vis.js is a dynamic, browser-based visualization library
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/** ============================================================================
* Location of all the endpoint drawing routines.
*
* Every endpoint has its own drawing routine, which contains an endpoint definition.
*
* The endpoint definitions must have the following properies:
*
* - (0,0) is the connection point to the node it attaches to
* - The endpoints are orientated to the positive x-direction
* - The length of the endpoint is at most 1
*
* As long as the endpoint classes remain simple and not too numerous, they will
* be contained within this module.
* All classes here except `EndPoints` should be considered as private to this module.
*
* -----------------------------------------------------------------------------
* ### Further Actions
*
* After adding a new endpoint here, you also need to do the following things:
*
* - Add the new endpoint name to `network/options.js` in array `endPoints`.
* - Add the new endpoint name to the documentation.
* Scan for 'arrows.to.type` and add it to the description.
* - Add the endpoint to the examples. At the very least, add it to example
* `edgeStyles/arrowTypes`.
* ============================================================================= */
// NOTE: When a typedef is isolated in a separate comment block, an actual description is generated for it,
// using the rest of the commenting in the code block. Usage of typedef in other comments then
// link to there. TIL.
//
// Also noteworthy, all typedef's set up in this manner are collected in a single, global page 'global.html'.
// In other words, it doesn't matter *where* the typedef's are defined in the code.
//
//
// TODO: add descriptive commenting to given typedef's
/**
* @typedef {{type:string, point:Point, angle:number, length:number}} ArrowData
*
* Object containing instantiation data for a given endpoint.
*/
/**
* @typedef {{x:number, y:number}} Point
*
* A point in view-coordinates.
*/
/**
* Common methods for endpoints
*
* @class
*/
class EndPoint {
/**
* Apply transformation on points for display.
*
* The following is done:
* - rotate by the specified angle
* - multiply the (normalized) coordinates by the passed length
* - offset by the target coordinates
*
* @param {Array<Point>} points
* @param {ArrowData} arrowData
* @static
*/
static transform(points, arrowData) {
if (!(points instanceof Array)) {
points = [points];
}
var x = arrowData.point.x;
var y = arrowData.point.y;
var angle = arrowData.angle
var length = arrowData.length;
for(var i = 0; i < points.length; ++i) {
var p = points[i];
var xt = p.x * Math.cos(angle) - p.y * Math.sin(angle);
var yt = p.x * Math.sin(angle) + p.y * Math.cos(angle);
p.x = x + length*xt;
p.y = y + length*yt;
}
}
/**
* Draw a closed path using the given real coordinates.
*
* @param {CanvasRenderingContext2D} ctx
* @param {Array.<Point>} points
* @static
*/
static drawPath(ctx, points) {
ctx.beginPath();
ctx.moveTo(points[0].x, points[0].y);
for(var i = 1; i < points.length; ++i) {
ctx.lineTo(points[i].x, points[i].y);
}
ctx.closePath();
}
}
/**
* Drawing methods for the arrow endpoint.
* @extends EndPoint
*/
class Arrow extends EndPoint {
/**
* Draw this shape at the end of a line.
*
* @param {CanvasRenderingContext2D} ctx
* @param {ArrowData} arrowData
* @static
*/
static draw(ctx, arrowData) {
// Normalized points of closed path, in the order that they should be drawn.
// (0, 0) is the attachment point, and the point around which should be rotated
var points = [
{ x: 0 , y: 0 },
{ x:-1 , y: 0.3},
{ x:-0.9, y: 0 },
{ x:-1 , y:-0.3},
];
EndPoint.transform(points, arrowData);
EndPoint.drawPath(ctx, points);
}
}
/**
* Drawing methods for the circle endpoint.
*/
class Circle {
/**
* Draw this shape at the end of a line.
*
* @param {CanvasRenderingContext2D} ctx
* @param {ArrowData} arrowData
* @static
*/
static draw(ctx, arrowData) {
var point = {x:-0.4, y:0};
EndPoint.transform(point, arrowData);
ctx.circle(point.x, point.y, arrowData.length*0.4);
}
}
/**
* Drawing methods for the bar endpoint.
*/
class Bar {
/**
* Draw this shape at the end of a line.
*
* @param {CanvasRenderingContext2D} ctx
* @param {ArrowData} arrowData
* @static
*/
static draw(ctx, arrowData) {
/*
var points = [
{x:0, y:0.5},
{x:0, y:-0.5}
];
EndPoint.transform(points, arrowData);
ctx.beginPath();
ctx.moveTo(points[0].x, points[0].y);
ctx.lineTo(points[1].x, points[1].y);
ctx.stroke();
*/
var points = [
{x:0, y:0.5},
{x:0, y:-0.5},
{x:-0.15, y:-0.5},
{x:-0.15, y:0.5},
];
EndPoint.transform(points, arrowData);
EndPoint.drawPath(ctx, points);
}
}
/**
* Drawing methods for the endpoints.
*/
class EndPoints {
/**
* Draw an endpoint
*
* @param {CanvasRenderingContext2D} ctx
* @param {ArrowData} arrowData
* @static
*/
static draw(ctx, arrowData) {
var type;
if (arrowData.type) {
type = arrowData.type.toLowerCase();
}
switch (type) {
case 'circle':
Circle.draw(ctx, arrowData);
break;
case 'bar':
Bar.draw(ctx, arrowData);
break;
case 'arrow': // fall-through
default:
Arrow.draw(ctx, arrowData);
}
}
}
export default EndPoints;