Files
90-RED-ComfyUI-LinkRouter/web/router.js
T
90-RED 9317aa3c2a v1.0.0 — initial release
- Orthogonal edge routing (OVG + A*, Wybrow GD'09)
- Flow animation (dots/pills/arrows/ovals/dashes)
- Hover highlight + select dim
- Incremental rerouting with path stickiness
- Floating button bar
- Full ComfyUI settings panel
- Subgraph compatible
2026-07-06 04:16:55 +08:00

303 lines
9.7 KiB
JavaScript

// router.js — Orthogonal Visibility Graph + A* connector routing.
//
// Implementation of: Wybrow, Marriott, Stuckey — "Orthogonal Connector
// Routing" (Graph Drawing 2009). Same algorithm family as libavoid
// (used by Inkscape / JointJS).
//
// Key ideas:
// * NO uniform pixel grid. The search graph is built only from the
// "interesting" horizontal/vertical lines: the edges of every
// (margin-inflated) obstacle rectangle plus every connector terminal.
// Graph size depends on node count, not canvas size.
// * A* over (point, entry-direction) states. Cost = path length +
// bendPenalty * bends, with the paper's admissible bend estimator,
// so routes are short AND have few corners.
// * Overlapping obstacles need no merging — blocked-interval tests
// handle them natively (merging would destroy alleys between nodes).
//
// Pure geometry, no ComfyUI / DOM dependencies — unit-testable in Node.
export const DIR = { E: 0, S: 1, W: 2, N: 3 };
const rev = (d) => (d + 2) & 3;
const EPS = 0.6; // coordinate matching tolerance (px, graph space)
// ---------------------------------------------------------------- utils
function dedupeSorted(values) {
values.sort((a, b) => a - b);
const out = [];
for (const v of values) {
if (!out.length || v - out[out.length - 1] > 0.5) out.push(v);
}
return out;
}
function idxOf(arr, v) {
let lo = 0,
hi = arr.length - 1;
while (lo <= hi) {
const m = (lo + hi) >> 1;
if (arr[m] < v - EPS) lo = m + 1;
else if (arr[m] > v + EPS) hi = m - 1;
else return m;
}
return -1;
}
// Directions from v toward goal, as a bitmask of DIR bits.
function dirnsMask(vx, vy, gx, gy) {
let m = 0;
if (gx > vx + EPS) m |= 1 << DIR.E;
if (gx < vx - EPS) m |= 1 << DIR.W;
if (gy > vy + EPS) m |= 1 << DIR.S;
if (gy < vy - EPS) m |= 1 << DIR.N;
return m;
}
// Minimal remaining bends to reach goal arriving with direction gd,
// given we are at (vx,vy) currently travelling in direction d.
// Table from Wybrow et al. GD'09, Section 4 / Figure 2(a).
function estBends(d, vx, vy, gx, gy, gd) {
const m = dirnsMask(vx, vy, gx, gy);
const bd = 1 << d;
if (m === 0) return d === gd ? 0 : d === rev(gd) ? 2 : 1;
if (d === gd) {
if (m === bd) return 0;
return m & bd ? 2 : 4;
}
if (d === rev(gd)) return m === bd ? 4 : 2;
return m & bd ? 1 : 3; // perpendicular to goal direction
}
// Simple binary min-heap on entry.f
class Heap {
constructor() {
this.a = [];
}
get size() {
return this.a.length;
}
push(e) {
const a = this.a;
a.push(e);
let i = a.length - 1;
while (i > 0) {
const p = (i - 1) >> 1;
if (a[p].f <= a[i].f) break;
[a[p], a[i]] = [a[i], a[p]];
i = p;
}
}
pop() {
const a = this.a;
const top = a[0];
const last = a.pop();
if (a.length) {
a[0] = last;
let i = 0;
for (;;) {
const l = 2 * i + 1,
r = l + 1;
let s = i;
if (l < a.length && a[l].f < a[s].f) s = l;
if (r < a.length && a[r].f < a[s].f) s = r;
if (s === i) break;
[a[s], a[i]] = [a[i], a[s]];
i = s;
}
}
return top;
}
}
// ---------------------------------------------------------------- router
export class OrthoRouter {
constructor({ margin = 18, bendPenalty = 40 } = {}) {
this.margin = margin; // number, or {l, r, t, b}
this.bendPenalty = bendPenalty;
this.rects = []; // inflated obstacles {x, y, x2, y2}
this.raw = []; // un-inflated obstacles {x, y, x2, y2}
this.xs = [];
this.ys = [];
// Edge tiers instead of binary passability (soft-cost routing):
// 0 = free, 1 = inside a margin zone, 2 = inside a node body.
