Split sequence diagram and layout
This commit is contained in:
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21083910e5
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8d79f28412
1 changed files with 39 additions and 316 deletions
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@ -2,39 +2,44 @@ package d2sequence
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import (
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"context"
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"fmt"
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"math"
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"sort"
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"strings"
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"oss.terrastruct.com/d2/d2graph"
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"oss.terrastruct.com/d2/d2target"
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"oss.terrastruct.com/d2/lib/geo"
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"oss.terrastruct.com/d2/lib/go2"
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"oss.terrastruct.com/d2/lib/label"
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"oss.terrastruct.com/d2/lib/shape"
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)
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// Layout identifies and layouts sequence diagrams within a graph
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// first, it traverses the graph from Root and once it finds an object of shape `sequence_diagram`
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// it replaces the children with a rectangle with id `sequence_diagram`, collects all edges coming to this node and
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// flag the edges to be removed. Then, using the children and the edges, it lays out the sequence diagram and
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// sets the dimensions of the rectangle `sequence_diagram` rectangle.
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// Once all nodes were processed, it continues to run the layout engine without the sequence diagram nodes and edges.
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// Then it restores all objects with their proper layout engine and sequence diagram positions
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func Layout(ctx context.Context, g *d2graph.Graph, layout func(ctx context.Context, g *d2graph.Graph) error) error {
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// keeps the current graph state
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oldObjects := g.Objects
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oldEdges := g.Edges
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// new graph objects without sequence diagram objects and their replacement (rectangle node)
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newObjects := make([]*d2graph.Object, 0, len(g.Objects))
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// new graph objects
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g.Objects = make([]*d2graph.Object, 0, len(g.Objects))
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// edges flagged to be removed (these are internal edges of the sequence diagrams)
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edgesToRemove := make(map[*d2graph.Edge]struct{})
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// store the sequence diagram related to a given node
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sequenceDiagrams := make(map[*d2graph.Object]*sequenceDiagram)
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// keeps the reference of the children of a given node
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objChildrenArray := make(map[*d2graph.Object][]*d2graph.Object)
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queue := make([]*d2graph.Object, 1, len(g.Objects))
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// goes from root and travers all descendants
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queue := make([]*d2graph.Object, 1, len(oldObjects))
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queue[0] = g.Root
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for len(queue) > 0 {
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obj := queue[0]
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queue = queue[1:]
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// root is not part of g.Objects, so we can't add it here
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if obj != g.Root {
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newObjects = append(newObjects, obj)
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g.Objects = append(g.Objects, obj)
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}
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if obj.Attributes.Shape.Value == d2target.ShapeSequenceDiagram {
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// TODO: should update obj.References too?
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@ -47,25 +52,28 @@ func Layout(ctx context.Context, g *d2graph.Graph, layout func(ctx context.Conte
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sdMock := obj.EnsureChild([]string{"sequence_diagram"})
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sdMock.Attributes.Shape.Value = d2target.ShapeRectangle
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sdMock.Attributes.Label.Value = ""
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newObjects = append(newObjects, sdMock)
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var messages []*d2graph.Edge
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// find the edges that belong to this sequence diagra
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var edges []*d2graph.Edge
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for _, edge := range g.Edges {
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// both Src and Dst must be inside the sequence diagram
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if strings.HasPrefix(edge.Src.AbsID(), obj.AbsID()) && strings.HasPrefix(edge.Dst.AbsID(), obj.AbsID()) {
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edgesToRemove[edge] = struct{}{}
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messages = append(messages, edge)
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edges = append(edges, edge)
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}
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}
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sd := newSequenceDiagram(objChildrenArray[obj], messages)
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sd := newSequenceDiagram(objChildrenArray[obj], edges)
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sd.layout()
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sdMock.Box = geo.NewBox(nil, sd.getWidth(), sd.getHeight())
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sequenceDiagrams[obj] = sd
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} else {
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// only move to children if the parent is not a sequence diagram
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queue = append(queue, obj.ChildrenArray...)
