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+## Excalidraw Hierarchical Model Plan
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+
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+### Background & Goals
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+
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+Introduce a fully in-memory hierarchical (tree) model on top of the existing flat `elements[]` storage for more efficient complex operations (queries, selection, collision), while keeping flat arrays as the persistence/collab projection. Gradually move to tree-first edits with flat projection.
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+
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+### Capabilities To Preserve
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+
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+- z-index via fractional indices
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+- add/remove to frame
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+- group/ungroup
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+- bound texts (containerId)
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+- arrow bindings (start/endBinding)
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+- history (undo/redo) and collab (delta broadcast)
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+- load/save the flat array
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+
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+### Existing Reusable Capabilities
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+
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+- Deltas & History: `element/src/delta.ts` (ElementsDelta/AppStateDelta/StoreDelta), `excalidraw/history.ts` (HistoryDelta), auto rebind, text bbox redraw, z-index normalization.
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+- Store & Snapshot: `element/src/store.ts` provides commit levels, batching, and delta emission.
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+- Scene & Relationships: `element/src/Scene.ts`, `element/src/frame.ts`, `element/src/groups.ts` for frames and groups logic.
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+- Rendering: `excalidraw/renderer/staticScene.ts` with order by fractional index.
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+- Restore/Import: `excalidraw/data/restore.ts`.
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+
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+### Data Model & Invariants
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+
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+- Node types: `ElementNode`, logical `GroupNode` (id=groupId), `FrameNode` (bound to frame element). `Table*Node` reserved.
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+- Parent priority: container > group (deep→shallow) > frame > root; single parent per node.
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+- Groups must not span multiple frames.
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+- Drawing order remains by fractional index; the tree offers structural and sibling-order views only.
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+
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+### Flat→Tree Build (`buildFromFlat`)
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+
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+- Input: `elements[]`/`elementsMap` (optionally including deleted).
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+- Output: `{ nodesById, roots, orderHints, diagnostics }`.
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+- Rules:
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+ - Bound text attaches to its container; groups form deep→shallow parent chains from `groupIds`; frame parent from `frameId`; otherwise root.
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+ - Sibling order: ascending by the minimum `index` across the node’s represented elements.
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+ - Diagnostics: cross-frame groups, invalid container, cycles, missing refs (error/warn).
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+
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+### Tree → Flat Projection (`flattenToArray`)
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+
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+- Input: tree, optional "apply recommended reorder".
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+- Output: `{ nextFieldsByElementId, reorderIntent? }`.
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+- Rules:
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+ - `frameId` from nearest frame ancestor; `groupIds` nearest→farthest; `containerId` from nearest container.
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+ - Do not change draw order by default; any reordering is applied by the caller via `Scene.insert*` and `syncMovedIndices`.
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+
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+### Operations Mapping (Tree edits → Flat deltas)
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+
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+- z-index: sibling reordering → index deltas; normalized with `syncMovedIndices`.
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+- Frame membership: reparent to `FrameNode`/root → `frameId` updates; cross-frame groups disallowed.
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+- Group/ungroup: modify `GroupNode` structure → update `groupIds` chains.
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+- Bound text: reparent to container → update `containerId`/`boundElements`; text bbox redraw handled by `ElementsDelta`.
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+- Arrow binding: does not change parentage; only update start/endBinding; `ElementsDelta` handles rebind/unbind.
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+
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+### History & Collab
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+
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+- Transactional edits on the tree via `HierarchyManager.begin/commit/rollback`; commit projects to a minimal flat diff, wrapped as `StoreDelta`, and submitted via `Store.scheduleMicroAction` (IMMEDIATELY).
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+- Undo/redo uses `HistoryDelta`; replay re-emits flat deltas for sync.
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+- Collab remains flat-delta based; peers rebuild the tree deterministically from flats.
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+
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+### Rendering Strategy
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+
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+- Add a tree-backed rendering adapter beside `renderStaticScene` behind a feature flag, preserving draw-order semantics (fractional index). In the short term, use the tree for selection/collision pruning (frame → group → element).
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+
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+### Challenges & Risks
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+
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+- Cross-frame group handling (block or guided fix).
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+- Reorder consistency (tree sibling order vs fractional index).
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+- Collab conflicts (use `ElementsDelta.applyLatestChanges`).
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+- Performance (build O(n), queries O(1)/O(k)); cache/incremental via `sceneNonce`.
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+- Test coverage (round-trip, collab equivalence, history replay, deep groups/large frames/binding chains).
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+
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+### Phased Plan
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+
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+- Phase 0 Rules & Contracts
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+ - Lock invariants and priorities; define diagnostics (error/warn).
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+- Phase 1 Pure functions & Validation
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+ - Implement `buildFromFlat`, `flattenToArray`, `validateIntegrity`; cache by `sceneNonce`; add round-trip tests.
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+- Phase 2 Read-only integration
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+ - Tree-backed selection and collision pruning; measure wins.
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+- Phase 3 Parallel render adapter
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+ - Tree render adapter (flag) with preserved order semantics.
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+- Phase 4 Projection & Transactions
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+ - `HierarchyManager.begin/commit/rollback`; commit→`StoreDelta`→Store.
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+- Phase 5 Migrate operations
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+ - Frame membership and group/ungroup → tree+projection; then bound text; optional z-index reorder intent.
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+- Phase 6 Extensions & Tables
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+ - Introduce `Table*Node` (in-memory first, then projection), with validation and UI.
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+
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+### Success Criteria
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+
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+- Correctness: same flat → same tree; unchanged structure round-trip no-ops; existing operations equivalent.
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+- History/Collab: still record and broadcast minimal flat deltas; deterministic tree on peers.
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+- Performance: selection/collision candidate reduction on large scenes; build/query latency targets met.
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+- Rollback: feature flag to fall back to legacy path at any time.
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+
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+### Next Steps
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+
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+- Finalize invariants and IO contracts; implement `buildFromFlat`/`flattenToArray` and `validateIntegrity`; add round‑trip and failure-case tests; prototype read-only integration and render adapter.
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