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) { // get the coordinates of the support points. let [via1,via2] = this._getViaCoordinates(); let returnValue = [via1,via2]; // start drawing the line. ctx.beginPath(); ctx.moveTo(this.from.x, this.from.y); // fallback to normal straight edges if (via1.x === undefined) { ctx.lineTo(this.to.x, this.to.y); returnValue = undefined; } else { ctx.bezierCurveTo(via1.x, via1.y, via2.x, via2.y, this.to.x, this.to.y); } // draw shadow if enabled this.enableShadow(ctx); ctx.stroke(); this.disableShadow(ctx); return returnValue; } _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}]; } _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.from.x + vec[1] * via1.x + vec[2] * via2.x + vec[3] * this.to.x; let y = vec[0] * this.from.y + vec[1] * via1.y + vec[2] * via2.y + vec[3] * this.to.y; return {x: x, y: y}; } } export default CubicBezierEdge;