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}
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}
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// removes the edges
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newEdges := make([]*d2graph.Edge, 0, len(g.Edges)-len(edgesToRemove))
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for _, edge := range g.Edges {
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if _, exists := edgesToRemove[edge]; !exists {
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@ -73,9 +81,16 @@ func Layout(ctx context.Context, g *d2graph.Graph, layout func(ctx context.Conte
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}
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}
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g.Objects = newObjects
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g.Edges = newEdges
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// objToIndex := make(map[*d2graph.Object]int)
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// for i, obj := range oldObjects {
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// objToIndex[obj] = i
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// }
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// sort.Slice(g.Objects, func(i, j int) bool {
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// return objToIndex[g.Objects[i]] < objToIndex[g.Objects[j]]
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// })
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g.Edges = newEdges
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if err := layout(ctx, g); err != nil {
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return err
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}
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@ -83,314 +98,22 @@ func Layout(ctx context.Context, g *d2graph.Graph, layout func(ctx context.Conte
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// restores objects & edges
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g.Edges = oldEdges
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g.Objects = oldObjects
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for obj, children := range objChildrenArray {
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// shift the sequence diagrams as they are always placed at (0, 0)
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sdMock := obj.ChildrenArray[0]
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sequenceDiagrams[obj].shift(sdMock.TopLeft)
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// restore children
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obj.Children = make(map[string]*d2graph.Object)
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for _, child := range children {
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obj.Children[child.ID] = child
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}
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obj.ChildrenArray = children
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// add lifeline edges
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g.Edges = append(g.Edges, sequenceDiagrams[obj].lifelines...)
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}
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return nil
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}
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type sequenceDiagram struct {
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messages []*d2graph.Edge
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lifelines []*d2graph.Edge
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actors []*d2graph.Object
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spans []*d2graph.Object
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// can be either actors or spans
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// rank: left to right position of actors/spans (spans have the same rank as their parents)
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objectRank map[*d2graph.Object]int
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// keep track of the first and last message of a given actor/span
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// the message rank is the order in which it appears from top to bottom
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minMessageRank map[*d2graph.Object]int
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maxMessageRank map[*d2graph.Object]int
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messageYStep float64
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actorXStep float64
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maxActorHeight float64
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}
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func newSequenceDiagram(actors []*d2graph.Object, messages []*d2graph.Edge) *sequenceDiagram {
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sd := &sequenceDiagram{
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messages: messages,
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actors: actors,
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spans: nil,
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lifelines: nil,
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objectRank: make(map[*d2graph.Object]int),
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minMessageRank: make(map[*d2graph.Object]int),
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maxMessageRank: make(map[*d2graph.Object]int),
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messageYStep: MIN_MESSAGE_DISTANCE,
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actorXStep: MIN_ACTOR_DISTANCE,
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maxActorHeight: 0.,
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}
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for rank, actor := range actors {
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sd.objectRank[actor] = rank
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sd.maxActorHeight = math.Max(sd.maxActorHeight, actor.Height)
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queue := make([]*d2graph.Object, len(actor.ChildrenArray))
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copy(queue, actor.ChildrenArray)
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for len(queue) > 0 {
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span := queue[0]
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queue = queue[1:]
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// spans are always rectangles and have no labels
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span.Attributes.Label = d2graph.Scalar{Value: ""}
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span.Attributes.Shape = d2graph.Scalar{Value: shape.SQUARE_TYPE}
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sd.spans = append(sd.spans, span)
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sd.objectRank[span] = rank
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queue = append(queue, span.ChildrenArray...)
