refactor(core): rename core pkg dir to core

This commit is contained in:
braks
2022-10-10 21:33:44 +02:00
committed by Braks
parent f7dd7f1803
commit 082050b164
87 changed files with 640 additions and 0 deletions
@@ -0,0 +1,98 @@
import { getBezierEdgeCenter } from './general'
import { Position } from '~/types'
export interface GetBezierPathParams {
sourceX: number
sourceY: number
sourcePosition?: Position
targetX: number
targetY: number
targetPosition?: Position
curvature?: number
}
interface GetControlWithCurvatureParams {
pos: Position
x1: number
y1: number
x2: number
y2: number
c: number
}
function calculateControlOffset(distance: number, curvature: number): number {
if (distance >= 0) {
return 0.5 * distance
} else {
return curvature * 25 * Math.sqrt(-distance)
}
}
function getControlWithCurvature({ pos, x1, y1, x2, y2, c }: GetControlWithCurvatureParams): [number, number] {
let ctX: number, ctY: number
switch (pos) {
case Position.Left:
ctX = x1 - calculateControlOffset(x1 - x2, c)
ctY = y1
break
case Position.Right:
ctX = x1 + calculateControlOffset(x2 - x1, c)
ctY = y1
break
case Position.Top:
ctX = x1
ctY = y1 - calculateControlOffset(y1 - y2, c)
break
case Position.Bottom:
ctX = x1
ctY = y1 + calculateControlOffset(y2 - y1, c)
break
}
return [ctX, ctY]
}
export function getBezierPath({
sourceX,
sourceY,
sourcePosition = Position.Bottom,
targetX,
targetY,
targetPosition = Position.Top,
curvature = 0.25,
}: GetBezierPathParams): [string, number, number, number, number] {
const [sourceControlX, sourceControlY] = getControlWithCurvature({
pos: sourcePosition,
x1: sourceX,
y1: sourceY,
x2: targetX,
y2: targetY,
c: curvature,
})
const [targetControlX, targetControlY] = getControlWithCurvature({
pos: targetPosition,
x1: targetX,
y1: targetY,
x2: sourceX,
y2: sourceY,
c: curvature,
})
const [centerX, centerY, offsetX, offsetY] = getBezierEdgeCenter({
sourceX,
sourceY,
targetX,
targetY,
sourceControlX,
sourceControlY,
targetControlX,
targetControlY,
})
return [
`M${sourceX},${sourceY} C${sourceControlX},${sourceControlY} ${targetControlX},${targetControlY} ${targetX},${targetY}`,
centerX,
centerY,
offsetX,
offsetY,
]
}
@@ -0,0 +1,49 @@
// this is used for straight edges and simple smoothstep edges (LTR, RTL, BTT, TTB)
export function getSimpleEdgeCenter({
sourceX,
sourceY,
targetX,
targetY,
}: {
sourceX: number
sourceY: number
targetX: number
targetY: number
}): [number, number, number, number] {
const xOffset = Math.abs(targetX - sourceX) / 2
const centerX = targetX < sourceX ? targetX + xOffset : targetX - xOffset
const yOffset = Math.abs(targetY - sourceY) / 2
const centerY = targetY < sourceY ? targetY + yOffset : targetY - yOffset
return [centerX, centerY, xOffset, yOffset]
}
export function getBezierEdgeCenter({
sourceX,
sourceY,
targetX,
targetY,
sourceControlX,
sourceControlY,
targetControlX,
targetControlY,
}: {
sourceX: number
sourceY: number
targetX: number
targetY: number
sourceControlX: number
sourceControlY: number
targetControlX: number
targetControlY: number
}): [number, number, number, number] {
// cubic bezier t=0.5 mid point, not the actual mid point, but easy to calculate
// https://stackoverflow.com/questions/67516101/how-to-find-distance-mid-point-of-bezier-curve
const centerX = sourceX * 0.125 + sourceControlX * 0.375 + targetControlX * 0.375 + targetX * 0.125
const centerY = sourceY * 0.125 + sourceControlY * 0.375 + targetControlY * 0.375 + targetY * 0.125
const offsetX = Math.abs(centerX - sourceX)
const offsetY = Math.abs(centerY - sourceY)
return [centerX, centerY, offsetX, offsetY]
}
@@ -0,0 +1,5 @@
export * from './bezier'
export * from './general'
export * from './simple-bezier'
export * from './smoothstep'
export * from './straight'
@@ -0,0 +1,79 @@
import { getBezierEdgeCenter } from './general'
