options.innerPocketPlacement,
points.button2Right.shiftFractionTowards(points.button3Right, 1.5).y
);
let innerPocketWidth = points.waist.x * options.innerPocketWidth;
let weltHeight = innerPocketWidth * options.innerPocketWeltHeight;
store.set("innerPocketWeltHeight", weltHeight);
store.set("innerPocketWidth", innerPocketWidth);
points.innerPocketTop = points.innerPocketAnchor.shift(90, weltHeight);
points.innerPocketBottom = points.innerPocketAnchor.shift(-90, weltHeight);
points.innerPocketLeft = points.innerPocketAnchor.shift(180, innerPocketWidth/2);
points.innerPocketRight = points.innerPocketLeft.flipX(points.innerPocketAnchor);
points.innerPocketTopLeft = points.innerPocketLeft.shift(90, weltHeight);
points.innerPocketTopRight = points.innerPocketTopLeft.flipX(points.innerPocketAnchor);
points.innerPocketBottomLeft = points.innerPocketLeft.shift(-90, weltHeight);
points.innerPocketBottomRight = points.innerPocketBottomLeft.flipX(points.innerPocketAnchor);
// Roll line
points.rollLineEdge = points.shoulder.shiftFractionTowards(points.neck, 1.15);
points.rollLineStart = new Point(
points.collarEdge.x,
points.button3Left.y
);
points.rollLineEnd = utils.lineIntersectsCurve(
points.rollLineStart,
points.rollLineEdge,
points.cfNeck,
points.cfNeckCp1,
points.neckCp2Front,
points.neck
);
// Facing/Lining border (flb)
points.flbX = points.button1Right.shift(0, points.button1Right.dx(points.pocketTopLeft)/2);
points.flbHem = new Point(points.flbX.x, points.hemEdge.y);
if (points.flbHem.x <= points.cfNeck.x)
points.flbTop = new Point(points.flbX.x, points.cfNeck.y);
else if (points.flbHem.x < points.neck.x)
points.flbTop = utils.lineIntersectsCurve(
points.flbHem,
points.flbX.shift(90,points.flbHem.y * 2),
points.cfNeck,
points.cfNeckCp1,
points.neckCp2Front,
points.neck
);
else if (points.flbHem.x < points.shoulder.x)
points.flbTop = utils.beamsIntersect(
points.flbHem,
points.flbX,
points.neck,
points.shoulder
);
else throw new Error("Could not find intersection of facing/lining boundary with neckline");
// Store collar length
store.set(
"frontCollarLength",
new Path()
.move(points.cfNeck)
.curve(points.cfNeckCp1, points.neckCp2Front, points.neck)
.length()
);
// Clean up
for (let i in paths) delete paths[i]
for (let i in snippets) delete snippets[i]
// Paths
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paths.saBase = new Path()
.move(points.hem)
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.line(points.seat)
.curve(points.seatCp2, points.waistCp1, points.waist)
.curve_(points.waistCp2, points.armhole)
.curve(points.armholeCp2, points.armholeHollowCp1, points.armholeHollow)
.curve(points.armholeHollowCp2, points.armholePitchCp1, points.armholePitch)
.curve(points.armholePitchCp2, points.shoulderCp1, points.shoulder)
.line(points.neck)
.curve(points.neckCp2Front, points.cfNeckCp1, points.cfNeck)
.line(points.collarTip)
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._curve(points.lapelStraightEndCp1, points.lapelStraightEnd)
.line(points.hemEdge)
.line(points.flbHem);
paths.hemBase = new Path()
.move(points.flbHem)
.line(points.hem);
paths.saBase.render = false;
paths.hemBase.render = false;
paths.seam = paths.saBase
.join(paths.hemBase)
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.close()
.attr("class", "fabric");
paths.rollLine = new Path()
.move(points.rollLineStart)
.line(points.rollLineEnd)
.attr("class", "lashed");
paths.chestPiece = new Path()
.move(points.rollLineStart)
.curve(points.button3Right, points.waistCp2, points.armhole)
.attr("class", "canvas lashed");
paths.flb = new Path()
.move(points.flbHem)
.line(points.flbTop)
.attr("class", "lining lashed");
paths.pocket = new Path().move(points.pocketTopLeft);
if (options.pocketRadius > 0) {
paths.pocket = paths.pocket
.line(points.pocketRoundLeftStart)
.curve(points.pocketRoundLeftCp1, points.pocketRoundLeftCp2, points.pocketRoundLeftEnd)
.line(points.pocketRoundRightStart)
.curve(points.pocketRoundRightCp1, points.pocketRoundRightCp2, points.pocketRoundRightEnd)
} else {
paths.pocket = paths.pocket
.line(points.pocketBottomLeft)
.line(points.pocketBottomRight)
}
paths.pocket = paths.pocket
.line(points.pocketTopRight)
.line(points.pocketTopLeft)
.close()
.attr("class", "fabric help");
paths.pocketFlap = new Path().move(points.pocketFlapTopLeft);
if (options.pocketFlapRadius > 0) {
paths.pocketFlap = paths.pocketFlap
.line(points.pocketFlapRoundLeftStart)
.curve(points.pocketFlapRoundLeftCp1, points.pocketFlapRoundLeftCp2, points.pocketFlapRoundLeftEnd)
.line(points.pocketFlapRoundRightStart)
.curve(points.pocketFlapRoundRightCp1, points.pocketFlapRoundRightCp2, points.pocketFlapRoundRightEnd)