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}
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}
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for rank, message := range sd.messages {
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sd.messageYStep = math.Max(sd.messageYStep, float64(message.LabelDimensions.Height))
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sd.setMinMaxMessageRank(message.Src, rank)
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sd.setMinMaxMessageRank(message.Dst, rank)
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// ensures that long labels, spanning over multiple actors, don't make for large gaps between actors
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// by distributing the label length across the actors rank difference
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rankDiff := math.Abs(float64(sd.objectRank[message.Src]) - float64(sd.objectRank[message.Dst]))
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distributedLabelWidth := float64(message.LabelDimensions.Width) / rankDiff
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sd.actorXStep = math.Max(sd.actorXStep, distributedLabelWidth+HORIZONTAL_PAD)
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}
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sd.maxActorHeight += VERTICAL_PAD
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sd.messageYStep += VERTICAL_PAD
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return sd
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}
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func (sd *sequenceDiagram) setMinMaxMessageRank(actor *d2graph.Object, rank int) {
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if minRank, exists := sd.minMessageRank[actor]; exists {
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sd.minMessageRank[actor] = go2.IntMin(minRank, rank)
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} else {
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sd.minMessageRank[actor] = rank
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}
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sd.maxMessageRank[actor] = go2.IntMax(sd.maxMessageRank[actor], rank)
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}
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func (sd *sequenceDiagram) layout() {
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sd.placeActors()
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sd.placeSpans()
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sd.routeMessages()
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sd.addLifelineEdges()
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}
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// placeActors places actors bottom aligned, side by side
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func (sd *sequenceDiagram) placeActors() {
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x := 0.
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for _, actors := range sd.actors {
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yOffset := sd.maxActorHeight - actors.Height
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actors.TopLeft = geo.NewPoint(x, yOffset)
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x += actors.Width + sd.actorXStep
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actors.LabelPosition = go2.Pointer(string(label.InsideMiddleCenter))
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}
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}
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// addLifelineEdges adds a new edge for each actor in the graph that represents the its lifeline
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// ┌──────────────┐
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// │ actor │
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// └──────┬───────┘
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// │
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// │ lifeline
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// │
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// │
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func (sd *sequenceDiagram) addLifelineEdges() {
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endY := sd.getMessageY(len(sd.messages))
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for _, actor := range sd.actors {
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actorBottom := actor.Center()
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actorBottom.Y = actor.TopLeft.Y + actor.Height
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actorLifelineEnd := actor.Center()
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actorLifelineEnd.Y = endY
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sd.lifelines = append(sd.lifelines, &d2graph.Edge{
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Attributes: d2graph.Attributes{
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Style: d2graph.Style{
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StrokeDash: &d2graph.Scalar{Value: "10"},
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Stroke: actor.Attributes.Style.Stroke,
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StrokeWidth: actor.Attributes.Style.StrokeWidth,
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},
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},
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Src: actor,
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SrcArrow: false,
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Dst: &d2graph.Object{
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ID: actor.ID + fmt.Sprintf("-lifeline-end-%d", go2.StringToIntHash(actor.ID+"-lifeline-end")),
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},
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DstArrow: false,
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Route: []*geo.Point{actorBottom, actorLifelineEnd},
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})
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}
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}
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// placeSpans places spans over the object lifeline
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// ┌──────────┐
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// │ actor │
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// └────┬─────┘
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// ┌─┴──┐
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// │ │
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// |span|
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// │ │
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// └─┬──┘
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// │
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// lifeline
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// │
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func (sd *sequenceDiagram) placeSpans() {
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// quickly find the span center X
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rankToX := make(map[int]float64)
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for _, actor := range sd.actors {
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rankToX[sd.objectRank[actor]] = actor.Center().X
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}
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// places spans from most to least nested
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// the order is important because the only way a child span exists is if there'e an message to it
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// however, the parent span might not have a message to it and then its position is based on the child position
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// or, there can be a message to it, but it comes after the child one meaning the top left position is still based on the child
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// and not on its own message
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spanFromMostNested := make([]*d2graph.Object, len(sd.spans))
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copy(spanFromMostNested, sd.spans)
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sort.SliceStable(spanFromMostNested, func(i, j int) bool {
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return spanFromMostNested[i].Level() > spanFromMostNested[j].Level()
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})
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for _, span := range spanFromMostNested {
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// finds the position based on children
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minChildY := math.Inf(1)
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maxChildY := math.Inf(-1)
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for _, child := range span.ChildrenArray {
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minChildY = math.Min(minChildY, child.TopLeft.Y)
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maxChildY = math.Max(maxChildY, child.TopLeft.Y+child.Height)
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}
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// finds the position if there are messages to this span
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minMessageY := math.Inf(1)
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if minRank, exists := sd.minMessageRank[span]; exists {
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minMessageY = sd.getMessageY(minRank)
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}
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maxMessageY := math.Inf(-1)
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if maxRank, exists := sd.maxMessageRank[span]; exists {
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maxMessageY = sd.getMessageY(maxRank)
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}
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// if it is the same as the child top left, add some padding
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minY := math.Min(minMessageY, minChildY)
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if minY == minChildY {
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minY -= SPAN_DEPTH_GROW_FACTOR
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} else {
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minY -= SPAN_MESSAGE_PAD
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}
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maxY := math.Max(maxMessageY, maxChildY)
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if maxY == maxChildY {
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maxY += SPAN_DEPTH_GROW_FACTOR
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} else {
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maxY += SPAN_MESSAGE_PAD
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}
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height := math.Max(maxY-minY, MIN_SPAN_HEIGHT)
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// -2 because the actors count as level 1 making the first level span getting 2*SPAN_DEPTH_GROW_FACTOR
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width := SPAN_WIDTH + (float64(span.Level()-2) * SPAN_DEPTH_GROW_FACTOR)
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x := rankToX[sd.objectRank[span]] - (width / 2.)
