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