export default function(part) { let { sa, snippets, Snippet, utils, store, complete, points, measurements, options, macro, Point, paths, Path } = part.shorthand(); // Front closure overlap points.neckEdge = points.cfNeck.shift(180, measurements.chestCircumference * options.frontOverlap); points.hemEdge = new Point( points.neckEdge.x, points.cfHem.y ); // Chest pocket points.chestPocketAnchor = new Point( points.split.x * options.chestPocketPlacement, points.armholePitchCp1.y ); let width = points.split.x * options.chestPocketWidth; let height = width * options.chestPocketWeltSize; points.chestPocketTop = points.chestPocketAnchor.shift(90, height/2); points.chestPocketBottom = points.chestPocketAnchor.shift(-90, height/2); points.chestPocketTopLeft = points.chestPocketTop.shift(180 + options.chestPocketAngle, width/2); points.chestPocketTopRight = points.chestPocketTopLeft.rotate(180, points.chestPocketTop); points.chestPocketBottomLeft = points.chestPocketBottom.shift(180 + options.chestPocketAngle, width/2); points.chestPocketBottomRight = points.chestPocketBottomLeft.rotate(180, points.chestPocketBottom); store.set("chestPocketWidth", width); store.set("chestPocketWeltHeight", height); // Inner pocket points.innerPocketAnchor = new Point( points.hips.x * options.innerPocketPlacement, points.dartTop.y ); width = points.hips.x * options.innerPocketWidth; let weltHeight = width * options.innerPocketWeltHeight; points.innerPocketTop = points.innerPocketAnchor.shift(90, weltHeight); points.innerPocketBottom = points.innerPocketAnchor.shift(-90, weltHeight); points.innerPocketLeft = points.innerPocketAnchor.shift(180, width/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); store.set("innerPocketWeltHeight", weltHeight); store.set("innerPocketWidth", width); // Slash & spread chest. This is one of those things that's simpler on paper points.splitEdge = new Point( points.neckEdge.x, points.split.y ); let rotate = [ "splitEdge", "neckEdge", "cfNeck", "cfNeckCp1", "neckCp2Front", "neck", "shoulder", "shoulderCp1", "armholePitchCp2", "armholePitch", "armholePitchCp1", "armholeHollowCp2", "armholeHollow", "armholeHollowCp1", "splitCp2", "frontNeckCpEdge" ]; for (let p of rotate) { points[p] = points[p].rotate(options.chestShapingMax * options.chestShaping * -1, points.split); } // Lapel break point and cutaway point points.lapelBreakPoint = new Point( points.hemEdge.x, points.dartTop.y * (1 + options.lapelStart) ); points.cutawayPoint = points.lapelBreakPoint.shift( -90, points.lapelBreakPoint.dy(points.hemEdge) * options.buttonLength ); // Lapel roll line let rollHeight = measurements.neckCircumference * options.rollLineCollarHeight; points.shoulderRoll = points.shoulder.shiftOutwards(points.neck, rollHeight); let collarHeight = measurements.neckCircumference * options.collarHeight; points.shoulderRollCb = points.lapelBreakPoint.shiftOutwards(points.shoulderRoll, store.get("backCollarLength")); let angle = points.shoulderRoll.angle(points.shoulderRollCb); points.collarCbHelp = points.shoulderRollCb.shift(angle-90, rollHeight); points.collarCbBottom = points.collarCbHelp.shift(angle-90, rollHeight); points.collarCbTop = points.collarCbHelp.shift(angle+90, collarHeight * 2 - rollHeight); // Notch points.notchMax = utils.beamsIntersect( points.lapelBreakPoint, points.shoulderRoll, points.neckEdge, points.frontNeckCpEdge ); points.lapelTip = utils.beamsIntersect( // Keeps lapel straight despite chest shaping points.hemEdge, points.lapelBreakPoint, points.notchMax, points.cfNeckCp1 ); points.notchEdge = points.lapelTip.shiftFractionTowards(points.notchMax, options.lapelReduction); points.notch = points.cfNeck.shiftFractionTowards(points.notchMax, options.collarNotchDepth); points.notchTip = points.neckEdge.rotate(options.collarNotchAngle * -1, points.notch); points.notchTip = points.notch.shiftFractionTowards(points.notchTip, options.collarNotchReturn); points.notchTipCp = points.notchTip.shift(points.notch.angle(points.notchTip)-90, points.notchTip.dist(points.collarCbTop)/4); points.collarCbTopCp = points.collarCbTop.shift(points.collarCbBottom.angle(points.collarCbTop)+90, points.notchTip.dist(points.collarCbTop)/4); // Redraw front neck line points.lapelStraightEnd = new Point( points.lapelBreakPoint.x, points.splitEdge.y ); points.lapelStraightEndCp1 = points.lapelStraightEnd.shift(90, points.neckEdge.dy(points.lapelStraightEnd) * 0.7); angle = points.notch.angle(points.neck); points._dir1 = points.notch.shift(angle/2, 50); points._dir2 = points.neck.shift(angle * 1.5 + 180, 50); points.collarCorner = points.notch.shiftFractionTowards(points.notchMax, 1.6) // Cut rollline back to collar line let shoulderRoll = utils.linesIntersect( points.shoulderRoll, points.lapelBreakPoint, points.notch, points.collarCorner ); // FIXME: Does this ever happen? if(!shoulderRoll) throw new Error("Roll line does not intersect with notch/collarCorner line"); else points.shoulderRoll = shoulderRoll; // Round the hem points.hemRoundTarget = new Point( points.hem.x, points.cfHem.y ); points.roundStart = points.cutawayPoint .shiftFractionTowards(points.hemEdge, options.frontCutawayStart) .rotate(options.frontCutawayAngle, points.cutawayPoint); points.roundEnd = points.hemDropEnd.shiftFractionTowards(points.cfHem, 1 - options.frontCutawayEnd); points.roundVia = utils.beamsIntersect( points.cutawayPoint, points.roundStart, points.hemDropEnd, points.cfHem ); points.roundCp1 = points.roundStart.shiftFractionTowards(points.roundVia, options.hemRadius); points.roundCp2 = points.roundEnd.shiftFractionTowards(points.roundVia, options.hemRadius); let cpDist = points.cutawayPoint.dy(points.roundStart)/3; points.cutawayPointCp2 = points.cutawayPoint.shift(-90, cpDist); points.roundStartCp1 = points.roundCp1.shiftOutwards(points.roundStart, cpDist); // Facing/lining boundary points.facingTop = points.neck.shiftFractionTowards(points.shoulder, 0.2); points.facingBottom = new Path() .move(points.roundStart) .curve(points.roundCp1, points.roundCp2, points.roundEnd) .line(points.hem) .intersectsX(points.dartLeft.x * 0.7) .pop(); // Inner pocket facing extension (ipfe) points.ipfeAnchor = utils.beamsIntersect( points.facingTop, points.facingBottom, points.innerPocketLeft, points.innerPocketRight ); let ipfeHeight = points.innerPocketTopRight.dy(points.innerPocketBottomRight) * 5; points.ipfeTopRight = points.innerPocketRight.shift(90, ipfeHeight/2); points.ipfeBottomRight = points.ipfeTopRight.flipY(points.innerPocketRight); points.ipfeEdge = points.innerPocketRight.shift(0, ipfeHeight/2); points.ipfeViaTopRight = new Point( points.ipfeEdge.x, points.ipfeTopRight.y ); points.ipfeViaBottomRight = points.ipfeViaTopRight.flipY(points.innerPocketRight); macro("round", { from: points.ipfeBottomRight, to: points.ipfeEdge, via: points.ipfeViaBottomRight, radius: ipfeHeight/2, prefix: "ipfeBottomRight", }); macro("round", { from: points.ipfeTopRight, to: points.ipfeEdge, via: points.ipfeViaTopRight, radius: ipfeHeight/2, prefix: "ipfeTopRight", }); points.ipfeStart = utils.beamIntersectsY( points.facingTop, points.facingBottom, points.innerPocketAnchor.y - ipfeHeight ); points.ipfeEnd = utils.beamIntersectsY( points.facingTop, points.facingBottom, points.innerPocketAnchor.y + ipfeHeight ); points.ipfeStartEnd = new Point( points.ipfeStart.x + ipfeHeight/2, points.innerPocketAnchor.y - ipfeHeight/2 ); points.ipfeStartVia = new Point( points.ipfeStart.x, points.ipfeStartEnd.y ); points.ipfeEndEnd = new Point( points.ipfeEnd.x + ipfeHeight/2, points.innerPocketAnchor.y + ipfeHeight/2 ); points.ipfeEndVia = new Point( points.ipfeEnd.x, points.ipfeEndEnd.y ); macro("round", { from: points.ipfeStart, to: points.ipfeStartEnd, via: points.ipfeStartVia, radius: ipfeHeight/2, prefix: "ipfeStart", }); macro("round", { from: points.ipfeEnd, to: points.ipfeEndEnd, via: points.ipfeEndVia, radius: ipfeHeight/2, prefix: "ipfeEnd", }); // Rotate control points to smooth out curve angle = points.facingTop.angle(points.facingBottom) + 90; points.ipfeStartCp1 = points.ipfeStartCp1.rotate(angle, points.ipfeStart); points.ipfeEndCp1 = points.ipfeEndCp1.rotate(angle, points.ipfeEnd); // Clean up - Remove this and uncomment paths below to understand what's going on for (let i of Object.keys(paths)) delete paths[i]; for (let i of Object.keys(snippets)) delete snippets[i]; /* paths.edge = new Path() .move(points.neckEdge) .line(points.hemEdge); paths.slash = new Path() .move(points.split).line(points.splitEdge) .line(points.neckEdge) .line(points.cfNeck) .curve(points.frontNeckCpEdge, points.neckCp2Front, points.neck) .line(points.shoulder) .curve(points.shoulderCp1, points.armholePitchCp2, points.armholePitch) .curve(points.armholePitchCp1, points.armholeHollowCp2, points.armholeHollow) .curve(points.armholeHollowCp1, points.splitCp2, points.split) .attr("class", "stroke-xl lining"); paths.collarPrep = new Path() .move(points.shoulderRoll) .line(points.shoulderRollCb) .line(points.collarCbHelp) .line(points.collarCbBottom) .line(points.collarCbTop) .line(points.notchTipCp) .line(points.collarCbTopCp) paths.sdfs = new Path() .move(points.cutawayPoint) .curve(points.cutawayPointCp2, points.roundStartCp1, points.roundStart) .curve(points.roundCp1, points.roundCp2, points.roundEnd) paths.brzxclx = new Path() .move(points.notch) .line(points.collarCorner) .line(points.neck) */ // Paths paths.saBase = new Path() .move(points.hem) .line(points.hips) .curve(points.hipsCp2, points.waistCp1, points.waist) .curve_(points.waistCp2, points.split) .curve(points.splitCp2, points.armholeHollowCp1, points.armholeHollow) .curve(points.armholeHollowCp2, points.armholePitchCp1, points.armholePitch) .curve(points.armholePitchCp2, points.shoulderCp1, points.shoulder) .line(points.neck) .line(points.collarCorner) .line(points.notch) .line(points.notchEdge) ._curve(points.lapelStraightEndCp1, points.lapelStraightEnd) .line(points.cutawayPoint) .curve(points.cutawayPointCp2, points.roundStartCp1, points.roundStart) .curve(points.roundCp1, points.roundCp2, points.roundEnd); paths.saBase.render = false; paths.hemBase = new Path() .move(points.roundEnd) .line(points.hem); paths.hemBase.render = false; paths.seam = paths.saBase .clone() .join(paths.hemBase) .attr("class", "fabric"); paths.flb = new Path() .move(points.facingTop) .line(points.ipfeStartStart) .curve(points.ipfeStartCp1, points.ipfeStartCp2, points.ipfeStartEnd) .line(points.ipfeTopRightStart) .curve(points.ipfeTopRightCp1, points.ipfeTopRightCp2, points.ipfeTopRightEnd) .curve(points.ipfeBottomRightCp2, points.ipfeBottomRightCp1, points.ipfeBottomRightStart) .line(points.ipfeEndEnd) .curve(points.ipfeEndCp2, points.ipfeEndCp1, points.ipfeEnd) .line(points.facingBottom) .attr("class", "fabric") paths.chestPocket = new Path() .move(points.chestPocketTopRight) .line(points.chestPocketTopLeft) .line(points.chestPocketBottomLeft) .line(points.chestPocketBottomRight) .line(points.chestPocketTopRight) .close() .attr("class", "fabric dashed"); paths.innerPocket = new Path() .move(points.innerPocketTopRight) .line(points.innerPocketTopLeft) .line(points.innerPocketBottomLeft) .line(points.innerPocketBottomRight) .line(points.innerPocketTopRight) .move(points.innerPocketLeft) .line(points.innerPocketRight) .close() .attr("class", "fabric dashed"); paths.breakLine = new Path() .move(points.lapelBreakPoint) .line(points.shoulderRoll) .attr("class", "canvas lashed"); paths.dart = new Path() .move(points.dartBottom) ._curve(points.dartRightCpBottom, points.dartRight) .curve_(points.dartRightCpTop, points.dartTop) ._curve(points.dartLeftCpTop, points.dartLeft) .curve_(points.dartLeftCpBottom, points.dartBottom) .close() .attr("class", "fabric"); paths.frontPocket = new Path() .move(points.frontPocketTopEnd) .line(points.frontPocketTopLeft) .line(points.frontPocketBottomLeft) .line(points.frontPocketBottomEnd) .attr("class", "help"); paths.chestPiece = new Path() .move(points.lapelBreakPoint) .curve( points.cutawayPoint, points.waist, points.fsArmhole ) .attr("class", "canvas lashed") .attr("data-text", "chestPiece") .attr("data-text-class", "center") if (complete) { // Logo points.logo = new Point( points.dartBottom.x, points.hips.y ); snippets.logo = new Snippet("logo", points.logo); // Notches macro("sprinkle", { snippet: "notch", on: [ "neck", "shoulder", "armholePitch", "chestPocketBottomLeft", "chestPocketBottomRight", "lapelBreakPoint", "notchMax", "notch", "innerPocketLeft", "innerPocketRight", "frontPocketTopLeft", "frontPocketBottomLeft", "armholeHollow", "waist" ] }); // Buttons points.button1 = new Point( points.cfWaist.x, points.lapelBreakPoint.y ); let buttons = ["button1"]; if (options.buttons > 1) { points.button2 = new Point( points.cfWaist.x, points.cutawayPoint.y ); buttons.push("button2"); } for (let button of buttons) snippets[button] = new Snippet("button", points[button]).attr("data-scale", 2); // Instructions paths.breakLine .attr("data-text", "breakLine") .attr("data-text-class", "center"); paths.flb .attr("data-text-xml:space", "preserve") .attr("data-text", " ") .attr("data-text", "facingLiningBoundary") // Grainline macro("grainline", { from: points.cfHips, to: new Point(points.cfArmhole.x, points.collarCorner.y) }); if (sa) { paths.sa = paths.saBase .offset(sa) .join(paths.hemBase.offset(sa * 3)) .close() .attr("class", "fabric sa"); } } return part; }