import { uniqueId, getPerfectDashProps, getFromCache } from 'utils/utils' import vec from 'utils/vec' import { DashStyle, RectangleShape, ShapeType } from 'types' import { getSvgPathFromStroke, translateBounds, rng, shuffleArr } from 'utils' import { defaultStyle, getShapeStyle } from 'state/shape-styles' import getStroke from 'perfect-freehand' import { registerShapeUtils } from './register' const pathCache = new WeakMap([]) const rectangle = registerShapeUtils({ boundsCache: new WeakMap([]), defaultProps: { id: uniqueId(), type: ShapeType.Rectangle, name: 'Rectangle', parentId: 'page1', childIndex: 0, point: [0, 0], size: [1, 1], radius: 2, rotation: 0, style: defaultStyle, }, shouldRender(shape, prev) { return shape.size !== prev.size || shape.style !== prev.style }, render(shape, { isHovered, isDarkMode }) { const { id, size, radius, style } = shape const styles = getShapeStyle(style, isDarkMode) const strokeWidth = +styles.strokeWidth if (style.dash === DashStyle.Draw) { const pathData = getFromCache(pathCache, shape.size, (cache) => { cache.set(shape.size, renderPath(shape)) }) return ( <> ) } const sw = strokeWidth * 1.618 const w = Math.max(0, size[0] - sw / 2) const h = Math.max(0, size[1] - sw / 2) 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], ] const paths = strokes.map(([start, end, length], i) => { const { strokeDasharray, strokeDashoffset } = getPerfectDashProps( length, sw, shape.style.dash ) return ( ) }) return ( <> {paths} ) }, getBounds(shape) { const bounds = getFromCache(this.boundsCache, shape, (cache) => { const [width, height] = shape.size cache.set(shape, { minX: 0, maxX: width, minY: 0, maxY: height, width, height, }) }) return translateBounds(bounds, shape.point) }, hitTest() { return true }, transform(shape, bounds, { initialShape, transformOrigin, scaleX, scaleY }) { if (shape.rotation === 0 && !shape.isAspectRatioLocked) { shape.size = vec.round([bounds.width, bounds.height]) shape.point = vec.round([bounds.minX, bounds.minY]) } else { shape.size = vec.round( vec.mul(initialShape.size, Math.min(Math.abs(scaleX), Math.abs(scaleY))) ) shape.point = vec.round([ 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 } return this }, transformSingle(shape, bounds) { shape.size = vec.round([bounds.width, bounds.height]) shape.point = vec.round([bounds.minX, bounds.minY]) return this }, }) export default rectangle function renderPath(shape: RectangleShape) { const styles = getShapeStyle(shape.style) const getRandom = rng(shape.id) const strokeWidth = +styles.strokeWidth const baseOffset = strokeWidth / 2 const offsets = Array.from(Array(4)).map(() => [ getRandom() * baseOffset, getRandom() * baseOffset, ]) 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]) const br = vec.add([w, h], offsets[2]) const bl = vec.add([sw / 2, h], offsets[3]) const lines = shuffleArr( [ vec.pointsBetween(tr, br), vec.pointsBetween(br, bl), vec.pointsBetween(bl, tl), vec.pointsBetween(tl, tr), ], Math.floor(5 + getRandom() * 4) ) const stroke = getStroke( [...lines.flat().slice(2), ...lines[0], ...lines[0].slice(4)], { size: 1 + +styles.strokeWidth, thinning: 0.6, easing: (t) => t * t * t * t, end: { taper: +styles.strokeWidth * 20 }, start: { taper: +styles.strokeWidth * 20 }, simulatePressure: false, } ) return getSvgPathFromStroke(stroke) }