refactor(core): rename core pkg dir to core
This commit is contained in:
@@ -0,0 +1,98 @@
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import { getBezierEdgeCenter } from './general'
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import { Position } from '~/types'
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export interface GetBezierPathParams {
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sourceX: number
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sourceY: number
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sourcePosition?: Position
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targetX: number
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targetY: number
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targetPosition?: Position
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curvature?: number
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}
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interface GetControlWithCurvatureParams {
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pos: Position
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x1: number
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y1: number
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x2: number
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y2: number
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c: number
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}
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function calculateControlOffset(distance: number, curvature: number): number {
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if (distance >= 0) {
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return 0.5 * distance
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} else {
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return curvature * 25 * Math.sqrt(-distance)
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}
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}
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function getControlWithCurvature({ pos, x1, y1, x2, y2, c }: GetControlWithCurvatureParams): [number, number] {
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let ctX: number, ctY: number
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switch (pos) {
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case Position.Left:
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ctX = x1 - calculateControlOffset(x1 - x2, c)
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ctY = y1
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break
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case Position.Right:
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ctX = x1 + calculateControlOffset(x2 - x1, c)
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ctY = y1
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break
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case Position.Top:
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ctX = x1
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ctY = y1 - calculateControlOffset(y1 - y2, c)
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break
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case Position.Bottom:
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ctX = x1
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ctY = y1 + calculateControlOffset(y2 - y1, c)
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break
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}
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return [ctX, ctY]
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}
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export function getBezierPath({
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sourceX,
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sourceY,
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sourcePosition = Position.Bottom,
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targetX,
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targetY,
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targetPosition = Position.Top,
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curvature = 0.25,
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}: GetBezierPathParams): [string, number, number, number, number] {
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const [sourceControlX, sourceControlY] = getControlWithCurvature({
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pos: sourcePosition,
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x1: sourceX,
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y1: sourceY,
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x2: targetX,
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y2: targetY,
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c: curvature,
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})
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const [targetControlX, targetControlY] = getControlWithCurvature({
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pos: targetPosition,
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x1: targetX,
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y1: targetY,
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x2: sourceX,
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y2: sourceY,
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c: curvature,
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})
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const [centerX, centerY, offsetX, offsetY] = getBezierEdgeCenter({
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sourceX,
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sourceY,
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targetX,
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targetY,
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sourceControlX,
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sourceControlY,
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targetControlX,
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targetControlY,
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})
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return [
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`M${sourceX},${sourceY} C${sourceControlX},${sourceControlY} ${targetControlX},${targetControlY} ${targetX},${targetY}`,
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centerX,
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centerY,
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offsetX,
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offsetY,
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]
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}
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@@ -0,0 +1,49 @@
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// this is used for straight edges and simple smoothstep edges (LTR, RTL, BTT, TTB)
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export function getSimpleEdgeCenter({
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sourceX,
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sourceY,
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targetX,
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targetY,
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}: {
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sourceX: number
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sourceY: number
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targetX: number
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targetY: number
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}): [number, number, number, number] {
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const xOffset = Math.abs(targetX - sourceX) / 2
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const centerX = targetX < sourceX ? targetX + xOffset : targetX - xOffset
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const yOffset = Math.abs(targetY - sourceY) / 2
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const centerY = targetY < sourceY ? targetY + yOffset : targetY - yOffset
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return [centerX, centerY, xOffset, yOffset]
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}
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export function getBezierEdgeCenter({
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sourceX,
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sourceY,
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targetX,
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targetY,
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sourceControlX,
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sourceControlY,
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targetControlX,
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targetControlY,
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}: {
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sourceX: number
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sourceY: number
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targetX: number
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targetY: number
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sourceControlX: number
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sourceControlY: number
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targetControlX: number
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targetControlY: number
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}): [number, number, number, number] {
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// cubic bezier t=0.5 mid point, not the actual mid point, but easy to calculate
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// https://stackoverflow.com/questions/67516101/how-to-find-distance-mid-point-of-bezier-curve
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const centerX = sourceX * 0.125 + sourceControlX * 0.375 + targetControlX * 0.375 + targetX * 0.125
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const centerY = sourceY * 0.125 + sourceControlY * 0.375 + targetControlY * 0.375 + targetY * 0.125
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const offsetX = Math.abs(centerX - sourceX)
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const offsetY = Math.abs(centerY - sourceY)
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return [centerX, centerY, offsetX, offsetY]
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}
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@@ -0,0 +1,5 @@
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export * from './bezier'
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export * from './general'
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export * from './simple-bezier'
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export * from './smoothstep'
