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