iteration 1
This commit is contained in:
parent
8893981749
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5 changed files with 2627 additions and 1024 deletions
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@ -1,3 +1,246 @@
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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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package d2cycle
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package d2cycle
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import (
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import (
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@ -13,62 +256,49 @@ import (
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const (
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const (
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MIN_RADIUS = 200
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MIN_RADIUS = 200
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PADDING = 20
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PADDING = 20
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MIN_SEGMENT_LEN = 10
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ARC_STEPS = 60 // High resolution for perfect circles
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ARC_STEPS = 30 // high resolution for smooth arcs
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)
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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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func Layout(ctx context.Context, g *d2graph.Graph, layout d2graph.LayoutGraph) error {
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objects := g.Root.ChildrenArray
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objects := g.Root.ChildrenArray
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if len(objects) == 0 {
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if len(objects) == 0 {
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return nil
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return nil
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}
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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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for _, obj := range g.Objects {
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positionLabelsIcons(obj)
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positionLabelsIcons(obj)
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}
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}
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// Calculate layout parameters
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baseRadius := calculateBaseRadius(objects)
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nodeCircleRadius := calculateRadius(objects)
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positionObjects(objects, baseRadius)
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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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for _, edge := range g.Edges {
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createCircularArc(edge, nodeCircleRadius, maxNodeSize)
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createPerfectArc(edge, baseRadius)
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}
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}
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return nil
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return nil
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}
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}
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func calculateRadius(objects []*d2graph.Object) float64 {
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func calculateBaseRadius(objects []*d2graph.Object) float64 {
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numObjects := float64(len(objects))
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numNodes := float64(len(objects))
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maxSize := 0.0
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maxSize := 0.0
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for _, obj := range objects {
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for _, obj := range objects {
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size := math.Max(obj.Width, obj.Height)
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size := math.Max(obj.Width, obj.Height)
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maxSize = math.Max(maxSize, size)
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maxSize = math.Max(maxSize, size)
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}
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}
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minRadius := (maxSize/2 + PADDING) / math.Sin(math.Pi/numObjects)
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radius := (maxSize + 2*PADDING) / (2 * math.Sin(math.Pi/numNodes))
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return math.Max(minRadius, MIN_RADIUS)
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return math.Max(radius, MIN_RADIUS)
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}
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}
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func positionObjects(objects []*d2graph.Object, radius float64) {
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func positionObjects(objects []*d2graph.Object, radius float64) {
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numObjects := float64(len(objects))
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numObjects := float64(len(objects))
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angleOffset := -math.Pi / 2 // Start at top
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angleOffset := -math.Pi / 2
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for i, obj := range objects {
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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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angle := angleOffset + (2*math.Pi*float64(i))/numObjects
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x := radius * math.Cos(angle)
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x := radius * math.Cos(angle)
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y := radius * math.Sin(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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obj.TopLeft = geo.NewPoint(
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x-obj.Width/2,
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x-obj.Width/2,
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y-obj.Height/2,
