mirror of
https://github.com/wanglin2/mind-map.git
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Feature:支持调整关联线的控制点
This commit is contained in:
parent
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commit
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@ -1,5 +1,14 @@
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import { walk, bfsWalk, throttle } from './utils/'
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import { v4 as uuid } from 'uuid'
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import {
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getAssociativeLineTargetIndex,
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computeCubicBezierPathPoints,
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joinCubicBezierPath,
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cubicBezierPath,
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getNodePoint,
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computeNodePoints,
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getNodeLinePath
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} from './utils/associativeLineUtils'
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// 关联线类
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class AssociativeLine {
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@ -20,6 +29,20 @@ class AssociativeLine {
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// 箭头图标
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this.markerPath = null
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this.marker = this.createMarker()
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// 控制点
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this.controlLine1 = null
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this.controlLine2 = null
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this.controlPoint1 = null
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this.controlPoint2 = null
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this.controlPointDiameter = 10
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this.isControlPointMousedown = false
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this.mousedownControlPointKey = ''
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this.controlPointMousemoveState = {
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pos: null,
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startPoint: null,
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endPoint: null,
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targetIndex: ''
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}
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// 节流一下,不然很卡
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this.checkOverlapNode = throttle(this.checkOverlapNode, 100, this)
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this.bindEvent()
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@ -34,6 +57,9 @@ class AssociativeLine {
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this.mindMap.on('data_change', this.renderAllLines)
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// 监听画布和节点点击事件,用于清除当前激活的连接线
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this.mindMap.on('draw_click', () => {
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if (this.isControlPointMousedown) {
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return
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}
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this.clearActiveLine()
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})
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this.mindMap.on('node_click', node => {
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@ -55,6 +81,13 @@ class AssociativeLine {
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// 节点拖拽事件
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this.mindMap.on('node_dragging', this.onNodeDragging.bind(this))
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this.mindMap.on('node_dragend', this.onNodeDragend.bind(this))
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// 拖拽控制点
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window.addEventListener('mousemove', e => {
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this.onControlPointMousemove(e)
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})
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window.addEventListener('mouseup', e => {
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this.onControlPointMouseup(e)
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})
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}
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// 创建箭头
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@ -69,7 +102,10 @@ class AssociativeLine {
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// 渲染所有连线
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renderAllLines() {
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// 先移除
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this.removeAllLines()
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this.removeControls()
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this.clearActiveLine()
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let tree = this.mindMap.renderer.root
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if (!tree) return
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let idToNode = new Map()
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@ -98,7 +134,7 @@ class AssociativeLine {
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ids.forEach(id => {
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let toNode = idToNode.get(id)
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if (!node || !toNode) return
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let [startPoint, endPoint] = this.computeNodePoints(node, toNode)
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let [startPoint, endPoint] = computeNodePoints(node, toNode)
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this.drawLine(startPoint, endPoint, node, toNode)
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})
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})
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@ -117,11 +153,11 @@ class AssociativeLine {
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.stroke({ color: associativeLineColor })
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.fill({ color: associativeLineColor })
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// 路径
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let pathStr = this.cubicBezierPath(
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startPoint.x,
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startPoint.y,
