try
Signed-off-by: Mayank Mohapatra <125661248+Mayank77maruti@users.noreply.github.com>
This commit is contained in:
parent
564c1f8edf
commit
d49b46324d
6 changed files with 9231 additions and 2947 deletions
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@ -2,7 +2,6 @@ package d2cycle
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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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@ -13,13 +12,10 @@ import (
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)
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const (
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MIN_RADIUS = 250 // Increased to provide more space
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PADDING = 40 // Increased padding between objects
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MIN_SEGMENT_LEN = 15 // Increased minimum segment length
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ARC_STEPS = 100 // Keep the same number of steps for arc calculation
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LABEL_MARGIN = 10 // Margin for labels
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EDGE_BEND_FACTOR = 0.3 // Controls how much edges bend inward/outward
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EDGE_PADDING_FACTOR = 0.15 // Controls spacing between parallel edges
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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 = 100
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)
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// Layout lays out the graph and computes curved edge routes
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@ -29,193 +25,47 @@ func Layout(ctx context.Context, g *d2graph.Graph, layout d2graph.LayoutGraph) e
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return nil
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}
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// Pre-compute dimensions for all objects
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for _, obj := range g.Objects {
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positionLabelsIcons(obj)
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}
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// Calculate optimal radius based on number and size of objects
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radius := calculateOptimalRadius(objects)
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// Position objects in a circle
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radius := calculateRadius(objects)
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positionObjects(objects, radius)
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// Adjust positions to resolve overlaps
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resolveOverlaps(objects, radius)
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// Create edge routes for all edges
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createEdgeRoutes(g.Edges, objects, radius)
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for _, edge := range g.Edges {
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createCircularArc(edge)
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}
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return nil
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}
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// calculateOptimalRadius computes an ideal radius based on number and size of objects
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func calculateOptimalRadius(objects []*d2graph.Object) float64 {
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func calculateRadius(objects []*d2graph.Object) float64 {
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numObjects := float64(len(objects))
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// Find largest object dimension
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maxSize := 0.0
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totalArea := 0.0
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for _, obj := range objects {
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size := math.Max(obj.Box.Width, obj.Box.Height)
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maxSize = math.Max(maxSize, size)
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totalArea += obj.Box.Width * obj.Box.Height
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}
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// Minimum radius based on largest object
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minRadiusBySize := (maxSize/2.0 + PADDING) / math.Sin(math.Pi/numObjects)
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// Alternative calculation based on total area
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areaRadius := math.Sqrt(totalArea / (math.Pi * 0.5)) * 1.5
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// Use the larger of the minimum values
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calculatedRadius := math.Max(minRadiusBySize, areaRadius)
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// Ensure we don't go below minimum radius
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return math.Max(calculatedRadius, MIN_RADIUS)
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minRadius := (maxSize/2.0 + PADDING) / math.Sin(math.Pi/numObjects)
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return math.Max(minRadius, MIN_RADIUS)
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}
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// positionObjects arranges objects in a circle with the given radius
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func positionObjects(objects []*d2graph.Object, radius float64) {
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numObjects := float64(len(objects))
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// Start from top (-π/2) with equal spacing
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angleOffset := -math.Pi / 2
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// Special case for small number of objects
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if numObjects <= 3 {
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// For 2-3 objects, increase spacing
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angleOffset = -math.Pi / 2
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radius *= 1.2
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}
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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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obj.TopLeft = geo.NewPoint(
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x - obj.Box.Width/2,
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y - obj.Box.Height/2,
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x-obj.Box.Width/2,
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y-obj.Box.Height/2,
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)
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}
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}
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// resolveOverlaps detects and fixes overlapping objects
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func resolveOverlaps(objects []*d2graph.Object, radius float64) {
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if len(objects) <= 1 {
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return
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}
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// Maximum number of iterations to prevent infinite loops
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maxIterations := 10
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iteration := 0
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for iteration < maxIterations {
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overlapsResolved := true
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// Check each pair of objects for overlap
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for i := 0; i < len(objects); i++ {
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for j := i + 1; j < len(objects); j++ {
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obj1 := objects[i]
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obj2 := objects[j]
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// Calculate box centers
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center1 := obj1.Center()
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center2 := obj2.Center()
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// Calculate minimum separation needed
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minSepX := (obj1.Box.Width + obj2.Box.Width) / 2 + PADDING
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minSepY := (obj1.Box.Height + obj2.Box.Height) / 2 + PADDING
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// Calculate actual separation
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dx := math.Abs(center2.X - center1.X)
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dy := math.Abs(center2.Y - center1.Y)
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// Check for overlap
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if dx < minSepX && dy < minSepY {
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overlapsResolved = false
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// Calculate push direction (from center to objects)
