This commit is contained in:
Mayank Mohapatra 2025-02-22 10:37:44 +00:00
parent d00529c6f0
commit bef6b8b866
5 changed files with 3539 additions and 707 deletions

View file

@ -3,6 +3,7 @@ package d2cycle
import (
"context"
"math"
"sort"
"oss.terrastruct.com/d2/d2graph"
"oss.terrastruct.com/d2/lib/geo"
@ -14,11 +15,10 @@ const (
MIN_RADIUS = 200
PADDING = 20
MIN_SEGMENT_LEN = 10
ARC_STEPS = 30
EPSILON = 1e-10 // Small value for floating point comparisons
ARC_STEPS = 100
)
// Layout computes node positions and generates curved edge routes.
// Layout lays out the graph and computes curved edge routes.
func Layout(ctx context.Context, g *d2graph.Graph, layout d2graph.LayoutGraph) error {
objects := g.Root.ChildrenArray
if len(objects) == 0 {
@ -33,7 +33,7 @@ func Layout(ctx context.Context, g *d2graph.Graph, layout d2graph.LayoutGraph) e
positionObjects(objects, radius)
for _, edge := range g.Edges {
createPreciseCircularArc(edge)
createCircularArc(edge)
}
return nil
@ -58,7 +58,6 @@ func positionObjects(objects []*d2graph.Object, radius float64) {
angle := angleOffset + (2*math.Pi*float64(i)/numObjects)
x := radius * math.Cos(angle)
y := radius * math.Sin(angle)
obj.TopLeft = geo.NewPoint(
x-obj.Box.Width/2,
y-obj.Box.Height/2,
@ -66,8 +65,7 @@ func positionObjects(objects []*d2graph.Object, radius float64) {
}
}
// createPreciseCircularArc computes a curved edge path that touches the node boundaries exactly.
func createPreciseCircularArc(edge *d2graph.Edge) {
func createCircularArc(edge *d2graph.Edge) {
if edge.Src == nil || edge.Dst == nil {
return
}
@ -75,7 +73,6 @@ func createPreciseCircularArc(edge *d2graph.Edge) {
srcCenter := edge.Src.Center()
dstCenter := edge.Dst.Center()
// Compute angles for the circular arc.
srcAngle := math.Atan2(srcCenter.Y, srcCenter.X)
dstAngle := math.Atan2(dstCenter.Y, dstCenter.X)
if dstAngle < srcAngle {
@ -84,7 +81,6 @@ func createPreciseCircularArc(edge *d2graph.Edge) {
arcRadius := math.Hypot(srcCenter.X, srcCenter.Y)
// Generate the initial arc path.
path := make([]*geo.Point, 0, ARC_STEPS+1)
for i := 0; i <= ARC_STEPS; i++ {
t := float64(i) / float64(ARC_STEPS)
@ -93,134 +89,170 @@ func createPreciseCircularArc(edge *d2graph.Edge) {
y := arcRadius * math.Sin(angle)
path = append(path, geo.NewPoint(x, y))
}
path[0] = srcCenter
path[len(path)-1] = dstCenter
// Compute precise intersection points so the arrow touches the node boundaries.
// For the source, the segment goes from the center (inside) to the next point (outside).
srcIntersection := findPreciseBoxIntersection(edge.Src.Box, path[0], path[1])
// For the destination, the segment goes from the center to the previous point (outside).
dstIntersection := findPreciseBoxIntersection(edge.Dst.Box, path[len(path)-1], path[len(path)-2])
// Clamp endpoints to the boundaries of the source and destination boxes.