} else {
paths.pocketFlap = paths.pocketFlap
.line(points.pocketFlapBottomLeft)
.line(points.pocketFlapBottomRight);
}
paths.pocketFlap = paths.pocketFlap
.line(points.pocketFlapTopRight)
.line(points.pocketFlapTopLeft)
.close()
.attr("class", "fabric help");
paths.chestPocket = new Path()
.move(points.chestPocketTopLeft)
.line(points.chestPocketBottomLeft)
.line(points.chestPocketBottomRight)
.line(points.chestPocketTopRight)
.line(points.chestPocketTopLeft)
.close()
.attr("class", "fabric help");
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paths.innerPocket = new Path()
.move(points.innerPocketTopLeft)
.line(points.innerPocketBottomLeft)
.line(points.innerPocketBottomRight)
.line(points.innerPocketTopRight)
.line(points.innerPocketTopLeft)
.close()
.attr("class", "fabric help");
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if (complete) {
snippets.button1Left = new Snippet("button", points.button1Left).attr("data-scale", 2);
snippets.button1Right = new Snippet("button", points.button1Right).attr("data-scale", 2);
snippets.button2Left = new Snippet("button", points.button2Left).attr("data-scale", 2);
snippets.button2Right = new Snippet("button", points.button2Right).attr("data-scale", 2);
snippets.button3Left = new Snippet("button", points.button3Left).attr("data-scale", 2);
snippets.button3Right = new Snippet("button", points.button3Right).attr("data-scale", 2);
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macro("sprinkle", {
snippet: "notch",
on: [
"armholePitch",
"cfNeck",
"rollLineStart",
"waist",
"seat"
]
});
points.logo = new Point(
points.chestPocketTopRight.x,
points.armhole.y
);
snippets.logo = new Snippet("logo", points.logo);
macro("grainline", {
from: points.cfHem,
to: points.cfNeck
});
if (sa) {
paths.sa = paths.saBase
.offset(sa)
.join(paths.hemBase.offset(sa*3))
.close()
.attr("class", "fabric sa");
}
if (paperless) {
macro("ld", {
from: points.hemEdge,
to: points.flbHem,
d: 15
});
macro("ld", {
from: points.flbHem,
to: points.hem,
d: 15
});
macro("hd", {
from: points.hemEdge,
to: points.hem,
y: points.hem.y + 15 + 3*sa
});
macro("hd", {
from: points.rollLineStart,
to: points.pocketTopLeft,
y: points.pocketFlapBottomLeft.y
});
macro("vd", {
from: points.pocketFlapTopRight,
to: points.waist,
x: points.pocketTopRight.x - 15
});
macro("vd", {
from: points.pocketTopRight,
to: points.waist,
x: points.pocketTopRight.x - 30
});
macro("vd", {
from: points.chestPocketBottomLeft,
to: points.waist,
x: points.chestPocketBottomLeft.x - 15
});
macro("hd", {
from: points.rollLineStart,
to: points.chestPocketBottomLeft,
y: points.chestPocketBottomLeft.y + 15
});
macro("hd", {
from: points.rollLineStart,
to: points.button3Left,
y: points.button3Left.y + 15
});
macro("hd", {
from: points.button3Left,
to: points.button3Right,
y: points.button3Left.y + 15
});
macro("vd", {
from: points.hem,
to: points.seat,
x: points.hem.x + sa + 15
});
macro("vd", {
from: points.hem,
to: points.waist,
x: points.hem.x + sa + 30
});
macro("vd", {
from: points.hem,
to: points.armhole,
x: points.hem.x + sa + 45
});
macro("vd", {
from: points.armhole,
to: points.armholePitch,
x: points.armhole.x + sa + 15
});
macro("vd", {
from: points.armhole,
to: points.shoulder,
x: points.armhole.x + sa + 30
});
macro("vd", {
from: points.armhole,
to: points.neck,
x: points.armhole.x + sa + 45
});
macro("vd", {
from: points.rollLineStart,
to: points.collarTip,
x: points.rollLineStart.x - sa - 15
});
macro("vd", {
from: points.button2Left,
to: points.rollLineStart,
x: points.rollLineStart.x - sa - 15
});
macro("vd", {
from: points.button1Left,
to: points.button2Left,
x: points.rollLineStart.x - sa - 15
});
macro("vd", {
from: points.hemEdge,
to: points.collarTip,
x: points.rollLineStart.x - sa - 30
});
macro("vd", {
from: points.hemEdge,
to: points.neck,
x: points.rollLineStart.x - sa - 45
});
macro("hd", {
from: points.lapelStraightEnd,
to: points.collarTip,
y: points.collarTip.y - sa - 15
});
macro("hd", {
from: points.lapelStraightEnd,
to: points.cfNeck,
y: points.collarTip.y - sa - 30
});
macro("hd", {
from: points.lapelStraightEnd,
to: points.rollLineEnd,
y: points.collarTip.y - sa - 45
});
macro("hd", {
from: points.lapelStraightEnd,
to: points.neck,
y: points.neck.y - sa - 15
});
macro("hd", {
from: points.lapelStraightEnd,
to: points.armholePitch,
y: points.neck.y - sa - 30
});
macro("hd", {
from: points.lapelStraightEnd,
to: points.shoulder,
y: points.neck.y - sa - 45
});
macro("hd", {
from: points.lapelStraightEnd,
to: points.armhole,
y: points.neck.y - sa - 60
});
}
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}
return part;
}