feat(edges): updated smoothstep edge routing
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@@ -20,6 +20,7 @@ const SmoothStepEdge: FunctionalComponent<SmoothStepEdgeProps> = function ({
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markerEnd,
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markerStart,
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borderRadius,
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offset,
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style,
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}) {
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const [centerX, centerY] = getCenter({
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@@ -39,6 +40,7 @@ const SmoothStepEdge: FunctionalComponent<SmoothStepEdgeProps> = function ({
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sourcePosition,
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targetPosition,
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borderRadius,
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offset,
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})
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return h(BaseEdge, {
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@@ -71,6 +73,7 @@ SmoothStepEdge.props = [
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'targetX',
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'targetY',
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'borderRadius',
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'offset',
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'markerEnd',
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'markerStart',
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'style',
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@@ -1,4 +1,5 @@
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import { getCenter } 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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@@ -11,20 +12,136 @@ export interface GetSmoothStepPathParams {
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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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// These are some helper methods for drawing the round corners
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// The name indicates the direction of the path. "bottomLeftCorner" goes
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// from bottom to the left and "leftBottomCorner" goes from left to the bottom.
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// We have to consider the direction of the paths because of the animated lines.
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const bottomLeftCorner = (x: number, y: number, size: number): string => `L ${x},${y - size}Q ${x},${y} ${x + size},${y}`
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const leftBottomCorner = (x: number, y: number, size: number): string => `L ${x + size},${y}Q ${x},${y} ${x},${y - size}`
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const bottomRightCorner = (x: number, y: number, size: number): string => `L ${x},${y - size}Q ${x},${y} ${x - size},${y}`
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const rightBottomCorner = (x: number, y: number, size: number): string => `L ${x - size},${y}Q ${x},${y} ${x},${y - size}`
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const leftTopCorner = (x: number, y: number, size: number): string => `L ${x + size},${y}Q ${x},${y} ${x},${y + size}`
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const topLeftCorner = (x: number, y: number, size: number): string => `L ${x},${y + size}Q ${x},${y} ${x + size},${y}`
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const topRightCorner = (x: number, y: number, size: number): string => `L ${x},${y + size}Q ${x},${y} ${x - size},${y}`
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const rightTopCorner = (x: number, y: number, size: number): string => `L ${x - size},${y}Q ${x},${y} ${x},${y + size}`
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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: XYPosition
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offset: number
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}): XYPosition[] {
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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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// opposite handle positions, default case
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if (sourceDir[dirAccessor] * targetDir[dirAccessor] === -1) {
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// --->
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// |
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// >---
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const verticalSplit: XYPosition[] = [
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{ x: center.x, y: sourceGapped.y },
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{ x: center.x, 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: center.y },
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{ x: targetGapped.x, y: center.y },
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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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}
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return [source, sourceGapped, ...points, targetGapped, target]
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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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@@ -36,58 +153,32 @@ export function getSmoothStepPath({
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borderRadius = 5,
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centerX,
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centerY,
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}: GetSmoothStepPathParams): string {
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const [_centerX, _centerY, offsetX, offsetY] = getCenter({ sourceX, sourceY, targetX, targetY })
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const cornerWidth = Math.min(borderRadius, Math.abs(targetX - sourceX))
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const cornerHeight = Math.min(borderRadius, Math.abs(targetY - sourceY))
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const cornerSize = Math.min(cornerWidth, cornerHeight, offsetX, offsetY)
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const leftAndRight = [Position.Left, Position.Right]
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offset = 20,
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}: GetSmoothStepPathParams) {
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const [_centerX, _centerY] = getCenter({ sourceX, sourceY, targetX, targetY })
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const cX = typeof centerX !== 'undefined' ? centerX : _centerX
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const cY = typeof centerY !== 'undefined' ? centerY : _centerY
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let firstCornerPath
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let secondCornerPath
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const points = 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: cX, y: cY },
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offset,
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})
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if (sourceX <= targetX) {
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firstCornerPath = sourceY <= targetY ? bottomLeftCorner(sourceX, cY, cornerSize) : topLeftCorner(sourceX, cY, cornerSize)
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secondCornerPath = sourceY <= targetY ? rightTopCorner(targetX, cY, cornerSize) : rightBottomCorner(targetX, cY, cornerSize)
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} else {
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firstCornerPath = sourceY < targetY ? bottomRightCorner(sourceX, cY, cornerSize) : topRightCorner(sourceX, cY, cornerSize)
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secondCornerPath = sourceY < targetY ? leftTopCorner(targetX, cY, cornerSize) : leftBottomCorner(targetX, cY, cornerSize)
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}
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return points.reduce<string>((res, p, i) => {
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let segment = ''
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if (leftAndRight.includes(sourcePosition) && leftAndRight.includes(targetPosition)) {
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if (sourceX <= targetX) {
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firstCornerPath = sourceY <= targetY ? rightTopCorner(cX, sourceY, cornerSize) : rightBottomCorner(cX, sourceY, cornerSize)
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secondCornerPath = sourceY <= targetY ? bottomLeftCorner(cX, targetY, cornerSize) : topLeftCorner(cX, targetY, cornerSize)
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} else if (
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(sourcePosition === Position.Right && targetPosition === Position.Left) ||
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(sourcePosition === Position.Left && targetPosition === Position.Right) ||
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(sourcePosition === Position.Left && targetPosition === Position.Left)
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) {
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// and sourceX > targetX
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firstCornerPath = sourceY <= targetY ? leftTopCorner(cX, sourceY, cornerSize) : leftBottomCorner(cX, sourceY, cornerSize)
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secondCornerPath = sourceY <= targetY ? bottomRightCorner(cX, targetY, cornerSize) : topRightCorner(cX, targetY, cornerSize)
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}
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} else if (leftAndRight.includes(sourcePosition) && !leftAndRight.includes(targetPosition)) {
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if (sourceX <= targetX) {
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firstCornerPath =
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sourceY <= targetY ? rightTopCorner(targetX, sourceY, cornerSize) : rightBottomCorner(targetX, sourceY, cornerSize)
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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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firstCornerPath =
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sourceY <= targetY ? leftTopCorner(targetX, sourceY, cornerSize) : leftBottomCorner(targetX, sourceY, cornerSize)
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segment = `${i === 0 ? 'M' : 'L'}${p.x} ${p.y}`
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}
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secondCornerPath = ''
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} else if (!leftAndRight.includes(sourcePosition) && leftAndRight.includes(targetPosition)) {
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if (sourceX <= targetX) {
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firstCornerPath =
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sourceY <= targetY ? bottomLeftCorner(sourceX, targetY, cornerSize) : topLeftCorner(sourceX, targetY, cornerSize)
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} else {
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firstCornerPath =
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sourceY <= targetY ? bottomRightCorner(sourceX, targetY, cornerSize) : topRightCorner(sourceX, targetY, cornerSize)
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}
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secondCornerPath = ''
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}
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return `M ${sourceX},${sourceY}${firstCornerPath}${secondCornerPath}L ${targetX},${targetY}`
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res += segment
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return res
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}, '')
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}
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@@ -177,6 +177,7 @@ export interface SmoothStepEdgeProps<Data = ElementData, CustomEvents = {}> exte
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markerStart?: string
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markerEnd?: string
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borderRadius?: number
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offset?: number
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data?: Data
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/** contextual and custom events of edge */
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events?: Partial<EdgeEventsOn<CustomEvents>>
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