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();
|
|
|
|
// when we change the physics state of the edge, we reposition the support node.
|
|
if (this.options.physics !== options.physics) {
|
|
this.via.setOptions({physics: this.options.physics})
|
|
this.positionBezierNode();
|
|
}
|
|
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})
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* remove the support nodes
|
|
* @returns {boolean}
|
|
*/
|
|
cleanup() {
|
|
if (this.via !== undefined) {
|
|
delete this.body.nodes[this.via.id];
|
|
this.via = undefined;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* 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;
|