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freesewing/packages/jaeger/src/front.js

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JavaScript

export default function (part) {
let {
paperless,
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.chest * 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.neck * options.rollLineCollarHeight
points.shoulderRoll = points.shoulder.shiftOutwards(points.neck, rollHeight)
let collarHeight = measurements.neck * 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')
if (options.buttons == 3) {
points.button3 = points.button1.shiftFractionTowards(points.button2, 0.5)
buttons.push('button3')
}
}
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', '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')
}
if (paperless) {
macro('vd', {
from: points.notchEdge,
to: points.neck,
x: points.lapelBreakPoint.x - 15 - sa,
})
macro('vd', {
from: points.lapelBreakPoint,
to: points.notchEdge,
x: points.lapelBreakPoint.x - 15 - sa,
})
macro('vd', {
from: points.cutawayPoint,
to: points.lapelBreakPoint,
x: points.lapelBreakPoint.x - 15 - sa,
})
macro('vd', {
from: points.facingBottom,
to: points.cutawayPoint,
x: points.lapelBreakPoint.x - 15 - sa,
})
macro('vd', {
from: points.facingBottom,
to: points.notchEdge,
x: points.lapelBreakPoint.x - 30 - sa,
})
macro('vd', {
from: points.facingBottom,
to: points.neck,
x: points.lapelBreakPoint.x - 45 - sa,
})
macro('hd', {
from: points.notchEdge,
to: points.notchMax,
y: points.notchEdge.y - 15 - sa,
})
macro('hd', {
from: points.notchEdge,
to: points.collarCorner,
y: points.notchEdge.y - 30 - sa,
})
macro('hd', {
from: points.notchEdge,
to: points.neck,
y: points.neck.y - 15 - sa,
})
macro('hd', {
from: points.lapelStraightEnd,
to: points.neck,
y: points.neck.y - 30 - sa,
})
macro('hd', {
from: points.lapelStraightEnd,
to: points.armholePitch,
y: points.neck.y - 45 - sa,
})
macro('hd', {
from: points.lapelStraightEnd,
to: points.shoulder,
y: points.neck.y - 60 - sa,
})
macro('hd', {
from: points.lapelStraightEnd,
to: points.fsArmhole,
y: points.neck.y - 75 - sa,
})
macro('ld', {
from: points.neck,
to: points.shoulder,
d: -15,
})
macro('ld', {
from: points.collarCorner,
to: points.neck,
d: -15,
})
macro('ld', {
from: points.lapelBreakPoint,
to: points.button1,
d: -15,
})
macro('hd', {
from: points.lapelBreakPoint,
to: points.innerPocketTopLeft,
y: points.innerPocketTopLeft.y - 35,
})
macro('hd', {
from: points.innerPocketTopLeft,
to: points.innerPocketTopRight,
y: points.innerPocketTopLeft.y - 35,
})
macro('hd', {
from: points.lapelBreakPoint,
to: points.ipfeTopRightEnd,
y: points.innerPocketTopLeft.y - 50,
})
macro('vd', {
from: points.ipfeBottomRightStart,
to: points.ipfeTopRightStart,
x: points.ipfeTopRightEnd.x + 15,
})
macro('vd', {
from: points.innerPocketBottomRight,
to: points.innerPocketTopRight,
x: points.innerPocketTopRight.x - 15,
})
macro('hd', {
from: points.lapelBreakPoint,
to: points.dartTop,
y: points.dartTop.y + 15,
})
macro('ld', {
from: points.dartLeft,
to: points.dartRight,
})
macro('vd', {
from: points.dartBottom,
to: points.dartTop,
x: points.dartRight.x + 15,
})
macro('hd', {
from: points.lapelBreakPoint,
to: points.facingBottom,
y: points.facingBottom.y + 15 + sa,
})
macro('hd', {
from: points.lapelBreakPoint,
to: points.roundEnd,
y: points.facingBottom.y + 15 + 3 * sa,
})
macro('hd', {
from: points.lapelBreakPoint,
to: points.hem,
y: points.facingBottom.y + 30 + 3 * sa,
})
macro('vd', {
from: points.hem,
to: points.hips,
x: points.hem.x + 15 + sa,
})
macro('vd', {
from: points.hem,
to: points.dartBottom,
x: points.hem.x + 30 + sa,
})
macro('vd', {
from: points.hem,
to: points.waist,
x: points.hem.x + 45 + sa,
})
macro('vd', {
from: points.hem,
to: points.innerPocketRight,
x: points.hem.x + 60 + sa,
})
macro('vd', {
from: points.hem,
to: points.fsArmhole,
x: points.hem.x + 75 + sa,
})
macro('vd', {
from: points.fsArmhole,
to: points.armholePitch,
x: points.fsArmhole.x + 15 + sa,
})
macro('vd', {
from: points.fsArmhole,
to: points.shoulder,
x: points.fsArmhole.x + 30 + sa,
})
macro('vd', {
from: points.fsArmhole,
to: points.neck,
x: points.fsArmhole.x + 45 + sa,
})
macro('hd', {
from: points.cutawayPoint,
to: points.frontPocketTopLeft,
y: points.frontPocketTopLeft.y - 15,
})
macro('vd', {
from: points.frontPocketBottomLeft,
to: points.frontPocketTopLeft,
x: points.frontPocketTopLeft.x - 15,
})
macro('vd', {
from: points.fsArmhole,
to: points.chestPocketBottomLeft,
x: points.chestPocketBottomLeft.x - 15,
})
points.cfWaist = new Point(points.button1.x, points.waist.y)
macro('ld', { from: points.cfWaist, to: points.dartLeft })
macro('ld', { from: points.dartRight, to: points.waist })
}
}
return part
}