Rename to "unreal" edge, fix for both horizontal and vertical handles
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+13
-7
@@ -14,7 +14,7 @@ interface GetBezierPathParams {
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curvature?: number;
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}
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export function getQuarticBezierPath({
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export function getUnrealBezierPath({
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sourceX,
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sourceY,
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sourcePosition = Position.Bottom,
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@@ -27,16 +27,22 @@ export function getQuarticBezierPath({
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// Distance between the source and target
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const distanceX = sourceX - targetX;
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const distanceY = sourceY - targetY;
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// A scalar value to fix the curve size getting larger
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const scalar = Math.min(curvature, Math.max(0, distanceX / 10000));
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const scalarX = Math.min(curvature, Math.max(0, distanceX / 10000));
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const scalarY = Math.min(curvature, Math.max(0, distanceY / 10000));
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const cX = sourceX + Math.abs(targetX - sourceX) * (curvature - scalar);
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const cY = targetX - Math.abs(targetX - sourceX) * (curvature - scalar);
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const hx1 = sourceX + Math.abs(targetX - sourceX) * (curvature - scalarX);
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const hx2 = targetX - Math.abs(targetX - sourceX) * (curvature - scalarX);
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let path = `M${sourceX},${sourceY} C${sourceX},${cY} ${targetX},${cY} ${targetX},${targetY}`;
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const hy1 = sourceY + Math.abs(targetY - sourceY) * (curvature - scalarY);
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const hy2 = targetY - Math.abs(targetY - sourceY) * (curvature - scalarY);
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let path = `M${sourceX},${sourceY} C${sourceX},${hy1} ${targetX},${hy2} ${targetX},${targetY}`;
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if (leftAndRight.includes(sourcePosition) && leftAndRight.includes(targetPosition)) {
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path = `M${sourceX},${sourceY} C${cX},${sourceY} ${cX},${targetY} ${targetX},${targetY}`;
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path = `M${sourceX},${sourceY} C${hx1},${sourceY} ${hx2},${targetY}, ${targetX},${targetY}`;
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} else if (leftAndRight.includes(targetPosition)) {
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path = `M${sourceX},${sourceY} Q${sourceX},${targetY} ${targetX},${targetY}`;
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} else if (leftAndRight.includes(sourcePosition)) {
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@@ -66,7 +72,7 @@ export default memo(
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curvature,
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}: EdgeProps) => {
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const [centerX, centerY] = getCenter({ sourceX, sourceY, targetX, targetY, sourcePosition, targetPosition });
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const path = getQuarticBezierPath({
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const path = getUnrealBezierPath({
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sourceX,
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sourceY,
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sourcePosition,
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@@ -1,5 +1,5 @@
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export { default as BezierEdge } from './BezierEdge';
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export { default as QuarticBezierEdge } from './QuarticBezierEdge';
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export { default as SmoothStepEdge } from './SmoothStepEdge';
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export { default as StepEdge } from './StepEdge';
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export { default as StraightEdge } from './StraightEdge';
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export { default as UnrealBezierEdge } from './UnrealBezierEdge';
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