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freesewing/packages/simone/src/fba-front.js
2019-10-06 11:27:56 +02:00

387 lines
13 KiB
JavaScript

export default part => {
let {
measurements,
Point,
points,
Path,
paths,
macro,
options,
Snippet,
snippets,
utils,
sa,
complete
} = part.shorthand()
/*
* Simone is Simon with an FBA (Full Bust Adjustment)
* Which means that we draft simon with the high bust measurement instead
* of the chest circumference (full bust). This is handled auto-magically by plugin-bust
*
* Once drafted, we add the FBA, which is what happens in this file
*/
/*
* How much room to we need to create to fit the breasts?
* Note that:
* - measurements.bust is added by the bust plugin
* - we divide by two since we add room on right and left side
* - we also add the equivalent chest ease to the extra room we create
*
*/
const FBA = ((1 + options.chestEase) * (measurements.bust - measurements.highBust)) / 2
/*
* Locate bust point
*/
points.bust = new Point(
measurements.bustSpan / 2,
points.neck.y + measurements.highPointShoulderToBust
)
/*
* Figure out how much do we need to open a dart to create the required FBA room
*/
let one = points.armholePitch.dist(points.bust) // We consider this to be 1
let cosBust = (points.bust.dx(points.armholePitch) / one) * -1 // Which means this gives us the cos of the bust point
let cosRot = ((points.bust.dx(points.armholePitch) - FBA) / one) * -1 // And this gives us the cos of the target
const FBARot = utils.rad2deg(Math.acos(cosBust)) - utils.rad2deg(Math.acos(cosRot)) // Now just acos these and subtract
/*
* We now now how much room we must create (FBA) and how big our dart will be (FBARot)
* But there's one thing that requires our attention: The bust point
* When you do an FBA on an existing pattern for womenswear, the bust point is assumed
* to be incorrect (since the pattern is drafted for smaller breasts).
* In our case, we know for a fact that the bust point is in the correct location because
* it's based on the model's measurements. (bust span and high point shoulder (HPS) to bust).
* So we need to find the bust point that would end up in the right place AFTER we do the FBA
* For this, we'll just rotate it FBARot in the other direction
*/
points.realBustPoint = points.bust.clone()
points.bust = points.bust.rotate(FBARot * -1, points.armholePitch)
//
// Cut to the side seam
//
points._dartDirection = points.bust.shift(options.bustDartAngle * -1, measurements.bust / 4)
points.bustSideCut1 = utils.lineIntersectsCurve(
points.bust,
points._dartDirection,
points.waist,
points.waistCp2,
points.armhole,
points.armhole
)
//
// Mark bust at waist and hem level
//
points.bustWaist = new Point(points.bust.x, points.waist.y)
points.bustHem = new Point(points.bust.x, points.hem.y)
//
// Now rotate entire side around armhole hollow to create room for FBA
//
const rot1 = [
'bust',
'bustSideCut1',
'bustWaist',
'bustHem',
'hem',
'hips',
'hipsCp2',
'waistCp1',
'waist',
'waistCp2',
'armhole',
'armholeCp2',
'armholeHollowCp1',
'armholeHollow',
'armholeHollowCp2',
'armholePitchCp1'
]
for (let p of rot1) points[`${p}_rot1`] = points[p].rotate(FBARot, points.armholePitch)
//
// Help line to show the initial cut lines and first rotation
// Uncomment this if you'd like to understand what's going on
//
//
/*
paths.fbaCut1 = new Path()
.move(points.armholePitch)
.line(points.bust)
.line(points.bustSideCut1)
.move(points.bust)
