Files
xyflow/packages/system/src/utils/edges/smoothstep-edge.ts

230 lines
7.8 KiB
TypeScript

import { getEdgeCenter } from './general';
import { Position, type XYPosition } 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(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 sourceGapOffset = { x: 0, y: 0 };
const targetGapOffset = { x: 0, y: 0 };
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;
}
if (sourcePosition === targetPosition) {
const diff = Math.abs(source[dirAccessor] - target[dirAccessor]);
// if an edge goes from right to right for example (sourcePosition === targetPosition) and the distance between source.x and target.x is less than the offset, the added point and the gapped source/target will overlap. This leads to a weird edge path. To avoid this we add a gapOffset to the source/target
if (diff <= offset) {
const gapOffset = Math.min(offset - 1, offset - diff);
if (sourceDir[dirAccessor] === currDir) {
sourceGapOffset[dirAccessor] = gapOffset;
} else {
targetGapOffset[dirAccessor] = gapOffset;
}
}
}
// 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;
}
}
const sourceGapPoint = { x: sourceGapped.x - sourceGapOffset.x, y: sourceGapped.y - sourceGapOffset.y };
const targetGapPoint = { x: targetGapped.x - targetGapOffset.x, y: targetGapped.y - targetGapOffset.y };
const maxXDistance = Math.max(Math.abs(sourceGapPoint.x - points[0].x), Math.abs(targetGapPoint.x - points[0].x));
const maxYDistance = Math.max(Math.abs(sourceGapPoint.y - points[0].y), Math.abs(targetGapPoint.y - points[0].y));
// we want to place the label on the longest segment of the edge
if (maxXDistance >= maxYDistance) {
centerX = (sourceGapPoint.x + targetGapPoint.x) / 2;
centerY = points[0].y;
} else {
centerX = points[0].x;
centerY = (sourceGapPoint.y + targetGapPoint.y) / 2;
}
}
const pathPoints = [
source,
{ x: sourceGapped.x - sourceGapOffset.x, y: sourceGapped.y - sourceGapOffset.y },
...points,
{ x: targetGapped.x - targetGapOffset.x, y: targetGapped.y - targetGapOffset.y },
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];
}