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61 changes: 38 additions & 23 deletions crates/egui_graphs/examples/flex_nodes.rs
Original file line number Diff line number Diff line change
Expand Up @@ -158,7 +158,7 @@ mod node {
}

fn closest_boundary_point(&self, dir: Vec2) -> Pos2 {
find_intersection(self.loc, self.size_x / 2., self.size_y / 2., dir)
closest_boundary_point_rect(self.loc, self.size_x, self.size_y, dir)
}

fn shapes(&mut self, ctx: &egui_graphs::DrawContext) -> Vec<egui::Shape> {
Expand Down Expand Up @@ -186,9 +186,10 @@ mod node {
let shape_rect =
Shape::convex_polygon(points, Color32::default(), Stroke::new(1., color));

// update self size
self.size_x = rect.size().x;
self.size_y = rect.size().y;
// Keep interaction and edge snapping in canvas coordinates.
let zoom = ctx.meta.zoom.max(f32::EPSILON);
self.size_x = rect.size().x / zoom;
self.size_y = rect.size().y / zoom;

vec![shape_rect, shape_label.into()]
}
Expand All @@ -199,34 +200,48 @@ mod node {
}
}

fn find_intersection(center: Pos2, size_x: f32, size_y: f32, direction: Vec2) -> Pos2 {
if (direction.x.abs() * size_y) > (direction.y.abs() * size_x) {
fn rect_to_points(rect: Rect) -> Vec<Pos2> {
let top_left = rect.min;
let bottom_right = rect.max;
let top_right = Pos2::new(bottom_right.x, top_left.y);
let bottom_left = Pos2::new(top_left.x, bottom_right.y);

vec![top_left, top_right, bottom_right, bottom_left]
}

fn closest_boundary_point_rect(center: Pos2, size_x: f32, size_y: f32, dir: Vec2) -> Pos2 {
let half_x = size_x * 0.5;
let half_y = size_y * 0.5;
let eps = f32::EPSILON;

if dir.length_sq() <= eps {
return Pos2::new(center.x + half_x, center.y);
}

if (dir.x.abs() * size_y) > (dir.y.abs() * size_x) {
// intersects left or right side
let x = if direction.x > 0.0 {
center.x + size_x / 2.0
let x = if dir.x > 0.0 {
center.x + half_x
} else {
center.x - size_x / 2.0
center.x - half_x
};
let y = center.y + direction.y / direction.x * (x - center.x);
if dir.x.abs() <= eps {
return Pos2::new(x, center.y);
}
let y = center.y + dir.y / dir.x * (x - center.x);
Pos2::new(x, y)
} else {
// intersects top or bottom side
let y = if direction.y > 0.0 {
center.y + size_y / 2.0
let y = if dir.y > 0.0 {
center.y + half_y
} else {
center.y - size_y / 2.0
center.y - half_y
};
let x = center.x + direction.x / direction.y * (y - center.y);
if dir.y.abs() <= eps {
return Pos2::new(center.x + half_x * dir.x.signum(), y);
}
let x = center.x + dir.x / dir.y * (y - center.y);
Pos2::new(x, y)
}
}

fn rect_to_points(rect: Rect) -> Vec<Pos2> {
let top_left = rect.min;
let bottom_right = rect.max;
let top_right = Pos2::new(bottom_right.x, top_left.y);
let bottom_left = Pos2::new(top_left.x, bottom_right.y);

vec![top_left, top_right, bottom_right, bottom_left]
}
}