agent-ecosystem/packages/agent-graph/src/canvas/hit-detection.ts

257 lines
7.2 KiB
TypeScript

/**
* Hit detection — determine what the user clicked/hovered in world space.
* Adapted from agent-flow's hit-detection.ts (Apache 2.0).
*/
import type { GraphEdge, GraphNode } from '../ports/types';
import { BEAM, NODE, TASK_PILL, HIT_DETECTION } from '../constants/canvas-constants';
import { bezierPoint, computeControlPoints } from './draw-edges';
/**
* Find the node at the given world-space coordinates.
* Returns node ID or null.
* Priority: lead > member > task > process.
*/
export function findNodeAt(
worldX: number,
worldY: number,
nodes: GraphNode[],
): string | null {
// Check in reverse priority order, return last match (highest priority wins)
let hit: string | null = null;
for (const node of nodes) {
const x = node.x ?? 0;
const y = node.y ?? 0;
switch (node.kind) {
case 'lead':
case 'member': {
const r = (node.kind === 'lead' ? NODE.radiusLead : NODE.radiusMember) + HIT_DETECTION.agentPadding;
const dx = worldX - x;
const dy = worldY - y;
if (dx * dx + dy * dy <= r * r) {
hit = node.id;
// Lead has highest priority, return immediately
if (node.kind === 'lead') return hit;
}
break;
}
case 'task': {
const halfW = TASK_PILL.width / 2 + HIT_DETECTION.taskPadding;
const halfH = TASK_PILL.height / 2 + HIT_DETECTION.taskPadding;
if (
worldX >= x - halfW &&
worldX <= x + halfW &&
worldY >= y - halfH &&
worldY <= y + halfH
) {
hit = node.id;
}
break;
}
case 'process':
case 'crossteam': {
const r = (node.kind === 'crossteam' ? NODE.radiusCrossTeam : NODE.radiusProcess) + HIT_DETECTION.agentPadding;
const dx = worldX - x;
const dy = worldY - y;
if (dx * dx + dy * dy <= r * r) {
// Only override if no member/lead already hit
if (!hit) hit = node.id;
}
break;
}
}
}
return hit;
}
const EDGE_HIT_PRIORITY: Record<GraphEdge['type'], number> = {
blocking: 5,
related: 4,
message: 3,
ownership: 2,
'parent-child': 1,
};
function getEdgeHitRadius(edgeType: GraphEdge['type']): number {
switch (edgeType) {
case 'parent-child':
return Math.max(BEAM.parentChild.startW, BEAM.parentChild.endW) * 0.5 + HIT_DETECTION.edgePadding;
case 'ownership':
return Math.max(BEAM.ownership.startW, BEAM.ownership.endW) * 0.5 + HIT_DETECTION.edgePadding;
case 'blocking':
return Math.max(BEAM.blocking.startW, BEAM.blocking.endW) * 0.5 + HIT_DETECTION.edgePadding;
case 'related':
return Math.max(BEAM.related.startW, BEAM.related.endW) * 0.5 + HIT_DETECTION.edgePadding;
case 'message':
return Math.max(BEAM.message.startW, BEAM.message.endW) * 0.5 + HIT_DETECTION.edgePadding;
}
}
function distanceToSegmentSquared(
px: number,
py: number,
x1: number,
y1: number,
x2: number,
y2: number
): number {
const dx = x2 - x1;
const dy = y2 - y1;
if (dx === 0 && dy === 0) {
const ddx = px - x1;
const ddy = py - y1;
return ddx * ddx + ddy * ddy;
}
const t = Math.max(0, Math.min(1, ((px - x1) * dx + (py - y1) * dy) / (dx * dx + dy * dy)));
const lx = x1 + dx * t;
const ly = y1 + dy * t;
const ddx = px - lx;
const ddy = py - ly;
return ddx * ddx + ddy * ddy;
}
function distanceToBezierSquared(
px: number,
py: number,
x1: number,
y1: number,
x2: number,
y2: number
): number {
const cp = computeControlPoints(x1, y1, x2, y2);
let previous = { x: x1, y: y1 };
let best = Number.POSITIVE_INFINITY;
for (let segment = 1; segment <= 20; segment += 1) {
