vis.js is a dynamic, browser-based visualization library
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/**
* Created by Alex on 3/20/2015.
*/
import BezierBaseEdge from './util/bezierBaseEdge'
class BezierEdgeStatic extends BezierBaseEdge {
constructor(options, body, labelModule) {
super(options, body, labelModule);
}
cleanup() {
return false;
}
/**
* 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);
var via = this._getViaCoordinates();
// fallback to normal straight edges
if (via.x === undefined) {
ctx.lineTo(this.to.x, this.to.y);
ctx.stroke();
return undefined;
}
else {
ctx.quadraticCurveTo(via.x, via.y, this.to.x, this.to.y);
ctx.stroke();
return via;
}
}
_getViaCoordinates() {
let xVia = undefined;
let yVia = undefined;
let factor = this.options.smooth.roundness;
let type = this.options.smooth.type;
let dx = Math.abs(this.from.x - this.to.x);
let dy = Math.abs(this.from.y - this.to.y);
if (type == 'discrete' || type == 'diagonalCross') {
if (Math.abs(this.from.x - this.to.x) < Math.abs(this.from.y - this.to.y)) {
if (this.from.y > this.to.y) {
if (this.from.x < this.to.x) {
xVia = this.from.x + factor * dy;
yVia = this.from.y - factor * dy;
}
else if (this.from.x > this.to.x) {
xVia = this.from.x - factor * dy;
yVia = this.from.y - factor * dy;
}
}
else if (this.from.y < this.to.y) {
if (this.from.x < this.to.x) {
xVia = this.from.x + factor * dy;
yVia = this.from.y + factor * dy;
}
else if (this.from.x > this.to.x) {
xVia = this.from.x - factor * dy;
yVia = this.from.y + factor * dy;
}
}
if (type == "discrete") {
xVia = dx < factor * dy ? this.from.x : xVia;
}
}
else if (Math.abs(this.from.x - this.to.x) > Math.abs(this.from.y - this.to.y)) {
if (this.from.y > this.to.y) {
if (this.from.x < this.to.x) {
xVia = this.from.x + factor * dx;
yVia = this.from.y - factor * dx;
}
else if (this.from.x > this.to.x) {
xVia = this.from.x - factor * dx;
yVia = this.from.y - factor * dx;
}
}
else if (this.from.y < this.to.y) {
if (this.from.x < this.to.x) {
xVia = this.from.x + factor * dx;
yVia = this.from.y + factor * dx;
}
else if (this.from.x > this.to.x) {
xVia = this.from.x - factor * dx;
yVia = this.from.y + factor * dx;
}
}
if (type == "discrete") {
yVia = dy < factor * dx ? this.from.y : yVia;
}
}
}
else if (type == "straightCross") {
if (Math.abs(this.from.x - this.to.x) < Math.abs(this.from.y - this.to.y)) { // up - down
xVia = this.from.x;
if (this.from.y < this.to.y) {
yVia = this.to.y - (1 - factor) * dy;
}
else {
yVia = this.to.y + (1 - factor) * dy;
}
}
else if (Math.abs(this.from.x - this.to.x) > Math.abs(this.from.y - this.to.y)) { // left - right
if (this.from.x < this.to.x) {
xVia = this.to.x - (1 - factor) * dx;
}
else {
xVia = this.to.x + (1 - factor) * dx;
}
yVia = this.from.y;
}
}
else if (type == 'horizontal') {
if (this.from.x < this.to.x) {
xVia = this.to.x - (1 - factor) * dx;
}
else {
xVia = this.to.x + (1 - factor) * dx;
}
yVia = this.from.y;
}
else if (type == 'vertical') {
xVia = this.from.x;
if (this.from.y < this.to.y) {
yVia = this.to.y - (1 - factor) * dy;
}