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endPoint.x,
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endPoint.y
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let { path: pathStr, controlPoints } = getNodeLinePath(
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startPoint,
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endPoint,
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node,
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toNode
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)
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// 虚线
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let path = this.draw.path()
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@ -140,14 +176,26 @@ class AssociativeLine {
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.stroke({ width: associativeLineActiveWidth, color: 'transparent' })
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.fill({ color: 'none' })
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clickPath.plot(pathStr)
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// 点击事件
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clickPath.click(e => {
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e.stopPropagation()
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// 如果当前存在激活节点,那么取消激活节点
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if (this.mindMap.renderer.activeNodeList.length > 0) {
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this.clearActiveNodes()
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} else {
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// 否则清除当前的关联线的激活状态,如果有的话
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this.clearActiveLine()
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// 保存当前激活的关联线信息
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this.activeLine = [path, clickPath, node, toNode]
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// 让不可见的点击线显示
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clickPath.stroke({ color: associativeLineActiveColor })
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// 渲染控制点和连线
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this.renderControls(
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startPoint,
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endPoint,
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controlPoints[0],
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controlPoints[1]
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)
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this.mindMap.emit(
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'associative_line_click',
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path,
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@ -202,15 +250,22 @@ class AssociativeLine {
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// 更新创建过程中的连接线
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updateCreatingLine(e) {
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let { x, y } = this.getTransformedEventPos(e)
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let startPoint = getNodePoint(this.creatingStartNode)
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let pathStr = cubicBezierPath(startPoint.x, startPoint.y, x, y)
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this.creatingLine.plot(pathStr)
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this.checkOverlapNode(x, y)
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}
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// 获取转换后的鼠标事件对象的坐标
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getTransformedEventPos(e) {
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let { x, y } = this.mindMap.toPos(e.clientX, e.clientY)
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let { scaleX, scaleY, translateX, translateY } =
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this.mindMap.draw.transform()
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x = (x - translateX) / scaleX
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y = (y - translateY) / scaleY
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let startPoint = this.getNodePoint(this.creatingStartNode)
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let pathStr = this.cubicBezierPath(startPoint.x, startPoint.y, x, y)
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this.creatingLine.plot(pathStr)
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this.checkOverlapNode(x, y)
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return {
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x: (x - translateX) / scaleX,
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y: (y - translateY) / scaleY
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}
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}
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// 检测当前移动到的目标节点
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@ -252,6 +307,7 @@ class AssociativeLine {
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// 添加连接线
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addLine(fromNode, toNode) {
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if (!fromNode || !toNode) return
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// 目标节点如果没有id,则生成一个id
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let id = toNode.nodeData.data.id
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if (!id) {
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id = uuid()
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@ -259,10 +315,33 @@ class AssociativeLine {
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id
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})
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}
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// 将目标节点id保存起来
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let list = fromNode.nodeData.data.associativeLineTargets || []
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list.push(id)
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// 保存控制点
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let [startPoint, endPoint] = computeNodePoints(fromNode, toNode)
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let controlPoints = computeCubicBezierPathPoints(
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startPoint.x,
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startPoint.y,
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endPoint.x,
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endPoint.y
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)
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let offsetList =