_, newSrc := clampPointOutsideBox(edge.Src.Box, path, 0)
_, newDst := clampPointOutsideBoxReverse(edge.Dst.Box, path, len(path)-1)
path[0] = newSrc
path[len(path)-1] = newDst
// Update the endpoints with the snapped intersection points.
path[0] = srcIntersection
path[len(path)-1] = dstIntersection
// Trim redundant path points that fall inside node boundaries.
path = trimPathPoints(path, edge.Src.Box)
path = trimPathPoints(path, edge.Dst.Box)
// Trim intermediate points that still fall inside the boxes.
startIdx := 0
endIdx := len(path) - 1
for i := 1; i < len(path); i++ {
if !boxContains(edge.Src.Box, path[i]) {
startIdx = i - 1
break
}
}
for i := len(path) - 2; i >= 0; i-- {
if !boxContains(edge.Dst.Box, path[i]) {
endIdx = i + 1
break
}
}
edge.Route = path[startIdx : endIdx+1]
edge.Route = path
edge.IsCurve = true
}
// findPreciseBoxIntersection returns the intersection point of the line (from p1 to p2) with the box boundary,
// snapped exactly to the nearest edge.
func findPreciseBoxIntersection(box *geo.Box, p1, p2 *geo.Point) *geo.Point {
// Define the four box edges.
edges := []geo.Segment{
*geo.NewSegment(
geo.NewPoint(box.TopLeft.X, box.TopLeft.Y),
geo.NewPoint(box.TopLeft.X+box.Width, box.TopLeft.Y),
), // Top
*geo.NewSegment(
geo.NewPoint(box.TopLeft.X+box.Width, box.TopLeft.Y),
geo.NewPoint(box.TopLeft.X+box.Width, box.TopLeft.Y+box.Height),
), // Right
*geo.NewSegment(
geo.NewPoint(box.TopLeft.X, box.TopLeft.Y+box.Height),
geo.NewPoint(box.TopLeft.X+box.Width, box.TopLeft.Y+box.Height),
), // Bottom
*geo.NewSegment(
geo.NewPoint(box.TopLeft.X, box.TopLeft.Y),
geo.NewPoint(box.TopLeft.X, box.TopLeft.Y+box.Height),
), // Left
// clampPointOutsideBox walks forward along the path until it finds a point outside the box,
// then replaces the point with a precise intersection.
func clampPointOutsideBox(box *geo.Box, path []*geo.Point, startIdx int) (int, *geo.Point) {
if startIdx >= len(path)-1 {
return startIdx, path[startIdx]
}
if !boxContains(box, path[startIdx]) {
return startIdx, path[startIdx]
}
// Construct the line from p1 (inside) to p2 (outside).
line := *geo.NewSegment(p1, p2)
var closestIntersection *geo.Point
minDist := math.MaxFloat64
// Find the intersection among the four edges that is closest to p1.
for _, seg := range edges {
if intersection := findSegmentIntersection(line, seg); intersection != nil {
dist := math.Hypot(intersection.X-p1.X, intersection.Y-p1.Y)
if dist < minDist {
minDist = dist
closestIntersection = intersection
}
for i := startIdx + 1; i < len(path); i++ {
if boxContains(box, path[i]) {
continue
}
seg := geo.NewSegment(path[i-1], path[i])
inter := findPreciseIntersection(box, *seg)
if inter != nil {
return i, inter
}
return i, path[i]
}
if closestIntersection != nil {
return snapToBoundary(box, closestIntersection)
}
return p1
return len(path)-1, path[len(path)-1]
}
// findSegmentIntersection computes the intersection between two line segments s1 and s2 using their parametric form.
func findSegmentIntersection(s1, s2 geo.Segment) *geo.Point {
x1, y1 := s1.Start.X, s1.Start.Y
x2, y2 := s1.End.X, s1.End.Y
x3, y3 := s2.Start.X, s2.Start.Y
x4, y4 := s2.End.X, s2.End.Y
denom := (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)
if math.Abs(denom) < EPSILON {
return nil
// clampPointOutsideBoxReverse works similarly but in reverse order.
