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;