// Tier-1/2 edges are walkable but expensive, so terminals that sit
// inside a neighbour's margin zone route out naturally, and links
// only ever cross a node body when nodes genuinely overlap.
this.hEdge = null; // Uint8Array ny*(nx-1)
this.vEdge = null; // Uint8Array nx*(ny-1)
this.nx = 0;
this.ny = 0;
}
// Extra cost multiplier per tier (applied to segment length).
static TIER_MULT = [0, 2, 30];
// rawRects: [{x, y, w, h}] node bounding boxes (title bar included).
// terminals: [{x, y}] connector stub points; their coordinates are
// added to the interesting-line sets so every route endpoint is a
// graph vertex.
build(rawRects, terminals = []) {
const m = this.margin;
const mg =
typeof m === "number" ? { l: m, r: m, t: m, b: m } : m;
this.raw = rawRects.map((r) => ({ x: r.x, y: r.y, x2: r.x + r.w, y2: r.y + r.h }));
this.rects = rawRects.map((r) => ({
x: r.x - mg.l,
y: r.y - mg.t,
x2: r.x + r.w + mg.r,
y2: r.y + r.h + mg.b,
}));
const xs = [],
ys = [];
for (const r of this.rects) {
xs.push(r.x, r.x2);
ys.push(r.y, r.y2);
}
for (const t of terminals) {
xs.push(t.x);
ys.push(t.y);
}
this.xs = dedupeSorted(xs);
this.ys = dedupeSorted(ys);
const nx = (this.nx = this.xs.length);
const ny = (this.ny = this.ys.length);
// degenerate axes (e.g. two collinear terminals, no obstacles) are
// fine: the corresponding edge array is just empty.
const hEdge = (this.hEdge = new Uint8Array(Math.max(0, ny * (nx - 1))));
const vEdge = (this.vEdge = new Uint8Array(Math.max(0, nx * (ny - 1))));
// Tier of an edge = worst tier at its midpoint. Obstacle *edges*
// themselves stay tier-0 (that's the margin routing lane).
const tierAt = (px, py) => {
let t = 0;
for (let k = 0; k < this.rects.length; k++) {
const inf = this.rects[k];
if (inf.x < px && px < inf.x2 && inf.y < py && py < inf.y2) {
const raw = this.raw[k];
if (raw.x < px && px < raw.x2 && raw.y < py && py < raw.y2) return 2;
if (t < 1) t = 1;
}
}
return t;
};
for (let j = 0; j < ny; j++) {
const y = this.ys[j];
const row = j * (nx - 1);
for (let i = 0; i < nx - 1; i++)
hEdge[row + i] = tierAt((this.xs[i] + this.xs[i + 1]) / 2, y);
}
for (let i = 0; i < nx; i++) {
const x = this.xs[i];
const col = i * (ny - 1);
for (let j = 0; j < ny - 1; j++)
vEdge[col + j] = tierAt(x, (this.ys[j] + this.ys[j + 1]) / 2);
}
}
// Route from a to b (both must have been passed as terminals to
// build()). dirA = departure direction, dirB = required arrival
// direction. Returns [{x, y}, ...] or null if unroutable.
