Files
mermaid/packages/mermaid-layout-elk/src/geometry.ts
2025-09-10 14:39:08 +02:00

210 lines
5.9 KiB
TypeScript

/* Geometry utilities extracted from render.ts for reuse and testing */
export interface P {
x: number;
y: number;
}
export interface RectLike {
x: number; // center x
y: number; // center y
width: number;
height: number;
padding?: number;
}
export interface NodeLike {
intersect?: (p: P) => P | null;
}
export const EPS = 1;
export const PUSH_OUT = 10;
export const onBorder = (bounds: RectLike, p: P, tol = 0.5): boolean => {
const halfW = bounds.width / 2;
const halfH = bounds.height / 2;
const left = bounds.x - halfW;
const right = bounds.x + halfW;
const top = bounds.y - halfH;
const bottom = bounds.y + halfH;
const onLeft = Math.abs(p.x - left) <= tol && p.y >= top - tol && p.y <= bottom + tol;
const onRight = Math.abs(p.x - right) <= tol && p.y >= top - tol && p.y <= bottom + tol;
const onTop = Math.abs(p.y - top) <= tol && p.x >= left - tol && p.x <= right + tol;
const onBottom = Math.abs(p.y - bottom) <= tol && p.x >= left - tol && p.x <= right + tol;
return onLeft || onRight || onTop || onBottom;
};
/**
* Compute intersection between a rectangle (center x/y, width/height) and the line
* segment from insidePoint -\> outsidePoint. Returns the point on the rectangle border.
*
* This version avoids snapping to outsidePoint when certain variables evaluate to 0
* (previously caused vertical top/bottom cases to miss the border). It only enforces
* axis-constant behavior for purely vertical/horizontal approaches.
*/
export const intersection = (node: RectLike, outsidePoint: P, insidePoint: P): P => {
const x = node.x;
const y = node.y;
const dx = Math.abs(x - insidePoint.x);
const w = node.width / 2;
let r = insidePoint.x < outsidePoint.x ? w - dx : w + dx;
const h = node.height / 2;
const Q = Math.abs(outsidePoint.y - insidePoint.y);
const R = Math.abs(outsidePoint.x - insidePoint.x);
if (Math.abs(y - outsidePoint.y) * w > Math.abs(x - outsidePoint.x) * h) {
// Intersection is top or bottom of rect.
const q = insidePoint.y < outsidePoint.y ? outsidePoint.y - h - y : y - h - outsidePoint.y;
r = (R * q) / Q;
const res = {
x: insidePoint.x < outsidePoint.x ? insidePoint.x + r : insidePoint.x - R + r,
y: insidePoint.y < outsidePoint.y ? insidePoint.y + Q - q : insidePoint.y - Q + q,
};
// Keep axis-constant special-cases only
if (R === 0) {
res.x = outsidePoint.x;
}
if (Q === 0) {
res.y = outsidePoint.y;
}
return res;
} else {
// Intersection on sides of rect
if (insidePoint.x < outsidePoint.x) {
r = outsidePoint.x - w - x;
} else {
r = x - w - outsidePoint.x;
}
const q = (Q * r) / R;
let _x = insidePoint.x < outsidePoint.x ? insidePoint.x + R - r : insidePoint.x - R + r;
let _y = insidePoint.y < outsidePoint.y ? insidePoint.y + q : insidePoint.y - q;
// Only handle axis-constant cases
if (R === 0) {
_x = outsidePoint.x;
}
if (Q === 0) {
_y = outsidePoint.y;
}
return { x: _x, y: _y };
}
};
export const outsideNode = (node: RectLike, point: P): boolean => {
const x = node.x;
const y = node.y;
const dx = Math.abs(point.x - x);
const dy = Math.abs(point.y - y);
const w = node.width / 2;
const h = node.height / 2;
return dx >= w || dy >= h;
};
export const ensureTrulyOutside = (bounds: RectLike, p: P, push = PUSH_OUT): P => {
const dx = Math.abs(p.x - bounds.x);
const dy = Math.abs(p.y - bounds.y);
const w = bounds.width / 2;
const h = bounds.height / 2;
if (Math.abs(dx - w) < EPS || Math.abs(dy - h) < EPS) {
const dirX = p.x - bounds.x;
const dirY = p.y - bounds.y;
const len = Math.sqrt(dirX * dirX + dirY * dirY);
if (len > 0) {
return {
x: bounds.x + (dirX / len) * (len + push),
y: bounds.y + (dirY / len) * (len + push),
};
}
}
return p;
};
export const makeInsidePoint = (bounds: RectLike, outside: P, center: P): P => {
const isVertical = Math.abs(outside.x - bounds.x) < EPS;
const isHorizontal = Math.abs(outside.y - bounds.y) < EPS;
return {
x: isVertical
? outside.x
: outside.x < bounds.x
? bounds.x - bounds.width / 4
: bounds.x + bounds.width / 4,
y: isHorizontal ? outside.y : center.y,
};
};
export const tryNodeIntersect = (node: NodeLike, bounds: RectLike, outside: P): P | null => {
if (!node?.intersect) {
return null;
}
const res = node.intersect(outside);
if (!res) {
return null;
}
const wrongSide =
(outside.x < bounds.x && res.x > bounds.x) || (outside.x > bounds.x && res.x < bounds.x);
if (wrongSide) {
return null;
}
const dist = Math.hypot(outside.x - res.x, outside.y - res.y);
if (dist <= EPS) {
return null;
}
return res;
};
export const fallbackIntersection = (bounds: RectLike, outside: P, center: P): P => {
const inside = makeInsidePoint(bounds, outside, center);
return intersection(bounds, outside, inside);
};
export const computeNodeIntersection = (
node: NodeLike,
bounds: RectLike,
outside: P,
center: P
): P => {
const outside2 = ensureTrulyOutside(bounds, outside);
return tryNodeIntersect(node, bounds, outside2) ?? fallbackIntersection(bounds, outside2, center);
};
export const replaceEndpoint = (
points: P[],
which: 'start' | 'end',
value: P | null | undefined,
tol = 0.1
) => {
if (!value || points.length === 0) {
return;
}
if (which === 'start') {
if (
points.length > 0 &&
Math.abs(points[0].x - value.x) < tol &&
Math.abs(points[0].y - value.y) < tol
) {
// duplicate start remove it
points.shift();
} else {
points[0] = value;
}
} else {
const last = points.length - 1;
if (
points.length > 0 &&
Math.abs(points[last].x - value.x) < tol &&
Math.abs(points[last].y - value.y) < tol
) {
// duplicate end remove it
points.pop();
} else {
points[last] = value;
}
}
};