Refactor: Better routing for smoothstep and step edge (#2407)

* refactor(step/smoothstep-edge): better default routing
* chore(edges): pass options
* chore(exports): add BaseEdge
This commit is contained in:
Moritz Klack
2022-09-07 17:40:18 +02:00
committed by GitHub
parent 5c16415e19
commit 7a96817114
15 changed files with 344 additions and 123 deletions
@@ -1,5 +1,5 @@
import { memo } from 'react';
import { EdgeProps, Position } from '../../types';
import { BezierEdgeProps, Position } from '../../types';
import BaseEdge from './BaseEdge';
export interface GetBezierPathParams {
@@ -143,8 +143,8 @@ const BezierEdge = memo(
style,
markerEnd,
markerStart,
curvature,
}: EdgeProps) => {
options,
}: BezierEdgeProps) => {
const params = {
sourceX,
sourceY,
@@ -152,7 +152,7 @@ const BezierEdge = memo(
targetX,
targetY,
targetPosition,
curvature,
curvature: options?.curvature,
};
const path = getBezierPath(params);
const [centerX, centerY] = getBezierCenter(params);
@@ -1,26 +1,9 @@
import { memo } from 'react';
import { getCenter } from './utils';
import { EdgeSmoothStepProps, Position } from '../../types';
import { SmoothStepEdgeProps, Position, XYPosition } from '../../types';
import BaseEdge from './BaseEdge';
// 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}`;
export interface GetSmoothStepPathParams {
sourceX: number;
sourceY: number;
@@ -31,6 +14,135 @@ export interface GetSmoothStepPathParams {
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: 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({
@@ -43,76 +155,34 @@ export function getSmoothStepPath({
borderRadius = 5,
centerX,
centerY,
offset = 20,
}: 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];
const [_centerX, _centerY] = getCenter({ sourceX, sourceY, targetX, targetY });
const cX = typeof centerX !== 'undefined' ? centerX : _centerX;
const cY = typeof centerY !== 'undefined' ? centerY : _centerY;
let firstCornerPath = null;
let secondCornerPath = null;
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;
}, '');
}
const SmoothStepEdge = memo(
@@ -132,8 +202,8 @@ const SmoothStepEdge = memo(
targetPosition = Position.Top,
markerEnd,
markerStart,
borderRadius = 5,
}: EdgeSmoothStepProps) => {
options,
}: SmoothStepEdgeProps) => {
const [centerX, centerY] = getCenter({ sourceX, sourceY, targetX, targetY, sourcePosition, targetPosition });
const path = getSmoothStepPath({
@@ -143,7 +213,8 @@ const SmoothStepEdge = memo(
targetX,
targetY,
targetPosition,
borderRadius,
borderRadius: options?.borderRadius,
offset: options?.offset,
});
return (
@@ -52,6 +52,7 @@ export default (EdgeComponent: ComponentType<EdgeProps>) => {
rfId,
ariaLabel,
disableKeyboardA11y,
options,
}: WrapEdgeProps): JSX.Element | null => {
const edgeRef = useRef<SVGGElement>(null);
const [updateHover, setUpdateHover] = useState<boolean>(false);
@@ -189,6 +190,7 @@ export default (EdgeComponent: ComponentType<EdgeProps>) => {
targetHandleId={targetHandleId}
markerStart={markerStartUrl}
markerEnd={markerEndUrl}
options={options}
/>
)}
@@ -46,7 +46,6 @@ export default (NodeComponent: ComponentType<NodeProps>) => {
dragHandle,
zIndex,
isParent,
noPanClassName,
noDragClassName,
initialized,
disableKeyboardA11y,
@@ -126,7 +126,8 @@ const StoreUpdater = ({
const store = useStoreApi();
useEffect(() => {
setDefaultNodesAndEdges(defaultNodes, defaultEdges);
const edgesWithDefaults = defaultEdges?.map((e) => ({ ...e, ...defaultEdgeOptions }));
setDefaultNodesAndEdges(defaultNodes, edgesWithDefaults);
return () => {
reset();