vis.js is a dynamic, browser-based visualization library
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import BezierEdgeBase from './BezierEdgeBase'
/**
* A Base Class for all Cubic Bezier Edges. Bezier curves are used to model
* smooth gradual curves in paths between nodes.
*
* @class CubicBezierEdgeBase
* @extends BezierEdgeBase
*/
class CubicBezierEdgeBase extends BezierEdgeBase {
/**
* @param {Object} options
* @param {Object} body
* @param {Label} labelModule
* @constructor CubicBezierEdgeBase
*/
constructor(options, body, labelModule) {
super(options, body, labelModule);
}
/**
* Calculate the distance between a point (x3,y3) and a line segment from
* (x1,y1) to (x2,y2).
* http://stackoverflow.com/questions/849211/shortest-distancae-between-a-point-and-a-line-segment
* https://en.wikipedia.org/wiki/B%C3%A9zier_curve
* @param {number} x1 from x
* @param {number} y1 from y
* @param {number} x2 to x
* @param {number} y2 to y
* @param {number} x3 point to check x
* @param {number} y3 point to check y
* @param {vis.Node} via1
* @param {vis.Node} via2
* @returns {number}
* @private
*/
_getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, via1, via2) { // x3,y3 is the point
let minDistance = 1e9;
let distance;
let i, t, x, y;
let lastX = x1;
let lastY = y1;
let vec = [0,0,0,0]
for (i = 1; i < 10; i++) {
t = 0.1 * i;
vec[0] = Math.pow(1 - t, 3);
vec[1] = 3 * t * Math.pow(1 - t, 2);
vec[2] = 3 * Math.pow(t,2) * (1 - t);
vec[3] = Math.pow(t, 3);
x = vec[0] * x1 + vec[1] * via1.x + vec[2] * via2.x + vec[3] * x2;
y = vec[0] * y1 + vec[1] * via1.y + vec[2] * via2.y + vec[3] * y2;
if (i > 0) {
distance = this._getDistanceToLine(lastX, lastY, x, y, x3, y3);
minDistance = distance < minDistance ? distance : minDistance;
}
lastX = x;
lastY = y;
}
return minDistance;
}
}
export default CubicBezierEdgeBase;