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/** * @license Highcharts JS v6.2.0 (2018-10-17) * Pathfinder * * (c) 2016 Øystein Moseng * * --- WORK IN PROGRESS --- * * License: www.highcharts.com/license */ 'use strict'; (function (factory) { if (typeof module === 'object' && module.exports) { module.exports = factory; } else if (typeof define === 'function' && define.amd) { define(function () { return factory; }); } else { factory(Highcharts); } }(function (Highcharts) { var algorithms = (function (H) { /** * (c) 2016 Highsoft AS * Author: Øystein Moseng * * License: www.highcharts.com/license */ var min = Math.min, max = Math.max, abs = Math.abs, pick = H.pick; /** * Get index of last obstacle before xMin. Employs a type of binary search, and * thus requires that obstacles are sorted by xMin value. * * @param {Array} obstacles Array of obstacles to search in. * @param {Number} xMin The xMin threshold. * @param {Number} startIx Starting index to search from. Must be within array * range. * * @return {Number} result The index of the last obstacle element before xMin. */ function findLastObstacleBefore(obstacles, xMin, startIx) { var left = startIx || 0, // left limit right = obstacles.length - 1, // right limit min = xMin - 0.0000001, // Make sure we include all obstacles at xMin cursor, cmp; while (left <= right) { cursor = (right + left) >> 1; cmp = min - obstacles[cursor].xMin; if (cmp > 0) { left = cursor + 1; } else if (cmp < 0) { right = cursor - 1; } else { return cursor; } } return left > 0 ? left - 1 : 0; } /** * Test if a point lays within an obstacle. * * @param {Object} obstacle Obstacle to test. * @param {Object} point Point with x/y props. * * @return {Boolean} result Whether point is within the obstacle or not. */ function pointWithinObstacle(obstacle, point) { return ( point.x <= obstacle.xMax && point.x >= obstacle.xMin && point.y <= obstacle.yMax && point.y >= obstacle.yMin ); } /** * Find the index of an obstacle that wraps around a point. * Returns -1 if not found. * * @param {Array} obstacles Obstacles to test. * @param {Object} point Point with x/y props. * * @return {Number} result Ix of the obstacle in the array, or -1 if not found. */ function findObstacleFromPoint(obstacles, point) { var i = findLastObstacleBefore(obstacles, point.x + 1) + 1; while (i--) { if (obstacles[i].xMax >= point.x && // optimization using lazy evaluation pointWithinObstacle(obstacles[i], point)) { return i; } } return -1; } /** * Get SVG path array from array of line segments. * * @param {Array} segments The segments to build the path from. * * @return {Array} result SVG path array as accepted by the SVG Renderer. */ function pathFromSegments(segments) { var path = []; if (segments.length) { path.push('M', segments[0].start.x, segments[0].start.y); for (var i = 0; i < segments.length; ++i) { path.push('L', segments[i].end.x, segments[i].end.y); } } return path; } /** * Limits obstacle max/mins in all directions to bounds. Modifies input * obstacle. * * @param {Object} obstacle Obstacle to limit. * @param {Object} bounds Bounds to use as limit. */ function limitObstacleToBounds(obstacle, bounds) { obstacle.yMin = max(obstacle.yMin, bounds.yMin); obstacle.yMax = min(obstacle.yMax, bounds.yMax); obstacle.xMin = max(obstacle.xMin, bounds.xMin); obstacle.xMax = min(obstacle.xMax, bounds.xMax); } // Define the available pathfinding algorithms. // Algorithms take up to 3 arguments: starting point, ending point, and an // options object. var algorithms = { /** * Get an SVG path from a starting coordinate to an ending coordinate. * Draws a straight line. * * @param {Object} start Starting coordinate, object with x/y props. * @param {Object} end Ending coordinate, object with x/y props. * * @return {Object} result An object with the SVG path in Array form as * accepted by the SVG renderer, as well as an array of new obstacles * making up this path. */ straight: function (start, end) { return { path: ['M', start.x, start.y, 'L', end.x, end.y], obstacles: [{ start: start, end: end }] }; }, /** * Find a path from a starting coordinate to an ending coordinate, using * right angles only, and taking only starting/ending obstacle into * consideration. * * Options * - chartObstacles: Array of chart obstacles to avoid * - startDirectionX: Optional. True if starting in the X direction. * If not provided, the algorithm starts in the * direction that is the furthest between * start/end. * * @param {Object} start Starting coordinate, object with x/y props. * @param {Object} end Ending coordinate, object with x/y props. * @param {Object} options Options for the algorithm. * * @return {Object} result An object with the SVG path in Array form as * accepted by the SVG renderer, as well as an array of new obstacles * making up this path. */ simpleConnect: H.extend(function (start, end, options) { var segments = [], endSegment, dir = pick( options.startDirectionX, abs(end.x - start.x) > abs(end.y - start.y) ) ? 'x' : 'y', chartObstacles = options.chartObstacles, startObstacleIx = findObstacleFromPoint(chartObstacles, start), endObstacleIx = findObstacleFromPoint(chartObstacles, end), startObstacle, endObstacle, prevWaypoint, waypoint, waypoint2, useMax, endPoint; // Return a clone of a point with a property set from a target object, // optionally with an offset function copyFromPoint(from, fromKey, to, toKey, offset) { var point = { x: from.x, y: from.y }; point[fromKey] = to[toKey || fromKey] + (offset || 0); return point; } // Return waypoint outside obstacle function getMeOut(obstacle, point, direction) { var useMax = abs(point[direction] - obstacle[direction + 'Min']) > abs(point[direction] - obstacle[direction + 'Max']); return copyFromPoint( point, direction, obstacle, direction + (useMax ? 'Max' : 'Min'), useMax ? 1 : -1 ); } // Pull out end point if (endObstacleIx > -1) { endObstacle = chartObstacles[endObstacleIx]; waypoint = getMeOut(endObstacle, end, dir); endSegment = { start: waypoint, end: end }; endPoint = waypoint; } else { endPoint = end; } // If an obstacle envelops the start point, add a segment to get out, // and around it. if (startObstacleIx > -1) { startObstacle = chartObstacles[startObstacleIx]; waypoint = getMeOut(startObstacle, start, dir); segments.push({ start: start, end: waypoint }); // If we are going back again, switch direction to get around start // obstacle. if ( waypoint[dir] > start[dir] === // Going towards max from start waypoint[dir] > endPoint[dir] // Going towards min to end ) { dir = dir === 'y' ? 'x' : 'y'; useMax = start[dir] < end[dir]; segments.push({ start: waypoint, end: copyFromPoint( waypoint, dir, startObstacle, dir + (useMax ? 'Max' : 'Min'), useMax ? 1 : -1 ) }); // Switch direction again dir = dir === 'y' ? 'x' : 'y'; } } // We are around the start obstacle. Go towards the end in one // direction. prevWaypoint = segments.length ? segments[segments.length - 1].end : start; waypoint = copyFromPoint(prevWaypoint, dir, endPoint); segments.push({ start: prevWaypoint, end: waypoint }); // Final run to end point in the other direction dir = dir === 'y' ? 'x' : 'y'; waypoint2 = copyFromPoint(waypoint, dir, endPoint); segments.push({ start: waypoint, end: waypoint2 }); // Finally add the endSegment segments.push(endSegment); return { path: pathFromSegments(segments), obstacles: segments }; }, { requiresObstacles: true }), /** * Find a path from a starting coordinate to an ending coordinate, taking * obstacles into consideration. Might not always find the optimal path, * but is fast, and usually good enough. * * Options * - chartObstacles: Array of chart obstacles to avoid * - lineObstacles: Array of line obstacles to jump over * - obstacleMetrics: Object with metrics of chartObstacles cached * - hardBounds: Hard boundaries to not cross * - obstacleOptions: Options for the obstacles, including margin * - startDirectionX: Optional. True if starting in the X direction. * If not provided, the algorithm starts in the * direction that is the furthest between * start/end. * * @param {Object} start Starting coordinate, object with x/y props. * @param {Object} end Ending coordinate, object with x/y props. * @param {Object} options Options for the algorithm. * * @return {Object} result An object with the SVG path in Array form as * accepted by the SVG renderer, as well as an array of new obstacles * making up this path. */ fastAvoid: H.extend(function (start, end, options) { /* Algorithm rules/description - Find initial direction - Determine soft/hard max for each direction. - Move along initial direction until obstacle. - Change direction. - If hitting obstacle, first try to change length of previous line before changing direction again. Soft min/max x = start/destination x +/- widest obstacle + margin Soft min/max y = start/destination y +/- tallest obstacle + margin TODO: - Make retrospective, try changing prev segment to reduce corners - Fix logic for breaking out of end-points - not always picking the best direction currently - When going around the end obstacle we should not always go the shortest route, rather pick the one closer to the end point */ var dirIsX = pick( options.startDirectionX, abs(end.x - start.x) > abs(end.y - start.y) ), dir = dirIsX ? 