package d2cycle import ( "context" "math" "oss.terrastruct.com/d2/d2graph" "oss.terrastruct.com/d2/lib/geo" "oss.terrastruct.com/d2/lib/label" "oss.terrastruct.com/util-go/go2" ) const ( MIN_RADIUS = 200 PADDING = 20 MIN_SEGMENT_LEN = 10 ARC_STEPS = 30 // high resolution for smooth arcs ) // Layout arranges nodes in a circle, ensures label/icon positions are set, // then routes edges with arcs that get clipped at node borders. func Layout(ctx context.Context, g *d2graph.Graph, layout d2graph.LayoutGraph) error { objects := g.Root.ChildrenArray if len(objects) == 0 { return nil } // Make sure every object that has label/icon also has a default position for _, obj := range g.Objects { positionLabelsIcons(obj) } // Arrange objects in a circle radius := calculateRadius(objects) positionObjects(objects, radius) // Create arcs for _, edge := range g.Edges { createCircularArc(edge) } return nil } func calculateRadius(objects []*d2graph.Object) float64 { numObjects := float64(len(objects)) maxSize := 0.0 for _, obj := range objects { size := math.Max(obj.Box.Width, obj.Box.Height) maxSize = math.Max(maxSize, size) } // ensure enough radius to fit all objects minRadius := (maxSize/2.0 + PADDING) / math.Sin(math.Pi/numObjects) return math.Max(minRadius, MIN_RADIUS) } func positionObjects(objects []*d2graph.Object, radius float64) { numObjects := float64(len(objects)) // Offset so i=0 is top-center angleOffset := -math.Pi / 2 for i, obj := range objects { angle := angleOffset + (2 * math.Pi * float64(i) / numObjects) x := radius * math.Cos(angle) y := radius * math.Sin(angle) // center the box at (x, y) obj.TopLeft = geo.NewPoint( x-obj.Box.Width/2, y-obj.Box.Height/2, ) } } // createCircularArc samples a smooth arc from center to center, then // forces the endpoints onto each shape's border, and finally calls // TraceToShape to clip any additional overrun. func createCircularArc(edge *d2graph.Edge) { if edge.Src == nil || edge.Dst == nil { return } srcCenter := edge.Src.Center() dstCenter := edge.Dst.Center() // angles from origin srcAngle := math.Atan2(srcCenter.Y, srcCenter.X) dstAngle := math.Atan2(dstCenter.Y, dstCenter.X) if dstAngle < srcAngle { dstAngle += 2 * math.Pi } arcRadius := math.Hypot(srcCenter.X, srcCenter.Y) // Sample points along the arc path := make([]*geo.Point, 0, ARC_STEPS+1) for i := 0; i <= ARC_STEPS; i++ { t := float64(i) / float64(ARC_STEPS) angle := srcAngle + t*(dstAngle-srcAngle) x := arcRadius * math.Cos(angle) y := arcRadius * math.Sin(angle) path = append(path, geo.NewPoint(x, y)) } // Set start/end to exact centers path[0] = srcCenter path[len(path)-1] = dstCenter // Use TraceToShape to clip route to node borders edge.Route = path startIndex, endIndex := edge.TraceToShape(edge.Route, 0, len(edge.Route)-1) if startIndex < endIndex { edge.Route = edge.Route[startIndex : endIndex+1] } 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) { // If there's an icon but no icon position, give it a default if obj.Icon != nil && obj.IconPosition == nil { if len(obj.ChildrenArray) > 0 { obj.IconPosition = go2.Pointer(label.OutsideTopLeft.String()) if obj.LabelPosition == nil { obj.LabelPosition = go2.Pointer(label.OutsideTopRight.String()) return } } else if obj.SQLTable != nil || obj.Class != nil || obj.Language != "" { obj.IconPosition = go2.Pointer(label.OutsideTopLeft.String()) } else { obj.IconPosition = go2.Pointer(label.InsideMiddleCenter.String()) } } // If there's a label but no label position, give it a default if obj.HasLabel() && obj.LabelPosition == nil { if len(obj.ChildrenArray) > 0 { obj.LabelPosition = go2.Pointer(label.OutsideTopCenter.String()) } else if obj.HasOutsideBottomLabel() { obj.LabelPosition = go2.Pointer(label.OutsideBottomCenter.String()) } else if obj.Icon != nil { obj.LabelPosition = go2.Pointer(label.InsideTopCenter.String()) } else { 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 || float64(obj.LabelDimensions.Height) > obj.Height { if len(obj.ChildrenArray) > 0 { obj.LabelPosition = go2.Pointer(label.OutsideTopCenter.String()) } else { obj.LabelPosition = go2.Pointer(label.OutsideBottomCenter.String()) } } } }