feat(canvas): replace snap-push with continuous soft repulsion
Shapes that overlap now drift apart gently over ~1 second via an ambient requestAnimationFrame loop, instead of snapping instantly when dragged. folk-slide and folk-arrow are exempt. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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47b1642156
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@ -291,6 +291,7 @@ export class FolkShape extends FolkElement {
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}
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static GAP = 8; // minimum gap between shapes
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static pushExemptTags = new Set(["folk-arrow", "folk-slide"]);
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#highlighted = false;
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get highlighted() {
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@ -521,7 +522,6 @@ export class FolkShape extends FolkElement {
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// Apply movement
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this.#rect.x += moveDelta.x;
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this.#rect.y += moveDelta.y;
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this.#resolveOverlaps(moveDelta.x, moveDelta.y);
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this.requestUpdate();
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this.#dispatchTransformEvent();
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}
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@ -628,7 +628,6 @@ export class FolkShape extends FolkElement {
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} else {
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this.x += moveDelta.x;
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this.y += moveDelta.y;
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this.#resolveOverlaps(moveDelta.x, moveDelta.y);
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}
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event.preventDefault();
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return;
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@ -795,73 +794,6 @@ export class FolkShape extends FolkElement {
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this.#dispatchTransformEvent();
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}
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/**
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* After moving, push overlapping siblings out of the way.
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* The dragged shape stays where the cursor placed it;
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* siblings are displaced in the drag direction.
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*/
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#resolveOverlaps(dx: number, dy: number) {
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const parent = this.parentElement;
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if (!parent) return;
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this.#pushSiblings(parent, dx, dy, new Set<FolkShape>([this]), 3);
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}
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/**
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* For each sibling overlapping `pusher`, move the sibling out of the way.
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* Recurses so chain-pushing works (A pushes B into C → C also moves).
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*/
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#pushSiblings(parent: Element, dx: number, dy: number, excluded: Set<FolkShape>, depth: number) {
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if (depth <= 0) return;
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const gap = FolkShape.GAP;
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const me = { x: this.x, y: this.y, w: this.width, h: this.height };
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for (const sibling of parent.children) {
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if (!(sibling instanceof FolkShape)) continue;
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if (excluded.has(sibling)) continue;
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if (sibling.tagName.toLowerCase() === "folk-arrow") continue;
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const other = { x: sibling.x, y: sibling.y, w: sibling.width, h: sibling.height };
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// Check overlap (with gap buffer)
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const overlapX = me.x < other.x + other.w + gap && me.x + me.w + gap > other.x;
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const overlapY = me.y < other.y + other.h + gap && me.y + me.h + gap > other.y;
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if (!overlapX || !overlapY) continue;
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// How far to push the sibling in each direction to clear the overlap
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const pushRight = (me.x + me.w + gap) - other.x; // sibling moves +x
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const pushLeft = (me.x) - (other.x + other.w + gap); // sibling moves -x
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const pushDown = (me.y + me.h + gap) - other.y; // sibling moves +y
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const pushUp = (me.y) - (other.y + other.h + gap); // sibling moves -y
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const candidates = [
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{ axis: "x" as const, d: pushRight },
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{ axis: "x" as const, d: pushLeft },
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{ axis: "y" as const, d: pushDown },
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{ axis: "y" as const, d: pushUp },
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];
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// Prefer directions aligned with drag movement, break ties by smallest displacement
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const best = candidates.reduce((a, b) => {
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const aAligned = (a.axis === "x" ? a.d * dx : a.d * dy) > 0;
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const bAligned = (b.axis === "x" ? b.d * dx : b.d * dy) > 0;
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if (aAligned !== bAligned) return aAligned ? a : b;
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return Math.abs(a.d) < Math.abs(b.d) ? a : b;
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});
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// Push the sibling (public setters trigger requestUpdate + transform events)
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if (best.axis === "x") {
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sibling.x += best.d;
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} else {
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sibling.y += best.d;
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}
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// Recurse: the pushed sibling may now overlap others
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const nextExcluded = new Set(excluded);
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nextExcluded.add(sibling);
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sibling.#pushSiblings(parent, dx, dy, nextExcluded, depth - 1);
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}
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}
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/**
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* Serialize shape to JSON for Automerge sync
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@ -5632,6 +5632,54 @@
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sync.connect(wsUrl);
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// --- Ambient overlap repulsion ---
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// Shapes that overlap slowly drift apart each frame.
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const REPEL_GAP = FolkShape.GAP; // 8px desired gap
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const REPEL_STRENGTH = 0.08; // resolve 8% of overlap per frame
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const REPEL_THRESHOLD = 0.5; // ignore sub-pixel overlaps
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function repulsionLoop() {
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const shapes = [];
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for (const el of canvasContent.children) {
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if (!(el instanceof FolkShape)) continue;
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if (FolkShape.pushExemptTags.has(el.tagName.toLowerCase())) continue;
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shapes.push(el);
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}
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for (let i = 0; i < shapes.length; i++) {
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const a = shapes[i];
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for (let j = i + 1; j < shapes.length; j++) {
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const b = shapes[j];
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// AABB overlap check (with gap)
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const ox = Math.min(a.x + a.width + REPEL_GAP, b.x + b.width + REPEL_GAP) -
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Math.max(a.x, b.x);
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const oy = Math.min(a.y + a.height + REPEL_GAP, b.y + b.height + REPEL_GAP) -
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Math.max(a.y, b.y);
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if (ox <= REPEL_THRESHOLD || oy <= REPEL_THRESHOLD) continue;
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// Resolve along axis of least overlap
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const push = (ox < oy ? ox : oy) * REPEL_STRENGTH;
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if (push < REPEL_THRESHOLD) continue;
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const half = push / 2;
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if (ox < oy) {
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// Push apart horizontally
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const sign = (a.x + a.width / 2) < (b.x + b.width / 2) ? -1 : 1;
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a.x += sign * half;
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b.x -= sign * half;
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} else {
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// Push apart vertically
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const sign = (a.y + a.height / 2) < (b.y + b.height / 2) ? -1 : 1;
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a.y += sign * half;
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b.y -= sign * half;
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}
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}
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}
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requestAnimationFrame(repulsionLoop);
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}
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requestAnimationFrame(repulsionLoop);
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// Debug: expose sync for console inspection
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window.sync = sync;
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</script>
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