* refactor(core): decompose editor factory and action modules Split the monolithic editor factory and large action modules into focused domain helpers: - create.ts assembles context through bridge modules (clipboard, components, structure, undo) and delegates to graph-reads, graph-events, layout-runner, component-sync, and state factory - structure.ts delegates to group, container-wrap, auto-layout-wrap, reorder, and state-toggle helpers - selection.ts delegates to hit-test, overlays, container navigation, and read helpers - clipboard.ts delegates to subtree-history, images, export, copy, fonts, and placement helpers - shapes.ts delegates to pen actions and section-adopt - components.ts delegates to focus and instances helpers - alignment.ts delegates to flip-rotate helper - text.ts uses explicit TextEditSession for snapshot comparison New focused modules: nudge, variable-bindings, layout-mode, page-viewports, tool-registry, color-space Undo: history/position and history/snapshot helpers, hardened batch/rollback with nested batch support and configurable limit * refactor(core): split tool definitions by domain Split the monolithic tool registry into domain-specific modules: - read/ — selection, find, pages, fonts, components, nodes, query, jsx - create/ — basic shapes, components, vector, JSX render - modify/ — paint, effects, geometry, layout, state, text, update - structure/ — basic, arrange, batch, hierarchy, replace, tree - variables/ — bindings, collections, read, values - vector/ — boolean, path, export, viewport - analyze/ — colors, typography, spacing, clusters, diff, eval - describe/ — summaries, tree, roles, layout-issues - stock-photo/ — providers, requests, apply - codegen/ — component-map, tokens Split registry into core/extended tiers; refine schema and AI adapter * refactor(core): restructure kiwi codec and instance overrides Reorganize the Kiwi .fig codec into domain subdirectories: - binary/ — codec, schema, protocol - fig/ — file, import, parse (core, worker, transfer) - node-change/ — convert, export-node, serialize, plugin-data - instance-overrides/ — constraints, dsd, populate, props, resolve, symbol-overrides, symbol-props, sync, types Vendored kiwi-schema/ left isolated * refactor(core): split profiler, icons, IO, and add subpath exports Profiler: speedscope-export, capture-session, hud-controller Icons: api, svg, types, render, create-icons tool IO: format registry and subpath exports Canvas/color/text/vector: targeted cleanup Add deliberate subpath exports: random, xpath, vector, color, canvas, scene-graph, kiwi, design-jsx, io, tools, editor, layout, canvaskit, profiler, text, lint, rpc, figma-api, constants * refactor(vue): decompose canvas input, surface lifecycle, and controls Canvas surface: gl-surface, kit-loader, render-loop, resize-observer Canvas input handlers: - move: drop-target, move-snap, duplicate-drag - select: select-move, select-hover, select-hit - resize: resize-rect, resize-vector, resize-start - transform: rotation, marquee, pan, text-selection - text-edit: navigation, clipboard, textarea lifecycle - Shared: click-count, space-key, pan, pan-zoom, draw, raf-scheduler Editor composition: - commands split: actions, context, metadata, edit, selection, view - menu-model split: command-groups, builders, types - Gradient stop composable reuse in primitive root Controls: fill, layout, typography, appearance, effects, stroke, okhcl, prop-scrub, node-props, undo-batch, color-variable-binding Variables/i18n/document/export helpers Organize canvas, primitives, controls, editor, and variables into cohesive module directories with package-local import aliases Expose MenuActionNode/MenuSeparatorNode from public API * refactor(app): split document IO, editor session, and automation bridge Document IO: source-state, naming, writer, reload-source, reload-state, imported-document, watch-targets, save-targets Editor session: create, modules, types, accessors, computed, refs Editor canvas: loader-overlay, collaboration-awareness, context-selection, menu-actions, menu-model Automation bridge: eval, tools, exports, files, selection, RPC fallback AI/ACP: transport, map-update, permission, debug, chat effects/storage Collab: awareness, graph-bindings, yjs-sync, follow, session, types Shell keyboard: actions, bindings, clipboard, focus, nudging, raw-events, registry, reserved, shortcuts, space-tool Shell menu: app-menu, document-name, entry, files Demo: colors, effects, helpers, section builders (components, app-preview, effects, standalone, variables) — document.ts reduced from 981 to 32 lines as pure orchestrator Move app modules under src/app/ with organized domain structure: editor, document, ai, collab, shell, automation, demo, tabs * refactor(app): decompose UI components with provide/inject context Split monolithic components using Reka UI-inspired namespace folders with scoped provide/inject context — no prop drilling: - CollabPanel/ — context, avatars, share, connected, join - ColorPickerPanel/ — context, area, format, field groups, sliders - MobileHud/ — context, action toast, tool badge, file menu, presence - ProviderSettings/ — context, API key/type, endpoint, tokens, photos - Toolbar/ — actions, types, desktop, mobile, tool button, flyout - LayoutSection/ — types, auto-layout, flex, grid, padding, size, clip Properties helpers: fill-okhcl adapter, fill-label, color-style-row Menu: entry helpers, document-name rename, stale type removal * refactor(mcp): split server into focused modules - browser-rpc — WebSocket client management - mcp-sessions — session lifecycle - tool-output — response formatting - tool-schema — Zod schema generation from ToolDefs - jsx-preprocess — JSX source transformation - result — result helpers - tool-registration — MCP tool wiring - auth — API key validation - http-options — CORS/request handling - stdio-bridge — stdio transport adapter * refactor(cli): split analyze subcommands and shared helpers - Analyze subcommands: clusters, colors, spacing, typography - RPC data loading helper - Migrate imports to targeted core subpath exports * refactor(docs): split VitePress config and shared table component Config helpers: sdk-sidebar, seo, labels, sidebars, locale-theme, root-theme, locales Shared SdkDataTable component replaces duplicated table markup in SdkPropsTable, SdkEventsTable, and SdkSlotsTable Update contributing and testing docs * refactor(tauri): decompose desktop entrypoint Split lib.rs into focused service modules: - fig_container.rs — .fig archive/compression commands - fonts.rs — font cache and system font enumeration - menu.rs — native menu construction - menu_events.rs — menu event dispatch and devtools toggle - window.rs — main window show/focus lifecycle * test: share domain test factories and migrate fixtures New shared helpers: - tests/helpers/scene.ts — makeSceneGraph factory - tests/helpers/vector-network.ts — vertex/segment/network builders - tests/helpers/fig-traversal.ts — all-node collection, type counts - tests/helpers/undo.ts — undo test utilities - tests/helpers/editor-history.ts — editor history test helpers Migrate render, vector, fig-roundtrip, and undo tests to use shared factories instead of inline fixture construction * build: add structural lint rules, split vite config, update docs Structural lint (oxlint.structure.json + lint/plugin.js): - 20+ custom rules enforcing package boundaries, lifecycle patterns, naming conventions, and import