tldraw/state/shape-utils/rectangle.tsx

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import { uniqueId } from 'utils'
import vec from 'utils/vec'
import { DashStyle, RectangleShape, ShapeType } from 'types'
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import { getSvgPathFromStroke, translateBounds, rng, shuffleArr } from 'utils'
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import { defaultStyle, getShapeStyle } from 'state/shape-styles'
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import getStroke from 'perfect-freehand'
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import { registerShapeUtils } from './register'
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import { getPerfectDashProps } from 'utils/dashes'
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const pathCache = new WeakMap<number[], string>([])
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const rectangle = registerShapeUtils<RectangleShape>({
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boundsCache: new WeakMap([]),
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create(props) {
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return {
id: uniqueId(),
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type: ShapeType.Rectangle,
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isGenerated: false,
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name: 'Rectangle',
parentId: 'page1',
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childIndex: 0,
point: [0, 0],
size: [1, 1],
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radius: 2,
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rotation: 0,
isAspectRatioLocked: false,
isLocked: false,
isHidden: false,
style: defaultStyle,
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...props,
}
},
shouldRender(shape, prev) {
return shape.size !== prev.size || shape.style !== prev.style
},
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render(shape) {
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const { id, size, radius, style } = shape
const styles = getShapeStyle(style)
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const strokeWidth = +styles.strokeWidth
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if (style.dash === DashStyle.Solid) {
if (!pathCache.has(shape.size)) {
renderPath(shape)
}
const path = pathCache.get(shape.size)
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return (
<g id={id}>
<rect
rx={radius}
ry={radius}
x={+styles.strokeWidth / 2}
y={+styles.strokeWidth / 2}
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width={Math.max(0, size[0] - strokeWidth)}
height={Math.max(0, size[1] - strokeWidth)}
strokeWidth={0}
fill={styles.fill}
/>
<path d={path} fill={styles.stroke} />
</g>
)
}
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const sw = strokeWidth * 1.618
const w = Math.max(0, size[0] - sw / 2)
const h = Math.max(0, size[1] - sw / 2)
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const strokes: [number[], number[], number][] = [
[[sw / 2, sw / 2], [w, sw / 2], w - sw / 2],
[[w, sw / 2], [w, h], h - sw / 2],
[[w, h], [sw / 2, h], w - sw / 2],
[[sw / 2, h], [sw / 2, sw / 2], h - sw / 2],
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]
const paths = strokes.map(([start, end, length], i) => {
const { strokeDasharray, strokeDashoffset } = getPerfectDashProps(
length,
sw,
shape.style.dash === DashStyle.Dotted ? 'dotted' : 'dashed'
)
return (
<line
key={id + '_' + i}
x1={start[0]}
y1={start[1]}
x2={end[0]}
y2={end[1]}
stroke={styles.stroke}
strokeWidth={sw}
strokeLinecap="round"
strokeDasharray={strokeDasharray}
strokeDashoffset={strokeDashoffset}
/>
)
})
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return (
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<g id={id}>
<rect
x={sw / 2}
y={sw / 2}
width={w}
height={h}
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fill={styles.fill}
stroke="none"
/>
{paths}
</g>
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)
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},
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)
},
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hitTest() {
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return true
},
transform(shape, bounds, { initialShape, transformOrigin, scaleX, scaleY }) {
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if (shape.rotation === 0 && !shape.isAspectRatioLocked) {
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shape.size = [bounds.width, bounds.height]
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shape.point = [bounds.minX, bounds.minY]
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} else {
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shape.size = vec.mul(
initialShape.size,
Math.min(Math.abs(scaleX), Math.abs(scaleY))
)
shape.point = [
bounds.minX +
(bounds.width - shape.size[0]) *
(scaleX < 0 ? 1 - transformOrigin[0] : transformOrigin[0]),
bounds.minY +
(bounds.height - shape.size[1]) *
(scaleY < 0 ? 1 - transformOrigin[1] : transformOrigin[1]),
]
shape.rotation =
(scaleX < 0 && scaleY >= 0) || (scaleY < 0 && scaleX >= 0)
? -initialShape.rotation
: initialShape.rotation
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}
return this
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},
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transformSingle(shape, bounds) {
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shape.size = [bounds.width, bounds.height]
shape.point = [bounds.minX, bounds.minY]
return this
},
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})
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export default rectangle
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function renderPath(shape: RectangleShape) {
const styles = getShapeStyle(shape.style)
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const getRandom = rng(shape.id)
const strokeWidth = +styles.strokeWidth
const baseOffset = strokeWidth / 2
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const offsets = Array.from(Array(4)).map(() => [
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getRandom() * baseOffset,
getRandom() * baseOffset,
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])
const sw = strokeWidth
const w = Math.max(0, shape.size[0] - sw / 2)
const h = Math.max(0, shape.size[1] - sw / 2)
const tl = vec.add([sw / 2, sw / 2], offsets[0])
const tr = vec.add([w, sw / 2], offsets[1])
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const br = vec.add([w, h], offsets[2])
const bl = vec.add([sw / 2, h], offsets[3])
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const lines = shuffleArr(
[
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vec.pointsBetween(tr, br),
vec.pointsBetween(br, bl),
vec.pointsBetween(bl, tl),
vec.pointsBetween(tl, tr),
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],
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Math.floor(5 + getRandom() * 4)
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)
const stroke = getStroke(
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[...lines.flat().slice(2), ...lines[0], ...lines[0].slice(4)],
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{
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size: 1 + +styles.strokeWidth,
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thinning: 0.6,
easing: (t) => t * t * t * t,
end: { taper: +styles.strokeWidth * 20 },
start: { taper: +styles.strokeWidth * 20 },
simulatePressure: false,
}
)
pathCache.set(shape.size, getSvgPathFromStroke(stroke))
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}