Import it from @grafloria/renderer.
tsclass SnapController
Methods
constructor(config: Partial<SnapConfig> = {})getConfig(): SnapConfigupdateConfig(patch: Partial<SnapConfig>): voidsyncWithEngineConfig(engine: DiagramEngine): void— Read the snapping knobs off the engine's interaction config.
snapToPortRadius has existed in InteractionConfig since the first
interaction phase and was read by NOTHING — the config panel wrote it, the
default was 30, and no code path ever consulted it. This is the seam that
finally consumes it (see {@link findPortMagnet} / {@link findProximityConnection}),
along with the waypoint editor's grid settings.
computeSnap(box: Rectangle, others: Rectangle[]): SnapResult— Snapboxagainstothers.
Precedence per axis (strongest first):
- alignment snapline (edge/centre) within
snapThreshold - equal-spacing guide within
snapThreshold - grid then keep-in-bounds clamps whatever survived. Precedence matters: a grid snap that fought an alignment snap would visibly jitter between the two.
snapPointToGrid(point: Point): Point— Quantise a single point to the grid (used by the vertex drag).keepInBounds(box: Rectangle, bounds: Rectangle): Rectangle— Clamp a box so it stays fully insidebounds(no-op when it cannot fit).siblingBoxes(engine: DiagramEngine, excludeIds: Iterable<string> = []): Rectangle[]— World bounding boxes of every node EXCEPTexcludeIds(the moving ones).portPosition(node: NodeModel, port: PortModel): Point— World position of a port — THE one the port is actually drawn at.
BUG: this used port.getAbsolutePosition(node.getBoundingBox()),
which walks the BOUNDING BOX and lands on an edge midpoint — blind to the
node's silhouette and to how many ports share the side. The renderer draws
ports with getPortPositionForShape. So on a circle, a diamond, a hexagon,
a cylinder — or ANY side carrying more than one port — the magnet was
snapping to a point several pixels away from the port you could see, and
proximity-connect measured its radius from the wrong place.
findPortMagnet( engine: DiagramEngine, worldX: number, worldY: number, options: { excludeNodeId?: string; radius?: number; filter?: (port: PortModel, node: NodeModel) => boolean; } = {} ): PortHit | null— The nearest port to a world point withinsnapToPortRadius— the magnet the connection drag snaps to.excludeNodeIdkeeps a drag from snapping back to the node it started on.findProximityConnection( engine: DiagramEngine, nodeId: string, radius?: number ): ProximityCandidate | null— React-Flow-style proximity connect: after draggingnodeId, is one of ITS ports close enough to a compatible port on another node to auto-link them?
Validity is the same rule the connection drag enforces: different nodes,
direction-compatible ports (output→input, or a bi port on either side),
allowed by the connection groups, and not already connected.
buildProximityLinkCommand(candidate: ProximityCandidate): Command— Turn a candidate into the ONE undoable command that creates the link.highlightProximityTarget(engine: DiagramEngine, candidate: ProximityCandidate | null): void— Paint the nearest valid target: exactly the flags the SVG renderer already draws for a connection drag (isValidTarget= eligible,isHighlighted= the one that would win). Clears every other port so the highlight can never go stale — the failure mode of "highlight on, nothing turns it off".
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