discipline Vite config split: raw-markdown, canvaskit-assets, pwa, server, aliases, automation plugins Remove legacy shims and utils superseded by SDK/core modules Update AGENTS.md, CONTRIBUTING.md, eval-command docs, tsconfig * fix(vue): normalize canvas directory casing and remove duplicate export - Rename Canvas/ to canvas/ in git index to match #vue/canvas/* imports (PascalCase was correct for component primitives but canvas/ is a non-component domain directory) - Remove duplicate ./random subpath export in core package.json * fix: add #vue and #core Vite resolve aliases for dev server * refactor(core): reduce remaining large modules Split the remaining large core hotspots into cohesive domain modules while preserving public facades and behavior. - Extract scene graph types, variables, node defaults, and vector-network helpers - Decompose canvas renderer orchestration, state, paints, colors, lifecycle, labels, and delegated domain methods into renderer/ and labels/ subfolders - Split Kiwi node-change, binary variable binding, layout, RPC, vector, JSX export, clipboard, design JSX, and Figma proxy helpers - Replace collision-driven *Fn import aliases with namespace imports and enforce the pattern in lint Validation: - bun run check - bun --filter @open-pencil/vue build - bun run test:dupes * fix(app): forward color input attrs * fix(app): cover section drawing errors * fix(editor): undo option-drag duplicates * docs: document domain subfolder convention * fix(app): handle undo redo on keydown * refactor(app): dispatch shortcuts from keydown * refactor: group prefixed domain modules * refactor(app): use tinykeys for shortcuts * refactor(core): group symbol override modules * refactor(core): group fig kiwi container helper * refactor(canvas): split overlay rendering modules * refactor(vue): remove unused internal barrels * fix(app): lay out demo components before instancing * fix(app): restore demo badge spacing * perf(canvas): split scene and overlay rendering * refactor(vue): wrap wheel gesture lifecycle * fix(canvas): wait for fonts before hiding loader * docs: update unreleased changelog
391 lines
11 KiB
TypeScript
391 lines
11 KiB
TypeScript
import type { Effect, Stroke } from './scene-graph'
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import type { Rect, Vector } from './types'
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export function degToRad(degrees: number): number {
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return (degrees * Math.PI) / 180
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}
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export function radToDeg(radians: number): number {
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return (radians * 180) / Math.PI
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}
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export function rotatePoint(px: number, py: number, cx: number, cy: number, rad: number): Vector {
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const cos = Math.cos(rad)
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const sin = Math.sin(rad)
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return {
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x: cx + (px - cx) * cos - (py - cy) * sin,
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y: cy + (px - cx) * sin + (py - cy) * cos
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}
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}
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export function rotatedCorners(
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cx: number,
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cy: number,
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hw: number,
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hh: number,
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rotationDeg: number
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): [Vector, Vector, Vector, Vector] {
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const rad = degToRad(rotationDeg)
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const cos = Math.cos(rad)
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const sin = Math.sin(rad)
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return [
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{ x: cx + -hw * cos - -hh * sin, y: cy + -hw * sin + -hh * cos },
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{ x: cx + hw * cos - -hh * sin, y: cy + hw * sin + -hh * cos },
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{ x: cx + hw * cos - hh * sin, y: cy + hw * sin + hh * cos },
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{ x: cx + -hw * cos - hh * sin, y: cy + -hw * sin + hh * cos }
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]
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}
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export function rotatedBBox(
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x: number,
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y: number,
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w: number,
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h: number,
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rotationDeg: number
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): { left: number; right: number; top: number; bottom: number; centerX: number; centerY: number } {
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if (rotationDeg === 0) {
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return {
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left: x,
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right: x + w,
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top: y,
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bottom: y + h,
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centerX: x + w / 2,
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centerY: y + h / 2
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}
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}
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const corners = rotatedCorners(x + w / 2, y + h / 2, w / 2, h / 2, rotationDeg)
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let left = Infinity,
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right = -Infinity,
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top = Infinity,
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bottom = -Infinity
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for (const c of corners) {
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left = Math.min(left, c.x)
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right = Math.max(right, c.x)
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top = Math.min(top, c.y)
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bottom = Math.max(bottom, c.y)
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}
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return { left, right, top, bottom, centerX: (left + right) / 2, centerY: (top + bottom) / 2 }
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}
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interface BoundsAccumulator {
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minX: number
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minY: number
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maxX: number