.line(points.bustHem)
.attr('class', 'various dashed')
paths.rot1 = new Path()
.move(points.armholePitch)
.line(points.bust_rot1)
.line(points.bustHem_rot1)
.line(points.hem_rot1)
.line(points.hips_rot1)
.curve(points.hipsCp2_rot1, points.waistCp1_rot1, points.waist_rot1)
.curve_(points.waistCp2_rot1, points.armhole_rot1)
.curve(points.armholeCp2_rot1, points.armholeHollowCp1_rot1, points.armholeHollow_rot1)
.curve(points.armholeHollowCp2_rot1, points.armholePitchCp1_rot1, points.armholePitch)
.close()
.attr('class', 'lining lashed')
*/
//
// Split the side seam at the dart, and extrct control points from the Path object
//
const toSplit = new Path()
.move(points.waist_rot1)
.curve_(points.waistCp2_rot1, points.armhole_rot1)
.split(points.bustSideCut1_rot1)
paths.fbaAboveDart = toSplit.pop()
paths.fbaBelowDart = toSplit.pop()
paths.fbaAboveDart.render = false
paths.fbaBelowDart.render = false
points.belowDartCpTop_rot1 = paths.fbaBelowDart.ops[1].cp2
points.belowDartCpBottom_rot1 = paths.fbaBelowDart.ops[1].cp1
points.aboveDartCpBottom_rot1 = paths.fbaAboveDart.ops[1].cp1 // (only one CP on this part
//
// Now rotate the bottom part around the (rotated) bust point so it's straight again
//
const rot2 = [
'bust',
'bustSideCut1',
'bustWaist',
'bustHem',
'hem',
'hips',
'hipsCp2',
'waistCp1',
'waist',
'waistCp2',
'armhole',
'armholeCp2',
'armholeHollowCp1',
'armholeHollow',
'armholeHollowCp2',
'armholePitchCp1',
'belowDartCpTop',
'belowDartCpBottom'
]
for (let p of rot2)
points[`${p}_rot2`] = points[`${p}_rot1`].rotate(FBARot * -1, points.bust_rot1)
//
// Help line to show the second rotation
// Uncomment this if you'd like to understand what's going on
//
/*
paths.fbaCut2 = new Path()
.move(points.bust_rot2)
.line(points.bustHem_rot2)
.line(points.hem_rot2)
.line(points.hips_rot2)
.curve(points.hipsCp2_rot2, points.waistCp1_rot2, points.waist_rot2)
.curve(points.belowDartCpBottom_rot2, points.belowDartCpTop_rot2, points.bustSideCut1_rot2)
.line(points.bust_rot2)
.line(points.bustSideCut1_rot1)
.curve_(points.aboveDartCpBottom_rot1, points.armhole_rot1)
.curve(points.armholeCp2_rot1, points.armholeHollowCp1_rot1, points.armholeHollow_rot1)
.curve(points.armholeHollowCp2_rot1, points.armholePitchCp1_rot1, points.armholePitch)
.line(points.bust_rot2)
.attr('class', 'interfacing lashed')
*/
//
// Bust darts don't actually run entirely up to the bust point but stop a bit short
// How short is controlled by the bustDartLength option
// First we'll find the middle of the dart, then shift towards the bust point along it
// for as far as the bustDartLength option tells us to
//
points.bustDartCenter = points.bustSideCut1_rot2.shiftFractionTowards(
points.bustSideCut1_rot1,
0.5
)
points.bustDartTip = points.bustDartCenter.shiftFractionTowards(
points.bust_rot2,
options.bustDartLength
)
//
// Draw the front dart. Or if we're not adding a front dart, narrow the side from the waist down
// taking into account the contour option to see how abrupt we should narrow the body below the breasts
//
if (options.frontDarts) {
let reduce = points.waist.dx(points.waist_rot2)
points.frontDartTip = points.bustWaist_rot2.shiftFractionTowards(
points.bust_rot2,
options.frontDartLength
)
points.frontDartRight = new Point(
points.frontDartTip.x + reduce / 2,
points.hem_rot2.y - points.frontDartTip.dy(points.hem_rot2) * options.contour
)
points.frontDartLeft = points.frontDartRight.flipX(points.frontDartTip)
