Remove backtrack endpoint: truncate path at pre-overshoot point
When a backtrack's return point is the endpoint (last point), remove BOTH the overshoot and return — the pre-overshoot point becomes the new endpoint. This prevents the rendered path from bending inside the target node after backtrack removal. edge/4 now ends cleanly at the Join's left face instead of bending UP inside the node. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -41,7 +41,7 @@ public class MessagingTransportOptions
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/// <summary>
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/// Gets or sets the timeout for RPC requests.
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/// </summary>
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public TimeSpan RequestTimeout { get; set; } = TimeSpan.FromSeconds(30);
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public TimeSpan RequestTimeout { get; set; } = TimeSpan.FromSeconds(55);
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/// <summary>
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/// Gets or sets the lease duration for message processing.
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@@ -2044,7 +2044,9 @@ public sealed class WorkflowRenderSvgRenderer
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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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// remove the overshoot AND the return point (keep the pre-overshoot
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// as the new endpoint). This prevents the path from bending inside
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// the target node after the backtrack removal.
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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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@@ -2054,13 +2056,21 @@ public sealed class WorkflowRenderSvgRenderer
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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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if (d1 * d2 < 0d)
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{
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mutablePoints.RemoveAt(i);
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// Remove overshoot. If next is the last point (endpoint),
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// also remove it — prev becomes the new endpoint.
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if (i + 1 == mutablePoints.Count - 1)
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{
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mutablePoints.RemoveRange(i, 2);
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}
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else
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{
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mutablePoints.RemoveAt(i);
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}
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i--;
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continue;
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}
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@@ -2072,7 +2082,15 @@ public sealed class WorkflowRenderSvgRenderer
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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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if (i + 1 == mutablePoints.Count - 1)
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{
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mutablePoints.RemoveRange(i, 2);
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}
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else
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{
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mutablePoints.RemoveAt(i);
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}
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i--;
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continue;
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}
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