mirror of
https://github.com/mermaid-js/mermaid.git
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fix: edge issue in tidy tree layout
on-behalf-of: @Mermaid-Chart <hello@mermaidchart.com>
This commit is contained in:
@@ -406,53 +406,69 @@ function computeCircleEdgeIntersection(
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};
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}
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/**
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* Calculate intersection point of a line with a rectangle
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* This is a simplified version that we'll use instead of importing from mermaid
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*/
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function intersection(
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node: { x: number; y: number; width?: number; height?: number },
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point1: { x: number; y: number },
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point2: { x: number; y: number }
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outsidePoint: { x: number; y: number },
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insidePoint: { x: number; y: number }
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): { x: number; y: number } {
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const nodeWidth = node.width ?? 100;
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const nodeHeight = node.height ?? 50;
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const x = node.x;
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const y = node.y;
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const centerX = node.x;
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const centerY = node.y;
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const dx = point2.x - point1.x;
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const dy = point2.y - point1.y;
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if (dx === 0 && dy === 0) {
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return { x: centerX, y: centerY };
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if (!node.width || !node.height) {
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return { x: outsidePoint.x, y: outsidePoint.y };
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}
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const dx = Math.abs(x - insidePoint.x);
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const w = node?.width / 2;
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let r = insidePoint.x < outsidePoint.x ? w - dx : w + dx;
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const h = node.height / 2;
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const halfWidth = nodeWidth / 2;
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const halfHeight = nodeHeight / 2;
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const Q = Math.abs(outsidePoint.y - insidePoint.y);
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const R = Math.abs(outsidePoint.x - insidePoint.x);
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let intersectionX = centerX;
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let intersectionY = centerY;
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if (Math.abs(y - outsidePoint.y) * w > Math.abs(x - outsidePoint.x) * h) {
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// Intersection is top or bottom of rect.
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const q = insidePoint.y < outsidePoint.y ? outsidePoint.y - h - y : y - h - outsidePoint.y;
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r = (R * q) / Q;
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const res = {
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x: insidePoint.x < outsidePoint.x ? insidePoint.x + r : insidePoint.x - R + r,
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y: insidePoint.y < outsidePoint.y ? insidePoint.y + Q - q : insidePoint.y - Q + q,
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};
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if (Math.abs(dx) > Math.abs(dy)) {
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if (dx > 0) {
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intersectionX = centerX + halfWidth;
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intersectionY = centerY + (halfWidth * dy) / dx;
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} else {
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intersectionX = centerX - halfWidth;
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intersectionY = centerY - (halfWidth * dy) / dx;
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if (r === 0) {
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res.x = outsidePoint.x;
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res.y = outsidePoint.y;
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}
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if (R === 0) {
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res.x = outsidePoint.x;
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}
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if (Q === 0) {
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res.y = outsidePoint.y;
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}
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return res;
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} else {
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if (dy > 0) {
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intersectionY = centerY + halfHeight;
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intersectionX = centerX + (halfHeight * dx) / dy;
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if (insidePoint.x < outsidePoint.x) {
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r = outsidePoint.x - w - x;
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} else {
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intersectionY = centerY - halfHeight;
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intersectionX = centerX - (halfHeight * dx) / dy;
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r = x - w - outsidePoint.x;
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}
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}
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const q = (Q * r) / R;
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let _x = insidePoint.x < outsidePoint.x ? insidePoint.x + R - r : insidePoint.x - R + r;
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let _y = insidePoint.y < outsidePoint.y ? insidePoint.y + q : insidePoint.y - q;
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return { x: intersectionX, y: intersectionY };
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if (r === 0) {
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_x = outsidePoint.x;
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_y = outsidePoint.y;
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}
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if (R === 0) {
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_x = outsidePoint.x;
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}
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if (Q === 0) {
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_y = outsidePoint.y;
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}
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return { x: _x, y: _y };
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}
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}
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/**
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