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							- import { v4 as uuid } from "uuid"
 - import * as vec from "utils/vec"
 - import { RectangleShape, ShapeType } from "types"
 - import { createShape } from "./index"
 - import { boundsCollidePolygon, boundsContainPolygon } from "utils/bounds"
 - import { getBoundsFromPoints, rotateBounds, translateBounds } from "utils/utils"
 - 
 - const rectangle = createShape<RectangleShape>({
 -   boundsCache: new WeakMap([]),
 - 
 -   create(props) {
 -     return {
 -       id: uuid(),
 -       type: ShapeType.Rectangle,
 -       isGenerated: false,
 -       name: "Rectangle",
 -       parentId: "page0",
 -       childIndex: 0,
 -       point: [0, 0],
 -       size: [1, 1],
 -       rotation: 0,
 -       style: {
 -         fill: "rgba(142, 143, 142, 1.000)",
 -         stroke: "#000",
 -       },
 -       ...props,
 -     }
 -   },
 - 
 -   render({ id, size }) {
 -     return <rect id={id} width={size[0]} height={size[1]} />
 -   },
 - 
 -   getBounds(shape) {
 -     if (!this.boundsCache.has(shape)) {
 -       const [width, height] = shape.size
 -       const bounds = {
 -         minX: 0,
 -         maxX: width,
 -         minY: 0,
 -         maxY: height,
 -         width,
 -         height,
 -       }
 - 
 -       this.boundsCache.set(shape, bounds)
 -     }
 - 
 -     return translateBounds(this.boundsCache.get(shape), shape.point)
 -   },
 - 
 -   getRotatedBounds(shape) {
 -     const b = this.getBounds(shape)
 -     const center = [b.minX + b.width / 2, b.minY + b.height / 2]
 - 
 -     // Rotate corners of the shape, then find the minimum among those points.
 -     const rotatedCorners = [
 -       [b.minX, b.minY],
 -       [b.maxX, b.minY],
 -       [b.maxX, b.maxY],
 -       [b.minX, b.maxY],
 -     ].map((point) => vec.rotWith(point, center, shape.rotation))
 - 
 -     return getBoundsFromPoints(rotatedCorners)
 -   },
 - 
 -   getCenter(shape) {
 -     const bounds = this.getRotatedBounds(shape)
 -     return [bounds.minX + bounds.width / 2, bounds.minY + bounds.height / 2]
 -   },
 - 
 -   hitTest(shape) {
 -     return true
 -   },
 - 
 -   hitTestBounds(shape, brushBounds) {
 -     const b = this.getBounds(shape)
 -     const center = [b.minX + b.width / 2, b.minY + b.height / 2]
 - 
 -     const rotatedCorners = [
 -       [b.minX, b.minY],
 -       [b.maxX, b.minY],
 -       [b.maxX, b.maxY],
 -       [b.minX, b.maxY],
 -     ].map((point) => vec.rotWith(point, center, shape.rotation))
 - 
 -     return (
 -       boundsContainPolygon(brushBounds, rotatedCorners) ||
 -       boundsCollidePolygon(brushBounds, rotatedCorners)
 -     )
 -   },
 - 
 -   rotate(shape) {
 -     return shape
 -   },
 - 
 -   translate(shape, delta) {
 -     shape.point = vec.add(shape.point, delta)
 -     return shape
 -   },
 - 
 -   scale(shape, scale) {
 -     return shape
 -   },
 - 
 -   transform(shape, bounds) {
 -     shape.point = [bounds.minX, bounds.minY]
 -     shape.size = [bounds.width, bounds.height]
 - 
 -     return shape
 -   },
 - 
 -   canTransform: true,
 - })
 - 
 - export default rectangle
 
 
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