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🎨 Updated prettier config

This commit is contained in:
Joost De Cock 2019-08-03 15:03:33 +02:00
parent b8e632998b
commit 6710d76b08
401 changed files with 13193 additions and 15620 deletions

View file

@ -1,57 +1,68 @@
import { calculateRatios } from "./shared";
import { calculateRatios } from './shared'
export default function(part) {
let { paperless, sa, snippets, Snippet, store, complete, points, measurements, options, macro, Point, paths, Path } = part.shorthand();
let {
paperless,
sa,
snippets,
Snippet,
store,
complete,
points,
measurements,
options,
macro,
Point,
paths,
Path
} = part.shorthand()
calculateRatios(part);
calculateRatios(part)
// Belt width
let bw = measurements.centerBackNeckToWaist * options.beltWidth;
store.set("beltWidth", bw);
let bw = measurements.centerBackNeckToWaist * options.beltWidth
store.set('beltWidth', bw)
// Box pleat (bp)
points.bpStart = new Point(0, points.armholePitch.y);
points.bpStart = new Point(0, points.armholePitch.y)
points.bpTop = new Point(
measurements.chestCircumference * options.backPleat * -1,
points.armholePitch.y
);
points.bpBottom = new Point(
points.bpTop.x,
points.cbWaist.y - bw/2
);
points.bpTriangleEdge = points.bpStart.shift(0, points.bpTop.dx(points.bpStart)*0.6);
points.bpTriangleTip = points.bpStart.shift(90, points.bpStart.dx(points.bpTriangleEdge));
)
points.bpBottom = new Point(points.bpTop.x, points.cbWaist.y - bw / 2)
points.bpTriangleEdge = points.bpStart.shift(0, points.bpTop.dx(points.bpStart) * 0.6)
points.bpTriangleTip = points.bpStart.shift(90, points.bpStart.dx(points.bpTriangleEdge))
// Waist shaping
points.waist = new Point(
store.get("chest")/4 - store.get("waistReduction") / 8,
store.get('chest') / 4 - store.get('waistReduction') / 8,
points.bpBottom.y
);
points.waistCp2 = points.waist.shift(90, points.armhole.dy(points.waist)/3);
points.cbWaist = new Point(0, points.bpBottom.y);
)
points.waistCp2 = points.waist.shift(90, points.armhole.dy(points.waist) / 3)
points.cbWaist = new Point(0, points.bpBottom.y)
// Dart
points.dartCenter = points.cbWaist.shiftFractionTowards(points.waist, 0.4);
points.dartTip = points.dartCenter.shift(90, points.armhole.dy(points.dartCenter)*0.85);
points.dartRight = points.dartCenter.shift(0, store.get("waistReduction")/8);
points.dartLeft = points.dartRight.flipX(points.dartCenter);
points.dartLeftCp = points.dartLeft.shift(90, points.dartTip.dy(points.dartCenter)*0.6);
points.dartRightCp = points.dartLeftCp.flipX(points.dartCenter);
points.dartCenter = points.cbWaist.shiftFractionTowards(points.waist, 0.4)
points.dartTip = points.dartCenter.shift(90, points.armhole.dy(points.dartCenter) * 0.85)
points.dartRight = points.dartCenter.shift(0, store.get('waistReduction') / 8)
points.dartLeft = points.dartRight.flipX(points.dartCenter)
points.dartLeftCp = points.dartLeft.shift(90, points.dartTip.dy(points.dartCenter) * 0.6)
points.dartRightCp = points.dartLeftCp.flipX(points.dartCenter)
store.set("cbToDart", points.dartLeft.x);
store.set("dartToSide", points.dartRight.dx(points.waist));
store.set('cbToDart', points.dartLeft.x)
store.set('dartToSide', points.dartRight.dx(points.waist))
// Back stay (bs)
points.bsCp1 = points.bpStart.shiftFractionTowards(points.armholePitch, 0.5);
points.bsCp2 = points.armhole.shiftFractionTowards(points.cbArmhole, 0.3);
points.bsCp1 = points.bpStart.shiftFractionTowards(points.armholePitch, 0.5)
points.bsCp2 = points.armhole.shiftFractionTowards(points.cbArmhole, 0.3)
// Store collar length
