import BezierEdgeBase from './util/BezierEdgeBase' class BezierEdgeDynamic extends BezierEdgeBase { 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 } setOptions(options) { this.options = options; this.id = this.options.id; this.setupSupportNode(); this.connect(); } 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 selfreferencing node has physics enabled if (this.from.id === this.to.id) { this.via.setOptions({physics: false}) } else { this.via.setOptions({physics: true}) } } } cleanup() { if (this.via !== undefined) { delete this.body.nodes[this.via.id]; this.via = undefined; return true; } return false; } togglePhysics(status) { this.via.setOptions({physics:status}); this.positionBezierNode(); } /** * 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(); } } 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 * @private */ _line(ctx) { // draw a straight line ctx.beginPath(); ctx.moveTo(this.from.x, this.from.y); ctx.quadraticCurveTo(this.via.x, this.via.y, this.to.x, this.to.y); // draw shadow if enabled this.enableShadow(ctx); ctx.stroke(); this.disableShadow(ctx); 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 percentage * @param via * @returns {{x: number, y: number}} * @private */ getPoint(percentage) { let t = percentage; let x = Math.pow(1 - t, 2) * this.from.x + (2 * t * (1 - t)) * this.via.x + Math.pow(t, 2) * this.to.x; let y = Math.pow(1 - t, 2) * this.from.y + (2 * t * (1 - t)) * this.via.y + Math.pow(t, 2) * this.to.y; return {x: x, y: y}; } _findBorderPosition(nearNode, ctx) { return this._findBorderPositionBezier(nearNode, ctx, this.via); } _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;