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fromNode.nodeData.data.associativeLineTargetControlOffsets || []
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// 保存的实际是控制点和端点的差值,否则当节点位置改变了,控制点还是原来的位置,连线就不对了
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offsetList[list.length - 1] = [
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{
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x: controlPoints[0].x - startPoint.x,
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y: controlPoints[0].y - startPoint.y
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},
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{
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x: controlPoints[1].x - endPoint.x,
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y: controlPoints[1].y - endPoint.y
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}
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]
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this.mindMap.execCommand('SET_NODE_DATA', fromNode, {
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associativeLineTargets: list
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associativeLineTargets: list,
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associativeLineTargetControlOffsets: offsetList
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})
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}
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@ -270,13 +349,19 @@ class AssociativeLine {
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removeLine() {
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if (!this.activeLine) return
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let [, , node, toNode] = this.activeLine
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let id = toNode.nodeData.data.id
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this.removeControls()
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let { associativeLineTargets, associativeLineTargetControlOffsets } =
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node.nodeData.data
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let targetIndex = getAssociativeLineTargetIndex(node, toNode)
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this.mindMap.execCommand('SET_NODE_DATA', node, {
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associativeLineTargets: node.nodeData.data.associativeLineTargets.filter(
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item => {
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return item !== id
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}
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)
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associativeLineTargets: associativeLineTargets.filter((_, index) => {
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return index !== targetIndex
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}),
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associativeLineTargetControlOffsets: associativeLineTargetControlOffsets
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? associativeLineTargetControlOffsets.filter((_, index) => {
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return index !== targetIndex
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})
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: []
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})
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}
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@ -294,6 +379,7 @@ class AssociativeLine {
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color: 'transparent'
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})
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this.activeLine = null
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this.removeControls()
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}
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}
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@ -305,6 +391,7 @@ class AssociativeLine {
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line[0].hide()
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line[1].hide()
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})
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this.hideControls()
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}
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// 处理节点拖拽完成事件
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@ -314,97 +401,211 @@ class AssociativeLine {
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line[0].show()
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line[1].show()
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})
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this.showControls()
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this.isNodeDragging = false
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}
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// 三次贝塞尔曲线
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cubicBezierPath(x1, y1, x2, y2) {
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let cx1 = x1 + (x2 - x1) / 2
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let cy1 = y1
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let cx2 = cx1
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let cy2 = y2
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if (Math.abs(x1 - x2) <= 5) {
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cx1 = x1 + (y2 - y1) / 2
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cx2 = cx1
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}
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return `M ${x1},${y1} C ${cx1},${cy1} ${cx2},${cy2} ${x2},${y2}`
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// 创建控制点、连线节点
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createControlNodes() {
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let { associativeLineActiveColor } = this.mindMap.themeConfig
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// 连线
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this.controlLine1 = this.draw
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.line()
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.stroke({ color: associativeLineActiveColor, width: 2 })
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this.controlLine2 = this.draw
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.line()
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.stroke({ color: associativeLineActiveColor, width: 2 })
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// 控制点
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this.controlPoint1 = this.createOneControlNode('controlPoint1')
