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- import BezierEdgeBase from './util/BezierEdgeBase'
-
- /**
- * A Static Bezier Edge. Bezier curves are used to model smooth gradual
- * curves in paths between nodes.
- *
- * @extends BezierEdgeBase
- */
- class BezierEdgeStatic extends BezierEdgeBase {
- /**
- * @param {Object} options
- * @param {Object} body
- * @param {Label} labelModule
- */
- constructor(options, body, labelModule) {
- super(options, body, labelModule);
- }
-
- /**
- * Draw a line between two nodes
- * @param {CanvasRenderingContext2D} ctx
- * @param {ArrowOptions} values
- * @param {Node} viaNode
- * @private
- */
- _line(ctx, values, viaNode) {
- this._bezierCurve(ctx, values, viaNode);
- }
-
- /**
- *
- * @returns {Array.<{x: number, y: number}>}
- */
- getViaNode() {
- return this._getViaCoordinates();
- }
-
-
- /**
- * We do not use the to and fromPoints here to make the via nodes the same as edges without arrows.
- * @returns {{x: undefined, y: undefined}}
- * @private
- */
- _getViaCoordinates() {
- // Assumption: x/y coordinates in from/to always defined
- let xVia = undefined;
- let yVia = undefined;
- let factor = this.options.smooth.roundness;
- let type = this.options.smooth.type;
- let dx = Math.abs(this.from.x - this.to.x);
- let dy = Math.abs(this.from.y - this.to.y);
- if (type === 'discrete' || type === 'diagonalCross') {
- let stepX;
- let stepY;
-
- if (dx <= dy) {
- stepX = stepY = factor * dy;
- } else {
- stepX = stepY = factor * dx;
- }
-
- if (this.from.x > this.to.x) stepX = -stepX;
- if (this.from.y >= this.to.y) stepY = -stepY;
-
- xVia = this.from.x + stepX;
- yVia = this.from.y + stepY;
-
- if (type === "discrete") {
- if (dx <= dy) {
- xVia = dx < factor * dy ? this.from.x : xVia;
- } else {
- yVia = dy < factor * dx ? this.from.y : yVia;
- }
- }
- }
- else if (type === "straightCross") {
- let stepX = (1 - factor) * dx;
- let stepY = (1 - factor) * dy;
-
- if (dx <= dy) { // up - down
- stepX = 0;
- if (this.from.y < this.to.y) stepY = -stepY;
- }
- else { // left - right
- if (this.from.x < this.to.x) stepX = -stepX;
- stepY = 0;
- }
- xVia = this.to.x + stepX;
- yVia = this.to.y + stepY;
- }
- else if (type === 'horizontal') {
- let stepX = (1 - factor) * dx;
- if (this.from.x < this.to.x) stepX = -stepX;
- xVia = this.to.x + stepX;
- yVia = this.from.y;
- }
- else if (type === 'vertical') {
- let stepY = (1 - factor) * dy;
- if (this.from.y < this.to.y) stepY = -stepY;
- xVia = this.from.x;
- yVia = this.to.y + stepY;
- }
- else if (type === 'curvedCW') {
- dx = this.to.x - this.from.x;
- dy = this.from.y - this.to.y;
- let radius = Math.sqrt(dx * dx + dy * dy);
- let pi = Math.PI;
-
- let originalAngle = Math.atan2(dy, dx);
- let myAngle = (originalAngle + ((factor * 0.5) + 0.5) * pi) % (2 * pi);
-
- xVia = this.from.x + (factor * 0.5 + 0.5) * radius * Math.sin(myAngle);
- yVia = this.from.y + (factor * 0.5 + 0.5) * radius * Math.cos(myAngle);
- }
- else if (type === 'curvedCCW') {
- dx = this.to.x - this.from.x;
- dy = this.from.y - this.to.y;
- let radius = Math.sqrt(dx * dx + dy * dy);
- let pi = Math.PI;
-
- let originalAngle = Math.atan2(dy, dx);
- let myAngle = (originalAngle + ((-factor * 0.5) + 0.5) * pi) % (2 * pi);
-
- xVia = this.from.x + (factor * 0.5 + 0.5) * radius * Math.sin(myAngle);
- yVia = this.from.y + (factor * 0.5 + 0.5) * radius * Math.cos(myAngle);
- }
- else { // continuous
- let stepX;
- let stepY;
-
- if (dx <= dy) {
- stepX = stepY = factor * dy;
- } else {
- stepX = stepY = factor * dx;
- }
-
- if (this.from.x > this.to.x) stepX = -stepX;
- if (this.from.y >= this.to.y) stepY = -stepY;
-
- xVia = this.from.x + stepX;
- yVia = this.from.y + stepY;
-
- if (dx <= dy) {
- if (this.from.x <= this.to.x) {
- xVia = this.to.x < xVia ? this.to.x : xVia;
- }
- else {
- xVia = this.to.x > xVia ? this.to.x : xVia;
- }
- }
- else {
- if (this.from.y >= this.to.y) {
- yVia = this.to.y > yVia ? this.to.y : yVia;
- } else {
- yVia = this.to.y < yVia ? this.to.y : yVia;
- }
- }
- }
- return {x: xVia, y: yVia};
- }
-
- /**
- *
- * @param {Node} nearNode
- * @param {CanvasRenderingContext2D} ctx
- * @param {Object} options
- * @returns {*}
- * @private
- */
- _findBorderPosition(nearNode, ctx, options = {}) {
- return this._findBorderPositionBezier(nearNode, ctx, options.via);
- }
-
- /**
- *
- * @param {number} x1
- * @param {number} y1
- * @param {number} x2
- * @param {number} y2
- * @param {number} x3
- * @param {number} y3
- * @param {Node} viaNode
- * @returns {number}
- * @private
- */
- _getDistanceToEdge(x1, y1, x2, y2, x3, y3, viaNode = this._getViaCoordinates()) { // x3,y3 is the point
- return this._getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, viaNode);
- }
-
- /**
- * Combined function of pointOnLine and pointOnBezier. This gives the coordinates of a point on the line at a certain percentage of the way
- * @param {number} percentage
- * @param {Node} viaNode
- * @returns {{x: number, y: number}}
- * @private
- */
- getPoint(percentage, viaNode = this._getViaCoordinates()) {
- var t = percentage;
- var x = Math.pow(1 - t, 2) * this.fromPoint.x + (2 * t * (1 - t)) * viaNode.x + Math.pow(t, 2) * this.toPoint.x;
- var y = Math.pow(1 - t, 2) * this.fromPoint.y + (2 * t * (1 - t)) * viaNode.y + Math.pow(t, 2) * this.toPoint.y;
-
- return {x: x, y: y};
- }
- }
-
-
- export default BezierEdgeStatic;
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