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https://github.com/mermaid-js/mermaid.git
synced 2025-09-17 14:29:48 +02:00
fix: lint & build issue
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@@ -145,11 +145,14 @@ const drawNodes = async (relX, relY, nodeArray, svg, subgraphsEl, depth) => {
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}
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}
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})
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})
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);
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);
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nodeArray.forEach(function (node) {
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if (node?.isGroup) {
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await Promise.all(
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await drawNodes(relX + node.x, relY + node.y, node.children, svg, subgraphsEl, depth + 1);
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nodeArray.map(async function (node) {
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}
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if (node?.isGroup) {
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});
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await drawNodes(relX + node.x, relY + node.y, node.children, svg, subgraphsEl, depth + 1);
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}
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})
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);
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};
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};
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const getNextPort = (node, edgeDirection, graphDirection) => {
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const getNextPort = (node, edgeDirection, graphDirection) => {
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@@ -715,20 +718,20 @@ function intersectLine(p1, p2, q1, q2) {
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// Algorithm from J. Avro, (ed.) Graphics Gems, No 2, Morgan Kaufmann, 1994,
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// Algorithm from J. Avro, (ed.) Graphics Gems, No 2, Morgan Kaufmann, 1994,
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// p7 and p473.
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// p7 and p473.
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const a1, a2, b1, b2, c1, c2;
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// let a1, a2, b1, b2, c1, c2;
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const r1, r2, r3, r4;
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// let r1, r2, r3, r4;
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const denom, offset, num;
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// let denom, offset, num;
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const x, y;
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// let x, y;
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// Compute a1, b1, c1, where line joining points 1 and 2 is F(x,y) = a1 x +
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// Compute a1, b1, c1, where line joining points 1 and 2 is F(x,y) = a1 x +
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// b1 y + c1 = 0.
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// b1 y + c1 = 0.
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a1 = p2.y - p1.y;
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const a1 = p2.y - p1.y;
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b1 = p1.x - p2.x;
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const b1 = p1.x - p2.x;
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c1 = p2.x * p1.y - p1.x * p2.y;
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const c1 = p2.x * p1.y - p1.x * p2.y;
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// Compute r3 and r4.
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// Compute r3 and r4.
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r3 = a1 * q1.x + b1 * q1.y + c1;
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const r3 = a1 * q1.x + b1 * q1.y + c1;
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r4 = a1 * q2.x + b1 * q2.y + c1;
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const r4 = a1 * q2.x + b1 * q2.y + c1;
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// Check signs of r3 and r4. If both point 3 and point 4 lie on
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// Check signs of r3 and r4. If both point 3 and point 4 lie on
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// same side of line 1, the line segments do not intersect.
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// same side of line 1, the line segments do not intersect.
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@@ -737,13 +740,13 @@ function intersectLine(p1, p2, q1, q2) {
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}
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}
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// Compute a2, b2, c2 where line joining points 3 and 4 is G(x,y) = a2 x + b2 y + c2 = 0
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// Compute a2, b2, c2 where line joining points 3 and 4 is G(x,y) = a2 x + b2 y + c2 = 0
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a2 = q2.y - q1.y;
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const a2 = q2.y - q1.y;
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b2 = q1.x - q2.x;
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const b2 = q1.x - q2.x;
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c2 = q2.x * q1.y - q1.x * q2.y;
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const c2 = q2.x * q1.y - q1.x * q2.y;
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// Compute r1 and r2
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// Compute r1 and r2
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r1 = a2 * p1.x + b2 * p1.y + c2;
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const r1 = a2 * p1.x + b2 * p1.y + c2;
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r2 = a2 * p2.x + b2 * p2.y + c2;
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const r2 = a2 * p2.x + b2 * p2.y + c2;
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// Check signs of r1 and r2. If both point 1 and point 2 lie
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// Check signs of r1 and r2. If both point 1 and point 2 lie
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// on same side of second line segment, the line segments do
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// on same side of second line segment, the line segments do
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@@ -753,21 +756,21 @@ function intersectLine(p1, p2, q1, q2) {
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}
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}
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// Line segments intersect: compute intersection point.
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// Line segments intersect: compute intersection point.
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denom = a1 * b2 - a2 * b1;
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const denom = a1 * b2 - a2 * b1;
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if (denom === 0) {
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if (denom === 0) {
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return /*COLLINEAR*/;
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return /*COLLINEAR*/;
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}
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}
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offset = Math.abs(denom / 2);
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const offset = Math.abs(denom / 2);
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// The denom/2 is to get rounding instead of truncating. It
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// The denom/2 is to get rounding instead of truncating. It
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// is added or subtracted to the numerator, depending upon the
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// is added or subtracted to the numerator, depending upon the
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// sign of the numerator.
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// sign of the numerator.
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num = b1 * c2 - b2 * c1;
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num = b1 * c2 - b2 * c1;
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x = num < 0 ? (num - offset) / denom : (num + offset) / denom;
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const x = num < 0 ? (num - offset) / denom : (num + offset) / denom;
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num = a2 * c1 - a1 * c2;
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num = a2 * c1 - a1 * c2;
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y = num < 0 ? (num - offset) / denom : (num + offset) / denom;
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const y = num < 0 ? (num - offset) / denom : (num + offset) / denom;
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return { x: x, y: y };
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return { x: x, y: y };
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}
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}
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