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this.controlPoint2 = this.createOneControlNode('controlPoint2')
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}
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// 根据两个节点的位置计算节点的连接点
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computeNodePoints(fromNode, toNode) {
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let fromRect = this.getNodeRect(fromNode)
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let fromCx = (fromRect.right + fromRect.left) / 2
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let fromCy = (fromRect.bottom + fromRect.top) / 2
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let toRect = this.getNodeRect(toNode)
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let toCx = (toRect.right + toRect.left) / 2
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let toCy = (toRect.bottom + toRect.top) / 2
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// 中心点坐标的差值
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let offsetX = toCx - fromCx
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let offsetY = toCy - fromCy
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if (offsetX === 0 && offsetY === 0) return
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let fromDir = ''
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let toDir = ''
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if (offsetX <= 0 && offsetX <= offsetY && offsetX <= -offsetY) {
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// left
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fromDir = 'left'
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toDir = 'right'
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} else if (offsetX > 0 && offsetX >= -offsetY && offsetX >= offsetY) {
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// right
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fromDir = 'right'
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toDir = 'left'
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} else if (offsetY <= 0 && offsetY < offsetX && offsetY < -offsetX) {
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// up
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fromDir = 'top'
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toDir = 'bottom'
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} else if (offsetY > 0 && -offsetY < offsetX && offsetY > offsetX) {
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// down
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fromDir = 'bottom'
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toDir = 'top'
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}
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return [
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this.getNodePoint(fromNode, fromDir),
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this.getNodePoint(toNode, toDir)
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]
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// 创建控制点
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createOneControlNode(pointKey) {
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let { associativeLineActiveColor } = this.mindMap.themeConfig
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return this.draw
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.circle(this.controlPointDiameter)
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.stroke({ color: associativeLineActiveColor })
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.fill({ color: '#fff' })
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.click(e => {
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e.stopPropagation()
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})
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.mousedown(e => {
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this.onControlPointMousedown(e, pointKey)
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})
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}
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// 获取节点的位置信息
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getNodeRect(node) {
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let { left, top, width, height } = node
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return {
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right: left + width,
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bottom: top + height,
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left,
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top
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// 控制点的鼠标按下事件
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onControlPointMousedown(e, pointKey) {
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e.stopPropagation()
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this.isControlPointMousedown = true
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this.mousedownControlPointKey = pointKey
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}
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// 控制点的鼠标移动事件
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onControlPointMousemove(e) {
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if (
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!this.isControlPointMousedown ||
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!this.mousedownControlPointKey ||
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!this[this.mousedownControlPointKey]
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)
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return
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e.stopPropagation()
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e.preventDefault()
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let radius = this.controlPointDiameter / 2
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// 转换鼠标当前的位置
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let { x, y } = this.getTransformedEventPos(e)
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this.controlPointMousemoveState.pos = {
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x,
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y
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}
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// 更新当前拖拽的控制点的位置
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this[this.mousedownControlPointKey].x(x - radius).y(y - radius)
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let [path, clickPath, node, toNode] = this.activeLine
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let [startPoint, endPoint] = computeNodePoints(node, toNode)
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this.controlPointMousemoveState.startPoint = startPoint
