Comments (1)
#30 makes this a bit easier once it's merged.
You can now lookup the nodes outputs via graph.outgoing(output_id)
to check if they are connected to anything. Which is more efficient (it should be O(nodes * output_ports)
), but on large graphs might still be a bit too slow if you're searching for final nodes every frame or something.
The modified events mean that it's easier to maintain an efficient external (to the library) datastructure containing a list of final nodes - since the ConnectionAdded/Removed events will now always specify the output port, from which you can get the node with the output port, and then determine if you need to modify your your final nodes set by looking at only that nodes output ports (again via graph.outgoing(output_id)
). If this paragraph isn't clear I'd be happy to write some example code.
@rsaccon you might be interested in the above.
from egui_node_graph.
Related Issues (20)
- Add topological iterator to Graph class HOT 1
- Easy way to create pre-existing graph state? HOT 1
- Performance concerns HOT 1
- give example the ability to zoom in/out and scroll side to side HOT 1
- missing input on Connection Only and then Connection/Constant node
- Handling disconnection events on node deletion is a bit cumbersome
- Persistence HOT 1
- Suggestion: Read-only mode
- Please add minimalistic example using bevy_egui HOT 11
- Buttons drawn on (after) the graph doesn't working. HOT 4
- The example doesn't work with version 0.3.0 HOT 3
- Would be nice with an example using Bevy and bevy-egui together with this project HOT 1
- Right click output - create node and connect HOT 1
- Incorrect draw order HOT 1
- Hide close button of node widget HOT 3
- New crates.io release HOT 1
- Cant Compile to web HOT 1
- Remove Widget on input connection HOT 1
- Cannot use because Color32 is not in epaint::color::Color32 HOT 4
- Feature request - allow labeling of edges HOT 2
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from egui_node_graph.