feat(edges): updated smoothstep edge routing

This commit is contained in:
braks
2022-09-12 20:08:49 +02:00
committed by Braks
parent 018d711fc6
commit c113d3bd15
3 changed files with 153 additions and 58 deletions
@@ -20,6 +20,7 @@ const SmoothStepEdge: FunctionalComponent<SmoothStepEdgeProps> = function ({
markerEnd,
markerStart,
borderRadius,
offset,
style,
}) {
const [centerX, centerY] = getCenter({
@@ -39,6 +40,7 @@ const SmoothStepEdge: FunctionalComponent<SmoothStepEdgeProps> = function ({
sourcePosition,
targetPosition,
borderRadius,
offset,
})
return h(BaseEdge, {
@@ -71,6 +73,7 @@ SmoothStepEdge.props = [
'targetX',
'targetY',
'borderRadius',
'offset',
'markerEnd',
'markerStart',
'style',
@@ -1,4 +1,5 @@
import { getCenter } from './general'
import type { XYPosition } from '~/types'
import { Position } from '~/types'
export interface GetSmoothStepPathParams {
@@ -11,20 +12,136 @@ export interface GetSmoothStepPathParams {
borderRadius?: number
centerX?: number
centerY?: number
offset?: number
}
// These are some helper methods for drawing the round corners
// The name indicates the direction of the path. "bottomLeftCorner" goes
// from bottom to the left and "leftBottomCorner" goes from left to the bottom.
// We have to consider the direction of the paths because of the animated lines.
const bottomLeftCorner = (x: number, y: number, size: number): string => `L ${x},${y - size}Q ${x},${y} ${x + size},${y}`
const leftBottomCorner = (x: number, y: number, size: number): string => `L ${x + size},${y}Q ${x},${y} ${x},${y - size}`
const bottomRightCorner = (x: number, y: number, size: number): string => `L ${x},${y - size}Q ${x},${y} ${x - size},${y}`
const rightBottomCorner = (x: number, y: number, size: number): string => `L ${x - size},${y}Q ${x},${y} ${x},${y - size}`
const leftTopCorner = (x: number, y: number, size: number): string => `L ${x + size},${y}Q ${x},${y} ${x},${y + size}`
const topLeftCorner = (x: number, y: number, size: number): string => `L ${x},${y + size}Q ${x},${y} ${x + size},${y}`
const topRightCorner = (x: number, y: number, size: number): string => `L ${x},${y + size}Q ${x},${y} ${x - size},${y}`
const rightTopCorner = (x: number, y: number, size: number): string => `L ${x - size},${y}Q ${x},${y} ${x},${y + size}`
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: XYPosition
offset: number
}): XYPosition[] {
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[] = []
// opposite handle positions, default case
if (sourceDir[dirAccessor] * targetDir[dirAccessor] === -1) {
// --->
// |
// >---
const verticalSplit: XYPosition[] = [
{ x: center.x, y: sourceGapped.y },
{ x: center.x, y: targetGapped.y },
]
// |
// ---
// |
const horizontalSplit: XYPosition[] = [
{ x: sourceGapped.x, y: center.y },
{ x: targetGapped.x, y: center.y },
]
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
}
}
}
return [source, sourceGapped, ...points, targetGapped, target]
}
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,
@@ -36,58 +153,32 @@ export function getSmoothStepPath({
borderRadius = 5,
centerX,
centerY,
}: GetSmoothStepPathParams): string {
const [_centerX, _centerY, offsetX, offsetY] = getCenter({ sourceX, sourceY, targetX, targetY })
const cornerWidth = Math.min(borderRadius, Math.abs(targetX - sourceX))
const cornerHeight = Math.min(borderRadius, Math.abs(targetY - sourceY))
const cornerSize = Math.min(cornerWidth, cornerHeight, offsetX, offsetY)