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y-obj.Height/2,
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@ -76,131 +306,55 @@ func positionObjects(objects []*d2graph.Object, radius float64) {
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}
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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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func createPerfectArc(edge *d2graph.Edge, baseRadius float64) {
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if edge.Src == nil || edge.Dst == nil {
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if edge.Src == nil || edge.Dst == nil || edge.Src == edge.Dst {
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return
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return
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}
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}
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srcCenter := edge.Src.Center()
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srcCenter := edge.Src.Center()
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dstCenter := edge.Dst.Center()
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dstCenter := edge.Dst.Center()
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center := geo.NewPoint(0, 0) // Layout center
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// Calculate arc radius outside node circle
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// Calculate angles with proper wrapping
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arcRadius := nodeCircleRadius + maxNodeSize/2 + PADDING
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startAngle := math.Atan2(srcCenter.Y-center.Y, srcCenter.X-center.X)
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endAngle := math.Atan2(dstCenter.Y-center.Y, dstCenter.X-center.X)
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// Calculate angles for arc endpoints
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// Handle angle wrapping for shortest path
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srcAngle := math.Atan2(srcCenter.Y, srcCenter.X)
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angleDiff := endAngle - startAngle
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dstAngle := math.Atan2(dstCenter.Y, dstCenter.X)
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if angleDiff < 0 {
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if dstAngle < srcAngle {
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angleDiff += 2 * math.Pi
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dstAngle += 2 * math.Pi
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}
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if angleDiff > math.Pi {
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angleDiff -= 2 * math.Pi
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}
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}
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// Generate arc path points
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// Generate perfect circular arc
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path := make([]*geo.Point, 0, ARC_STEPS+1)
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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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for i := 0; i <= ARC_STEPS; i++ {
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t := float64(i) / ARC_STEPS
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t := float64(i) / ARC_STEPS
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angle := srcAngle + t*(dstAngle-srcAngle)
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currentAngle := startAngle + t*angleDiff
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x := arcRadius * math.Cos(angle)
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x := center.X + baseRadius*math.Cos(currentAngle)
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y := arcRadius * math.Sin(angle)
|
y := center.Y + baseRadius*math.Sin(currentAngle)
|
||||||
path = append(path, geo.NewPoint(x, y))
|
path = append(path, geo.NewPoint(x, y))
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set exact endpoints (will be clipped later)
|
// Clip to shape boundaries while preserving arc
|
||||||
path[0] = srcCenter
|
|
||||||
path[len(path)-1] = dstCenter
|
|
||||||
|
|
||||||
// Clip path to node borders
|
|
||||||
edge.Route = path
|
edge.Route = path
|
||||||
startIndex, endIndex := edge.TraceToShape(edge.Route, 0, len(edge.Route)-1)
|
startIdx, endIdx := edge.TraceToShape(edge.Route, 0, len(edge.Route)-1)
|
||||||
if startIndex < endIndex {
|
|
||||||
edge.Route = edge.Route[startIndex : endIndex+1]
|
// Maintain smooth arc after clipping
|
||||||
|
if startIdx < endIdx {
|
||||||
|
edge.Route = edge.Route[startIdx : endIdx+1]
|
||||||
|
|
||||||
|
// Ensure minimum points for smooth rendering
|
||||||
|
if len(edge.Route) < 3 {
|
||||||
|
edge.Route = []*geo.Point{path[0], path[len(path)-1]}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
edge.IsCurve = true
|
edge.IsCurve = true
|
||||||
}
|
}
|
||||||
|
|
||||||
// clampPointOutsideBox walks forward from 'startIdx' until the path segment
|
|
||||||
// leaves the bounding box. Then it sets path[startIdx] to the intersection.
|
|
||||||
// If we never find it, we return (startIdx, path[startIdx]) meaning we can't clamp.
|
|
||||||
func clampPointOutsideBox(box *geo.Box, path []*geo.Point, startIdx int) (int, *geo.Point) {
|
|
||||||
if startIdx >= len(path)-1 {
|
|
||||||
return startIdx, path[startIdx]
|
|
||||||
}
|
|
||||||
// If path[startIdx] is outside, no clamp needed
|
|
||||||
if !boxContains(box, path[startIdx]) {
|
|
||||||
return startIdx, path[startIdx]
|
|
||||||
}
|
|
||||||
|
|
||||||
// Walk forward looking for outside
|
|
||||||
for i := startIdx + 1; i < len(path); i++ {
|
|
||||||
insideNext := boxContains(box, path[i])
|
|
||||||
if insideNext {
|
|
||||||
// still inside -> keep going
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
// crossing from inside to outside between path[i-1], path[i]
|
|
||||||
seg := geo.NewSegment(path[i-1], path[i])
|
|
||||||
inters := boxIntersections(box, *seg)
|
|
||||||
if len(inters) > 0 {
|
|
||||||
// use first intersection
|
|
||||||
return i, inters[0]
|
|
||||||
}
|
|
||||||
// fallback => no intersection found
|
|
||||||
return i, path[i]
|
|
||||||
}
|
|
||||||
// entire remainder is inside, so we can't clamp
|
|
||||||
// Just return the end
|
|
||||||
last := len(path) - 1
|
|
||||||
return last, path[last]
|
|
||||||
}
|
|
||||||
|
|
||||||
// clampPointOutsideBoxReverse scans backward from endIdx while path[j] is in the box.
|
|
||||||
// Once we find crossing (outside→inside), we return (j, intersection).