'x' : 'y', segments, useMax, extractedEndPoint, endSegments = [], forceObstacleBreak = false, // Used in clearPathTo to keep track of // when to force break through an obstacle. // Boundaries to stay within. If beyond soft boundary, prefer to // change direction ASAP. If at hard max, always change immediately. metrics = options.obstacleMetrics, softMinX = min(start.x, end.x) - metrics.maxWidth - 10, softMaxX = max(start.x, end.x) + metrics.maxWidth + 10, softMinY = min(start.y, end.y) - metrics.maxHeight - 10, softMaxY = max(start.y, end.y) + metrics.maxHeight + 10, // Obstacles chartObstacles = options.chartObstacles, startObstacleIx = findLastObstacleBefore(chartObstacles, softMinX), endObstacleIx = findLastObstacleBefore(chartObstacles, softMaxX); // How far can you go between two points before hitting an obstacle? // Does not work for diagonal lines (because it doesn't have to). function pivotPoint(fromPoint, toPoint, directionIsX) { var firstPoint, lastPoint, highestPoint, lowestPoint, i, searchDirection = fromPoint.x < toPoint.x ? 1 : -1; if (fromPoint.x < toPoint.x) { firstPoint = fromPoint; lastPoint = toPoint; } else { firstPoint = toPoint; lastPoint = fromPoint; } if (fromPoint.y < toPoint.y) { lowestPoint = fromPoint; highestPoint = toPoint; } else { lowestPoint = toPoint; highestPoint = fromPoint; } // Go through obstacle range in reverse if toPoint is before // fromPoint in the X-dimension. i = searchDirection < 0 ? // Searching backwards, start at last obstacle before last point min(findLastObstacleBefore(chartObstacles, lastPoint.x), chartObstacles.length - 1) : // Forwards. Since we're not sorted by xMax, we have to look // at all obstacles. 0; // Go through obstacles in this X range while (chartObstacles[i] && ( searchDirection > 0 && chartObstacles[i].xMin <= lastPoint.x || searchDirection < 0 && chartObstacles[i].xMax >= firstPoint.x )) { // If this obstacle is between from and to points in a straight // line, pivot at the intersection. if ( chartObstacles[i].xMin <= lastPoint.x && chartObstacles[i].xMax >= firstPoint.x && chartObstacles[i].yMin <= highestPoint.y && chartObstacles[i].yMax >= lowestPoint.y ) { if (directionIsX) { return { y: fromPoint.y, x: fromPoint.x < toPoint.x ? chartObstacles[i].xMin - 1 : chartObstacles[i].xMax + 1, obstacle: chartObstacles[i] }; } // else ... return { x: fromPoint.x, y: fromPoint.y < toPoint.y ? chartObstacles[i].yMin - 1 : chartObstacles[i].yMax + 1, obstacle: chartObstacles[i] }; } i += searchDirection; } return toPoint; } /** * Decide in which direction to dodge or get out of an obstacle. * Considers desired direction, which way is shortest, soft and hard * bounds. * * Returns a string, either xMin, xMax, yMin or yMax. * * @param {Object} obstacle Obstacle to dodge/escape. * @param {Object} fromPoint Point with x/y props that's * dodging/escaping. * @param {Object} toPoint Goal point. * @param {Boolean} dirIsX Dodge in X dimension. * @param {Object} bounds Hard and soft boundaries. * * @return {Boolean} result Use max or not. */ function getDodgeDirection( obstacle, fromPoint, toPoint, dirIsX, bounds ) { var softBounds = bounds.soft, hardBounds = bounds.hard, dir = dirIsX ? 