import { calculateReduction } from "./shared"; export default part => { part.paths = {}; let { store, measurements, sa, Point, points, Path, paths, complete, paperless, macro, options } = part.shorthand(); // 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 ) .curve(points.armholePitchCp2, points.shoulderCp1, points.shoulder) .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 (reduce / 4 > options.minimalDartShaping) reduce = reduce / 8; else reduce = reduce / 4; points.waist = points.waist.shift(180, reduce); points.waistCp1 = points.waist.shift( -90, measurements.naturalWaistToHip * 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); // 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) .curve(points.armholePitchCp2, points.shoulderCp1, points.shoulder) .line(points.neck) .curve(points.neckCp2Front, points.cfNeckCp1, points.cfNeck); 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", "shoulder", "neck", "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; } } // Paperless? if (paperless) { } return part; };