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[refactor] Refactor rendering-related files to DDD organization (#5388)
* refactor rendering-related files to DDD organization * add to git ignore ignore revs
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@@ -1,242 +0,0 @@
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/**
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* Composable for managing transform state synchronized with LiteGraph canvas
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*
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* This composable is a critical part of the hybrid rendering architecture that
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* allows Vue components to render in perfect alignment with LiteGraph's canvas.
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*
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* ## Core Concept
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*
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* LiteGraph uses a canvas for rendering connections, grid, and handling interactions.
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* Vue components need to render nodes on top of this canvas. The challenge is
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* synchronizing the coordinate systems:
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*
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* - LiteGraph: Uses canvas coordinates with its own transform matrix
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* - Vue/DOM: Uses screen coordinates with CSS transforms
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*
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* ## Solution: Transform Container Pattern
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*
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* Instead of transforming individual nodes (O(n) complexity), we:
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* 1. Mirror LiteGraph's transform matrix to a single CSS container
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* 2. Place all Vue nodes as children with simple absolute positioning
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* 3. Achieve O(1) transform updates regardless of node count
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*
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* ## Coordinate Systems
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*
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* - **Canvas coordinates**: LiteGraph's internal coordinate system
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* - **Screen coordinates**: Browser's viewport coordinate system
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* - **Transform sync**: camera.x/y/z mirrors canvas.ds.offset/scale
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*
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* ## Performance Benefits
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*
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* - GPU acceleration via CSS transforms
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* - No layout thrashing (only transform changes)
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* - Efficient viewport culling calculations
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* - Scales to 1000+ nodes while maintaining 60 FPS
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*
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* @example
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* ```typescript
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* const { camera, transformStyle, canvasToScreen } = useTransformState()
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*
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* // In template
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* <div :style="transformStyle">
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* <NodeComponent
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* v-for="node in nodes"
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* :style="{ left: node.x + 'px', top: node.y + 'px' }"
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* />
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* </div>
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*
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* // Convert coordinates
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* const screenPos = canvasToScreen({ x: nodeX, y: nodeY })
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* ```
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*/
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import { computed, reactive, readonly } from 'vue'
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import type { LGraphCanvas } from '../../lib/litegraph/src/litegraph'
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export interface Point {
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x: number
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y: number
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}
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export interface Camera {
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x: number
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y: number
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z: number // scale/zoom
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}
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export const useTransformState = () => {
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// Reactive state mirroring LiteGraph's canvas transform
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const camera = reactive<Camera>({
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x: 0,
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y: 0,
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z: 1
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})
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// Computed transform string for CSS
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const transformStyle = computed(() => ({
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transform: `scale(${camera.z}) translate(${camera.x}px, ${camera.y}px)`,
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transformOrigin: '0 0'
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}))
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/**
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* Synchronizes Vue's reactive camera state with LiteGraph's canvas transform
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*
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* Called every frame via RAF to ensure Vue components stay aligned with canvas.
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* This is the heart of the hybrid rendering system - it bridges the gap between
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* LiteGraph's canvas transforms and Vue's reactive system.
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*
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* @param canvas - LiteGraph canvas instance with DragAndScale (ds) transform state
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*/
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const syncWithCanvas = (canvas: LGraphCanvas) => {
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if (!canvas || !canvas.ds) return
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// Mirror LiteGraph's transform state to Vue's reactive state
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// ds.offset = pan offset, ds.scale = zoom level
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camera.x = canvas.ds.offset[0]
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camera.y = canvas.ds.offset[1]
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camera.z = canvas.ds.scale || 1
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}
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/**
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* Converts canvas coordinates to screen coordinates
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*
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* Applies the same transform that LiteGraph uses for rendering.
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* Essential for positioning Vue components to align with canvas elements.
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*
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* Formula: screen = canvas * scale + offset
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*
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* @param point - Point in canvas coordinate system
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* @returns Point in screen coordinate system
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*/
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const canvasToScreen = (point: Point): Point => {
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return {
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x: point.x * camera.z + camera.x,
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y: point.y * camera.z + camera.y
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}
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}
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/**
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* Converts screen coordinates to canvas coordinates
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*
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* Inverse of canvasToScreen. Useful for hit testing and converting
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* mouse events back to canvas space.