const leftAndRight = [Position.Left, Position.Right]
offset = 20,
}: GetSmoothStepPathParams) {
const [_centerX, _centerY] = getCenter({ sourceX, sourceY, targetX, targetY })
const cX = typeof centerX !== 'undefined' ? centerX : _centerX
const cY = typeof centerY !== 'undefined' ? centerY : _centerY
let firstCornerPath
let secondCornerPath
const points = getPoints({
source: { x: sourceX, y: sourceY },
sourcePosition,
target: { x: targetX, y: targetY },
targetPosition,
center: { x: cX, y: cY },
offset,
})
if (sourceX <= targetX) {
firstCornerPath = sourceY <= targetY ? bottomLeftCorner(sourceX, cY, cornerSize) : topLeftCorner(sourceX, cY, cornerSize)
secondCornerPath = sourceY <= targetY ? rightTopCorner(targetX, cY, cornerSize) : rightBottomCorner(targetX, cY, cornerSize)
} else {
firstCornerPath = sourceY < targetY ? bottomRightCorner(sourceX, cY, cornerSize) : topRightCorner(sourceX, cY, cornerSize)
secondCornerPath = sourceY < targetY ? leftTopCorner(targetX, cY, cornerSize) : leftBottomCorner(targetX, cY, cornerSize)
}
return points.reduce<string>((res, p, i) => {
let segment = ''
if (leftAndRight.includes(sourcePosition) && leftAndRight.includes(targetPosition)) {
if (sourceX <= targetX) {
firstCornerPath = sourceY <= targetY ? rightTopCorner(cX, sourceY, cornerSize) : rightBottomCorner(cX, sourceY, cornerSize)
secondCornerPath = sourceY <= targetY ? bottomLeftCorner(cX, targetY, cornerSize) : topLeftCorner(cX, targetY, cornerSize)
} else if (
(sourcePosition === Position.Right && targetPosition === Position.Left) ||
(sourcePosition === Position.Left && targetPosition === Position.Right) ||
(sourcePosition === Position.Left && targetPosition === Position.Left)
) {
// and sourceX > targetX
firstCornerPath = sourceY <= targetY ? leftTopCorner(cX, sourceY, cornerSize) : leftBottomCorner(cX, sourceY, cornerSize)
secondCornerPath = sourceY <= targetY ? bottomRightCorner(cX, targetY, cornerSize) : topRightCorner(cX, targetY, cornerSize)
}
} else if (leftAndRight.includes(sourcePosition) && !leftAndRight.includes(targetPosition)) {
if (sourceX <= targetX) {
firstCornerPath =
sourceY <= targetY ? rightTopCorner(targetX, sourceY, cornerSize) : rightBottomCorner(targetX, sourceY, cornerSize)
if (i > 0 && i < points.length - 1) {
segment = getBend(points[i - 1], p, points[i + 1], borderRadius)
} else {
firstCornerPath =
sourceY <= targetY ? leftTopCorner(targetX, sourceY, cornerSize) : leftBottomCorner(targetX, sourceY, cornerSize)
segment = `${i === 0 ? 'M' : 'L'}${p.x} ${p.y}`
}
secondCornerPath = ''
} else if (!leftAndRight.includes(sourcePosition) && leftAndRight.includes(targetPosition)) {
if (sourceX <= targetX) {
firstCornerPath =
sourceY <= targetY ? bottomLeftCorner(sourceX, targetY, cornerSize) : topLeftCorner(sourceX, targetY, cornerSize)
} else {
firstCornerPath =
sourceY <= targetY ? bottomRightCorner(sourceX, targetY, cornerSize) : topRightCorner(sourceX, targetY, cornerSize)
}
secondCornerPath = ''
}
return `M ${sourceX},${sourceY}${firstCornerPath}${secondCornerPath}L ${targetX},${targetY}`
res += segment
return res
}, '')
}
+1
View File
@@ -177,6 +177,7 @@ export interface SmoothStepEdgeProps<Data = ElementData, CustomEvents = {}> exte
markerStart?: string
markerEnd?: string
borderRadius?: number
offset?: number
data?: Data
/** contextual and custom events of edge */
events?: Partial<EdgeEventsOn<CustomEvents>>