@maxgraph/core
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maxGraph is a fully client side JavaScript diagramming library that uses SVG and HTML for rendering.
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JavaScript
/*
Copyright 2021-present The maxGraph project Contributors
Copyright (c) 2006-2015, JGraph Ltd
Copyright (c) 2006-2015, Gaudenz Alder
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
import Point from '../../geometry/Point.js';
/**
* This perimeter is registered under `ellipsePerimeter` in {@link PerimeterRegistry} when using {@link Graph} or calling {@link registerDefaultPerimeters}.
*
* @category Perimeter
*/
export const EllipsePerimeter = (bounds, _vertex, next, orthogonal = false) => {
const { x } = bounds;
const { y } = bounds;
const a = bounds.width / 2;
const b = bounds.height / 2;
const cx = x + a;
const cy = y + b;
const px = next.x;
const py = next.y;
// Calculates straight line equation through
// point and ellipse center y = d * x + h
const dx = parseInt(String(px - cx));
const dy = parseInt(String(py - cy));
if (dx === 0 && dy !== 0) {
return new Point(cx, cy + (b * dy) / Math.abs(dy));
}
if (dx === 0 && dy === 0) {
return new Point(px, py);
}
if (orthogonal) {
if (py >= y && py <= y + bounds.height) {
const ty = py - cy;
let tx = Math.sqrt(a * a * (1 - (ty * ty) / (b * b))) || 0;
if (px <= x) {
tx = -tx;
}
return new Point(cx + tx, py);
}
if (px >= x && px <= x + bounds.width) {
const tx = px - cx;
let ty = Math.sqrt(b * b * (1 - (tx * tx) / (a * a))) || 0;
if (py <= y) {
ty = -ty;
}
return new Point(px, cy + ty);
}
}
// Calculates intersection
const d = dy / dx;
const h = cy - d * cx;
const e = a * a * d * d + b * b;
const f = -2 * cx * e;
const g = a * a * d * d * cx * cx + b * b * cx * cx - a * a * b * b;
const det = Math.sqrt(f * f - 4 * e * g);
// Two solutions (perimeter points)
const xout1 = (-f + det) / (2 * e);
const xout2 = (-f - det) / (2 * e);
const yout1 = d * xout1 + h;
const yout2 = d * xout2 + h;
const dist1 = Math.sqrt(Math.pow(xout1 - px, 2) + Math.pow(yout1 - py, 2));
const dist2 = Math.sqrt(Math.pow(xout2 - px, 2) + Math.pow(yout2 - py, 2));
// Correct solution
let xout = 0;
let yout = 0;
if (dist1 < dist2) {
xout = xout1;
yout = yout1;
}
else {
xout = xout2;
yout = yout2;
}
return new Point(xout, yout);
};