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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,
- shapeBounds,
- { initialShape, isSingle, initialShapeBounds, isFlippedX, isFlippedY }
- ) {
- // TODO: Apply rotation to single-selection items
-
- if (shape.rotation === 0 || isSingle) {
- shape.size = [shapeBounds.width, shapeBounds.height]
- shape.point = [shapeBounds.minX, shapeBounds.minY]
- } else {
- shape.size = vec.mul(
- initialShape.size,
- Math.min(
- shapeBounds.width / initialShapeBounds.width,
- shapeBounds.height / initialShapeBounds.height
- )
- )
-
- const newCenter = [
- shapeBounds.minX + shapeBounds.width / 2,
- shapeBounds.minY + shapeBounds.height / 2,
- ]
-
- shape.point = vec.sub(newCenter, vec.div(shape.size, 2))
- }
-
- // Rotation for flipped shapes
-
- shape.rotation = initialShape.rotation
-
- if (isFlippedX) {
- shape.rotation *= -1
- }
-
- if (isFlippedY) {
- shape.rotation *= -1
- }
-
- return shape
- },
-
- canTransform: true,
- })
-
- export default rectangle
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