else {
yVia = this.to.y + (1 - factor) * dy;
}
}
else if (type == 'curvedCW') {
dx = this.to.x - this.from.x;
dy = this.from.y - this.to.y;
let radius = Math.sqrt(dx * dx + dy * dy);
let pi = Math.PI;
let originalAngle = Math.atan2(dy, dx);
let myAngle = (originalAngle + ((factor * 0.5) + 0.5) * pi) % (2 * pi);
xVia = this.from.x + (factor * 0.5 + 0.5) * radius * Math.sin(myAngle);
yVia = this.from.y + (factor * 0.5 + 0.5) * radius * Math.cos(myAngle);
}
else if (type == 'curvedCCW') {
dx = this.to.x - this.from.x;
dy = this.from.y - this.to.y;
let radius = Math.sqrt(dx * dx + dy * dy);
let pi = Math.PI;
let originalAngle = Math.atan2(dy, dx);
let myAngle = (originalAngle + ((-factor * 0.5) + 0.5) * pi) % (2 * pi);
xVia = this.from.x + (factor * 0.5 + 0.5) * radius * Math.sin(myAngle);
yVia = this.from.y + (factor * 0.5 + 0.5) * radius * Math.cos(myAngle);
}
else { // continuous
if (Math.abs(this.from.x - this.to.x) < Math.abs(this.from.y - this.to.y)) {
if (this.from.y > this.to.y) {
if (this.from.x < this.to.x) {
xVia = this.from.x + factor * dy;
yVia = this.from.y - factor * dy;
xVia = this.to.x < xVia ? this.to.x : xVia;
}
else if (this.from.x > this.to.x) {
xVia = this.from.x - factor * dy;
yVia = this.from.y - factor * dy;
xVia = this.to.x > xVia ? this.to.x : xVia;
}
}
else if (this.from.y < this.to.y) {
if (this.from.x < this.to.x) {
xVia = this.from.x + factor * dy;
yVia = this.from.y + factor * dy;
xVia = this.to.x < xVia ? this.to.x : xVia;
}
else if (this.from.x > this.to.x) {
xVia = this.from.x - factor * dy;
yVia = this.from.y + factor * dy;
xVia = this.to.x > xVia ? this.to.x : xVia;
}
}
}
else if (Math.abs(this.from.x - this.to.x) > Math.abs(this.from.y - this.to.y)) {
if (this.from.y > this.to.y) {
if (this.from.x < this.to.x) {
xVia = this.from.x + factor * dx;
yVia = this.from.y - factor * dx;
yVia = this.to.y > yVia ? this.to.y : yVia;
}
else if (this.from.x > this.to.x) {
xVia = this.from.x - factor * dx;
yVia = this.from.y - factor * dx;
yVia = this.to.y > yVia ? this.to.y : yVia;
}
}
else if (this.from.y < this.to.y) {
if (this.from.x < this.to.x) {
xVia = this.from.x + factor * dx;
yVia = this.from.y + factor * dx;
yVia = this.to.y < yVia ? this.to.y : yVia;
}
else if (this.from.x > this.to.x) {
xVia = this.from.x - factor * dx;
yVia = this.from.y + factor * dx;
yVia = this.to.y < yVia ? this.to.y : yVia;
}
}
}
}
return {x: xVia, y: yVia};
}
_findBorderPosition(nearNode, ctx, options) {
return this._findBorderPositionBezier(nearNode, ctx, options.via);
}
_getDistanceToEdge(x1, y1, x2, y2, x3, y3, via = this._getViaCoordinates()) { // x3,y3 is the point
return this._getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, 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, via = this._getViaCoordinates()) {
var t = percentage;
var x = Math.pow(1 - t, 2) * this.from.x + (2 * t * (1 - t)) * via.x + Math.pow(t, 2) * this.to.x;
var y = Math.pow(1 - t, 2) * this.from.y + (2 * t * (1 - t)) * via.y + Math.pow(t, 2) * this.to.y;
return {x: x, y: y};
}
}
export default BezierEdgeStatic;