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*
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* Formula: canvas = (screen - offset) / scale
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*
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* @param point - Point in screen coordinate system
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* @returns Point in canvas coordinate system
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*/
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const screenToCanvas = (point: Point): Point => {
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return {
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x: (point.x - camera.x) / camera.z,
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y: (point.y - camera.y) / camera.z
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}
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}
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// Get node's screen bounds for culling
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const getNodeScreenBounds = (
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pos: ArrayLike<number>,
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size: ArrayLike<number>
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): DOMRect => {
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const topLeft = canvasToScreen({ x: pos[0], y: pos[1] })
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const width = size[0] * camera.z
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const height = size[1] * camera.z
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return new DOMRect(topLeft.x, topLeft.y, width, height)
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}
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// Helper: Calculate zoom-adjusted margin for viewport culling
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const calculateAdjustedMargin = (baseMargin: number): number => {
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if (camera.z < 0.1) return Math.min(baseMargin * 5, 2.0)
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if (camera.z > 3.0) return Math.max(baseMargin * 0.5, 0.05)
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return baseMargin
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}
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// Helper: Check if node is too small to be visible at current zoom
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const isNodeTooSmall = (nodeSize: ArrayLike<number>): boolean => {
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const nodeScreenSize = Math.max(nodeSize[0], nodeSize[1]) * camera.z
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return nodeScreenSize < 4
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}
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// Helper: Calculate expanded viewport bounds with margin
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const getExpandedViewportBounds = (
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viewport: { width: number; height: number },
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margin: number
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) => {
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const marginX = viewport.width * margin
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const marginY = viewport.height * margin
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return {
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left: -marginX,
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right: viewport.width + marginX,
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top: -marginY,
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bottom: viewport.height + marginY
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}
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}
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// Helper: Test if node intersects with viewport bounds
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const testViewportIntersection = (
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screenPos: { x: number; y: number },
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nodeSize: ArrayLike<number>,
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bounds: { left: number; right: number; top: number; bottom: number }
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): boolean => {
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const nodeRight = screenPos.x + nodeSize[0] * camera.z
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const nodeBottom = screenPos.y + nodeSize[1] * camera.z
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return !(
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nodeRight < bounds.left ||
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screenPos.x > bounds.right ||
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nodeBottom < bounds.top ||
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screenPos.y > bounds.bottom
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)
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}
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// Check if node is within viewport with frustum and size-based culling
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const isNodeInViewport = (
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nodePos: ArrayLike<number>,
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nodeSize: ArrayLike<number>,
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viewport: { width: number; height: number },
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margin: number = 0.2
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): boolean => {
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// Early exit for tiny nodes
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if (isNodeTooSmall(nodeSize)) return false
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const screenPos = canvasToScreen({ x: nodePos[0], y: nodePos[1] })
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const adjustedMargin = calculateAdjustedMargin(margin)
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const bounds = getExpandedViewportBounds(viewport, adjustedMargin)
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return testViewportIntersection(screenPos, nodeSize, bounds)
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}
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// Get viewport bounds in canvas coordinates (for spatial index queries)
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const getViewportBounds = (
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viewport: { width: number; height: number },
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margin: number = 0.2
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) => {
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const marginX = viewport.width * margin
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const marginY = viewport.height * margin
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const topLeft = screenToCanvas({ x: -marginX, y: -marginY })
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const bottomRight = screenToCanvas({
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x: viewport.width + marginX,
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y: viewport.height + marginY
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})
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return {
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x: topLeft.x,
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y: topLeft.y,
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width: bottomRight.x - topLeft.x,
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height: bottomRight.y - topLeft.y
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}
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}
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return {
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camera: readonly(camera),
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transformStyle,
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syncWithCanvas,
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canvasToScreen,
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screenToCanvas,
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getNodeScreenBounds,
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isNodeInViewport,
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getViewportBounds
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}
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}
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@@ -6,11 +6,11 @@ import { nextTick, reactive, readonly } from 'vue'
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import { useLayoutMutations } from '@/renderer/core/layout/operations/layoutMutations'
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import { LayoutSource } from '@/renderer/core/layout/types'
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import { type Bounds, QuadTree } from '@/renderer/core/spatial/QuadTree'
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import type { WidgetValue } from '@/types/simplifiedWidget'
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import type { SpatialIndexDebugInfo } from '@/types/spatialIndex'
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import type { LGraph, LGraphNode } from '../../lib/litegraph/src/litegraph'
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import { type Bounds, QuadTree } from '../../utils/spatial/QuadTree'
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export interface NodeState {
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visible: boolean
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