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tiny-rect

v0.0.2

Published

JS utilities for managing rects

Downloads

119

Readme

When building UI components, there's often the need to measure an element's rect, edges, or center point and perform some calcuations with that.

Rect represents a rectangle and is defined by an origin point (Point) and a size (Size).

The problem

  1. You want to measure an element's rect to get its mid-points, corner points, or edges.
  2. You want to measure the distance between an element and a point on a screen
  3. You want to align an element to other element on a screen using their rects.

Installation

yarn add @core-graphics/rect
# or
npm i @core-graphics/rect

Usage

Creating a rect

import { Rect } from "@core-graphics/rect"

// Create a new instance of a rect
const rect = new Rect({ x: 0, y: 0, width: 30, height: 30 })

// Create a rect from a DOM element
const rect = Rect.fromElement(el)

// Create a rect from points (x, y)
const rect = Rect.fromPoints({ x: 0, y: 0 }, { x: 0, y: 30 }, { x: 30, y: 30 }, { x: 30, y: 0 })

Identities and Special Values

Rect has a zero property, which defines its identity value.

Rect.zero // {x: 0, y: 0, width: 0, height: 0}

You can also create initialize an empty rect by calling Rect.init(). This will create a rect with width, height, x, and y values set to 0

const rect = Rect.init()
rect.values // {x: 0, y: 0, width: 0, height: 0}

Rect Properties

You can access the computed values of the rect like origin, minX, maxX, midX, minY, maxY, midY, centerPoint, centerPoints, cornerPoints

// Given this rect
const rect = new Rect({ x: 0, y: 0, width: 30, height: 30 })

rect.x // 0
rect.y // 0
rect.origin // {x: 0, y: 0}
rect.size // {width: 30, height: 30}

Getting the min, mid, and max values

Although a rect can be defined as origin point (x, y) + size (width and height), you can access convenience properties to get the minimum (min), median (mid), and maximum (max) values in the x and y co-ordinates

// Given this rect
const rect = new Rect({ x: 0, y: 0, width: 30, height: 30 })

rect.minX // 0
rect.midX // 15
rect.maxX // 30

rect.minY // 0
rect.midY // 15
rect.maxY // 30

The recommended way to get points of a rect is to use the .get() method.

const rect = new Rect({ x: 0, y: 0, width: 30, height: 30 })
rect.get("top-start") // { x: 0, y: 30 }
rect.get("top-center") // { x: 15, y: 30 }

Getting the center of a rectangle

To compute the center point of a rect, you can use the centerPoint property.

// Given this rect
const rect = new Rect({ x: 0, y: 0, width: 30, height: 30 })

// get the center point of the rect
rect.centerPoint // {x: 15, y: 15}

Getting the corner points of a rectangle

Every rectangle is made of four corner points and you can use the cornerPoints property to compute the point values.

You can also access specific point values like topLeftPoint, topCenterPoint, bottomRightPoint, etc

const rect = new Rect({ x: 0, y: 0, width: 30, height: 30 })

// get the center point of the rect
rect.cornerPoints
// => [{ x: 0, y: 0 },
//    { x: 0, y: 30 },
//    { x: 30, y: 30 },
//    { x: 30, y: 0 }]

Check if a rect contains a point/rect

const rect = new Rect({ x: 0, y: 0, width: 30, height: 30 })

// checking a point
rect.contains({ x: 0, y: 10 }) // true
rect.contains({ x: 50, y: 40 }) // false

// checking a rect
const rectB = new Rect({ x: 0, y: 0, width: 10, height: 10 })
rect.contains(rectB) // true

Rect relationships

Rect class includes methods to evaluating two or more rectangles.

Intersection

Two rectangles intersect if they overlap at any of their edges. You can determine whether 2 rects overlaps by called .intersect .

const rectA = new Rect({ x: 0, y: 0, width: 30, height: 30 })
const rectB = new Rect({ x: 20, y: 0, width: 20, height: 10 })

rectA.intersects(rectB) // true
// or
Rect.intersects(rectA, rectB) // true

The intersection is the smallest rectangle that encompasses all points contained by both rectangles. You can get that by calling .intersection

const rect = rectA.intersection(rectB) // { x: 20, y: 0, width: 10, height: 10 }
// or
Rect.intersection(rectA, rectB) // { x: 20, y: 0, width: 10, height: 10 }

Union

The union of two rectangles is the smallest rectangle that encompasses all of the points contained by either rectangle.

To get the union of 2 rects, you can call the .union method

const rectA = new Rect({ x: 0, y: 0, width: 30, height: 30 })
const rectB = new Rect({ x: 20, y: 0, width: 20, height: 10 })

const rectC = rectA.union(rectB) //
// or
Rect.intersects(rectA, rectB) // true

Transforming Rectangles

Rect class includes methods to transform the size and origin.

Translating Rectangles

Translation describes the geometric operation of moving a shape from one location to another.

Use the shift method to translate a rectangle’s origin by a specified x and y distance.

const rect = new Rect({ x: 0, y: 0, width: 30, height: 30 })

// shift the rectangle by `10px` on `x` and `20px` on `y`
rect.shift({ dx: 10, dy: 20 }) // {x: 10, y: 20, width: 30, height: 30}

Contracting and Expanding Rectangles

You can contract/expand a rectangle from its center point by using the .inset() method.

When passed a positive value for either component, this method returns a rectangle that shrinks by the specified amount from each side as computed from the center point.

const rect = new Rect({ x: 0, y: 0, width: 40, height: 30 })
rect.inset({ dx: 10 }) // { x: 10, y: 0, width: 20, height: 30 }

When passed a negative value for either component, the rectangle grows by that amount from each side.

const rect = new Rect({ x: 0, y: 0, width: 40, height: 30 })

rect.inset({ dx: -10 }) // { x: -10, y: 0, width: 60, height: 30 }
// or
rect.inset({ dx: 5 }) // { x: 5, y: 0, w: 30, h: 30 }

Testing rect values

To test or validate that a given value is a rectangle data, you can call the .is() method.

A value is consider a rect if it includes all required members (x, y, width, height)

Rect.is({ x: 0, y: 0, width: 0, height: 0 }) // true
Rect.is({ x: 0, y: 0, width: 0, h: 0 }) // false

Inspiration

Most of the code was inspired by SwiftUI, and Flutter's approach to creating geometric primitives that made it easier to manage UI interactions.

Contribution

Yes please! See the contributing guidelines for details.

Licence

This project is licensed under the terms of the MIT license.