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-rw-r--r--Master/texmf-dist/tex/generic/pgf/graphdrawing/lua/pgf/gd/model/Vertex.lua46
1 files changed, 23 insertions, 23 deletions
diff --git a/Master/texmf-dist/tex/generic/pgf/graphdrawing/lua/pgf/gd/model/Vertex.lua b/Master/texmf-dist/tex/generic/pgf/graphdrawing/lua/pgf/gd/model/Vertex.lua
index 677ea4fbd06..c287181992f 100644
--- a/Master/texmf-dist/tex/generic/pgf/graphdrawing/lua/pgf/gd/model/Vertex.lua
+++ b/Master/texmf-dist/tex/generic/pgf/graphdrawing/lua/pgf/gd/model/Vertex.lua
@@ -39,12 +39,12 @@
-- path lives in a special ``local'' coordinate system, that is, all
-- coordinates of this path should actually be considered relative to
-- the vertex' |pos| field. Note that the path is typically, but not
--- always, ``centered'' on the origin. A graph drawing algorithm
+-- alwyas, ``centered'' on the origin. A graph drawing algorithm
-- should arrange the vertices in such a way that the origins in the
-- path coordinate systems are aligned.
--
-- To illustrate the difference between the origin and the vertex
--- center, consider a tree drawing algorithm in which a node |root| has
+-- center, conside a tree drawing algorithm in which a node |root| has
-- three children |a|, |b|, and |g|. Now, if we were to simply center
-- these three letters vertically and arrange them in a line, the
-- letters would appear to ``jump up and down'' since the height of
@@ -100,7 +100,7 @@
-- |options|, which must be a table of the same syntax as the
-- |options| field. For the |entries| array, each element must be
-- table with two field: |t| must be set to a number, representing a
--- time in seconds, and |value|, which must be set to a value that
+-- time in secondds, and |value|, which must be set to a value that
-- the |attribute| should have at the given time. The entries and the
-- options will then be interpreted as described in \pgfname's basic
-- layer animation system, except that where a |\pgfpoint| is expected
@@ -207,29 +207,29 @@ local anchor_cache = Storage.new ()
local directions = {
north = function(min_x, min_y, max_x, max_y)
- return (min_x+max_x)/2, max_y
- end,
+ return (min_x+max_x)/2, max_y
+ end,
south = function(min_x, min_y, max_x, max_y)
- return (min_x+max_x)/2, min_y
- end,
+ return (min_x+max_x)/2, min_y
+ end,
east = function(min_x, min_y, max_x, max_y)
- return max_x, (min_y+max_y)/2
- end,
+ return max_x, (min_y+max_y)/2
+ end,
west = function(min_x, min_y, max_x, max_y)
- return min_x, (min_y+max_y)/2
- end,
+ return min_x, (min_y+max_y)/2
+ end,
["north west"] = function(min_x, min_y, max_x, max_y)
- return min_x, max_y
- end,
+ return min_x, max_y
+ end,
["north east"] = function(min_x, min_y, max_x, max_y)
- return max_x, max_y
- end,
+ return max_x, max_y
+ end,
["south west"] = function(min_x, min_y, max_x, max_y)
- return min_x, min_y
- end,
+ return min_x, min_y
+ end,
["south east"] = function(min_x, min_y, max_x, max_y)
- return max_x, min_y
- end,
+ return max_x, min_y
+ end,
}
---
@@ -260,10 +260,10 @@ function Vertex:anchor(anchor)
else
local n = tonumber(anchor)
if n then
- local x1, y1, x2, y2 = self:boundingBox()
- local r = math.max(x2-x1, y2-y1)
- b = Coordinate.new(r*math.cos(n/180*math.pi),r*math.sin(n/180*math.pi))
- b:shiftByCoordinate(self.anchors.center)
+ local x1, y1, x2, y2 = self:boundingBox()
+ local r = math.max(x2-x1, y2-y1)
+ b = Coordinate.new(r*math.cos(n/180*math.pi),r*math.sin(n/180*math.pi))
+ b:shiftByCoordinate(self.anchors.center)
end
end
if not b then