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angle1 := math.Atan2(center1.Y, center1.X)
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angle2 := math.Atan2(center2.Y, center2.X)
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// Push objects outward slightly
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pushFactor := 0.1 * radius
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// Update first object position
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newX1 := pushFactor * math.Cos(angle1)
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newY1 := pushFactor * math.Sin(angle1)
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obj1.TopLeft.X += newX1 - obj1.Box.Width/2
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obj1.TopLeft.Y += newY1 - obj1.Box.Height/2
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// Update second object position
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newX2 := pushFactor * math.Cos(angle2)
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newY2 := pushFactor * math.Sin(angle2)
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obj2.TopLeft.X += newX2 - obj2.Box.Width/2
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obj2.TopLeft.Y += newY2 - obj2.Box.Height/2
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}
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}
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}
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// If no overlaps were found, we're done
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if overlapsResolved {
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break
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}
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iteration++
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}
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}
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// createEdgeRoutes creates routes for all edges in the graph
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func createEdgeRoutes(edges []*d2graph.Edge, objects []*d2graph.Object, radius float64) {
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// First categorize edges to identify parallel edges
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edgeGroups := groupParallelEdges(edges)
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// Process each group of edges
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for _, group := range edgeGroups {
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if len(group) == 1 {
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// Single edge
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createCircularArc(group[0], radius, 0)
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} else {
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// Multiple parallel edges
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for i, edge := range group {
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// Alternate between inner and outer curves for parallel edges
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offset := float64(i-(len(group)-1)/2) * EDGE_PADDING_FACTOR
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createCircularArc(edge, radius, offset)
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}
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}
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}
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}
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// groupParallelEdges identifies edges between the same source and destination
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func groupParallelEdges(edges []*d2graph.Edge) [][]*d2graph.Edge {
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groups := make(map[string][]*d2graph.Edge)
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for _, edge := range edges {
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if edge.Src == nil || edge.Dst == nil {
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continue
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}
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// Create a key for each source-destination pair using object IDs or addresses
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// Since GetID() is not available, use pointer addresses as unique identifiers
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srcID := fmt.Sprintf("%p", edge.Src)
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dstID := fmt.Sprintf("%p", edge.Dst)
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key := srcID + "->" + dstID
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groups[key] = append(groups[key], edge)
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}
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// Convert map to slice of edge groups
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result := make([][]*d2graph.Edge, 0, len(groups))
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for _, group := range groups {
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result = append(result, group)
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}
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return result
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}
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// createCircularArc creates a curved path between source and destination objects
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func createCircularArc(edge *d2graph.Edge, baseRadius float64, offset float64) {
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func createCircularArc(edge *d2graph.Edge) {
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if edge.Src == nil || edge.Dst == nil {
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return
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}
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@ -223,100 +73,43 @@ func createCircularArc(edge *d2graph.Edge, baseRadius float64, offset float64) {
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srcCenter := edge.Src.Center()
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dstCenter := edge.Dst.Center()
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// Calculate angles and radii
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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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// Ensure we go the shorter way around the circle
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if dstAngle < srcAngle {
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if srcAngle - dstAngle > math.Pi {
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dstAngle += 2 * math.Pi
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}
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} else {
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if dstAngle - srcAngle > math.Pi {
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srcAngle += 2 * math.Pi
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}
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}
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// Adjust radius based on offset for parallel edges
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arcRadius := baseRadius * (1.0 + offset)
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arcRadius := math.Hypot(srcCenter.X, srcCenter.Y)
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// Control points for the path
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path := make([]*geo.Point, 0, ARC_STEPS+1)
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// Add intermediate points along the arc
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for i := 0; i <= ARC_STEPS; i++ {
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t := float64(i) / float64(ARC_STEPS)
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angle := srcAngle + t*(dstAngle-srcAngle)
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// Apply an inward bend for better curves
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distanceFactor := 1.0 - EDGE_BEND_FACTOR * math.Sin(t * math.Pi)
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radius := arcRadius * distanceFactor
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x := radius * math.Cos(angle)
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y := radius * math.Sin(angle)
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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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// Ensure endpoints are exactly at source and destination centers
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path[0] = srcCenter
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path[len(path)-1] = dstCenter
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// Clamp endpoints to the boundaries of the boxes
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// Clamp endpoints to the boundaries of the source and destination boxes.
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_, newSrc := clampPointOutsideBox(edge.Src.Box, path, 0)
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_, newDst := clampPointOutsideBoxReverse(edge.Dst.Box, path, len(path)-1)
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path[0] = newSrc
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path[len(path)-1] = newDst
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// Trim redundant path points
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// Trim redundant path points that fall inside node boundaries.