'x' : 'y', toPointMax = { x: fromPoint.x, y: fromPoint.y }, toPointMin = { x: fromPoint.x, y: fromPoint.y }, minPivot, maxPivot, maxOutOfSoftBounds = obstacle[dir + 'Max'] >= softBounds[dir + 'Max'], minOutOfSoftBounds = obstacle[dir + 'Min'] <= softBounds[dir + 'Min'], maxOutOfHardBounds = obstacle[dir + 'Max'] >= hardBounds[dir + 'Max'], minOutOfHardBounds = obstacle[dir + 'Min'] <= hardBounds[dir + 'Min'], // Find out if we should prefer one direction over the other if // we can choose freely minDistance = abs(obstacle[dir + 'Min'] - fromPoint[dir]), maxDistance = abs(obstacle[dir + 'Max'] - fromPoint[dir]), // If it's a small difference, pick the one leading towards dest // point. Otherwise pick the shortest distance useMax = abs(minDistance - maxDistance) < 10 ? fromPoint[dir] < toPoint[dir] : maxDistance < minDistance; // Check if we hit any obstacles trying to go around in either // direction. toPointMin[dir] = obstacle[dir + 'Min']; toPointMax[dir] = obstacle[dir + 'Max']; minPivot = pivotPoint(fromPoint, toPointMin, dirIsX)[dir] !== toPointMin[dir]; maxPivot = pivotPoint(fromPoint, toPointMax, dirIsX)[dir] !== toPointMax[dir]; useMax = minPivot ? (maxPivot ? useMax : true) : (maxPivot ? false : useMax); // useMax now contains our preferred choice, bounds not taken into // account. If both or neither direction is out of bounds we want to // use this. // Deal with soft bounds useMax = minOutOfSoftBounds ? (maxOutOfSoftBounds ? useMax : true) : // Out on min (maxOutOfSoftBounds ? false : useMax); // Not out on min // Deal with hard bounds useMax = minOutOfHardBounds ? (maxOutOfHardBounds ? useMax : true) : // Out on min (maxOutOfHardBounds ? false : useMax); // Not out on min return useMax; } // Find a clear path between point function clearPathTo(fromPoint, toPoint, dirIsX) { // Don't waste time if we've hit goal if (fromPoint.x === toPoint.x && fromPoint.y === toPoint.y) { return []; } var dir = dirIsX ? 'x' : 'y', pivot, segments, waypoint, waypointUseMax, envelopingObstacle, secondEnvelopingObstacle, envelopWaypoint, obstacleMargin = options.obstacleOptions.margin, bounds = { soft: { xMin: softMinX, xMax: softMaxX, yMin: softMinY, yMax: softMaxY }, hard: options.hardBounds }; // If fromPoint is inside an obstacle we have a problem. Break out // by just going to the outside of this obstacle. We prefer to go to // the nearest edge in the chosen direction. envelopingObstacle = findObstacleFromPoint(chartObstacles, fromPoint); if (envelopingObstacle > -1) { envelopingObstacle = chartObstacles[envelopingObstacle]; waypointUseMax = getDodgeDirection( envelopingObstacle, fromPoint, toPoint, dirIsX, bounds ); // Cut obstacle to hard bounds to make sure we stay within limitObstacleToBounds(envelopingObstacle, options.hardBounds); envelopWaypoint = dirIsX ? { y: fromPoint.y, x: envelopingObstacle[waypointUseMax ? 'xMax' : 'xMin'] + (waypointUseMax ? 1 : -1) } : { x: fromPoint.x, y: envelopingObstacle[waypointUseMax ? 'yMax' : 'yMin'] + (waypointUseMax ? 1 : -1) }; // If we crashed into another obstacle doing this, we put the // waypoint between them instead secondEnvelopingObstacle = findObstacleFromPoint( chartObstacles, envelopWaypoint); if (secondEnvelopingObstacle > -1) { secondEnvelopingObstacle = chartObstacles[ secondEnvelopingObstacle ]; // Cut obstacle to hard bounds limitObstacleToBounds( secondEnvelopingObstacle, options.hardBounds ); // Modify waypoint to lay between obstacles envelopWaypoint[dir] = waypointUseMax ? max( envelopingObstacle[dir + 'Max'] - obstacleMargin + 1, ( secondEnvelopingObstacle[dir + 'Min'] + envelopingObstacle[dir + 'Max'] ) / 2 ) : min( envelopingObstacle[dir + 'Min'] + obstacleMargin - 1, ( secondEnvelopingObstacle[dir + 'Max'] + envelopingObstacle[dir + 'Min'] ) / 2 ); // We are not going anywhere. If this happens for the first // time, do nothing. Otherwise, try to go to the extreme of // the obstacle pair in the current direction. if (fromPoint.x === envelopWaypoint.x && fromPoint.y === envelopWaypoint.y) { if (forceObstacleBreak) { envelopWaypoint[dir] = waypointUseMax ? max( envelopingObstacle[dir + 'Max'], secondEnvelopingObstacle[dir + 'Max'] ) + 1 : min( envelopingObstacle[dir + 'Min'], secondEnvelopingObstacle[dir + 'Min'] ) - 1; } // Toggle on if off, and the opposite forceObstacleBreak = !forceObstacleBreak; } else { // This point is not identical to previous. // Clear break trigger. forceObstacleBreak = false; } } segments = [{ start: fromPoint, end: envelopWaypoint }]; } else { // If not enveloping, use standard pivot calculation pivot = pivotPoint(fromPoint, { x: dirIsX ? toPoint.x : fromPoint.x, y: dirIsX ? fromPoint.y : toPoint.y }, dirIsX); segments = [{ start: fromPoint, end: { x: pivot.x, y: pivot.y } }]; // Pivot before goal, use a waypoint to dodge obstacle if (pivot[dirIsX ? 