tldraw/lib/shapes/rectangle.tsx

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