242 lines
7.1 KiB
Go
242 lines
7.1 KiB
Go
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package d2cycle
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import (
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"context"
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"math"
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"oss.terrastruct.com/d2/d2graph"
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"oss.terrastruct.com/d2/lib/geo"
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"oss.terrastruct.com/d2/lib/label"
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"oss.terrastruct.com/util-go/go2"
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)
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const (
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MIN_RADIUS = 200
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PADDING = 20
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MIN_SEGMENT_LEN = 10
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ARC_STEPS = 30 // high resolution for smooth arcs
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)
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// Layout arranges nodes in a circle and routes edges with properly clipped arcs
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func Layout(ctx context.Context, g *d2graph.Graph, layout d2graph.LayoutGraph) error {
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objects := g.Root.ChildrenArray
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if len(objects) == 0 {
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return nil
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}
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// Position labels and icons first
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for _, obj := range g.Objects {
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positionLabelsIcons(obj)
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}
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// Calculate layout parameters
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nodeCircleRadius := calculateRadius(objects)
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maxNodeSize := 0.0
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for _, obj := range objects {
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size := math.Max(obj.Width, obj.Height)
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maxNodeSize = math.Max(maxNodeSize, size)
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}
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// Position nodes in circle
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positionObjects(objects, nodeCircleRadius)
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// Create properly clipped edge arcs
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for _, edge := range g.Edges {
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createCircularArc(edge, nodeCircleRadius, maxNodeSize)
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}
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return nil
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}
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func calculateRadius(objects []*d2graph.Object) float64 {
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numObjects := float64(len(objects))
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maxSize := 0.0
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for _, obj := range objects {
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size := math.Max(obj.Width, obj.Height)
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maxSize = math.Max(maxSize, size)
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}
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minRadius := (maxSize/2 + PADDING) / math.Sin(math.Pi/numObjects)
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return math.Max(minRadius, MIN_RADIUS)
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}
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func positionObjects(objects []*d2graph.Object, radius float64) {
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numObjects := float64(len(objects))
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angleOffset := -math.Pi / 2 // Start at top
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for i, obj := range objects {
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angle := angleOffset + (2*math.Pi*float64(i))/numObjects
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x := radius * math.Cos(angle)
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y := radius * math.Sin(angle)
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// Center object at calculated position
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obj.TopLeft = geo.NewPoint(
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x-obj.Width/2,
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y-obj.Height/2,
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)
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}
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}
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func createCircularArc(edge *d2graph.Edge, nodeCircleRadius, maxNodeSize float64) {
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if edge.Src == nil || edge.Dst == nil {
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return
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}
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srcCenter := edge.Src.Center()
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dstCenter := edge.Dst.Center()
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// Calculate arc radius outside node circle
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arcRadius := nodeCircleRadius + maxNodeSize/2 + PADDING
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// Calculate angles for arc endpoints
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srcAngle := math.Atan2(srcCenter.Y, srcCenter.X)
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dstAngle := math.Atan2(dstCenter.Y, dstCenter.X)
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if dstAngle < srcAngle {
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dstAngle += 2 * math.Pi
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}
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// Generate arc path points
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path := make([]*geo.Point, 0, ARC_STEPS+1)
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for i := 0; i <= ARC_STEPS; i++ {
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t := float64(i) / ARC_STEPS
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angle := srcAngle + t*(dstAngle-srcAngle)
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x := arcRadius * math.Cos(angle)
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y := arcRadius * math.Sin(angle)
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path = append(path, geo.NewPoint(x, y))
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}
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// Set exact endpoints (will be clipped later)
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path[0] = srcCenter
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path[len(path)-1] = dstCenter
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// Clip path to node borders
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edge.Route = path
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startIndex, endIndex := edge.TraceToShape(edge.Route, 0, len(edge.Route)-1)
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if startIndex < endIndex {
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edge.Route = edge.Route[startIndex : endIndex+1]
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}
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edge.IsCurve = true
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}
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// clampPointOutsideBox walks forward from 'startIdx' until the path segment
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// leaves the bounding box. Then it sets path[startIdx] to the intersection.
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// If we never find it, we return (startIdx, path[startIdx]) meaning we can't clamp.