'x' : 'y'] !== toPoint[dirIsX ? 'x' : 'y']) { // Find direction of waypoint waypointUseMax = getDodgeDirection( pivot.obstacle, pivot, toPoint, !dirIsX, bounds ); // Cut waypoint to hard bounds limitObstacleToBounds(pivot.obstacle, options.hardBounds); waypoint = { x: dirIsX ? pivot.x : pivot.obstacle[waypointUseMax ? 'xMax' : 'xMin'] + (waypointUseMax ? 1 : -1), y: dirIsX ? pivot.obstacle[waypointUseMax ? 'yMax' : 'yMin'] + (waypointUseMax ? 1 : -1) : pivot.y }; // We're changing direction here, store that to make sure we // also change direction when adding the last segment array // after handling waypoint. dirIsX = !dirIsX; segments = segments.concat(clearPathTo({ x: pivot.x, y: pivot.y }, waypoint, dirIsX)); } } // Get segments for the other direction too // Recursion is our friend segments = segments.concat(clearPathTo( segments[segments.length - 1].end, toPoint, !dirIsX )); return segments; } // Extract point to outside of obstacle in whichever direction is // closest. Returns new point outside obstacle. function extractFromObstacle(obstacle, point, goalPoint) { var dirIsX = min(obstacle.xMax - point.x, point.x - obstacle.xMin) < min(obstacle.yMax - point.y, point.y - obstacle.yMin), bounds = { soft: options.hardBounds, hard: options.hardBounds }, useMax = getDodgeDirection( obstacle, point, goalPoint, dirIsX, bounds ); return dirIsX ? { y: point.y, x: obstacle[useMax ? 'xMax' : 'xMin'] + (useMax ? 1 : -1) } : { x: point.x, y: obstacle[useMax ? 'yMax' : 'yMin'] + (useMax ? 1 : -1) }; } // Cut the obstacle array to soft bounds for optimization in large // datasets. chartObstacles = chartObstacles.slice(startObstacleIx, endObstacleIx + 1); // If an obstacle envelops the end point, move it out of there and add // a little segment to where it was. if ((endObstacleIx = findObstacleFromPoint(chartObstacles, end)) > -1) { extractedEndPoint = extractFromObstacle( chartObstacles[endObstacleIx], end, start ); endSegments.push({ end: end, start: extractedEndPoint }); end = extractedEndPoint; } // If it's still inside one or more obstacles, get out of there by // force-moving towards the start point. while ( (endObstacleIx = findObstacleFromPoint(chartObstacles, end)) > -1 ) { useMax = end[dir] - start[dir] < 0; extractedEndPoint = { x: end.x, y: end.y }; extractedEndPoint[dir] = chartObstacles[endObstacleIx][ useMax ? dir + 'Max' : dir + 'Min' ] + (useMax ? 1 : -1); endSegments.push({ end: end, start: extractedEndPoint }); end = extractedEndPoint; } // Find the path segments = clearPathTo(start, end, dirIsX); // Add the end-point segments segments = segments.concat(endSegments.reverse()); return { path: pathFromSegments(segments), obstacles: segments }; }, { requiresObstacles: true }) }; return algorithms; }(Highcharts)); (function (H) { /** * (c) 2017 Highsoft AS * Authors: Lars A. V. Cabrera * * License: www.highcharts.com/license */ /** * Creates an arrow symbol. Like a triangle, except not filled. * o * o * o * o * o * o * o * @param {number} x x position of the arrow * @param {number} y y position of the arrow * @param {number} w width of the arrow * @param {number} h height of the arrow * @return {Array} Path array */ H.SVGRenderer.prototype.symbols.arrow = function (x, y, w, h) { return [ 'M', x, y + h / 2, 'L', x + w, y, 'L', x, y + h / 2, 'L', x + w, y + h ]; }; /** * Creates a half-width arrow symbol. Like a triangle, except not filled. * o * o * o * o * o * @param {number} x x position of the arrow * @param {number} y y position of the arrow * @param {number} w width of the arrow * @param {number} h height of the arrow * @return {Array} Path array */ H.SVGRenderer.prototype.symbols['arrow-half'] = function (x, y, w, h) { return H.SVGRenderer.prototype.symbols.arrow(x, y, w / 2, h); }; /** * Creates a left-oriented triangle. * o * ooooooo * ooooooooooooo * ooooooo * o * @param {number} x x position of the triangle * @param {number} y y position of the triangle * @param {number} w width of the triangle * @param {number} h height of the triangle * @return {Array} Path array */ H.SVGRenderer.prototype.symbols['triangle-left'] = function (x, y, w, h) { return [ 'M', x + w, y, 'L', x, y + h / 2, 'L', x + w, y + h, 'Z' ]; }; /** * Alias function for triangle-left. * @param {number} x