const next = bezierPoint(x1, y1, cp, x2, y2, segment / 20);
best = Math.min(best, distanceToSegmentSquared(px, py, previous.x, previous.y, next.x, next.y));
previous = next;
}
return best;
}
function getBezierBounds(
x1: number,
y1: number,
x2: number,
y2: number,
padding: number
): { left: number; top: number; right: number; bottom: number } {
const cp = computeControlPoints(x1, y1, x2, y2);
const left = Math.min(x1, x2, cp.cp1x, cp.cp2x) - padding;
const right = Math.max(x1, x2, cp.cp1x, cp.cp2x) + padding;
const top = Math.min(y1, y2, cp.cp1y, cp.cp2y) - padding;
const bottom = Math.max(y1, y2, cp.cp1y, cp.cp2y) + padding;
return { left, top, right, bottom };
}
function boundsIntersect(
left: number,
top: number,
right: number,
bottom: number,
other: { left: number; top: number; right: number; bottom: number }
): boolean {
return left <= other.right && right >= other.left && top <= other.bottom && bottom >= other.top;
}
export function collectInteractiveEdgesInViewport(
edges: GraphEdge[],
nodeMap: Map<string, GraphNode>,
bounds: { left: number; top: number; right: number; bottom: number },
): GraphEdge[] {
const candidates: GraphEdge[] = [];
for (const edge of edges) {
if (edge.type !== 'blocking') {
continue;
}
const source = nodeMap.get(edge.source);
const target = nodeMap.get(edge.target);
if (!source || !target) continue;
if (source.x == null || source.y == null || target.x == null || target.y == null) continue;
const edgeBounds = getBezierBounds(
source.x,
source.y,
target.x,
target.y,
getEdgeHitRadius(edge.type) + 24
);
if (!boundsIntersect(edgeBounds.left, edgeBounds.top, edgeBounds.right, edgeBounds.bottom, bounds)) {
continue;
}
candidates.push(edge);
}
return candidates;
}
export function findEdgeAt(
worldX: number,
worldY: number,
edges: GraphEdge[],
nodeMap: Map<string, GraphNode>,
): string | null {
let bestHit: { id: string; distanceSquared: number; priority: number } | null = null;
for (const edge of edges) {
const source = nodeMap.get(edge.source);
const target = nodeMap.get(edge.target);
if (!source || !target) continue;
if (source.x == null || source.y == null || target.x == null || target.y == null) continue;
const radius = getEdgeHitRadius(edge.type);
const bounds = getBezierBounds(source.x, source.y, target.x, target.y, radius);
if (
worldX < bounds.left ||
worldX > bounds.right ||
worldY < bounds.top ||
worldY > bounds.bottom
) {
continue;
}
const distanceSquared = distanceToBezierSquared(
worldX,
worldY,
source.x,
source.y,
target.x,
target.y
);
if (distanceSquared > radius * radius) {
continue;
}
const priority = EDGE_HIT_PRIORITY[edge.type];
if (
!bestHit ||
distanceSquared < bestHit.distanceSquared ||
(distanceSquared === bestHit.distanceSquared && priority > bestHit.priority)
) {
bestHit = { id: edge.id, distanceSquared, priority };
}
}
return bestHit?.id ?? null;
}
export function getEdgeMidpoint(
edge: GraphEdge,
nodeMap: Map<string, GraphNode>
): { x: number; y: number } | null {
const source = nodeMap.get(edge.source);
const target = nodeMap.get(edge.target);
if (!source || !target) return null;
if (source.x == null || source.y == null || target.x == null || target.y == null) return null;
const cp = computeControlPoints(source.x, source.y, target.x, target.y);
return bezierPoint(source.x, source.y, cp, target.x, target.y, 0.5);
}