( size: CanvasSize, sim: FramedSimulation, camera: Camera, smooth = false, )
| 104 | * target instead of snapping, for per-frame tracking while the layout settles. |
| 105 | */ |
| 106 | export function fitCameraToNodes( |
| 107 | size: CanvasSize, |
| 108 | sim: FramedSimulation, |
| 109 | camera: Camera, |
| 110 | smooth = false, |
| 111 | ) { |
| 112 | if (sim.nodes.length === 0) return; |
| 113 | let minX = Infinity; |
| 114 | let minY = Infinity; |
| 115 | let maxX = -Infinity; |
| 116 | let maxY = -Infinity; |
| 117 | for (const node of sim.nodes) { |
| 118 | minX = Math.min(minX, node.x - node.radius); |
| 119 | minY = Math.min(minY, node.y - node.radius); |
| 120 | maxX = Math.max(maxX, node.x + node.radius); |
| 121 | maxY = Math.max(maxY, node.y + node.radius); |
| 122 | } |
| 123 | const spanX = Math.max(1, maxX - minX); |
| 124 | const spanY = Math.max(1, maxY - minY); |
| 125 | const fitK = Math.min(size.width / spanX, size.height / spanY) * 0.88; |
| 126 | const targetX = (minX + maxX) / 2; |
| 127 | const targetY = (minY + maxY) / 2; |
| 128 | const targetK = Math.min(5, Math.max(0.12, fitK)); |
| 129 | if (smooth) { |
| 130 | camera.x += (targetX - camera.x) * 0.2; |
| 131 | camera.y += (targetY - camera.y) * 0.2; |
| 132 | camera.k += (targetK - camera.k) * 0.2; |
| 133 | } else { |
| 134 | camera.x = targetX; |
| 135 | camera.y = targetY; |
| 136 | camera.k = targetK; |
| 137 | } |
| 138 | } |
| 139 | |
| 140 | export function toWorldPoint( |
| 141 | camera: Camera, |
no outgoing calls
no test coverage detected