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- import BezierEdgeBase from './BezierEdgeBase'
-
- /**
- * A Base Class for all Cubic Bezier Edges. Bezier curves are used to model
- * smooth gradual curves in paths between nodes.
- *
- * @class CubicBezierEdgeBase
- * @extends BezierEdgeBase
- */
- class CubicBezierEdgeBase extends BezierEdgeBase {
- /**
- * @param {Object} options
- * @param {Object} body
- * @param {Label} labelModule
- * @constructor CubicBezierEdgeBase
- */
- constructor(options, body, labelModule) {
- super(options, body, labelModule);
- }
-
- /**
- * Calculate the distance between a point (x3,y3) and a line segment from
- * (x1,y1) to (x2,y2).
- * http://stackoverflow.com/questions/849211/shortest-distancae-between-a-point-and-a-line-segment
- * https://en.wikipedia.org/wiki/B%C3%A9zier_curve
- * @param {number} x1 from x
- * @param {number} y1 from y
- * @param {number} x2 to x
- * @param {number} y2 to y
- * @param {number} x3 point to check x
- * @param {number} y3 point to check y
- * @param {vis.Node} via1
- * @param {vis.Node} via2
- * @returns {number}
- * @private
- */
- _getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, via1, via2) { // x3,y3 is the point
- let minDistance = 1e9;
- let distance;
- let i, t, x, y;
- let lastX = x1;
- let lastY = y1;
- let vec = [0,0,0,0]
- for (i = 1; i < 10; i++) {
- t = 0.1 * i;
- vec[0] = Math.pow(1 - t, 3);
- vec[1] = 3 * t * Math.pow(1 - t, 2);
- vec[2] = 3 * Math.pow(t,2) * (1 - t);
- vec[3] = Math.pow(t, 3);
- x = vec[0] * x1 + vec[1] * via1.x + vec[2] * via2.x + vec[3] * x2;
- y = vec[0] * y1 + vec[1] * via1.y + vec[2] * via2.y + vec[3] * y2;
- if (i > 0) {
- distance = this._getDistanceToLine(lastX, lastY, x, y, x3, y3);
- minDistance = distance < minDistance ? distance : minDistance;
- }
- lastX = x;
- lastY = y;
- }
-
- return minDistance;
- }
- }
-
- export default CubicBezierEdgeBase;
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