Remove backtrack overshoots in SVG edge rendering
When three consecutive points are on the same axis and the middle one overshoots then returns (e.g., Y goes 170→119→135), remove the overshoot point. This eliminates the visible inverted-U loop above the Parallel Execution Join node. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -2041,9 +2041,45 @@ public sealed class WorkflowRenderSvgRenderer
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// When removing a jog, snap the next point to the previous point's
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// axis so we get a clean L-shape instead of a diagonal.
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var mutablePoints = points.ToList();
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// No debug needed — the S-curve comes from the corner radius
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// on short intermediate segments, not from tiny jog points.
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// Remove backtracks: when three consecutive points are on the same
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// axis (same X or same Y) and the middle one overshoots then returns,
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// remove the overshoot point.
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for (var i = 1; i < mutablePoints.Count - 1; i++)
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{
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var prev = mutablePoints[i - 1];
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var curr = mutablePoints[i];
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var next = mutablePoints[i + 1];
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var sameX = Math.Abs(prev.X - curr.X) < 2d && Math.Abs(curr.X - next.X) < 2d;
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var sameY = Math.Abs(prev.Y - curr.Y) < 2d && Math.Abs(curr.Y - next.Y) < 2d;
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if (sameX)
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{
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// All three on same X. Check if curr overshoots: prev→curr goes
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// one direction, curr→next goes the opposite.
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var d1 = curr.Y - prev.Y;
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var d2 = next.Y - curr.Y;
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if (d1 * d2 < 0d) // opposite directions = backtrack
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{
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mutablePoints.RemoveAt(i);
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i--;
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continue;
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}
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}
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if (sameY)
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{
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var d1 = curr.X - prev.X;
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var d2 = next.X - curr.X;
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if (d1 * d2 < 0d)
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{
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mutablePoints.RemoveAt(i);
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i--;
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continue;
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}
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}
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}
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// Remove tiny jog segments (< 30px) that create visible zigzag steps.
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var cleaned = new List<WorkflowRenderPoint> { mutablePoints[0] };
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for (var i = 1; i < mutablePoints.Count; i++)
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{
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