- import BezierEdgeBase from './util/BezierEdgeBase'
-
- /**
- * A Dynamic Bezier Edge. Bezier curves are used to model smooth gradual
- * curves in paths between nodes. The Dynamic piece refers to how the curve
- * reacts to physics changes.
- *
- * @extends BezierEdgeBase
- */
- class BezierEdgeDynamic extends BezierEdgeBase {
- /**
- * @param {Object} options
- * @param {Object} body
- * @param {Label} labelModule
- */
- constructor(options, body, labelModule) {
- //this.via = undefined; // Here for completeness but not allowed to defined before super() is invoked.
- super(options, body, labelModule); // --> this calls the setOptions below
- this._boundFunction = () => {this.positionBezierNode();};
- this.body.emitter.on("_repositionBezierNodes", this._boundFunction);
- }
-
- /**
- *
- * @param {Object} options
- */
- setOptions(options) {
- // check if the physics has changed.
- let physicsChange = false;
- if (this.options.physics !== options.physics) {
- physicsChange = true;
- }
-
- // set the options and the to and from nodes
- this.options = options;
- this.id = this.options.id;
- this.from = this.body.nodes[this.options.from];
- this.to = this.body.nodes[this.options.to];
-
- // setup the support node and connect
- this.setupSupportNode();
- this.connect();
-
- // when we change the physics state of the edge, we reposition the support node.
- if (physicsChange === true) {
- this.via.setOptions({physics: this.options.physics});
- this.positionBezierNode();
- }
- }
-
- /**
- * Connects an edge to node(s)
- */
- connect() {
- this.from = this.body.nodes[this.options.from];
- this.to = this.body.nodes[this.options.to];
- if (this.from === undefined || this.to === undefined || this.options.physics === false) {
- this.via.setOptions({physics:false})
- }
- else {
- // fix weird behaviour where a self referencing node has physics enabled
- if (this.from.id === this.to.id) {
- this.via.setOptions({physics: false})
- }
- else {
- this.via.setOptions({physics: true})
- }
- }
- }
-
- /**
- * remove the support nodes
- * @returns {boolean}
- */
- cleanup() {
- this.body.emitter.off("_repositionBezierNodes", this._boundFunction);
- if (this.via !== undefined) {
- delete this.body.nodes[this.via.id];
- this.via = undefined;
- return true;
- }
- return false;
- }
-
- /**
- * Bezier curves require an anchor point to calculate the smooth flow. These points are nodes. These nodes are invisible but
- * are used for the force calculation.
- *
- * The changed data is not called, if needed, it is returned by the main edge constructor.
- * @private
- */
- setupSupportNode() {
- if (this.via === undefined) {
- var nodeId = "edgeId:" + this.id;
- var node = this.body.functions.createNode({
- id: nodeId,
- shape: 'circle',
- physics:true,
- hidden:true
- });
- this.body.nodes[nodeId] = node;
- this.via = node;
- this.via.parentEdgeId = this.id;
- this.positionBezierNode();
- }
- }
-
- /**
- * Positions bezier node
- */
- positionBezierNode() {
- if (this.via !== undefined && this.from !== undefined && this.to !== undefined) {
- this.via.x = 0.5 * (this.from.x + this.to.x);
- this.via.y = 0.5 * (this.from.y + this.to.y);
- }
- else if (this.via !== undefined) {
- this.via.x = 0;
- this.via.y = 0;
- }
- }
-
- /**
- * Draw a line between two nodes
- * @param {CanvasRenderingContext2D} ctx
- * @param {{toArrow: boolean, toArrowScale: (allOptions.edges.arrows.to.scaleFactor|{number}|allOptions.edges.arrows.middle.scaleFactor|allOptions.edges.arrows.from.scaleFactor|Array|number), toArrowType: *, middleArrow: boolean, middleArrowScale: (number|allOptions.edges.arrows.middle.scaleFactor|{number}|Array), middleArrowType: (allOptions.edges.arrows.middle.type|{string}|string|*), fromArrow: boolean, fromArrowScale: (allOptions.edges.arrows.to.scaleFactor|{number}|allOptions.edges.arrows.middle.scaleFactor|allOptions.edges.arrows.from.scaleFactor|Array|number), fromArrowType: *, arrowStrikethrough: (*|boolean|allOptions.edges.arrowStrikethrough|{boolean}), color: undefined, inheritsColor: (string|string|string|allOptions.edges.color.inherit|{string, boolean}|Array|*), opacity: *, hidden: *, length: *, shadow: *, shadowColor: *, shadowSize: *, shadowX: *, shadowY: *, dashes: (*|boolean|Array|allOptions.edges.dashes|{boolean, array}), width: *}} values
- * @param {Node} viaNode
- * @private
- */
- _line(ctx, values, viaNode) {
- this._bezierCurve(ctx, values, viaNode);
- }
-
- /**
- *
- * @returns {Node|undefined|*|{index, line, column}}
- */
- getViaNode() {
- return this.via;
- }
-
-
- /**
- * 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.via) {
- let t = percentage;
- let x, y;
- if (this.from === this.to){
- let [cx,cy,cr] = this._getCircleData(this.from);
- let a = 2 * Math.PI * (1 - t);
- x = cx + cr * Math.sin(a);
- y = cy + cr - cr * (1 - Math.cos(a));
- } else {
- x = Math.pow(1 - t, 2) * this.fromPoint.x + 2 * t * (1 - t) * viaNode.x + Math.pow(t, 2) * this.toPoint.x;
- 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};
- }
-
- /**
- *
- * @param {Node} nearNode
- * @param {CanvasRenderingContext2D} ctx
- * @returns {*}
- * @private
- */
- _findBorderPosition(nearNode, ctx) {
- return this._findBorderPositionBezier(nearNode, ctx, this.via);
- }
-
- /**
- *
- * @param {number} x1
- * @param {number} y1
- * @param {number} x2
- * @param {number} y2
- * @param {number} x3
- * @param {number} y3
- * @returns {number}
- * @private
- */
- _getDistanceToEdge(x1, y1, x2, y2, x3, y3) { // x3,y3 is the point
- return this._getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, this.via);
- }
- }
-
-
- export default BezierEdgeDynamic;
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