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maxY: number
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}
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function createBoundsAccumulator(): BoundsAccumulator {
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return { minX: Infinity, minY: Infinity, maxX: -Infinity, maxY: -Infinity }
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}
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function includePoint(bounds: BoundsAccumulator, x: number, y: number): void {
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bounds.minX = Math.min(bounds.minX, x)
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bounds.minY = Math.min(bounds.minY, y)
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bounds.maxX = Math.max(bounds.maxX, x)
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bounds.maxY = Math.max(bounds.maxY, y)
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}
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function includeRect(bounds: BoundsAccumulator, rect: Rect): void {
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includePoint(bounds, rect.x, rect.y)
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includePoint(bounds, rect.x + rect.width, rect.y + rect.height)
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}
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function boundsToRect(bounds: BoundsAccumulator): Rect {
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return bounds.minX === Infinity
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? { x: 0, y: 0, width: 0, height: 0 }
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: {
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x: bounds.minX,
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y: bounds.minY,
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width: bounds.maxX - bounds.minX,
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height: bounds.maxY - bounds.minY
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}
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}
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export function computeBounds(items: Iterable<Rect>): Rect {
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const bounds = createBoundsAccumulator()
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for (const item of items) includeRect(bounds, item)
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return boundsToRect(bounds)
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}
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export function polygonVertices(node: {
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width: number
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height: number
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pointCount: number
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type: string
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starInnerRadius: number
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}): Vector[] {
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const cx = node.width / 2
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const cy = node.height / 2
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const rx = node.width / 2
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const ry = node.height / 2
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const pointCount = Math.max(3, node.pointCount)
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const isStar = node.type === 'STAR'
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const innerRatio = isStar ? node.starInnerRadius : 1
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const totalPoints = isStar ? pointCount * 2 : pointCount
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const angleOffset = -Math.PI / 2
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return Array.from({ length: totalPoints }, (_, index) => {
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const angle = angleOffset + (2 * Math.PI * index) / totalPoints
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const isInner = isStar && index % 2 === 1
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const radius = isInner ? innerRatio : 1
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return {
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x: cx + rx * radius * Math.cos(angle),
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y: cy + ry * radius * Math.sin(angle)
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}
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})
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}
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function strokeOverflow(strokes?: Stroke[]): number {
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let overflow = 0
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for (const stroke of strokes ?? []) {
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if (!stroke.visible) continue
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let extra = 0
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if (stroke.align === 'OUTSIDE') extra = stroke.weight
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else if (stroke.align === 'CENTER') extra = stroke.weight / 2
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overflow = Math.max(overflow, extra)
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}
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return overflow
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}
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function effectOverflow(effects?: Effect[]) {
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let left = 0
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let right = 0
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let top = 0
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let bottom = 0
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for (const effect of effects ?? []) {
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if (!effect.visible) continue
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if (
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effect.type !== 'DROP_SHADOW' &&
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effect.type !== 'LAYER_BLUR' &&
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effect.type !== 'FOREGROUND_BLUR'
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) {
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continue
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}
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const blurSpread = effect.radius + effect.spread
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left = Math.max(left, blurSpread + Math.max(0, -effect.offset.x))
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right = Math.max(right, blurSpread + Math.max(0, effect.offset.x))
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top = Math.max(top, blurSpread + Math.max(0, -effect.offset.y))
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bottom = Math.max(bottom, blurSpread + Math.max(0, effect.offset.y))
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}
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return { left, right, top, bottom }
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}
