feat(packages): add edge-utils

This commit is contained in:
moklick
2023-02-22 10:23:05 +01:00
parent aea43103af
commit 2497a36db3
9 changed files with 447 additions and 0 deletions

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module.exports = {
root: true,
extends: ['@reactflow/eslint-config'],
};

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# @reactflow/core
Core components and util functions of React Flow.
## Installation
```sh
npm install @reactflow/core
```

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{
"name": "@reactflow/edge-utils",
"version": "11.5.5",
"description": "Core edge utils of React Flow for creating edge paths.",
"keywords": [
"react",
"node-based UI",
"graph",
"diagram",
"workflow",
"react-flow"
],
"files": [
"dist"
],
"source": "src/index.ts",
"main": "dist/umd/index.js",
"module": "dist/esm/index.js",
"types": "dist/esm/index.d.ts",
"sideEffects": [
"*.css"
],
"license": "MIT",
"publishConfig": {
"access": "public"
},
"repository": {
"type": "git",
"url": "https://github.com/wbkd/react-flow.git",
"directory": "packages/edge-utils"
},
"scripts": {
"dev": "rollup --config node:@reactflow/rollup-config --watch",
"build": "rollup --config node:@reactflow/rollup-config --environment NODE_ENV:production",
"lint": "eslint --ext .js,.jsx,.ts,.tsx src",
"typecheck": "tsc --noEmit"
},
"dependencies": {
"@reactflow/system": "workspace:*"
},
"peerDependencies": {
"react": ">=17",
"react-dom": ">=17"
},
"devDependencies": {
"@reactflow/eslint-config": "workspace:*",
"@reactflow/rollup-config": "workspace:*",
"@reactflow/tsconfig": "workspace:*",
"@types/node": "^18.7.16",
"@types/react": ">=17",
"@types/react-dom": ">=17",
"react": "^18.2.0",
"typescript": "^4.9.4"
},
"rollup": {
"globals": {},
"name": "ReactFlowEdgeUtils"
}
}

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import { Position } from '@reactflow/system';
export type GetBezierPathParams = {
sourceX: number;
sourceY: number;
sourcePosition?: Position;
targetX: number;
targetY: number;
targetPosition?: Position;
curvature?: number;
};
export type GetControlWithCurvatureParams = {
pos: Position;
x1: number;
y1: number;
x2: number;
y2: number;
c: number;
};
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];
}
function calculateControlOffset(distance: number, curvature: number): number {
if (distance >= 0) {
return 0.5 * distance;
}
return curvature * 25 * Math.sqrt(-distance);
}
function getControlWithCurvature({ pos, x1, y1, x2, y2, c }: GetControlWithCurvatureParams): [number, number] {
switch (pos) {
case Position.Left:
return [x1 - calculateControlOffset(x1 - x2, c), y1];
case Position.Right:
return [x1 + calculateControlOffset(x2 - x1, c), y1];
case Position.Top:
return [x1, y1 - calculateControlOffset(y1 - y2, c)];
case Position.Bottom:
return [x1, y1 + calculateControlOffset(y2 - y1, c)];
}
}
export function getBezierPath({
sourceX,
sourceY,
sourcePosition = Position.Bottom,
targetX,
targetY,
targetPosition = Position.Top,
curvature = 0.25,
}: GetBezierPathParams): [path: string, labelX: number, labelY: number, offsetX: number, offsetY: 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 [labelX, labelY, offsetX, offsetY] = getBezierEdgeCenter({
sourceX,
sourceY,
targetX,
targetY,
sourceControlX,
sourceControlY,
targetControlX,
targetControlY,
});
return [
`M${sourceX},${sourceY} C${sourceControlX},${sourceControlY} ${targetControlX},${targetControlY} ${targetX},${targetY}`,
labelX,
labelY,
offsetX,
offsetY,
];
}

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import { MarkerType } from '@reactflow/system';
// this is used for straight edges and simple smoothstep edges (LTR, RTL, BTT, TTB)
export function getEdgeCenter({
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 const getMarkerEnd = (markerType?: MarkerType, markerEndId?: string): string => {
if (typeof markerEndId !== 'undefined' && markerEndId) {
return `url(#${markerEndId})`;
}
return typeof markerType !== 'undefined' ? `url(#react-flow__${markerType})` : 'none';
};

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export * from './bezier-edge';
export * from './straight-edge';
export * from './smoothstep-edge';
export * from './general';

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import { Position, XYPosition } from '@reactflow/system';
import { getEdgeCenter } from './general';
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(Math.pow(b.x - a.x, 2) + Math.pow(b.y - a.y, 2));
// ith this function we try to mimic a 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] = getEdgeCenter({
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): [path: string, labelX: number, labelY: number, offsetX: number, offsetY: 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];
}

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import { getEdgeCenter } from './general';
export type GetStraightPathParams = {
sourceX: number;
sourceY: number;
targetX: number;
targetY: number;
};
export function getStraightPath({
sourceX,
sourceY,
targetX,
targetY,
}: GetStraightPathParams): [path: string, labelX: number, labelY: number, offsetX: number, offsetY: number] {
const [labelX, labelY, offsetX, offsetY] = getEdgeCenter({
sourceX,
sourceY,
targetX,
targetY,
});
return [`M ${sourceX},${sourceY}L ${targetX},${targetY}`, labelX, labelY, offsetX, offsetY];
}

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{
"extends": "@reactflow/tsconfig/react.json",
"display": "@reactflow/utils",
"include": ["**/*.ts", "**/*.tsx"],
"exclude": ["node_modules", "dist"]
}