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this.controlPointMousemoveState.endPoint = endPoint
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let targetIndex = getAssociativeLineTargetIndex(node, toNode)
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this.controlPointMousemoveState.targetIndex = targetIndex
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let offsets =
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node.nodeData.data.associativeLineTargetControlOffsets[targetIndex]
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let point1 = null
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let point2 = null
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// 拖拽的是控制点1
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if (this.mousedownControlPointKey === 'controlPoint1') {
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point1 = {
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x,
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y
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}
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point2 = {
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x: endPoint.x + offsets[1].x,
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y: endPoint.y + offsets[1].y
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}
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// 更新控制点1的连线
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this.controlLine1.plot(startPoint.x, startPoint.y, point1.x, point1.y)
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} else {
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// 拖拽的是控制点2
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point1 = {
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x: startPoint.x + offsets[0].x,
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y: startPoint.y + offsets[0].y
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}
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point2 = {
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x,
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y
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}
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// 更新控制点2的连线
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this.controlLine2.plot(endPoint.x, endPoint.y, point2.x, point2.y)
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}
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// 更新关联线
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let pathStr = joinCubicBezierPath(startPoint, endPoint, point1, point2)
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path.plot(pathStr)
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clickPath.plot(pathStr)
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}
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// 控制点的鼠标移动事件
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onControlPointMouseup(e) {
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if (!this.isControlPointMousedown) return
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e.stopPropagation()
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e.preventDefault()
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let { pos, startPoint, endPoint, targetIndex } =
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this.controlPointMousemoveState
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let [, , node] = this.activeLine
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let offsetList =
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node.nodeData.data.associativeLineTargetControlOffsets || []
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let offset1 = null
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let offset2 = null
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if (this.mousedownControlPointKey === 'controlPoint1') {
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// 更新控制点1数据
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offset1 = {
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x: pos.x - startPoint.x,
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y: pos.y - startPoint.y
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}
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offset2 = offsetList[targetIndex][1]
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} else {
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// 更新控制点2数据
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offset1 = offsetList[targetIndex][0]
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offset2 = {
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x: pos.x - endPoint.x,
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y: pos.y - endPoint.y
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}
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}
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offsetList[targetIndex] = [offset1, offset2]
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this.mindMap.execCommand('SET_NODE_DATA', node, {
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associativeLineTargetControlOffsets: offsetList
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})
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// 这里要加个setTimeout0是因为draw_click事件比mouseup事件触发的晚,所以重置isControlPointMousedown需要等draw_click事件触发完以后
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setTimeout(() => {
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this.resetControlPoint()
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}, 0)
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}
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// 复位控制点移动
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resetControlPoint() {
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this.isControlPointMousedown = false
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this.mousedownControlPointKey = ''
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this.controlPointMousemoveState = {
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pos: null,
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startPoint: null,
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endPoint: null,
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targetIndex: ''
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}
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}
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// 获取节点的连接点
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getNodePoint(node, dir = 'right') {
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let { left, top, width, height } = node
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switch (dir) {
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case 'left':
