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:
@@ -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}
|
||||
/>
|
||||
)}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user