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export * from './straight'
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@@ -0,0 +1,79 @@
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import { getBezierEdgeCenter } from './general'
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import { Position } from '~/types'
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export interface GetSimpleBezierPathParams {
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sourceX: number
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sourceY: number
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sourcePosition?: Position
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targetX: number
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targetY: number
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targetPosition?: Position
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}
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interface GetControlParams {
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pos: Position
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x1: number
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y1: number
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x2: number
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y2: number
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}
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function getControl({ pos, x1, y1, x2, y2 }: GetControlParams): [number, number] {
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let ctX: number, ctY: number
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switch (pos) {
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case Position.Left:
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case Position.Right:
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ctX = 0.5 * (x1 + x2)
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ctY = y1
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break
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case Position.Top:
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case Position.Bottom:
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ctX = x1
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ctY = 0.5 * (y1 + y2)
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break
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}
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return [ctX, ctY]
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}
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export function getSimpleBezierPath({
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sourceX,
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sourceY,
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sourcePosition = Position.Bottom,
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targetX,
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targetY,
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targetPosition = Position.Top,
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}: GetSimpleBezierPathParams): [string, number, number, number, number] {
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const [sourceControlX, sourceControlY] = getControl({
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pos: sourcePosition,
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x1: sourceX,
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y1: sourceY,
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x2: targetX,
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y2: targetY,
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})
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const [targetControlX, targetControlY] = getControl({
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pos: targetPosition,
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x1: targetX,
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y1: targetY,
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x2: sourceX,
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y2: sourceY,
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})
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const [centerX, centerY, offsetX, offsetY] = getBezierEdgeCenter({
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sourceX,
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sourceY,
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targetX,
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targetY,
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sourceControlX,
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sourceControlY,
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targetControlX,
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targetControlY,
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})
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return [
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`M${sourceX},${sourceY} C${sourceControlX},${sourceControlY} ${targetControlX},${targetControlY} ${targetX},${targetY}`,
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centerX,
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centerY,
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offsetX,
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offsetY,
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]
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}
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@@ -0,0 +1,197 @@
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import { getSimpleEdgeCenter } from './general'
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import type { XYPosition } from '~/types'
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import { Position } from '~/types'
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export interface GetSmoothStepPathParams {
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sourceX: number
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sourceY: number
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sourcePosition?: Position
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targetX: number
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targetY: number
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targetPosition?: Position
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borderRadius?: number
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centerX?: number
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centerY?: number
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offset?: number
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}
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const handleDirections = {
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[Position.Left]: { x: -1, y: 0 },
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[Position.Right]: { x: 1, y: 0 },
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[Position.Top]: { x: 0, y: -1 },
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[Position.Bottom]: { x: 0, y: 1 },
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}
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const getDirection = ({
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source,
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sourcePosition = Position.Bottom,
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target,
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}: {
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source: XYPosition
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sourcePosition: Position
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target: XYPosition
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}): XYPosition => {
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if (sourcePosition === Position.Left || sourcePosition === Position.Right) {
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return source.x < target.x ? { x: 1, y: 0 } : { x: -1, y: 0 }
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}
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return source.y < target.y ? { x: 0, y: 1 } : { x: 0, y: -1 }
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}
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const distance = (a: XYPosition, b: XYPosition) => Math.sqrt((b.x - a.x) ** 2 + (b.y - a.y) ** 2)
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// With this function we try to mimic an orthogonal edge routing behaviour
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// It's not as good as a real orthogonal edge routing, but it's faster and good enough as a default for step and smooth step edges
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function getPoints({
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source,
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sourcePosition = Position.Bottom,
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target,
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targetPosition = Position.Top,
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center,
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offset,
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}: {
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source: XYPosition
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sourcePosition: Position
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target: XYPosition
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targetPosition: Position
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center: Partial<XYPosition>
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offset: number
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}): [XYPosition[], number, number, number, number] {
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const sourceDir = handleDirections[sourcePosition]
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const targetDir = handleDirections[targetPosition]
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const sourceGapped: XYPosition = { x: source.x + sourceDir.x * offset, y: source.y + sourceDir.y * offset }
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const targetGapped: XYPosition = { x: target.x + targetDir.x * offset, y: target.y + targetDir.y * offset }
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const dir = getDirection({
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source: sourceGapped,
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sourcePosition,
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target: targetGapped,
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})
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const dirAccessor = dir.x !== 0 ? 'x' : 'y'
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const currDir = dir[dirAccessor]
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let points: XYPosition[] = []
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let centerX, centerY