|
|
||||||
func clampPointOutsideBoxReverse(box *geo.Box, path []*geo.Point, endIdx int) (int, *geo.Point) {
|
|
||||||
if endIdx <= 0 {
|
|
||||||
return endIdx, path[endIdx]
|
|
||||||
}
|
|
||||||
if !boxContains(box, path[endIdx]) {
|
|
||||||
// already outside
|
|
||||||
return endIdx, path[endIdx]
|
|
||||||
}
|
|
||||||
|
|
||||||
for j := endIdx - 1; j >= 0; j-- {
|
|
||||||
if boxContains(box, path[j]) {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
// crossing from outside -> inside between path[j], path[j+1]
|
|
||||||
seg := geo.NewSegment(path[j], path[j+1])
|
|
||||||
inters := boxIntersections(box, *seg)
|
|
||||||
if len(inters) > 0 {
|
|
||||||
return j, inters[0]
|
|
||||||
}
|
|
||||||
return j, path[j]
|
|
||||||
}
|
|
||||||
|
|
||||||
// entire path inside
|
|
||||||
return 0, path[0]
|
|
||||||
}
|
|
||||||
|
|
||||||
// Helper if your geo.Box doesn’t implement Contains()
|
|
||||||
func boxContains(b *geo.Box, p *geo.Point) bool {
|
|
||||||
// typical bounding-box check
|
|
||||||
return p.X >= b.TopLeft.X &&
|
|
||||||
p.X <= b.TopLeft.X+b.Width &&
|
|
||||||
p.Y >= b.TopLeft.Y &&
|
|
||||||
p.Y <= b.TopLeft.Y+b.Height
|
|
||||||
}
|
|
||||||
|
|
||||||
// Helper if your geo.Box doesn’t implement Intersections(geo.Segment) yet
|
|
||||||
func boxIntersections(b *geo.Box, seg geo.Segment) []*geo.Point {
|
|
||||||
// We'll assume d2's standard geo.Box has a built-in Intersections(*Segment) method.
|
|
||||||
// If not, implement manually. For example, checking each of the 4 edges:
|
|
||||||
// left, right, top, bottom
|
|
||||||
// For simplicity, if you do have b.Intersections(...) you can just do:
|
|
||||||
// return b.Intersections(seg)
|
|
||||||
return b.Intersections(seg)
|
|
||||||
// If you don't have that, you'd code the line-rect intersection yourself.
|
|
||||||
}
|
|
||||||
|
|
||||||
// positionLabelsIcons is basically your logic that sets default label/icon positions if needed
|
|
||||||
func positionLabelsIcons(obj *d2graph.Object) {
|
func positionLabelsIcons(obj *d2graph.Object) {
|
||||||
// If there's an icon but no icon position, give it a default
|
// If there's an icon but no icon position, give it a default
|
||||||
if obj.Icon != nil && obj.IconPosition == nil {
|
if obj.Icon != nil && obj.IconPosition == nil {
|
||||||
|
|
@ -217,7 +371,6 @@ func positionLabelsIcons(obj *d2graph.Object) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// If there's a label but no label position, give it a default
|
|
||||||
if obj.HasLabel() && obj.LabelPosition == nil {
|
if obj.HasLabel() && obj.LabelPosition == nil {
|
||||||
if len(obj.ChildrenArray) > 0 {
|
if len(obj.ChildrenArray) > 0 {
|
||||||
obj.LabelPosition = go2.Pointer(label.OutsideTopCenter.String())
|
obj.LabelPosition = go2.Pointer(label.OutsideTopCenter.String())
|
||||||
|
|
@ -229,7 +382,6 @@ func positionLabelsIcons(obj *d2graph.Object) {
|
||||||
obj.LabelPosition = go2.Pointer(label.InsideMiddleCenter.String())
|
obj.LabelPosition = go2.Pointer(label.InsideMiddleCenter.String())
|
||||||
}
|
}
|
||||||
|
|
||||||
// If the label is bigger than the shape, fallback to outside positions
|
|
||||||
if float64(obj.LabelDimensions.Width) > obj.Width ||
|
if float64(obj.LabelDimensions.Width) > obj.Width ||
|
||||||
float64(obj.LabelDimensions.Height) > obj.Height {
|
float64(obj.LabelDimensions.Height) > obj.Height {
|
||||||
if len(obj.ChildrenArray) > 0 {
|
if len(obj.ChildrenArray) > 0 {
|
||||||
|
|
@ -240,3 +392,14 @@ func positionLabelsIcons(obj *d2graph.Object) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func boxContains(b *geo.Box, p *geo.Point) bool {
|
||||||
|
return p.X >= b.TopLeft.X &&
|
||||||
|
p.X <= b.TopLeft.X+b.Width &&
|
||||||
|
p.Y >= b.TopLeft.Y &&
|
||||||
|
p.Y <= b.TopLeft.Y+b.Height
|
||||||
|
}
|
||||||
|
|
||||||
|
func boxIntersections(b *geo.Box, seg geo.Segment) []*geo.Point {
|
||||||
|
return b.Intersections(seg)
|
||||||
|
}
|
||||||
1460
e2etests/testdata/txtar/cycle-diagram/dagre/board.exp.json
generated
vendored
1460
e2etests/testdata/txtar/cycle-diagram/dagre/board.exp.json
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|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 22 KiB |
1460
e2etests/testdata/txtar/cycle-diagram/elk/board.exp.json
generated
vendored
1460
e2etests/testdata/txtar/cycle-diagram/elk/board.exp.json
generated
vendored
File diff suppressed because it is too large
Load diff
File diff suppressed because one or more lines are too long
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 22 KiB |
Loading…
Reference in a new issue