x position of the arrow * @param {number} y y position of the arrow * @param {number} w width of the arrow * @param {number} h height of the arrow * @return {Array} Path array */ H.SVGRenderer.prototype.symbols['arrow-filled'] = H.SVGRenderer.prototype.symbols['triangle-left']; /** * Creates a half-width, left-oriented triangle. * o * oooo * ooooooo * oooo * o * @param {number} x x position of the triangle * @param {number} y y position of the triangle * @param {number} w width of the triangle * @param {number} h height of the triangle * @return {Array} Path array */ H.SVGRenderer.prototype.symbols['triangle-left-half'] = function (x, y, w, h) { return H.SVGRenderer.prototype.symbols['triangle-left'](x, y, w / 2, h); }; /** * Alias function for triangle-left-half. * @param {number} x x position of the arrow * @param {number} y y position of the arrow * @param {number} w width of the arrow * @param {number} h height of the arrow * @return {Array} Path array */ H.SVGRenderer.prototype.symbols['arrow-filled-half'] = H.SVGRenderer.prototype.symbols['triangle-left-half']; }(Highcharts)); (function (H, pathfinderAlgorithms) { /** * (c) 2016 Highsoft AS * Authors: Øystein Moseng, Lars A. V. Cabrera * * License: www.highcharts.com/license */ var defined = H.defined, deg2rad = H.deg2rad, extend = H.extend, each = H.each, addEvent = H.addEvent, merge = H.merge, pick = H.pick, max = Math.max, min = Math.min; /* TODO: - Test dynamics, hiding/adding/removing/updating chart/series/points/axes - Test connecting to multiple points - Add demos/samples - Document how to write your own algorithms - Consider adding a Point.pathTo method that wraps creating a connection and rendering it */ // Set default Pathfinder options extend(H.defaultOptions, { /** * The Pathfinder allows you to define connections between any two points, * represented as lines - optionally with markers for the start and/or end * points. Multiple algorithms are available for calculating how the * connecting lines are drawn. * * Pathfinder functionality requires Highcharts Gantt to be loaded. In Gantt * charts, the Pathfinder is used to draw dependencies between tasks. * * @product gantt * @see [dependency](series.gantt.data.dependency) * @optionparent pathfinder */ pathfinder: { /** * Enable the pathfinder for this chart. Requires Highcharts Gantt. * * @type {boolean} * @default true * @since 6.2.0 * @apioption pathfinder.enabled */ /** * Set the default dash style for this chart's Pathfinder connecting * lines. * * @type {string} * @default solid * @since 6.2.0 * @apioption pathfinder.dashStyle */ /** * Set the default color for this chart's Pathfinder connecting lines. * Defaults to the color of the point being connected. * * @type {Color} * @default null * @since 6.2.0 * @apioption pathfinder.lineColor */ /** * Set the default pathfinder margin to use, in pixels. Some Pathfinder * algorithms attempt to avoid obstacles, such as other points in the * chart. These algorithms use this margin to determine how close lines * can be to an obstacle. The default is to compute this automatically * from the size of the obstacles in the chart. * * To draw connecting lines close to existing points, set this to a low * number. For more space around existing points, set this number * higher. * * @type {number} * @default null * @since 6.2.0 * @apioption pathfinder.algorithmMargin */ /** * Set the default pathfinder algorithm to use for this chart. It is * possible to define your own algorithms by adding them to the * Highcharts.Pathfinder.prototype.algorithms object after the chart * has been created. * * The default algorithms are as follows: * * straight: Draws a straight line between the connecting points. * Does not avoid other points when drawing. * * simpleConnect: Finds a path between the points using right angles * only. Takes only starting/ending points into * account, and will not avoid other points. * * fastAvoid: Finds a path between the points using right angles * only. Will attempt to avoid other points, but its * focus is performance over accuracy. Works well with * less dense datasets. * * @type {string} * @default straight * @since 6.2.0 * @apioption pathfinder.type */ type: 'straight', /** * Set the default pixel width for this chart's Pathfinder connecting * lines. * * @type {number} * @default 1 * @since 6.2.0 * @apioption pathfinder.lineWidth */ lineWidth: 1, /** * Marker options for this chart's Pathfinder connectors. * * @type {object} * @since 6.2.0 * @apioption pathfinder.marker */ marker: { /** * Set the radius of the pathfinder markers. The default is * automatically computed based on the algorithmMargin setting. * * Setting marker.width and marker.height will override this * setting. * * @type {number} * @default null * @since 6.2.0 * @apioption pathfinder.marker.radius */ /** * Set the width of the pathfinder markers. If not supplied, this * is inferred from the marker radius. * * @type {number} * @default null * @since 6.2.0 * @apioption pathfinder.marker.width */ /** * Set the height of the pathfinder markers. If not supplied, this * is inferred from the marker radius. * * @type {number} * @default null * @since 6.2.0 * @apioption pathfinder.marker.height */ /** * Set the color of the pathfinder markers. By default this is the * same as the connector color. * * @type {Color} * @default null * @since 6.2.0 * @apioption pathfinder.marker.color */ /** * Set the line/border color of the pathfinder markers. By default * this is the same as the marker color. * * @type {Color} * @default null * @since 6.2.0 * @apioption pathfinder.marker.lineColor */ /** * Enable markers for the connectors. */ enabled: false, /** * Horizontal alignment of the markers relative to the points. */ align: 'center', /** * Vertical alignment of the markers relative to the points. */ verticalAlign: 'middle', /** * Whether or not to draw the markers inside the points. */ inside: false, /** * Set the line/border width of the pathfinder markers. */ lineWidth: 1 }, /** * Marker options specific to the start markers for this chart's * Pathfinder connectors. Overrides the generic marker options. * * @type {object} * @since 6.2.0 * @extends pathfinder.marker * @apioption pathfinder.startMarker */ startMarker: { /** * Set the symbol of the pathfinder start markers. */ symbol: 'diamond' }, /** * Marker options specific to the end markers for this chart's * Pathfinder connectors. Overrides the generic marker options. * * @type {object} * @since 6.2.0 * @extends pathfinder.marker * @apioption pathfinder.endMarker */ endMarker: { /** * Set the symbol of the pathfinder end markers. */ symbol: 'arrow-filled' } } }); /** * Override Pathfinder options for a series. Requires Highcharts Gantt or the * Pathfinder module. * * @since 6.2.0 * @extends pathfinder * @product gantt * @apioption plotOptions.series.pathfinder * @excluding enabled,algorithmMargin */ /** * Connect to a point. Requires Highcharts Gantt to be loaded. This option can * be either a string, referring to the ID of another point, or an object. * * @type {string|object} * @since 6.2.0 * @extends plotOptions.series.pathfinder * @product gantt * @apioption series.xrange.data.connect */ /** * The ID of the point to connect to. * * @type {string} * @since 6.2.0 * @product gantt * @apioption series.xrange.data.connect.to */ /** * Get point bounding box using plotX/plotY and shapeArgs. If using * graphic.getBBox() directly, the bbox will be affected by animation. * * @param {Highcharts.Point} point * The point to get BB of. * * @return {object} * Result xMax, xMin, yMax, yMin. */ function getPointBB(point) { var shapeArgs = point.shapeArgs, bb; // Prefer using shapeArgs (columns) if (shapeArgs) { return { xMin: shapeArgs.x, xMax: shapeArgs.x + shapeArgs.width, yMin: shapeArgs.y, yMax: shapeArgs.y + shapeArgs.height }; } // Otherwise use plotX/plotY and bb bb = point.graphic && point.graphic.getBBox(); return bb ? { xMin: point.plotX - bb.width / 2, xMax: point.plotX + bb.width / 2, yMin: point.plotY - bb.height / 2, yMax: point.plotY + bb.height / 2 } : null; } /** * Calculate margin to place around obstacles for the pathfinder in pixels. * Returns a minimum of 1 pixel margin. * * @param {Array} obstacles * Obstacles to calculate margin from. * * @return {number} * The calculated margin in pixels. At least 1. */ function calculateObstacleMargin(obstacles) { var len = obstacles.length, i = 0, j, obstacleDistance, distances = [], // Compute smallest distance between two rectangles distance = function (a, b, bbMargin) { // Count the distance even if we are slightly off var