import { calculateReduction } from './shared' export default (part) => { let { store, measurements, sa, Point, points, Path, paths, complete, macro, snippets, options, } = part.shorthand() // Clean up for (let i in paths) { if (['frontArmhole', 'frontCollar'].indexOf(i) === -1) delete paths[i] } for (let i in snippets) { if (i.indexOf('otch')) delete snippets[i] } // Populare store with data we need calculateReduction(part) store.set( 'frontArmholeLength', new Path() .move(points.armhole) .curve(points.armholeCp2, points.armholeHollowCp1, points.armholeHollow) .curve(points.armholeHollowCp2, points.armholePitchCp1, points.armholePitch) .join(paths.frontArmhole) .length() ) // Hip shaping points.hips = points.hips.shift(180, store.get('hipsReduction') / 4) points.hem = points.hem.shift(180, store.get('hipsReduction') / 4) // Waist shaping let reduce = store.get('waistReduction') if (store.get('backDarts')) reduce = (reduce * (1 - options.backDartShaping)) / 4 else reduce = reduce / 4 points.waist = points.waist.shift(180, reduce) points.waistCp1 = points.waist.shift(-90, measurements.waistToHips * 0.5) points.waistCp2 = points.waist.shift(90, points.armhole.dy(points.waist) / 2) points.hipsCp2 = points.hips.shift(90, points.waist.dy(points.hips) / 4) // Never make the hips more narrow than the waist because that looks silly if (points.hem.x < points.waist.x) { points.hem.x = points.waist.x points.hips.x = points.waist.x points.hipsCp2.x = points.waist.x } // Draft hem paths.saBaseFromHips = new Path() .move(points.hips) .curve(points.hipsCp2, points.waistCp1, points.waist) .curve_(points.waistCp2, points.armhole) paths.saBaseFromArmhole = new Path() .move(points.armhole) .curve(points.armholeCp2, points.armholeHollowCp1, points.armholeHollow) .curve(points.armholeHollowCp2, points.armholePitchCp1, points.armholePitch) .join(paths.frontArmhole) .line(points.s3CollarSplit) .join(paths.frontCollar) switch (options.hemStyle) { case 'baseball': points.bballStart = points.cfHem.shiftFractionTowards(points.hem, 0.5) points.bballEnd = points.hem.shiftFractionTowards(points.hips, options.hemCurve) points.bballCp1 = points.bballStart.shiftFractionTowards(points.hem, 0.5) points.bballCp2 = new Point(points.bballCp1.x, points.bballEnd.y) paths.saBase = new Path().move(points.bballEnd).line(points.hips).join(paths.saBaseFromHips) paths.hemBase = new Path() .move(points.cfHem) .line(points.bballStart) .curve(points.bballCp1, points.bballCp2, points.bballEnd) break case 'slashed': macro('round', { from: points.hips, to: points.cfHem, via: points.hem, radius: points.hips.dist(points.hem) * options.hemCurve, prefix: 'slash', }) paths.saBase = new Path().move(points.hips).join(paths.saBaseFromHips) paths.hemBase = new Path() .move(points.cfHem) .line(points.slashEnd) .curve(points.slashCp2, points.slashCp1, points.slashStart) break default: paths.saBase = new Path().move(points.hem).line(points.hips).join(paths.saBaseFromHips) paths.hemBase = new Path().move(points.cfHem).line(points.hem) } // Paths paths.saBase.render = false paths.saBaseFromHips.render = false paths.saBaseFromArmhole.render = false paths.hemBase.render = false paths.seam = paths.hemBase .join(paths.saBase) .join(paths.saBaseFromArmhole) .attr('class', 'fabric') // Complete pattern? if (complete) { delete paths.cutonfold macro('grainline', { from: points.cfHem.shift(0, 45), to: points.cfNeck.shift(0, 45), }) macro('title', { at: points.title, nr: 'X', title: 'front' }) macro('sprinkle', { snippet: 'notch', on: ['waist', 'armholePitch', 'hips', 'cfHips', 'cfWaist', 'armhole', 'cfArmhole'], }) if (sa) { paths.saFrench = paths.saBase.offset(sa * 2).attr('class', 'fabric sa') paths.saFromArmhole = paths.saBaseFromArmhole.offset(sa).attr('class', 'fabric sa') paths.hemSa = paths.hemBase.offset(sa * 3).attr('class', 'fabric sa') paths.saConnect = new Path() .move(paths.hemSa.end()) .line(paths.saFrench.start()) .move(paths.saFrench.end()) .line(paths.saFromArmhole.start()) .attr('class', 'fabric sa') delete paths.sa } } return part }