egui_graphs
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Interactive graph visualization widget for rust powered by egui and petgraph
I really like this repository, and I was wondering what the future maintenance plans are? Are there any plans to implement a demo similar to the blueprints in Unreal, with...
`edge_by_screen_pos` panics if you are clicking and holding a node while extending the graph. Seems to be because `self.g.edge_endpoints(e.id())` returns None. The following seems to work as a fix, but...
This PR includes #173 for convenience, though you might not want this so I made them separate PRs. Fixes #172 so the user doesn't need to call update_display_from_props when adding...
fixes #166
unwrap occurs here in graph_view.rs: ```rust if resp.drag_started() { if let Some(idx) = self.g.node_by_screen_pos(meta, resp.hover_pos().unwrap()) { self.set_drag_start(idx); } } ```
This avoids cloning props unnecessarily. Related to #172
https://github.com/blitzarx1/egui_graphs/blob/416a211ffdfd46aabb3d8bb73a69bbce2b004985/src/draw/drawer.rs#L60-L63 Here, edges are drawn first, then nodes. In fill_layers_nodes, the nodes position is updated based on the node props. So, if you add a node to the graph, then...
this isn't too much of an issue i guess because not much is persisted, however, it does make #164 harder to debug. (I'm using the 'Reset egui' button from the...
Now users are facing very verbose generic definitions and multiple steps to perform simple task on elements/graph updates. I will keep this ticket here and definitely think of some optimizations...
I think it will be relevant to have a possibility for the user providing custom layout for the widget which will compute node position on every frame from node and...