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func clampPointOutsideBox(box *geo.Box, path []*geo.Point, startIdx int) (int, *geo.Point) {
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if startIdx >= len(path)-1 {
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return startIdx, path[startIdx]
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}
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// If path[startIdx] is outside, no clamp needed
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if !boxContains(box, path[startIdx]) {
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return startIdx, path[startIdx]
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}
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// Walk forward looking for outside
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for i := startIdx + 1; i < len(path); i++ {
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insideNext := boxContains(box, path[i])
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if insideNext {
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// still inside -> keep going
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continue
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}
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// crossing from inside to outside between path[i-1], path[i]
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seg := geo.NewSegment(path[i-1], path[i])
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inters := boxIntersections(box, *seg)
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if len(inters) > 0 {
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// use first intersection
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return i, inters[0]
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}
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// fallback => no intersection found
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return i, path[i]
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}
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// entire remainder is inside, so we can't clamp
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// Just return the end
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last := len(path) - 1
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return last, path[last]
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}
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// clampPointOutsideBoxReverse scans backward from endIdx while path[j] is in the box.
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// Once we find crossing (outside→inside), we return (j, intersection).
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func clampPointOutsideBoxReverse(box *geo.Box, path []*geo.Point, endIdx int) (int, *geo.Point) {
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if endIdx <= 0 {
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return endIdx, path[endIdx]
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}
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if !boxContains(box, path[endIdx]) {
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// already outside
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return endIdx, path[endIdx]
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}
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for j := endIdx - 1; j >= 0; j-- {
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if boxContains(box, path[j]) {
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continue
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}
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// crossing from outside -> inside between path[j], path[j+1]
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seg := geo.NewSegment(path[j], path[j+1])
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inters := boxIntersections(box, *seg)
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if len(inters) > 0 {
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return j, inters[0]
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}
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return j, path[j]
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}
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// entire path inside
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return 0, path[0]
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}
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// Helper if your geo.Box doesn’t implement Contains()
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func boxContains(b *geo.Box, p *geo.Point) bool {
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// typical bounding-box check
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return p.X >= b.TopLeft.X &&
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p.X <= b.TopLeft.X+b.Width &&
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p.Y >= b.TopLeft.Y &&
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p.Y <= b.TopLeft.Y+b.Height
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}
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// Helper if your geo.Box doesn’t implement Intersections(geo.Segment) yet
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func boxIntersections(b *geo.Box, seg geo.Segment) []*geo.Point {
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// We'll assume d2's standard geo.Box has a built-in Intersections(*Segment) method.
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// If not, implement manually. For example, checking each of the 4 edges:
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// left, right, top, bottom
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// For simplicity, if you do have b.Intersections(...) you can just do:
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// return b.Intersections(seg)
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return b.Intersections(seg)
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// If you don't have that, you'd code the line-rect intersection yourself.
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}
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// positionLabelsIcons is basically your logic that sets default label/icon positions if needed
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func positionLabelsIcons(obj *d2graph.Object) {
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// If there's an icon but no icon position, give it a default
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if obj.Icon != nil && obj.IconPosition == nil {
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if len(obj.ChildrenArray) > 0 {
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obj.IconPosition = go2.Pointer(label.OutsideTopLeft.String())
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if obj.LabelPosition == nil {
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obj.LabelPosition = go2.Pointer(label.OutsideTopRight.String())
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return
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}
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} else if obj.SQLTable != nil || obj.Class != nil || obj.Language != "" {
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obj.IconPosition = go2.Pointer(label.OutsideTopLeft.String())
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} else {
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obj.IconPosition = go2.Pointer(label.InsideMiddleCenter.String())
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}
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}
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// If there's a label but no label position, give it a default
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if obj.HasLabel() && obj.LabelPosition == nil {
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if len(obj.ChildrenArray) > 0 {
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obj.LabelPosition = go2.Pointer(label.OutsideTopCenter.String())
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} else if obj.HasOutsideBottomLabel() {
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obj.LabelPosition = go2.Pointer(label.OutsideBottomCenter.String())
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} else if obj.Icon != nil {
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obj.LabelPosition = go2.Pointer(label.InsideTopCenter.String())
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} else {
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obj.LabelPosition = go2.Pointer(label.InsideMiddleCenter.String())
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}
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// If the label is bigger than the shape, fallback to outside positions
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if float64(obj.LabelDimensions.Width) > obj.Width ||
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float64(obj.LabelDimensions.Height) > obj.Height {
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if len(obj.ChildrenArray) > 0 {
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obj.LabelPosition = go2.Pointer(label.OutsideTopCenter.String())
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} else {
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obj.LabelPosition = go2.Pointer(label.OutsideBottomCenter.String())
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}
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}
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}
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}
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