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export function computeAbsoluteBounds(
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nodes: Iterable<{ id: string; width: number; height: number }>,
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getAbsolutePosition: (id: string) => Vector
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): Rect {
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const bounds = createBoundsAccumulator()
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for (const n of nodes) {
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const abs = getAbsolutePosition(n.id)
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includeRect(bounds, { x: abs.x, y: abs.y, width: n.width, height: n.height })
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}
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return boundsToRect(bounds)
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}
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export function computeVisualBounds(
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nodes: Iterable<{
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id: string
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width: number
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height: number
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rotation?: number
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strokes?: Stroke[]
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effects?: Effect[]
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}>,
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getAbsolutePosition: (id: string) => Vector
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): Rect {
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const bounds = createBoundsAccumulator()
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for (const n of nodes) {
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const abs = getAbsolutePosition(n.id)
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const bbox = rotatedBBox(abs.x, abs.y, n.width, n.height, n.rotation ?? 0)
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const stroke = strokeOverflow(n.strokes)
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const effects = effectOverflow(n.effects)
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includePoint(bounds, bbox.left - stroke - effects.left, bbox.top - stroke - effects.top)
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includePoint(bounds, bbox.right + stroke + effects.right, bbox.bottom + stroke + effects.bottom)
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}
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return boundsToRect(bounds)
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}
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export interface VisualBounds {
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minX: number
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minY: number
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maxX: number
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maxY: number
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}
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export interface VisualBoundsNode {
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id: string
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width: number
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height: number
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rotation?: number
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flipX?: boolean
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flipY?: boolean
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strokes?: Stroke[]
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effects?: Effect[]
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fillGeometry?: Array<{ commandsBlob: Uint8Array }>
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strokeGeometry?: Array<{ commandsBlob: Uint8Array }>
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childIds?: string[]
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visible?: boolean
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type?: string
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clipsContent?: boolean
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}
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export function unionVisualBounds(
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a: VisualBounds | null,
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b: VisualBounds | null
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): VisualBounds | null {
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if (!a) return b
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if (!b) return a
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return {
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minX: Math.min(a.minX, b.minX),
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minY: Math.min(a.minY, b.minY),
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maxX: Math.max(a.maxX, b.maxX),
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maxY: Math.max(a.maxY, b.maxY)
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}
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}
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export function intersectVisualBounds(a: VisualBounds, b: VisualBounds): VisualBounds | null {
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const minX = Math.max(a.minX, b.minX)
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const minY = Math.max(a.minY, b.minY)
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const maxX = Math.min(a.maxX, b.maxX)
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const maxY = Math.min(a.maxY, b.maxY)
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return minX < maxX && minY < maxY ? { minX, minY, maxX, maxY } : null
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}
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function geometryCommandCoordCount(command: number): number | null {
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if (command === 0) return 0
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if (command === 1 || command === 2) return 1
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if (command === 4) return 3
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return null
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}
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export function geometryBlobBounds(paths: Array<{ commandsBlob: Uint8Array }>): Rect | null {
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const bounds = createBoundsAccumulator()
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for (const path of paths) {
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const blob = path.commandsBlob
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const dv = new DataView(blob.buffer, blob.byteOffset, blob.byteLength)
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let offset = 0
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while (offset < blob.length) {
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const command = blob[offset++]
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const coords = geometryCommandCoordCount(command)
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if (coords == null) break