margin = pick(bbMargin, 10), yOverlap = a.yMax + margin > b.yMin - margin && a.yMin - margin < b.yMax + margin, xOverlap = a.xMax + margin > b.xMin - margin && a.xMin - margin < b.xMax + margin, xDistance = yOverlap ? ( a.xMin > b.xMax ? a.xMin - b.xMax : b.xMin - a.xMax ) : Infinity, yDistance = xOverlap ? ( a.yMin > b.yMax ? a.yMin - b.yMax : b.yMin - a.yMax ) : Infinity; // If the rectangles collide, try recomputing with smaller margin. // If they collide anyway, discard the obstacle. if (xOverlap && yOverlap) { return ( margin ? distance(a, b, Math.floor(margin / 2)) : Infinity ); } return min(xDistance, yDistance); }; // Go over all obstacles and compare them to the others. for (; i < len; ++i) { // Compare to all obstacles ahead. We will already have compared this // obstacle to the ones before. for (j = i + 1; j < len; ++j) { obstacleDistance = distance(obstacles[i], obstacles[j]); // TODO: Magic number 80 if (obstacleDistance < 80) { // Ignore large distances distances.push(obstacleDistance); } } } // Ensure we always have at least one value, even in very spaceous charts distances.push(80); return max( Math.floor( distances.sort(function (a, b) { return a - b; })[ // Discard first 10% of the relevant distances, and then grab // the smallest one. Math.floor(distances.length / 10) ] / 2 - 1 // Divide the distance by 2 and subtract 1. ), 1 // 1 is the minimum margin ); } /** * The Connection class. Used internally to represent a connection between two * points. * * @private * @class Connection * * @param {Highcharts.Point} from * Connection runs from this Point. * * @param {Highcharts.Point} to * Connection runs to this Point. * * @param {object} [options] * Connection options. */ function Connection(from, to, options) { this.init(from, to, options); } Connection.prototype = { /** * Initialize the Connection object. Used as constructor only. * * @function Highcharts.Connection#init * * @param {Highcharts.Point} from * Connection runs from this Point. * * @param {Highcharts.Point} to * Connection runs to this Point. * * @param {object} [options] * Connection options. * * @return {void} */ init: function (from, to, options) { this.fromPoint = from; this.toPoint = to; this.options = options; this.chart = from.series.chart; this.pathfinder = this.chart.pathfinder; }, /** * Add (or update) this connection's path on chart. Stores reference to the * created element on this.graphics.path. * * @function Highcharts.Connection#renderPath * * @param {Array} path * Path to render, in array format. E.g. ['M', 0, 0, 'L', 10, 10] * * @param {object} [attribs] * SVG attributes for the path. * * @param {object} [animation] * Animation options for the rendering. * * @param {Function} [complete] * Callback function when the path has been rendered and animation * is complete. * * @return {void} */ renderPath: function (path, attribs, animation) { var connection = this, chart = this.chart, pathfinder = chart.pathfinder, animate = !chart.options.chart.forExport && animation !== false, pathGraphic = connection.graphics && connection.graphics.path; // Add the SVG element of the pathfinder group if it doesn't exist if (!pathfinder.group) { pathfinder.group = chart.renderer.g() .addClass('highcharts-pathfinder-group') .attr({ zIndex: -1 }) .add(chart.seriesGroup); } // Shift the group to compensate for plot area. // Note: Do this always (even when redrawing a path) to avoid issues // when updating chart in a way that changes plot metrics. pathfinder.group.translate(chart.plotLeft, chart.plotTop); // Create path if does not exist if (!(pathGraphic && pathGraphic.renderer)) { pathGraphic = chart.renderer.path() .add(pathfinder.group); } // Set path attribs and animate to the new path pathGraphic.attr(attribs); pathGraphic[animate ? 'animate' : 'attr']({ d: path }, animation); // Store reference on connection this.graphics = this.graphics || {}; this.graphics.path = pathGraphic; }, /** * Calculate and add marker graphics for connection to the chart. The * created/updated elements are stored on this.graphics.start and * this.graphics.end. * * @function Highcharts.Connection#addMarker * * @param {string} type * Marker type, either 'start' or 'end'. * * @param {object} options * All options for this marker. Not calculated or merged with other * options