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const [defaultCenterX, defaultCenterY, defaultOffsetX, defaultOffsetY] = getSimpleEdgeCenter({
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sourceX: source.x,
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sourceY: source.y,
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targetX: target.x,
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targetY: target.y,
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})
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// opposite handle positions, default case
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if (sourceDir[dirAccessor] * targetDir[dirAccessor] === -1) {
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centerX = center.x || defaultCenterX
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centerY = center.y || defaultCenterY
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// --->
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// |
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// >---
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const verticalSplit: XYPosition[] = [
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{ x: centerX, y: sourceGapped.y },
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{ x: centerX, y: targetGapped.y },
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]
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// |
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// ---
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// |
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const horizontalSplit: XYPosition[] = [
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{ x: sourceGapped.x, y: centerY },
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{ x: targetGapped.x, y: centerY },
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]
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if (sourceDir[dirAccessor] === currDir) {
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points = dirAccessor === 'x' ? verticalSplit : horizontalSplit
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} else {
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points = dirAccessor === 'x' ? horizontalSplit : verticalSplit
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}
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} else {
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// sourceTarget means we take x from source and y from target, targetSource is the opposite
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const sourceTarget: XYPosition[] = [{ x: sourceGapped.x, y: targetGapped.y }]
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const targetSource: XYPosition[] = [{ x: targetGapped.x, y: sourceGapped.y }]
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// this handles edges with same handle positions
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if (dirAccessor === 'x') {
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points = sourceDir.x === currDir ? targetSource : sourceTarget
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} else {
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points = sourceDir.y === currDir ? sourceTarget : targetSource
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}
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// these are conditions for handling mixed handle positions like Right -> Bottom for example
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if (sourcePosition !== targetPosition) {
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const dirAccessorOpposite = dirAccessor === 'x' ? 'y' : 'x'
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const isSameDir = sourceDir[dirAccessor] === targetDir[dirAccessorOpposite]
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const sourceGtTargetOppo = sourceGapped[dirAccessorOpposite] > targetGapped[dirAccessorOpposite]
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const sourceLtTargetOppo = sourceGapped[dirAccessorOpposite] < targetGapped[dirAccessorOpposite]
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const flipSourceTarget =
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(sourceDir[dirAccessor] === 1 && ((!isSameDir && sourceGtTargetOppo) || (isSameDir && sourceLtTargetOppo))) ||
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(sourceDir[dirAccessor] !== 1 && ((!isSameDir && sourceLtTargetOppo) || (isSameDir && sourceGtTargetOppo)))
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if (flipSourceTarget) {
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points = dirAccessor === 'x' ? sourceTarget : targetSource
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}
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}
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centerX = points[0].x
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centerY = points[0].y
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}
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const pathPoints = [source, sourceGapped, ...points, targetGapped, target]
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return [pathPoints, centerX, centerY, defaultOffsetX, defaultOffsetY]
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}
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function getBend(a: XYPosition, b: XYPosition, c: XYPosition, size: number): string {
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const bendSize = Math.min(distance(a, b) / 2, distance(b, c) / 2, size)
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const { x, y } = b
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// no bend
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if ((a.x === x && x === c.x) || (a.y === y && y === c.y)) {
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return `L${x} ${y}`
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}
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// first segment is horizontal
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if (a.y === y) {
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const xDir = a.x < c.x ? -1 : 1
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const yDir = a.y < c.y ? 1 : -1
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return `L ${x + bendSize * xDir},${y}Q ${x},${y} ${x},${y + bendSize * yDir}`
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}
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const xDir = a.x < c.x ? 1 : -1
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const yDir = a.y < c.y ? -1 : 1
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return `L ${x},${y + bendSize * yDir}Q ${x},${y} ${x + bendSize * xDir},${y}`
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}
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export function getSmoothStepPath({
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sourceX,
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sourceY,
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sourcePosition = Position.Bottom,
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targetX,
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targetY,
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targetPosition = Position.Top,
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borderRadius = 5,
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centerX,
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centerY,
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offset = 20,
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}: GetSmoothStepPathParams): [string, number, number, number, number] {
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const [points, labelX, labelY, offsetX, offsetY] = getPoints({
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source: { x: sourceX, y: sourceY },
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sourcePosition,
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target: { x: targetX, y: targetY },
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targetPosition,
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center: { x: centerX, y: centerY },
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offset,
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})
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const path = points.reduce<string>((res, p, i) => {
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let segment = ''
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if (i > 0 && i < points.length - 1) {
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segment = getBend(points[i - 1], p, points[i + 1], borderRadius)
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} else {
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segment = `${i === 0 ? 'M' : 'L'}${p.x} ${p.y}`
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}
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res += segment
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return res
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}, '')
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return [path, labelX, labelY, offsetX, offsetY]
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}
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@@ -0,0 +1,24 @@
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import { getSimpleEdgeCenter } from './general'
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export interface GetStraightPathParams {
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sourceX: number
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sourceY: number
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targetX: number
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targetY: number
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}
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export function getStraightPath({
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sourceX,
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sourceY,
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targetX,
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targetY,
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}: GetStraightPathParams): [string, number, number, number, number] {
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const [centerX, centerY, offsetX, offsetY] = getSimpleEdgeCenter({
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sourceX,
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sourceY,
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targetX,
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targetY,
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})
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return [`M ${sourceX},${sourceY}L ${targetX},${targetY}`, centerX, centerY, offsetX, offsetY]
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}
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