import { Position } from '~/types'
export interface GetSimpleBezierPathParams {
sourceX: number
sourceY: number
sourcePosition?: Position
targetX: number
targetY: number
targetPosition?: Position
}
interface GetControlParams {
pos: Position
x1: number
y1: number
x2: number
y2: number
}
function getControl({ pos, x1, y1, x2, y2 }: GetControlParams): [number, number] {
let ctX: number, ctY: number
switch (pos) {
case Position.Left:
case Position.Right:
ctX = 0.5 * (x1 + x2)
ctY = y1
break
case Position.Top:
case Position.Bottom:
ctX = x1
ctY = 0.5 * (y1 + y2)
break
}
return [ctX, ctY]
}
export function getSimpleBezierPath({
sourceX,
sourceY,
sourcePosition = Position.Bottom,
targetX,
targetY,
targetPosition = Position.Top,
}: GetSimpleBezierPathParams): [string, number, number, number, number] {
const [sourceControlX, sourceControlY] = getControl({
pos: sourcePosition,
x1: sourceX,
y1: sourceY,
x2: targetX,
y2: targetY,
})
const [targetControlX, targetControlY] = getControl({
pos: targetPosition,
x1: targetX,
y1: targetY,
x2: sourceX,
y2: sourceY,
})
const [centerX, centerY, offsetX, offsetY] = getBezierEdgeCenter({
sourceX,
sourceY,
targetX,
targetY,
sourceControlX,
sourceControlY,
targetControlX,
targetControlY,
})
return [
`M${sourceX},${sourceY} C${sourceControlX},${sourceControlY} ${targetControlX},${targetControlY} ${targetX},${targetY}`,
centerX,
centerY,
offsetX,
offsetY,
]
}
@@ -0,0 +1,197 @@
import { getSimpleEdgeCenter } from './general'
import type { XYPosition } from '~/types'
import { Position } from '~/types'
export interface GetSmoothStepPathParams {
sourceX: number
sourceY: number
sourcePosition?: Position
targetX: number
targetY: number
targetPosition?: Position
borderRadius?: number
centerX?: number
centerY?: number
offset?: number
}
const handleDirections = {
[Position.Left]: { x: -1, y: 0 },
[Position.Right]: { x: 1, y: 0 },
[Position.Top]: { x: 0, y: -1 },
[Position.Bottom]: { x: 0, y: 1 },
}
const getDirection = ({
source,
sourcePosition = Position.Bottom,
target,
}: {
source: XYPosition
sourcePosition: Position
target: XYPosition
}): XYPosition => {
if (sourcePosition === Position.Left || sourcePosition === Position.Right) {
return source.x < target.x ? { x: 1, y: 0 } : { x: -1, y: 0 }
}
return source.y < target.y ? { x: 0, y: 1 } : { x: 0, y: -1 }
}
const distance = (a: XYPosition, b: XYPosition) => Math.sqrt((b.x - a.x) ** 2 + (b.y - a.y) ** 2)
// With this function we try to mimic an orthogonal edge routing behaviour
// It's not as good as a real orthogonal edge routing, but it's faster and good enough as a default for step and smooth step edges
function getPoints({
source,
sourcePosition = Position.Bottom,
target,
targetPosition = Position.Top,
center,
offset,
}: {
source: XYPosition
sourcePosition: Position
target: XYPosition
targetPosition: Position
center: Partial<XYPosition>
offset: number
}): [XYPosition[], number, number, number, number] {
const sourceDir = handleDirections[sourcePosition]
const targetDir = handleDirections[targetPosition]
const sourceGapped: XYPosition = { x: source.x + sourceDir.x * offset, y: source.y + sourceDir.y * offset }
const targetGapped: XYPosition = { x: target.x + targetDir.x * offset, y: target.y + targetDir.y * offset }
const dir = getDirection({
source: sourceGapped,
sourcePosition,
target: targetGapped,
})
const dirAccessor = dir.x !== 0 ? 'x' : 'y'
const currDir = dir[dirAccessor]
let points: XYPosition[] = []
let centerX, centerY
const [defaultCenterX, defaultCenterY, defaultOffsetX, defaultOffsetY] = getSimpleEdgeCenter({
sourceX: source.x,
sourceY: source.y,
targetX: target.x,
targetY: target.y,
})
// opposite handle positions, default case
if (sourceDir[dirAccessor] * targetDir[dirAccessor] === -1) {
centerX = center.x || defaultCenterX
centerY = center.y || defaultCenterY
