gojs
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Interactive diagrams, charts, and graphs, such as trees, flowcharts, orgcharts, UML, BPMN, or business diagrams
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JavaScript
"use strict";
/*
* Copyright (C) 1998-2020 by Northwoods Software Corporation. All Rights Reserved.
*/
/*
* This is an extension and not part of the main GoJS library.
* Note that the API for this class may change with any version, even point releases.
* If you intend to use an extension in production, you should copy the code to your own source directory.
* Extensions can be found in the GoJS kit under the extensions or extensionsTS folders.
* See the Extensions intro page (https://gojs.net/latest/intro/extensions.html) for more information.
*/
/**
* @constructor
* @extends RotatingTool
* @class
* A custom tool for rotating multiple objects at a time. When more than one
* part is selected, rotates all parts, revolving them about their collective center.
* If the control key is held down during rotation, rotates all parts individually.
* <p>
* Caution: this only works for Groups that do *not* have a Placeholder.
*/
function RotateMultipleTool() {
go.RotatingTool.call(this);
this.name = "RotateMultiple";
// holds references to all selected non-Link Parts and their offset & angles
this._initialInfo = null;
// initial angle when rotating as a whole
this._initialAngle = 0;
// rotation point of selection
this._centerPoint = null;
}
go.Diagram.inherit(RotateMultipleTool, go.RotatingTool);
/**
* Calls RotatingTool.doActivate, and then remembers the center point of the collection,
* and the initial distances and angles of selected parts to the center.
* @this {RotateMultipleTool}
*/
RotateMultipleTool.prototype.doActivate = function() {
go.RotatingTool.prototype.doActivate.call(this);
var diagram = this.diagram;
// center point of the collection
this._centerPoint = diagram.computePartsBounds(diagram.selection).center;
// remember the angle relative to the center point when rotating the whole collection
this._initialAngle = this._centerPoint.directionPoint(diagram.lastInput.documentPoint);
// remember initial angle and distance for each Part
var infos = new go.Map(/*go.Part, PartInfo*/);
var tool = this;
diagram.selection.each(function(part) {
tool.walkTree(part, infos);
});
this._initialInfo = infos;
}
/**
* @ignore
* @param {Part} part
* @param {Map} infos
*/
RotateMultipleTool.prototype.walkTree = function(part, infos) {
if (part === null || part instanceof go.Link) return;
// distance from _centerPoint to locationSpot of part
var dist = Math.sqrt(this._centerPoint.distanceSquaredPoint(part.location));
// calculate initial relative angle
var dir = this._centerPoint.directionPoint(part.location);
// saves part-angle combination in array
infos.add(part, new PartInfo(dir, dist, part.rotateObject.angle));
// recurse into Groups
if (part instanceof go.Group) {
var it = part.memberParts.iterator;
while (it.next()) this.walkTree(it.value, infos);
}
};
/**
* @ignore
* Internal class that remembers a Part's offset & angle.
*/
function PartInfo(placementAngle, distance, rotationAngle) {
this.placementAngle = placementAngle * (Math.PI / 180); // in radians
this.distance = distance;
this.rotationAngle = rotationAngle; // in degrees
}
/**
* Clean up any references to Parts.
* @this {RotateMultipleTool}
*/
RotateMultipleTool.prototype.doDeactivate = function() {
this._initialInfo = null;
go.RotatingTool.prototype.doDeactivate.call(this);
};
/**
* Overrides rotatingTool.rotate to rotate all selected objects about their collective center.
* When the control key is held down while rotating, all selected objects are rotated individually.
* @this {RotateMultipleTool}
* @param {number} newangle
*/
RotateMultipleTool.prototype.rotate = function(newangle) {
var diagram = this.diagram;
var e = diagram.lastInput;
// when rotating individual parts, remember the original angle difference
var angleDiff = newangle - this.adornedObject.part.rotateObject.angle;
var tool = this;
this._initialInfo.each(function(kvp) {
var part = kvp.key;
if (part instanceof go.Link) return; // only Nodes and simple Parts
var partInfo = kvp.value;
// rotate every selected non-Link Part
// find information about the part set in RotateMultipleTool.initialInformation
if (e.control || e.meta) {
if (tool.adornedObject.part === part) {
part.rotateObject.angle = newangle;
} else {
part.rotateObject.angle += angleDiff;
}
} else {
var radAngle = newangle * (Math.PI / 180); // converts the angle traveled from degrees to radians
// calculate the part's x-y location relative to the central rotation point
var offsetX = partInfo.distance * Math.cos(radAngle + partInfo.placementAngle);
var offsetY = partInfo.distance * Math.sin(radAngle + partInfo.placementAngle);
// move part
part.location = new go.Point(tool._centerPoint.x + offsetX, tool._centerPoint.y + offsetY);
// rotate part
part.rotateObject.angle = partInfo.rotationAngle + newangle;
}
});
}
/**
* This override needs to calculate the desired angle with different rotation points,
* depending on whether we are rotating the whole selection as one, or Parts individually.
* @this {RotateMultipleTool}
* @param {Point} newPoint in document coordinates
*/
RotateMultipleTool.prototype.computeRotate = function(newPoint) {
var diagram = this.diagram;
var angle;
var e = diagram.lastInput;
if (e.control || e.meta) { // relative to the center of the Node whose handle we are rotating
var part = this.adornedObject.part;
var rotationPoint = part.getDocumentPoint(part.locationSpot);
angle = rotationPoint.directionPoint(newPoint);
} else { // relative to the center of the whole selection
angle = this._centerPoint.directionPoint(newPoint) - this._initialAngle;
}
if (angle >= 360) angle -= 360;
else if (angle < 0) angle += 360;
var interval = Math.min(Math.abs(this.snapAngleMultiple), 180);
var epsilon = Math.min(Math.abs(this.snapAngleEpsilon), interval / 2);
// if it's close to a multiple of INTERVAL degrees, make it exactly so
if (!diagram.lastInput.shift && interval > 0 && epsilon > 0) {
if (angle % interval < epsilon) {
angle = Math.floor(angle / interval) * interval;
} else if (angle % interval > interval - epsilon) {
angle = (Math.floor(angle / interval) + 1) * interval;
}
if (angle >= 360) angle -= 360;
else if (angle < 0) angle += 360;
}
return angle;
};