import { v4 as uuid } from "uuid" import * as vec from "utils/vec" import { RectangleShape, ShapeType, TransformCorner, TransformEdge, } from "types" import { registerShapeUtils } from "./index" import { boundsCollidePolygon, boundsContainPolygon } from "utils/bounds" import { getBoundsFromPoints, getRotatedCorners, rotateBounds, translateBounds, } from "utils/utils" const rectangle = registerShapeUtils({ 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: "#c6cacb", stroke: "#000", }, ...props, } }, render({ id, size }) { return }, 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) { return getBoundsFromPoints( getRotatedCorners(this.getBounds(shape), shape.rotation) ) }, 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 rotatedCorners = getRotatedCorners( this.getBounds(shape), 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, { initialShape, scaleX, scaleY }) { if (shape.rotation === 0) { shape.size = [bounds.width, bounds.height] shape.point = [bounds.minX, bounds.minY] } else { // Center shape in resized bounds shape.size = vec.mul( initialShape.size, Math.min(Math.abs(scaleX), Math.abs(scaleY)) ) shape.point = vec.sub( vec.med([bounds.minX, bounds.minY], [bounds.maxX, bounds.maxY]), vec.div(shape.size, 2) ) } // Set rotation for flipped shapes shape.rotation = initialShape.rotation if (scaleX < 0) shape.rotation *= -1 if (scaleY < 0) shape.rotation *= -1 return shape }, transformSingle(shape, bounds) { shape.size = [bounds.width, bounds.height] shape.point = [bounds.minX, bounds.minY] return shape }, canTransform: true, }) export default rectangle