vis.js is a dynamic, browser-based visualization library
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import CubicBezierEdgeBase from './util/CubicBezierEdgeBase'
/**
* A Cubic Bezier Edge. Bezier curves are used to model smooth gradual
* curves in paths between nodes.
*
* @extends CubicBezierEdgeBase
*/
class CubicBezierEdge extends CubicBezierEdgeBase {
/**
* @param {Object} options
* @param {Object} body
* @param {Label} labelModule
*/
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 {Array.<Node>} viaNodes
* @private
*/
_line(ctx, values, viaNodes) {
// get the coordinates of the support points.
let via1 = viaNodes[0];
let via2 = viaNodes[1];
this._bezierCurve(ctx, values, via1, via2);
}
/**
*
* @returns {Array.<{x: number, y: number}>}
* @private
*/
_getViaCoordinates() {
let dx = this.from.x - this.to.x;
let dy = this.from.y - this.to.y;
let x1, y1, x2, y2;
let roundness = this.options.smooth.roundness;
// horizontal if x > y or if direction is forced or if direction is horizontal
if ((Math.abs(dx) > Math.abs(dy) || this.options.smooth.forceDirection === true || this.options.smooth.forceDirection === 'horizontal') && this.options.smooth.forceDirection !== 'vertical') {
y1 = this.from.y;
y2 = this.to.y;
x1 = this.from.x - roundness * dx;
x2 = this.to.x + roundness * dx;
}
else {
y1 = this.from.y - roundness * dy;
y2 = this.to.y + roundness * dy;
x1 = this.from.x;
x2 = this.to.x;
}
return [{x: x1, y: y1},{x: x2, y: y2}];
}
/**
*
* @returns {Array.<{x: number, y: number}>}
*/
getViaNode() {
return this._getViaCoordinates();
}
/**
*
* @param {Node} nearNode
* @param {CanvasRenderingContext2D} ctx
* @returns {{x: number, y: number, t: number}}
* @private
*/
_findBorderPosition(nearNode, ctx) {
return this._findBorderPositionBezier(nearNode, ctx);
}
/**
*
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {number} x3
* @param {number} y3
* @param {Node} via1
* @param {Node} via2
* @returns {number}
* @private
*/
_getDistanceToEdge(x1, y1, x2, y2, x3, y3, [via1, via2] = this._getViaCoordinates()) { // x3,y3 is the point
return this._getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, via1, via2);
}
/**
* 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 {{x: number, y: number}} [via1=this._getViaCoordinates()[0]]
* @param {{x: number, y: number}} [via2=this._getViaCoordinates()[1]]
* @returns {{x: number, y: number}}
* @private
*/
getPoint(percentage, [via1, via2] = this._getViaCoordinates()) {
let t = percentage;
let vec = [];
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);
let x = vec[0] * this.fromPoint.x + vec[1] * via1.x + vec[2] * via2.x + vec[3] * this.toPoint.x;
let y = vec[0] * this.fromPoint.y + vec[1] * via1.y + vec[2] * via2.y + vec[3] * this.toPoint.y;
return {x: x, y: y};
}
}
export default CubicBezierEdge;