store.set(
"backCollarLength",
'backCollarLength',
new Path()
.move(points.cbNeck)
._curve(points.neckCp2, points.neck)
.length()
);
)
// Clean up
for (let i in paths) delete paths[i]
@ -79,154 +90,147 @@ export default function(part) {
.join(paths.dart)
.join(paths.seam2)
.close()
.attr("class", "fabric");
.attr('class', 'fabric')
paths.backStay = new Path()
.move(points.bpStart)
.curve(points.bsCp1, points.bsCp2, points.armhole)
.attr("class", "canvas lashed");
.attr('class', 'canvas lashed')
paths.triangle = new Path()
.move(points.bpTriangleTip)
.line(points.bpTriangleEdge)
.line(points.bpStart)
.attr("class", "dashed");
.attr('class', 'dashed')
if (complete) {
macro("sprinkle", {
snippet: "notch",
on: [
"armholePitch",
"bpTriangleTip"
]
});
macro('sprinkle', {
snippet: 'notch',
on: ['armholePitch', 'bpTriangleTip']
})
macro("grainline", {
macro('grainline', {
from: points.cbWaist,
to: points.bpStart
});
})
points.logo = new Point(
points.armhole.x * 0.7,
points.dartTip.y
);
snippets.logo = new Snippet("logo", points.logo);
points.logo = new Point(points.armhole.x * 0.7, points.dartTip.y)
snippets.logo = new Snippet('logo', points.logo)
if (sa) {
paths.sa =
paths.seam1
paths.sa = paths.seam1
.line(points.waist)
.offset(sa)
.join(paths.seam2.offset(sa))
.close()
.trim()
.close()
.attr("class", "fabric sa");
.attr('class', 'fabric sa')
}
if (paperless) {
macro("hd", {
macro('hd', {
from: points.bpBottom,
to: points.cbWaist,
y: points.cbWaist.y + 15 + sa
});
macro("hd", {
})
macro('hd', {
from: points.cbWaist,
to: points.dartLeft,
y: points.cbWaist.y + 15 + sa
});
macro("hd", {
})
macro('hd', {
from: points.dartLeft,
to: points.dartRight,
y: points.cbWaist.y + 15 + sa
});
macro("hd", {
})
macro('hd', {
from: points.dartRight,
to: points.waist,
y: points.cbWaist.y + 15 + sa
});
macro("hd", {
})
macro('hd', {
from: points.cbWaist,
to: points.waist,
y: points.cbWaist.y + 30 + sa
});
macro("hd", {
})
macro('hd', {
from: points.bpBottom,
to: points.waist,
y: points.cbWaist.y + 45 + sa
});
macro("vd", {
})
macro('vd', {
from: points.waist,
to: points.armhole,
x: points.armhole.x + 15 + sa
});
macro("vd", {
})
macro('vd', {
from: points.armhole,
to: points.armholePitch,
x: points.armhole.x + 15 + sa
});
macro("vd", {
})
macro('vd', {
from: points.armhole,
to: points.shoulder,
x: points.armhole.x + 30 + sa
});
macro("vd", {
})
macro('vd', {
from: points.waist,
to: points.shoulder,
x: points.armhole.x + 45 + sa
});
macro("vd", {
})
macro('vd', {
from: points.dartRight,
to: points.dartTip,
x: points.dartRight.x + 15
});
macro("vd", {
})
macro('vd', {
from: points.bpBottom,
to: points.bpTop,
x: points.bpTop.x - 15 - sa
});
macro("vd", {
})
macro('vd', {
from: points.bpTop,
to: points.cbNeck,
x: points.bpTop.x - 15 - sa
});
macro("vd", {
})
macro('vd', {
from: points.bpBottom,
to: points.neck,
x: points.bpTop.x - 30 - sa
});
macro("vd", {
})
macro('vd', {
from: points.bpStart,
to: points.bpTriangleTip,
x: points.bpTriangleEdge.x + 15
});
macro("hd", {
})
macro('hd', {
from: points.bpStart,
to: points.bpTriangleEdge,
y: points.bpTriangleEdge.y + 15
});
macro("hd", {
})
macro('hd', {
from: points.cbNeck,
to: points.neck,
y: points.neck.y - 15 - sa
});
macro("hd", {
})
macro('hd', {
from: points.cbNeck,
to: points.armholePitch,
y: points.neck.y - 30 - sa
});
macro("hd", {
})
macro('hd', {
from: points.cbNeck,
to: points.shoulder,
y: points.neck.y - 45 - sa
});
macro("hd", {
})
macro('hd', {
from: points.cbNeck,
to: points.armhole,
y: points.neck.y - 60 - sa
});
})
}
}
return part;
return part
}