// --->
// |
// >---
const verticalSplit: XYPosition[] = [
{ x: centerX, y: sourceGapped.y },
{ x: centerX, y: targetGapped.y },
]
// |
// ---
// |
const horizontalSplit: XYPosition[] = [
{ x: sourceGapped.x, y: centerY },
{ x: targetGapped.x, y: centerY },
]
if (sourceDir[dirAccessor] === currDir) {
points = dirAccessor === 'x' ? verticalSplit : horizontalSplit
} else {
points = dirAccessor === 'x' ? horizontalSplit : verticalSplit
}
} else {
// sourceTarget means we take x from source and y from target, targetSource is the opposite
const sourceTarget: XYPosition[] = [{ x: sourceGapped.x, y: targetGapped.y }]
const targetSource: XYPosition[] = [{ x: targetGapped.x, y: sourceGapped.y }]
// this handles edges with same handle positions
if (dirAccessor === 'x') {
points = sourceDir.x === currDir ? targetSource : sourceTarget
} else {
points = sourceDir.y === currDir ? sourceTarget : targetSource
}
// these are conditions for handling mixed handle positions like Right -> Bottom for example
if (sourcePosition !== targetPosition) {
const dirAccessorOpposite = dirAccessor === 'x' ? 'y' : 'x'
const isSameDir = sourceDir[dirAccessor] === targetDir[dirAccessorOpposite]
const sourceGtTargetOppo = sourceGapped[dirAccessorOpposite] > targetGapped[dirAccessorOpposite]
const sourceLtTargetOppo = sourceGapped[dirAccessorOpposite] < targetGapped[dirAccessorOpposite]
const flipSourceTarget =
(sourceDir[dirAccessor] === 1 && ((!isSameDir && sourceGtTargetOppo) || (isSameDir && sourceLtTargetOppo))) ||
(sourceDir[dirAccessor] !== 1 && ((!isSameDir && sourceLtTargetOppo) || (isSameDir && sourceGtTargetOppo)))
if (flipSourceTarget) {
points = dirAccessor === 'x' ? sourceTarget : targetSource
}
}
centerX = points[0].x
centerY = points[0].y
}
const pathPoints = [source, sourceGapped, ...points, targetGapped, target]
return [pathPoints, centerX, centerY, defaultOffsetX, defaultOffsetY]
}
function getBend(a: XYPosition, b: XYPosition, c: XYPosition, size: number): string {
const bendSize = Math.min(distance(a, b) / 2, distance(b, c) / 2, size)
const { x, y } = b
// no bend
if ((a.x === x && x === c.x) || (a.y === y && y === c.y)) {
return `L${x} ${y}`
}
// first segment is horizontal
if (a.y === y) {
const xDir = a.x < c.x ? -1 : 1
const yDir = a.y < c.y ? 1 : -1
return `L ${x + bendSize * xDir},${y}Q ${x},${y} ${x},${y + bendSize * yDir}`
}
const xDir = a.x < c.x ? 1 : -1
const yDir = a.y < c.y ? -1 : 1
return `L ${x},${y + bendSize * yDir}Q ${x},${y} ${x + bendSize * xDir},${y}`
}
export function getSmoothStepPath({
sourceX,
sourceY,
sourcePosition = Position.Bottom,
targetX,
targetY,
targetPosition = Position.Top,
borderRadius = 5,
centerX,
centerY,
offset = 20,
}: GetSmoothStepPathParams): [string, number, number, number, number] {
const [points, labelX, labelY, offsetX, offsetY] = getPoints({
source: { x: sourceX, y: sourceY },
sourcePosition,
target: { x: targetX, y: targetY },
targetPosition,
center: { x: centerX, y: centerY },
offset,
})
const path = points.reduce<string>((res, p, i) => {
let segment = ''
if (i > 0 && i < points.length - 1) {
segment = getBend(points[i - 1], p, points[i + 1], borderRadius)
} else {
segment = `${i === 0 ? 'M' : 'L'}${p.x} ${p.y}`
}
res += segment
return res
}, '')
return [path, labelX, labelY, offsetX, offsetY]
}
@@ -0,0 +1,24 @@
import { getSimpleEdgeCenter } from './general'
export interface GetStraightPathParams {
sourceX: number
sourceY: number
targetX: number
targetY: number
}
export function getStraightPath({
sourceX,
sourceY,
targetX,
targetY,
}: GetStraightPathParams): [string, number, number, number, number] {
const [centerX, centerY, offsetX, offsetY] = getSimpleEdgeCenter({
sourceX,
sourceY,
targetX,
targetY,
})
return [`M ${sourceX},${sourceY}L ${targetX},${targetY}`, centerX, centerY, offsetX, offsetY]
}