vis.js is a dynamic, browser-based visualization library
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import BezierEdgeBase from './util/BezierEdgeBase'
/**
* A Static Bezier Edge. Bezier curves are used to model smooth gradual
* curves in paths between nodes.
*
* @class BezierEdgeStatic
* @extends BezierEdgeBase
*/
class BezierEdgeStatic extends BezierEdgeBase {
/**
* @param {Object} options
* @param {Object} body
* @param {Label} labelModule
* @constructor BezierEdgeStatic
*/
constructor(options, body, labelModule) {
super(options, body, labelModule);
}
/**
* Draw a line between two nodes
* @param {CanvasRenderingContext2D} ctx
* @param {{toArrow: boolean, toArrowScale: (allOptions.edges.arrows.to.scaleFactor|{number}|allOptions.edges.arrows.middle.scaleFactor|allOptions.edges.arrows.from.scaleFactor|Array|number), toArrowType: *, middleArrow: boolean, middleArrowScale: (number|allOptions.edges.arrows.middle.scaleFactor|{number}|Array), middleArrowType: (allOptions.edges.arrows.middle.type|{string}|string|*), fromArrow: boolean, fromArrowScale: (allOptions.edges.arrows.to.scaleFactor|{number}|allOptions.edges.arrows.middle.scaleFactor|allOptions.edges.arrows.from.scaleFactor|Array|number), fromArrowType: *, arrowStrikethrough: (*|boolean|allOptions.edges.arrowStrikethrough|{boolean}), color: undefined, inheritsColor: (string|string|string|allOptions.edges.color.inherit|{string, boolean}|Array|*), opacity: *, hidden: *, length: *, shadow: *, shadowColor: *, shadowSize: *, shadowX: *, shadowY: *, dashes: (*|boolean|Array|allOptions.edges.dashes|{boolean, array}), width: *}} values
* @param {vis.Node} viaNode
* @private
*/
_line(ctx, values, viaNode) {
this._bezierCurve(ctx, values, viaNode);
}
/**
*
* @returns {Array<{x: number, y: number}>}
*/
getViaNode() {
return this._getViaCoordinates();
}
/**
* We do not use the to and fromPoints here to make the via nodes the same as edges without arrows.
* @returns {{x: undefined, y: undefined}}
* @private
*/
_getViaCoordinates() {
// Assumption: x/y coordinates in from/to always defined
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') {
let stepX;
let stepY;
if (dx <= dy) {
stepX = stepY = factor * dy;
} else {
stepX = stepY = factor * dx;
}
if (this.from.x > this.to.x) stepX = -stepX;
if (this.from.y >= this.to.y) stepY = -stepY;
xVia = this.from.x + stepX;
yVia = this.from.y + stepY;
if (type === "discrete") {
if (dx <= dy) {
xVia = dx < factor * dy ? this.from.x : xVia;
} else {
yVia = dy < factor * dx ? this.from.y : yVia;
}
}
}
else if (type === "straightCross") {
let stepX = (1 - factor) * dx;
let stepY = (1 - factor) * dy;
if (dx <= dy) { // up - down
stepX = 0;
if (this.from.y < this.to.y) stepY = -stepY;
}
else { // left - right
if (this.from.x < this.to.x) stepX = -stepX;
stepY = 0;
}
xVia = this.to.x + stepX;
yVia = this.to.y + stepY;
}
else if (type === 'horizontal') {
let stepX = (1 - factor) * dx;
if (this.from.x < this.to.x) stepX = -stepX;
xVia = this.to.x + stepX;
yVia = this.from.y;
}
else if (type === 'vertical') {
let stepY = (1 - factor) * dy;
if (this.from.y < this.to.y) stepY = -stepY;
xVia = this.from.x;
yVia = this.to.y + stepY;
}
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
let stepX;
let stepY;
if (dx <= dy) {
stepX = stepY = factor * dy;
} else {
stepX = stepY = factor * dx;
}
if (this.from.x > this.to.x) stepX = -stepX;
if (this.from.y >= this.to.y) stepY = -stepY;
xVia = this.from.x + stepX;
yVia = this.from.y + stepY;
if (dx <= dy) {
if (this.from.x <= this.to.x) {
xVia = this.to.x < xVia ? this.to.x : xVia;
}
else {
xVia = this.to.x > xVia ? this.to.x : xVia;
}
}
else {
if (this.from.y >= this.to.y) {
yVia = this.to.y > yVia ? this.to.y : yVia;
} else {
yVia = this.to.y < yVia ? this.to.y : yVia;
}
}
}
return {x: xVia, y: yVia};
}
/**
*
* @param {vis.Node} nearNode
* @param {CanvasRenderingContext2D} ctx
* @param {Object} options
* @returns {*}
* @private
*/
_findBorderPosition(nearNode, ctx, options = {}) {
return this._findBorderPositionBezier(nearNode, ctx, options.via);
}
/**
*
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {number} x3
* @param {number} y3
* @param {vis.Node} viaNode
* @returns {number}
* @private
*/
_getDistanceToEdge(x1, y1, x2, y2, x3, y3, viaNode = this._getViaCoordinates()) { // x3,y3 is the point
return this._getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, viaNode);
}
/**
* Combined function of pointOnLine and pointOnBezier. This gives the coordinates of a point on the line at a certain percentage of the way
* @param {number} percentage
* @param {vis.Node} viaNode
* @returns {{x: number, y: number}}
* @private
*/
getPoint(percentage, viaNode = this._getViaCoordinates()) {
var t = percentage;
var x = Math.pow(1 - t, 2) * this.fromPoint.x + (2 * t * (1 - t)) * viaNode.x + Math.pow(t, 2) * this.toPoint.x;
var y = Math.pow(1 - t, 2) * this.fromPoint.y + (2 * t * (1 - t)) * viaNode.y + Math.pow(t, 2) * this.toPoint.y;
return {x: x, y: y};
}
}
export default BezierEdgeStatic;