182 lines
6.7 KiB
TypeScript
182 lines
6.7 KiB
TypeScript
/**
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* Pin Position Calculator
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*
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* Converts pin coordinates from element space to canvas space (pixels).
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* This is the CRITICAL piece for wire system - without accurate pin positions,
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* wires cannot connect properly to components.
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*
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* Coordinate Systems:
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* 1. Element Space: Pin positions in pinInfo are in CSS pixels relative to element origin
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* 2. Canvas Space: Absolute positioning in pixels on the canvas
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*
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* Note: wokwi-elements pinInfo x/y are already in CSS pixels.
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*/
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/**
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* Calculates the absolute canvas position of a specific pin.
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*
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* @param componentId - The DOM ID of the component element
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* @param pinName - The name of the pin (e.g., 'A', 'C', 'GND.1', '13')
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* @param componentX - Component's X position on canvas (pixels). For a
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* rotated component this is still the UNROTATED inner-element top-left
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* (callers already add the wrapper offset of 4 horizontal / 6 vertical).
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* @param componentY - Component's Y position on canvas (pixels)
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* @param rotation - Optional CSS rotation in degrees applied to the
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* component's wrapper (0 / 90 / 180 / 270). When non-zero the pin
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* position is rotated around the wrapper's center so wire endpoints
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* land on the visually-rotated pin instead of the old layout-space pin.
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* @returns Absolute canvas coordinates { x, y } or null if pin not found
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*/
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export function calculatePinPosition(
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componentId: string,
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pinName: string,
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componentX: number,
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componentY: number,
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rotation: number = 0,
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): { x: number; y: number } | null {
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// Get the DOM element
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const element = document.getElementById(componentId);
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if (!element) {
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console.warn(`[pinPositionCalculator] Component ${componentId} not found in DOM`);
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return null;
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}
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// Access the pinInfo property (all wokwi-elements expose this)
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const pinInfo = (element as any).pinInfo;
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if (!pinInfo || !Array.isArray(pinInfo)) {
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console.warn(`[pinPositionCalculator] Component ${componentId} does not have pinInfo`);
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return null;
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}
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// Find the specific pin
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let pin = pinInfo.find((p: any) => p.name === pinName);
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// Fallback: try numbered variant (e.g. GND → GND.1) for pins that have suffix variants
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if (!pin && !pinName.includes('.')) {
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pin = pinInfo.find((p: any) => p.name === `${pinName}.1`);
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}
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// Fallback: GP-prefix → match description field (e.g. 'GP15' → description 'GPIO15')
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// Needed for Nano RP2040 Connect which uses D-prefix pin names but GPIO descriptions
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if (!pin && pinName.startsWith('GP')) {
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const gpioNum = parseInt(pinName.substring(2), 10);
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if (!isNaN(gpioNum)) {
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pin = pinInfo.find((p: any) => p.description === `GPIO${gpioNum}`);
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}
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}
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if (!pin) {
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console.warn(`[pinPositionCalculator] Pin ${pinName} not found on component ${componentId}`);
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console.warn(
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`Available pins:`,
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pinInfo.map((p: any) => p.name),
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);
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return null;
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}
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// Unrotated pin position in canvas space.
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let pinX = componentX + pin.x;
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let pinY = componentY + pin.y;
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// Rotation: the DynamicComponent wrapper applies
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// transform: rotate(<deg>deg); transform-origin: center center;
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// around its OWN center (the wrapper, not the inner web component). So
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// when the user rotates 90° the pin moves on an arc centered on the
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// wrapper center, not on the component origin or the pin's own axis.
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//
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// We compute the wrapper center in canvas space from `offsetWidth /
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// offsetHeight` of the wrapper — those reflect the layout box and are
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// UNAFFECTED by CSS transforms, so reading them right after a state
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// change but before React commits the new transform is safe.
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//
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// Wrapper top-left ≈ inner-element top-left minus the wrapper padding
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// + border. updateWirePositions / recalculateAllWirePositions add
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// (+4, +6) to component.x / component.y to land on the inner-element
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// top-left, so the wrapper top-left is (componentX - 4, componentY - 6).
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// This convention is hardcoded in the store; we honour it here so the
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// math stays consistent across the rotation boundary.
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const angle = ((rotation % 360) + 360) % 360;
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if (angle !== 0) {
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const wrapper = element.closest('.dynamic-component-wrapper') as HTMLElement | null;
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if (wrapper) {
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const wrapperW = wrapper.offsetWidth;
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const wrapperH = wrapper.offsetHeight;
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const wrapperLeft = componentX - 4;
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const wrapperTop = componentY - 6;
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const pivotX = wrapperLeft + wrapperW / 2;
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const pivotY = wrapperTop + wrapperH / 2;
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const theta = (angle * Math.PI) / 180;
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const cos = Math.cos(theta);
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const sin = Math.sin(theta);
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const dx = pinX - pivotX;
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const dy = pinY - pivotY;
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pinX = pivotX + (dx * cos - dy * sin);
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pinY = pivotY + (dx * sin + dy * cos);
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}
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}
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return { x: pinX, y: pinY };
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}
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/**
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* Gets all pins for a component with their absolute canvas positions.
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* Useful for rendering pin overlays and finding nearby pins.
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*
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* @param componentId - The DOM ID of the component element
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* @param componentX - Component's X position on canvas
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* @param componentY - Component's Y position on canvas
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* @returns Array of pins with absolute positions and signal info
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*/
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export function getAllPinPositions(
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componentId: string,
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componentX: number,
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componentY: number,
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): Array<{ name: string; x: number; y: number; signals: any[] }> {
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const element = document.getElementById(componentId);
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if (!element) return [];
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const pinInfo = (element as any).pinInfo;
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if (!pinInfo || !Array.isArray(pinInfo)) return [];
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return pinInfo.map((pin: any) => ({
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name: pin.name,
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x: componentX + pin.x,
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y: componentY + pin.y,
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signals: pin.signals || [],
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}));
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}
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/**
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* Finds the closest pin to a given canvas position.
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* Useful for snapping wire endpoints to nearby pins.
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*
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* @param componentId - The component to search
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* @param componentX - Component's X position
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* @param componentY - Component's Y position
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* @param targetX - Target X coordinate to find nearest pin
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* @param targetY - Target Y coordinate to find nearest pin
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* @param maxDistance - Maximum distance in pixels to consider (default 20)
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* @returns Closest pin info or null if none within maxDistance
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*/
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export function findClosestPin(
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componentId: string,
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componentX: number,
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componentY: number,
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targetX: number,
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targetY: number,
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maxDistance: number = 20,
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): { name: string; x: number; y: number; signals: any[] } | null {
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const pins = getAllPinPositions(componentId, componentX, componentY);
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let closestPin: { name: string; x: number; y: number; signals: any[] } | null = null;
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let minDistance = maxDistance;
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for (const pin of pins) {
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const distance = Math.sqrt(Math.pow(pin.x - targetX, 2) + Math.pow(pin.y - targetY, 2));
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if (distance < minDistance) {
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minDistance = distance;
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closestPin = pin;
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}
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}
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return closestPin;
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}
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