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span.Box = geo.NewBox(geo.NewPoint(x, minY), width, height)
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span.ZIndex = 1
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}
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}
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// routeMessages routes horizontal edges (messages) from Src to Dst
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func (sd *sequenceDiagram) routeMessages() {
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for rank, message := range sd.messages {
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isLeftToRight := message.Src.TopLeft.X < message.Dst.TopLeft.X
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// finds the proper anchor point based on the message direction
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var startX, endX float64
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if sd.isActor(message.Src) {
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startX = message.Src.Center().X
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} else if isLeftToRight {
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startX = message.Src.TopLeft.X + message.Src.Width
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} else {
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startX = message.Src.TopLeft.X
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}
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if sd.isActor(message.Dst) {
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endX = message.Dst.Center().X
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} else if isLeftToRight {
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endX = message.Dst.TopLeft.X
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} else {
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endX = message.Dst.TopLeft.X + message.Dst.Width
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}
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if isLeftToRight {
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startX += SPAN_MESSAGE_PAD
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endX -= SPAN_MESSAGE_PAD
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} else {
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startX -= SPAN_MESSAGE_PAD
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endX += SPAN_MESSAGE_PAD
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}
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messageY := sd.getMessageY(rank)
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message.Route = []*geo.Point{
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geo.NewPoint(startX, messageY),
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geo.NewPoint(endX, messageY),
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}
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if message.Attributes.Label.Value != "" {
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if isLeftToRight {
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message.LabelPosition = go2.Pointer(string(label.OutsideTopCenter))
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} else {
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// the label will be placed above the message because the orientation is based on the edge normal vector
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message.LabelPosition = go2.Pointer(string(label.OutsideBottomCenter))
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}
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}
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}
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}
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func (sd *sequenceDiagram) getMessageY(rank int) float64 {
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// +1 so that the first message has the top padding for its label
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return ((float64(rank) + 1.) * sd.messageYStep) + sd.maxActorHeight
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}
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func (sd *sequenceDiagram) isActor(obj *d2graph.Object) bool {
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// TODO: map to avoid looping around every time?
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for _, actor := range sd.actors {
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if actor == obj {
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return true
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}
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}
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return false
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}
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func (sd *sequenceDiagram) getWidth() float64 {
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// the layout is always placed starting at 0, so the width is just the last actor
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lastActor := sd.actors[len(sd.actors)-1]
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return lastActor.TopLeft.X + lastActor.Width
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}
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func (sd *sequenceDiagram) getHeight() float64 {
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// the layout is always placed starting at 0, so the height is just the last message
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return sd.getMessageY(len(sd.messages))
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}
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func (sd *sequenceDiagram) shift(tl *geo.Point) {
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allObjects := append([]*d2graph.Object{}, sd.actors...)
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allObjects = append(allObjects, sd.spans...)
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for _, obj := range allObjects {
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obj.TopLeft.X += tl.X
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obj.TopLeft.Y += tl.Y
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}
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allEdges := append([]*d2graph.Edge{}, sd.messages...)
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allEdges = append(allEdges, sd.lifelines...)
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for _, edge := range allEdges {
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for _, p := range edge.Route {
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p.X += tl.X
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p.Y += tl.Y
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}
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}
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}
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