points.frontDartLeftCp = points.frontDartLeft.shift(
90,
points.frontDartTip.dy(points.frontDartLeft) / 2
)
points.frontDartRightCp = points.frontDartLeftCp.flipX(points.frontDartTip)
points.frontDartHemLeft = new Point(points.frontDartLeft.x, points.hem_rot2.y)
points.frontDartHemRight = new Point(points.frontDartRight.x, points.hem_rot2.y)
paths.frontDart = new Path()
.move(points.frontDartHemRight)
.line(points.frontDartRight)
.curve_(points.frontDartRightCp, points.frontDartTip)
._curve(points.frontDartLeftCp, points.frontDartLeft)
.line(points.frontDartHemLeft)
.attr('class', 'fabric dotted')
} else {
let waistDelta = points.waist.dx(points.waist_rot2) * options.contour
let hipsDelta = points.hips.dx(points.hips_rot2)
for (let p of ['waist_rot2', 'waistCp1_rot2', 'belowDartCpBottom_rot2'])
points[p] = points[p].shift(180, waistDelta)
for (let p of ['hipsCp2_rot2', 'hips_rot2', 'hem_rot2'])
points[p] = points[p].shift(180, hipsDelta)
}
//
// Now overwrite the points that need to be adapted
//
let clone1 = [
'armhole',
'armholeCp2',
'armholeHollowCp1',
'armholeHollow',
'armholeHollowCp2',
'armholePitchCp1'
]
for (let p of clone1) points[p] = points[`${p}_rot1`].clone()
let clone2 = ['hem', 'hips', 'hipsCp2', 'waistCp1', 'waist']
for (let p of clone2) points[p] = points[`${p}_rot2`].clone()
points.cfHem = new Point(points.cfHem.x, points.bustHem_rot2.y)
points.waistCp2 = points.belowDartCpBottom_rot2.clone()
points.dartBottomCp = points.belowDartCpTop_rot2.clone()
points.dartBottom = points.bustSideCut1_rot2.clone()
points.dartTop = points.bustSideCut1_rot1.clone()
points.dartTopCp = points.aboveDartCpBottom_rot1.clone()
points.cfArmhole = new Point(0, points.armhole.y)
points.cfWaist = new Point(0, points.waist.y)
points.cfHips = new Point(0, points.hips.y)
//
// Smooth out the armhole to avoid a kink where we rotated
// Note that this will ever so slightly shorten the armhole.
// But that will just end up being sleevecap ease
//
points.armholePitch = points.armholePitchCp1_rot1.shiftTowards(
points.armholePitchCp2,
points.armholePitch.dist(points.armholePitchCp1_rot1)
)
//
// Put the snippets in the right place
//
for (let s in snippets) delete snippets[s]
macro('sprinkle', {
snippet: 'notch',
on: [
'armhole',
'armholePitch',
'cfArmhole',
'cfWaist',
'cfHem',
'hips',
'waist',
'bust_rot2',
'neck',
'shoulder'
]
})
points.logo = new Point(points.armhole.x / 2, points.armhole.y)
snippets.logo = new Snippet('logo', points.logo)
//
// Now recreate the paths and let Simon take it from here
//
paths.dart = new Path()
.move(points.dartBottom)
.line(points.bustDartTip)
.line(points.dartTop)
paths.saBaseFromHips = new Path()
.move(points.hips)
.curve(points.hipsCp2, points.waistCp1, points.waist)
.curve(points.belowDartCpBottom_rot2, points.dartBottomCp, points.dartBottom)
.move(points.dartTop)
.curve_(points.dartTopCp, 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)
// Don't let front dart fall into curved part of hem
if (options.frontDarts && points.bballStart.x > points.frontDartRight.x) {
points.bballStart.x = points.frontDartRight.x
}
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.seam = paths.hemBase
.join(paths.saBase)
.join(paths.saBaseFromArmhole)
.attr('class', 'fabric')
paths.saBaseFromHips.render = false
paths.saBaseFromArmhole.render = false
paths.saBase.render = false
if (complete && 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
}