import CubicBezierEdgeBase from './util/CubicBezierEdgeBase' class CubicBezierEdge extends CubicBezierEdgeBase { constructor(options, body, labelModule) { super(options, body, labelModule); } /** * Draw a line between two nodes * @param {CanvasRenderingContext2D} ctx * @private */ _line(ctx, values, viaNodes) { // get the coordinates of the support points. let via1 = viaNodes[0]; let via2 = viaNodes[1]; this._bezierCurve(ctx, values, via1, via2); } _getViaCoordinates() { let dx = this.from.x - this.to.x; let dy = this.from.y - this.to.y; let x1, y1, x2, y2; let roundness = this.options.smooth.roundness; // horizontal if x > y or if direction is forced or if direction is horizontal if ((Math.abs(dx) > Math.abs(dy) || this.options.smooth.forceDirection === true || this.options.smooth.forceDirection === 'horizontal') && this.options.smooth.forceDirection !== 'vertical') { y1 = this.from.y; y2 = this.to.y; x1 = this.from.x - roundness * dx; x2 = this.to.x + roundness * dx; } else { y1 = this.from.y - roundness * dy; y2 = this.to.y + roundness * dy; x1 = this.from.x; x2 = this.to.x; } return [{x: x1, y: y1},{x: x2, y: y2}]; } getViaNode() { return this._getViaCoordinates(); } _findBorderPosition(nearNode, ctx) { return this._findBorderPositionBezier(nearNode, ctx); } _getDistanceToEdge(x1, y1, x2, y2, x3, y3, [via1, via2] = this._getViaCoordinates()) { // x3,y3 is the point return this._getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, via1, via2); } /** * Combined function of pointOnLine and pointOnBezier. This gives the coordinates of a point on the line at a certain percentage of the way * @param percentage * @param via * @returns {{x: number, y: number}} * @private */ getPoint(percentage, [via1, via2] = this._getViaCoordinates()) { let t = percentage; let vec = []; 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); let x = vec[0] * this.fromPoint.x + vec[1] * via1.x + vec[2] * via2.x + vec[3] * this.toPoint.x; let y = vec[0] * this.fromPoint.y + vec[1] * via1.y + vec[2] * via2.y + vec[3] * this.toPoint.y; return {x: x, y: y}; } } export default CubicBezierEdge;