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for (let i = 0; i < coords; i++) {
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if (offset + 8 > blob.length) break
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const x = dv.getFloat32(offset, true)
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const y = dv.getFloat32(offset + 4, true)
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includePoint(bounds, x, y)
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offset += 8
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}
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}
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}
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return bounds.minX === Infinity ? null : boundsToRect(bounds)
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}
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function transformLocalPoint(node: VisualBoundsNode, point: Vector): Vector {
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let x = node.flipX ? node.width - point.x : point.x
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let y = node.flipY ? node.height - point.y : point.y
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const rotation = node.rotation ?? 0
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if (rotation !== 0) {
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const rotated = rotatePoint(x, y, node.width / 2, node.height / 2, degToRad(rotation))
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x = rotated.x
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y = rotated.y
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}
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return { x, y }
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}
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function transformedLocalBounds(node: VisualBoundsNode, local: Rect, abs: Vector): VisualBounds {
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const points = [
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{ x: local.x, y: local.y },
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{ x: local.x + local.width, y: local.y },
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{ x: local.x + local.width, y: local.y + local.height },
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{ x: local.x, y: local.y + local.height }
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].map((point) => transformLocalPoint(node, point))
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return {
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minX: abs.x + Math.min(...points.map((point) => point.x)),
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minY: abs.y + Math.min(...points.map((point) => point.y)),
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maxX: abs.x + Math.max(...points.map((point) => point.x)),
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maxY: abs.y + Math.max(...points.map((point) => point.y))
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}
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}
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export function nodeVisualBounds(
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node: VisualBoundsNode,
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getAbsolutePosition: (id: string) => Vector
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): VisualBounds {
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const abs = getAbsolutePosition(node.id)
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const base = computeVisualBounds([node], getAbsolutePosition)
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let bounds: VisualBounds = {
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minX: base.x,
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minY: base.y,
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maxX: base.x + base.width,
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maxY: base.y + base.height
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}
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const localGeometry = geometryBlobBounds([
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...(node.fillGeometry ?? []),
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...(node.strokeGeometry ?? [])
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])
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if (localGeometry) {
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bounds = unionVisualBounds(bounds, transformedLocalBounds(node, localGeometry, abs)) ?? bounds
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}
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return bounds
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}
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function collectDescendantVisualBounds(
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nodeId: string,
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getNode: (id: string) => VisualBoundsNode | undefined,
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getAbsolutePosition: (id: string) => Vector,
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clip: VisualBounds | null = null
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): VisualBounds | null {
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const node = getNode(nodeId)
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if (!node?.visible) return null
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const own = nodeVisualBounds(node, getAbsolutePosition)
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let bounds = clip ? intersectVisualBounds(own, clip) : own
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const isClippableContainer =
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node.type === 'FRAME' || node.type === 'COMPONENT' || node.type === 'INSTANCE'
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let childClip = clip
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if (isClippableContainer && node.clipsContent) {
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const abs = getAbsolutePosition(node.id)
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const nodeClip = {
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minX: abs.x,
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minY: abs.y,
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maxX: abs.x + node.width,
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maxY: abs.y + node.height
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}
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childClip = childClip ? intersectVisualBounds(childClip, nodeClip) : nodeClip
|
|
}
|
|
|
|
for (const childId of node.childIds ?? []) {
|
|
bounds = unionVisualBounds(
|
|
bounds,
|
|
collectDescendantVisualBounds(childId, getNode, getAbsolutePosition, childClip)
|
|
)
|
|
}
|
|
|
|
return bounds
|
|
}
|
|
|
|
export function computeDescendantVisualBounds(
|
|
nodeIds: string[],
|
|
getNode: (id: string) => VisualBoundsNode | undefined,
|
|
getAbsolutePosition: (id: string) => Vector
|
|
): VisualBounds | null {
|
|
let bounds: VisualBounds | null = null
|
|
for (const nodeId of nodeIds) {
|
|
bounds = unionVisualBounds(
|
|
bounds,
|
|
collectDescendantVisualBounds(nodeId, getNode, getAbsolutePosition)
|
|
)
|
|
}
|
|
return bounds
|
|
}
|