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return {
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x: left,
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y: top + height / 2
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}
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case 'right':
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return {
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||||
x: left + width,
|
||||
y: top + height / 2
|
||||
}
|
||||
case 'top':
|
||||
return {
|
||||
x: left + width / 2,
|
||||
y: top
|
||||
}
|
||||
case 'bottom':
|
||||
return {
|
||||
x: left + width / 2,
|
||||
y: top + height
|
||||
}
|
||||
default:
|
||||
break
|
||||
// 渲染控制点
|
||||
renderControls(startPoint, endPoint, point1, point2) {
|
||||
if (!this.controlLine1) {
|
||||
this.createControlNodes()
|
||||
}
|
||||
let radius = this.controlPointDiameter / 2
|
||||
// 控制点和起终点的连线
|
||||
this.controlLine1.plot(startPoint.x, startPoint.y, point1.x, point1.y)
|
||||
this.controlLine2.plot(endPoint.x, endPoint.y, point2.x, point2.y)
|
||||
// 控制点
|
||||
this.controlPoint1.x(point1.x - radius).y(point1.y - radius)
|
||||
this.controlPoint2.x(point2.x - radius).y(point2.y - radius)
|
||||
}
|
||||
|
||||
// 删除控制点
|
||||
removeControls() {
|
||||
if (!this.controlLine1) return
|
||||
;[
|
||||
this.controlLine1,
|
||||
this.controlLine2,
|
||||
this.controlPoint1,
|
||||
this.controlPoint2
|
||||
].forEach(item => {
|
||||
item.remove()
|
||||
})
|
||||
this.controlLine1 = null
|
||||
this.controlLine2 = null
|
||||
this.controlPoint1 = null
|
||||
this.controlPoint2 = null
|
||||
}
|
||||
|
||||
// 隐藏控制点
|
||||
hideControls() {
|
||||
if (!this.controlLine1) return
|
||||
;[
|
||||
this.controlLine1,
|
||||
this.controlLine2,
|
||||
this.controlPoint1,
|
||||
this.controlPoint2
|
||||
].forEach(item => {
|
||||
item.hide()
|
||||
})
|
||||
}
|
||||
|
||||
// 显示控制点
|
||||
showControls() {
|
||||
if (!this.controlLine1) return
|
||||
;[
|
||||
this.controlLine1,
|
||||
this.controlLine2,
|
||||
this.controlPoint1,
|
||||
this.controlPoint2
|
||||
].forEach(item => {
|
||||
item.show()
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
162
simple-mind-map/src/utils/associativeLineUtils.js
Normal file
162
simple-mind-map/src/utils/associativeLineUtils.js
Normal file
@ -0,0 +1,162 @@
|
||||
// 获取目标节点在起始节点的目标数组中的索引
|
||||
export const getAssociativeLineTargetIndex = (node, toNode) => {
|
||||
return node.nodeData.data.associativeLineTargets.findIndex(item => {
|
||||
return item === toNode.nodeData.data.id
|
||||
})
|
||||
}
|
||||
|
||||
// 计算贝塞尔曲线的控制点
|
||||
export const computeCubicBezierPathPoints = (x1, y1, x2, y2) => {
|
||||
let cx1 = x1 + (x2 - x1) / 2
|
||||
let cy1 = y1
|
||||
let cx2 = cx1
|
||||
let cy2 = y2
|
||||
if (Math.abs(x1 - x2) <= 5) {
|
||||
cx1 = x1 + (y2 - y1) / 2
|
||||
cx2 = cx1
|
||||
}
|
||||
return [
|
||||
{
|
||||
x: cx1,
|
||||
y: cy1
|
||||
},
|
||||
{
|
||||
x: cx2,
|
||||
y: cy2
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
// 拼接贝塞尔曲线路径
|
||||
export const joinCubicBezierPath = (startPoint, endPoint, point1, point2) => {
|
||||
return `M ${startPoint.x},${startPoint.y} C ${point1.x},${point1.y} ${point2.x},${point2.y} ${endPoint.x},${endPoint.y}`
|
||||
}
|
||||
|
||||
// 获取节点的位置信息
|
||||
const getNodeRect = node => {
|
||||
let { left, top, width, height } = node
|
||||
return {
|
||||
right: left + width,
|
||||
bottom: top + height,
|
||||
left,
|
||||
top
|
||||
}
|
||||
}
|
||||
|
||||
// 三次贝塞尔曲线
|
||||
export const cubicBezierPath = (x1, y1, x2, y2) => {
|
||||
let points = computeCubicBezierPathPoints(x1, y1, x2, y2)
|
||||
return joinCubicBezierPath(
|
||||
{ x: x1, y: y1 },
|
||||
{ x: x2, y: y2 },
|
||||
points[0],
|
||||
points[1]
|
||||
)
|
||||
}
|
||||
|
||||
// 获取节点的连接点
|
||||
export const getNodePoint = (node, dir = 'right') => {
|
||||
let { left, top, width, height } = node
|
||||
switch (dir) {
|
||||
case 'left':
|
||||
return {
|
||||
x: left,
|
||||
y: top + height / 2
|
||||
}
|
||||
case 'right':
|
||||
return {
|
||||
x: left + width,
|
||||
y: top + height / 2
|
||||
}
|
||||
case 'top':
|
||||
return {
|
||||
x: left + width / 2,
|
||||
y: top
|
||||
}
|
||||
case 'bottom':
|
||||
return {
|
||||
x: left + width / 2,
|
||||
y: top + height
|
||||
}
|
||||
default:
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// 根据两个节点的位置计算节点的连接点
|
||||
export const computeNodePoints = (fromNode, toNode) => {
|
||||
let fromRect = getNodeRect(fromNode)
|
||||
let fromCx = (fromRect.right + fromRect.left) / 2
|
||||
let fromCy = (fromRect.bottom + fromRect.top) / 2
|
||||
let toRect = getNodeRect(toNode)
|
||||
let toCx = (toRect.right + toRect.left) / 2
|
||||
let toCy = (toRect.bottom + toRect.top) / 2
|
||||
// 中心点坐标的差值
|
||||
let offsetX = toCx - fromCx
|
||||
let offsetY = toCy - fromCy
|
||||
if (offsetX === 0 && offsetY === 0) return
|
||||
let fromDir = ''
|
||||
let toDir = ''
|
||||
if (offsetX <= 0 && offsetX <= offsetY && offsetX <= -offsetY) {
|
||||
// left
|
||||
fromDir = 'left'
|
||||
toDir = 'right'
|
||||
} else if (offsetX > 0 && offsetX >= -offsetY && offsetX >= offsetY) {
|
||||
// right
|
||||
fromDir = 'right'
|
||||
toDir = 'left'
|
||||
} else if (offsetY <= 0 && offsetY < offsetX && offsetY < -offsetX) {
|
||||
// up
|
||||
fromDir = 'top'
|
||||
toDir = 'bottom'
|
||||
} else if (offsetY > 0 && -offsetY < offsetX && offsetY > offsetX) {
|
||||
// down
|
||||
fromDir = 'bottom'
|
||||
toDir = 'top'
|
||||
}
|
||||
return [getNodePoint(fromNode, fromDir), getNodePoint(toNode, toDir)]
|
||||
}
|
||||
|
||||
// 获取节点的关联线路径
|
||||
export const getNodeLinePath = (startPoint, endPoint, node, toNode) => {
|
||||
let targetIndex = getAssociativeLineTargetIndex(node, toNode)
|
||||
// 控制点
|
||||
let controlPoints = []
|
||||
let associativeLineTargetControlOffsets =
|
||||
node.nodeData.data.associativeLineTargetControlOffsets
|
||||
if (
|
||||
associativeLineTargetControlOffsets &&
|
||||
associativeLineTargetControlOffsets[targetIndex]
|
||||
) {
|
||||
// 节点保存了控制点差值
|
||||
let offsets = associativeLineTargetControlOffsets[targetIndex]
|
||||
controlPoints = [
|
||||
{
|
||||
x: startPoint.x + offsets[0].x,
|
||||
y: startPoint.y + offsets[0].y
|
||||
},
|
||||
{
|
||||
x: endPoint.x + offsets[1].x,
|
||||
y: endPoint.y + offsets[1].y
|
||||
}
|
||||
]
|
||||
} else {
|
||||
// 没有保存控制点则生成默认的
|
||||
controlPoints = computeCubicBezierPathPoints(
|
||||
startPoint.x,
|
||||
startPoint.y,
|
||||
endPoint.x,
|
||||
endPoint.y
|
||||
)
|
||||
}
|
||||
// 根据控制点拼接贝塞尔曲线路径
|
||||
return {
|
||||
path: joinCubicBezierPath(
|
||||
startPoint,
|
||||
endPoint,
|
||||
controlPoints[0],
|
||||
controlPoints[1]
|
||||
),
|
||||
controlPoints
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user