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]) {
return endIdx, path[endIdx]
}
t := ((x1-x3)*(y3-y4) - (y1-y3)*(x3-x4)) / denom
u := -((x1-x2)*(y1-y3) - (y1-y2)*(x1-x3)) / denom
if t >= 0 && t <= 1 && u >= 0 && u <= 1 {
x := x1 + t*(x2-x1)
y := y1 + t*(y2-y1)
return geo.NewPoint(x, y)
for j := endIdx - 1; j >= 0; j-- {
if boxContains(box, path[j]) {
continue
}
seg := geo.NewSegment(path[j], path[j+1])
inter := findPreciseIntersection(box, *seg)
if inter != nil {
return j, inter
}
return j, path[j]
}
return nil
return 0, path[0]
}
// snapToBoundary adjusts point p so that it lies exactly on the nearest boundary of box.
func snapToBoundary(box *geo.Box, p *geo.Point) *geo.Point {
// findPreciseIntersection calculates intersection points between seg and all four sides of the box,
// then returns the intersection closest to seg.Start.
func findPreciseIntersection(box *geo.Box, seg geo.Segment) *geo.Point {
intersections := []struct {
point *geo.Point
t float64
}{}
left := box.TopLeft.X
right := box.TopLeft.X + box.Width
top := box.TopLeft.Y
bottom := box.TopLeft.Y + box.Height
dLeft := math.Abs(p.X - left)
dRight := math.Abs(p.X - right)
dTop := math.Abs(p.Y - top)
dBottom := math.Abs(p.Y - bottom)
dx := seg.End.X - seg.Start.X
dy := seg.End.Y - seg.Start.Y
if dLeft < dRight && dLeft < dTop && dLeft < dBottom {
return geo.NewPoint(left, p.Y)
} else if dRight < dLeft && dRight < dTop && dRight < dBottom {
return geo.NewPoint(right, p.Y)
} else if dTop < dBottom {
return geo.NewPoint(p.X, top)
} else {
return geo.NewPoint(p.X, bottom)
// Check vertical boundaries.
if dx != 0 {
// Left boundary.
t := (left - seg.Start.X) / dx
if t >= 0 && t <= 1 {
y := seg.Start.Y + t*dy
if y >= top && y <= bottom {
intersections = append(intersections, struct {
point *geo.Point
t float64
}{geo.NewPoint(left, y), t})
}
}
// Right boundary.
t = (right - seg.Start.X) / dx
if t >= 0 && t <= 1 {
y := seg.Start.Y + t*dy
if y >= top && y <= bottom {
intersections = append(intersections, struct {
point *geo.Point
t float64
}{geo.NewPoint(right, y), t})
}
}
}
// Check horizontal boundaries.
if dy != 0 {
// Top boundary.
t := (top - seg.Start.Y) / dy
if t >= 0 && t <= 1 {
x := seg.Start.X + t*dx
if x >= left && x <= right {
intersections = append(intersections, struct {
point *geo.Point
t float64
}{geo.NewPoint(x, top), t})
}
}
// Bottom boundary.
t = (bottom - seg.Start.Y) / dy
if t >= 0 && t <= 1 {
x := seg.Start.X + t*dx
if x >= left && x <= right {
intersections = append(intersections, struct {
point *geo.Point
t float64
}{geo.NewPoint(x, bottom), t})
}
}
}
if len(intersections) == 0 {
return nil
}
// Sort intersections by t (distance from seg.Start) and return the closest.
sort.Slice(intersections, func(i, j int) bool {
return intersections[i].t < intersections[j].t
})
return intersections[0].point
}
// boxContains returns true if point p is inside the box (using EPSILON for floating point tolerance).
// trimPathPoints removes intermediate points that fall inside the given box while preserving endpoints.
func trimPathPoints(path []*geo.Point, box *geo.Box) []*geo.Point {
if len(path) <= 2 {
return path
}
trimmed := []*geo.Point{path[0]}
for i := 1; i < len(path)-1; i++ {
if !boxContains(box, path[i]) {
trimmed = append(trimmed, path[i])
}
}
trimmed = append(trimmed, path[len(path)-1])
return trimmed
}
// boxContains uses strict inequalities so that points exactly on the boundary are considered outside.
func boxContains(b *geo.Box, p *geo.Point) bool {
return p.X >= b.TopLeft.X-EPSILON &&
p.X <= b.TopLeft.X+b.Width+EPSILON &&
p.Y >= b.TopLeft.Y-EPSILON &&
p.Y <= b.TopLeft.Y+b.Height+EPSILON
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 positionLabelsIcons(obj *d2graph.Object) {

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