route(a, dirA, b, dirB) {
if (!this.hEdge) return null;
const { xs, ys, nx, ny, hEdge, vEdge, bendPenalty: BP } = this;
const MULT = OrthoRouter.TIER_MULT;
const ia = idxOf(xs, a.x),
ja = idxOf(ys, a.y);
const ib = idxOf(xs, b.x),
jb = idxOf(ys, b.y);
if (ia < 0 || ja < 0 || ib < 0 || jb < 0) return null;
const gx = xs[ib],
gy = ys[jb];
const open = new Heap();
const best = new Map(); // (i, j, dir) -> lowest g seen
const skey = (i, j, d) => ((j * nx + i) << 2) | d;
const heur = (i, j, d) =>
Math.abs(xs[i] - gx) +
Math.abs(ys[j] - gy) +
BP * estBends(d, xs[i], ys[j], gx, gy, dirB);
const start = { i: ia, j: ja, d: dirA, g: 0, f: heur(ia, ja, dirA), parent: null };
open.push(start);
best.set(skey(ia, ja, dirA), 0);
let pops = 0;
while (open.size) {
const cur = open.pop();
if (++pops > 60000) return null; // safety valve
const ck = skey(cur.i, cur.j, cur.d);
if (cur.g > (best.get(ck) ?? Infinity)) continue; // stale entry
if (cur.i === ib && cur.j === jb) return reconstruct(cur, xs, ys);
// straight first, then right, then left (paper's deterministic
// tie-break: slight preference for straighter, then right turns).
for (const nd of [cur.d, (cur.d + 1) & 3, (cur.d + 3) & 3]) {
let ni = cur.i,
nj = cur.j,
tier;
if (nd === DIR.E) {
if (cur.i + 1 >= nx) continue;
tier = hEdge[cur.j * (nx - 1) + cur.i];
ni = cur.i + 1;
} else if (nd === DIR.W) {
if (cur.i <= 0) continue;
tier = hEdge[cur.j * (nx - 1) + cur.i - 1];
ni = cur.i - 1;
} else if (nd === DIR.S) {
if (cur.j + 1 >= ny) continue;
tier = vEdge[cur.i * (ny - 1) + cur.j];
nj = cur.j + 1;
} else {
if (cur.j <= 0) continue;
tier = vEdge[cur.i * (ny - 1) + cur.j - 1];
nj = cur.j - 1;
}
const len = Math.abs(xs[ni] - xs[cur.i]) + Math.abs(ys[nj] - ys[cur.j]);
const g =
cur.g + len + len * MULT[tier] + (nd === cur.d ? 0 : BP);
const k = skey(ni, nj, nd);
if (g >= (best.get(k) ?? Infinity)) continue;
best.set(k, g);
open.push({ i: ni, j: nj, d: nd, g, f: g + heur(ni, nj, nd), parent: cur });
}
}
return null;
}
debugInfo() {
return { rects: this.rects, xs: this.xs, ys: this.ys };
}
}
function reconstruct(entry, xs, ys) {
const pts = [];
for (let e = entry; e; e = e.parent) pts.push({ x: xs[e.i], y: ys[e.j] });
pts.reverse();
return simplify(pts);
}
// Drop collinear / duplicate intermediate points.
export function simplify(pts) {
if (pts.length < 3) return pts;
const out = [pts[0]];
for (let k = 1; k < pts.length - 1; k++) {
const a = out[out.length - 1],
b = pts[k],
c = pts[k + 1];
const abH = Math.abs(a.y - b.y) < EPS,
bcH = Math.abs(b.y - c.y) < EPS;
const abV = Math.abs(a.x - b.x) < EPS,
bcV = Math.abs(b.x - c.x) < EPS;
if ((abH && bcH) || (abV && bcV)) continue; // collinear
if (Math.abs(a.x - b.x) < EPS && Math.abs(a.y - b.y) < EPS) continue; // dup
out.push(b);
}
out.push(pts[pts.length - 1]);
return out;
}