import { v4 as uuid } from "uuid" import * as vec from "utils/vec" import { CircleShape, ShapeType, TransformCorner, TransformEdge } from "types" import { createShape } from "./index" import { boundsContained } from "utils/bounds" import { intersectCircleBounds } from "utils/intersections" import { pointInCircle } from "utils/hitTests" const circle = createShape({ boundsCache: new WeakMap([]), create(props) { return { id: uuid(), type: ShapeType.Circle, isGenerated: false, name: "Circle", parentId: "page0", childIndex: 0, point: [0, 0], rotation: 0, radius: 20, style: {}, ...props, } }, render({ id, radius }) { return }, getBounds(shape) { if (this.boundsCache.has(shape)) { return this.boundsCache.get(shape) } const { point: [x, y], radius, } = shape const bounds = { minX: x, maxX: x + radius * 2, minY: y, maxY: y + radius * 2, width: radius * 2, height: radius * 2, } this.boundsCache.set(shape, bounds) return bounds }, hitTest(shape, point) { return pointInCircle( point, vec.addScalar(shape.point, shape.radius), shape.radius ) }, hitTestBounds(shape, bounds) { const shapeBounds = this.getBounds(shape) return ( boundsContained(shapeBounds, bounds) || intersectCircleBounds( vec.addScalar(shape.point, shape.radius), shape.radius, bounds ).length > 0 ) }, rotate(shape) { return shape }, translate(shape, delta) { shape.point = vec.add(shape.point, delta) return shape }, scale(shape, scale) { return shape }, transform(shape, bounds, { anchor }) { // Set the new corner or position depending on the anchor switch (anchor) { case TransformCorner.TopLeft: { shape.radius = Math.min(bounds.width, bounds.height) / 2 shape.point = [ bounds.maxX - shape.radius * 2, bounds.maxY - shape.radius * 2, ] break } case TransformCorner.TopRight: { shape.radius = Math.min(bounds.width, bounds.height) / 2 shape.point = [bounds.minX, bounds.maxY - shape.radius * 2] break } case TransformCorner.BottomRight: { shape.radius = Math.min(bounds.width, bounds.height) / 2 shape.point = [bounds.minX, bounds.minY] break } case TransformCorner.BottomLeft: { shape.radius = Math.min(bounds.width, bounds.height) / 2 shape.point = [bounds.maxX - shape.radius * 2, bounds.minY] break } case TransformEdge.Top: { shape.radius = bounds.height / 2 shape.point = [ bounds.minX + (bounds.width / 2 - shape.radius), bounds.minY, ] break } case TransformEdge.Right: { shape.radius = bounds.width / 2 shape.point = [ bounds.maxX - shape.radius * 2, bounds.minY + (bounds.height / 2 - shape.radius), ] break } case TransformEdge.Bottom: { shape.radius = bounds.height / 2 shape.point = [ bounds.minX + (bounds.width / 2 - shape.radius), bounds.maxY - shape.radius * 2, ] break } case TransformEdge.Left: { shape.radius = bounds.width / 2 shape.point = [ bounds.minX, bounds.minY + (bounds.height / 2 - shape.radius), ] break } } return shape }, canTransform: true, }) export default circle