import BezierEdgeBase from './util/BezierEdgeBase'
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/**
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* A Dynamic Bezier Edge. Bezier curves are used to model smooth gradual
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* curves in paths between nodes. The Dynamic piece refers to how the curve
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* reacts to physics changes.
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*
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* @class BezierEdgeDynamic
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* @extends BezierEdgeBase
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*/
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class BezierEdgeDynamic extends BezierEdgeBase {
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/**
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* @param {Object} options
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* @param {Object} body
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* @param {Label} labelModule
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* @constructor BezierEdgeDynamic
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*/
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constructor(options, body, labelModule) {
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//this.via = undefined; // Here for completeness but not allowed to defined before super() is invoked.
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super(options, body, labelModule); // --> this calls the setOptions below
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this._boundFunction = () => {this.positionBezierNode();};
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this.body.emitter.on("_repositionBezierNodes", this._boundFunction);
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}
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/**
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*
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* @param {Object} options
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*/
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setOptions(options) {
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// check if the physics has changed.
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let physicsChange = false;
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if (this.options.physics !== options.physics) {
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physicsChange = true;
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}
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// set the options and the to and from nodes
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this.options = options;
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this.id = this.options.id;
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this.from = this.body.nodes[this.options.from];
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this.to = this.body.nodes[this.options.to];
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// setup the support node and connect
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this.setupSupportNode();
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this.connect();
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// when we change the physics state of the edge, we reposition the support node.
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if (physicsChange === true) {
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this.via.setOptions({physics: this.options.physics});
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this.positionBezierNode();
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}
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}
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/**
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* Connects an edge to node(s)
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*/
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connect() {
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this.from = this.body.nodes[this.options.from];
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this.to = this.body.nodes[this.options.to];
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if (this.from === undefined || this.to === undefined || this.options.physics === false) {
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this.via.setOptions({physics:false})
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}
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else {
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// fix weird behaviour where a self referencing node has physics enabled
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if (this.from.id === this.to.id) {
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this.via.setOptions({physics: false})
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}
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else {
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this.via.setOptions({physics: true})
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}
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}
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}
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/**
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* remove the support nodes
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* @returns {boolean}
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*/
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cleanup() {
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this.body.emitter.off("_repositionBezierNodes", this._boundFunction);
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if (this.via !== undefined) {
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delete this.body.nodes[this.via.id];
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this.via = undefined;
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return true;
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}
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return false;
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}
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/**
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* Bezier curves require an anchor point to calculate the smooth flow. These points are nodes. These nodes are invisible but
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* are used for the force calculation.
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*
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* The changed data is not called, if needed, it is returned by the main edge constructor.
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* @private
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*/
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setupSupportNode() {
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if (this.via === undefined) {
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var nodeId = "edgeId:" + this.id;
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var node = this.body.functions.createNode({
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id: nodeId,
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shape: 'circle',
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physics:true,
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hidden:true
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});
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this.body.nodes[nodeId] = node;
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this.via = node;
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this.via.parentEdgeId = this.id;
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this.positionBezierNode();
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}
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}
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/**
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* Positions bezier node
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*/
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positionBezierNode() {
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if (this.via !== undefined && this.from !== undefined && this.to !== undefined) {
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this.via.x = 0.5 * (this.from.x + this.to.x);
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this.via.y = 0.5 * (this.from.y + this.to.y);
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}
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else if (this.via !== undefined) {
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this.via.x = 0;
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this.via.y = 0;
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}
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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 {{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
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* @param {vis.Node} viaNode
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* @private
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*/
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_line(ctx, values, viaNode) {
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this._bezierCurve(ctx, values, viaNode);
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}
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/**
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*
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* @returns {Node|undefined|*|{index, line, column}}
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*/
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getViaNode() {
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return this.via;
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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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*
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* @param {number} percentage
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* @param {vis.Node} viaNode
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* @returns {{x: number, y: number}}
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* @private
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*/
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getPoint(percentage, viaNode = this.via) {
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let t = percentage;
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let x, y;
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if (this.from === this.to){
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let [cx,cy,cr] = this._getCircleData(this.from)
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let a = 2 * Math.PI * (1 - t);
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x = cx + cr * Math.sin(a);
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y = cy + cr - cr * (1 - Math.cos(a));
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} else {
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x = Math.pow(1 - t, 2) * this.fromPoint.x + 2 * t * (1 - t) * viaNode.x + Math.pow(t, 2) * this.toPoint.x;
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y = Math.pow(1 - t, 2) * this.fromPoint.y + 2 * t * (1 - t) * viaNode.y + Math.pow(t, 2) * this.toPoint.y;
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}
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return {x: x, y: y};
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}
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/**
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*
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* @param {vis.Node} nearNode
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* @param {CanvasRenderingContext2D} ctx
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* @returns {*}
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* @private
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*/
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_findBorderPosition(nearNode, ctx) {
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return this._findBorderPositionBezier(nearNode, ctx, this.via);
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}
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/**
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*
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* @param {number} x1
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* @param {number} y1
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* @param {number} x2
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* @param {number} y2
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* @param {number} x3
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* @param {number} y3
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* @returns {number}
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* @private
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*/
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_getDistanceToEdge(x1, y1, x2, y2, x3, y3) { // x3,y3 is the point
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return this._getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, this.via);
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}
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}
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export default BezierEdgeDynamic;
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