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path = trimPathPoints(path, edge.Src.Box)
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path = trimPathPoints(path, edge.Dst.Box)
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// Smoothen the path
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path = smoothPath(path)
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// Set the final route
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edge.Route = path
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edge.IsCurve = true
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// Add arrow direction point for the end
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if len(edge.Route) >= 2 {
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adjustArrowDirection(edge)
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}
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}
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// smoothPath applies path smoothing to reduce sharp angles
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func smoothPath(path []*geo.Point) []*geo.Point {
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if len(path) <= 3 {
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return path
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}
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result := []*geo.Point{path[0]}
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// Use a simple moving average for interior points
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for i := 1; i < len(path)-1; i++ {
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prev := path[i-1]
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curr := path[i]
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next := path[i+1]
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// Simple weighted average (current point has more weight)
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avgX := (prev.X + 2*curr.X + next.X) / 4
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avgY := (prev.Y + 2*curr.Y + next.Y) / 4
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result = append(result, geo.NewPoint(avgX, avgY))
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}
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result = append(result, path[len(path)-1])
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return result
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}
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// adjustArrowDirection ensures the arrow points in the right direction
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func adjustArrowDirection(edge *d2graph.Edge) {
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lastIndex := len(edge.Route) - 1
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lastPoint := edge.Route[lastIndex]
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secondLastPoint := edge.Route[lastIndex-1]
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// Calculate tangent vector perpendicular to radius (for smooth entry)
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tangentX := -lastPoint.Y
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tangentY := lastPoint.X
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mag := math.Hypot(tangentX, tangentY)
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@ -324,26 +117,28 @@ func adjustArrowDirection(edge *d2graph.Edge) {
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tangentX /= mag
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tangentY /= mag
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}
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const MIN_SEGMENT_LEN = 4.159
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// Check current direction
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dx := lastPoint.X - secondLastPoint.X
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dy := lastPoint.Y - secondLastPoint.Y
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segLength := math.Hypot(dx, dy)
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if segLength > 0 {
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currentDirX := dx / segLength
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currentDirY := dy / segLength
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// Adjust only if direction needs correction
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dotProduct := currentDirX*tangentX + currentDirY*tangentY
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if segLength < MIN_SEGMENT_LEN || dotProduct < 0.9 {
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// Create new point for smooth arrow entry
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adjustLength := math.Max(MIN_SEGMENT_LEN, segLength * 0.8)
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// Check if we need to adjust the direction
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if segLength < MIN_SEGMENT_LEN || (currentDirX*tangentX+currentDirY*tangentY) < 0.999 {
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// Create new point along tangent direction
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adjustLength := MIN_SEGMENT_LEN // Now float64
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if segLength >= MIN_SEGMENT_LEN {
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adjustLength = segLength // Both are float64 now
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}
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newSecondLastX := lastPoint.X - tangentX*adjustLength
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newSecondLastY := lastPoint.Y - tangentY*adjustLength
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edge.Route[lastIndex-1] = geo.NewPoint(newSecondLastX, newSecondLastY)
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}
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}
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}
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}
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// clampPointOutsideBox walks forward along the path until it finds a point outside the box,
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@ -487,7 +282,7 @@ func trimPathPoints(path []*geo.Point, box *geo.Box) []*geo.Point {
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return trimmed
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}
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// boxContains checks if a point is inside a box (strictly inside, not on boundary)
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// boxContains uses strict inequalities so that points exactly on the boundary are considered outside.
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func boxContains(b *geo.Box, p *geo.Point) bool {
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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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@ -495,47 +290,34 @@ func boxContains(b *geo.Box, p *geo.Point) bool {
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p.Y < b.TopLeft.Y+b.Height
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}
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// positionLabelsIcons positions labels and icons with better handling of overlap
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func positionLabelsIcons(obj *d2graph.Object) {
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// Handle icon positioning first
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if obj.Icon != nil && obj.IconPosition == nil {
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if len(obj.ChildrenArray) > 0 {
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// For container objects, place icon at top left
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obj.IconPosition = go2.Pointer(label.OutsideTopLeft.String())
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// If no label position is set, place label at top right
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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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// For structured objects, place icon at top left
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obj.IconPosition = go2.Pointer(label.OutsideTopLeft.String())
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} else {
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// For standard objects, center the icon
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obj.IconPosition = go2.Pointer(label.InsideMiddleCenter.String())
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}
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}
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// Now handle label positioning
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if obj.HasLabel() && obj.LabelPosition == nil {
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if len(obj.ChildrenArray) > 0 {
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// For container objects, place label at top center
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obj.LabelPosition = go2.Pointer(label.OutsideTopCenter.String())
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} else if obj.HasOutsideBottomLabel() {
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// For objects with bottom labels, respect that
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obj.LabelPosition = go2.Pointer(label.OutsideBottomCenter.String())
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} else if obj.Icon != nil {
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// If there's an icon, place label at top center
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obj.LabelPosition = go2.Pointer(label.InsideTopCenter.String())
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} else {
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// Default positioning in the middle
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obj.LabelPosition = go2.Pointer(label.InsideMiddleCenter.String())
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}
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// If label is too large for the object, move it outside
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if float64(obj.LabelDimensions.Width) > obj.Width*0.9 ||
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float64(obj.LabelDimensions.Height) > obj.Height*0.9 {
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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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e2etests/testdata/txtar/cycle-diagram/dagre/board.exp.json
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Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 47 KiB |
5738
e2etests/testdata/txtar/cycle-diagram/elk/board.exp.json
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e2etests/testdata/txtar/cycle-diagram/elk/board.exp.json
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Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 47 KiB |
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@ -789,3 +789,11 @@ b -> c: {
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shape: cycle
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a -> b
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}
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4: "" {
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shape: cycle
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a -> b -> c -> d -> e -> f
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}
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5: "" {
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shape: cycle
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a -> b -> c -> d -> e
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}
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