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@@ -1,26 +1,9 @@
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import { memo } from 'react';
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import { getCenter } from './utils';
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import { EdgeSmoothStepProps, Position } from '../../types';
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import { SmoothStepEdgeProps, Position, XYPosition } from '../../types';
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import BaseEdge from './BaseEdge';
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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 =>
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`L ${x},${y - size}Q ${x},${y} ${x + size},${y}`;
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const leftBottomCorner = (x: number, y: number, size: number): string =>
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`L ${x + size},${y}Q ${x},${y} ${x},${y - size}`;
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const bottomRightCorner = (x: number, y: number, size: number): string =>
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`L ${x},${y - size}Q ${x},${y} ${x - size},${y}`;
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const rightBottomCorner = (x: number, y: number, size: number): string =>
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`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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export interface GetSmoothStepPathParams {
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sourceX: number;
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sourceY: number;
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@@ -31,6 +14,135 @@ 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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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(Math.pow(b.x - a.x, 2) + Math.pow(b.y - a.y, 2));
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// ith this function we try to mimic a 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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@@ -43,76 +155,34 @@ export function getSmoothStepPath({
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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 {
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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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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 = null;
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let secondCornerPath = null;
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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 =
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sourceY <= targetY ? bottomLeftCorner(sourceX, cY, cornerSize) : topLeftCorner(sourceX, cY, cornerSize);
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secondCornerPath =
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sourceY <= targetY ? rightTopCorner(targetX, cY, cornerSize) : rightBottomCorner(targetX, cY, cornerSize);
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} else {
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firstCornerPath =
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sourceY < targetY ? bottomRightCorner(sourceX, cY, cornerSize) : topRightCorner(sourceX, cY, cornerSize);
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secondCornerPath =
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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 =
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sourceY <= targetY ? rightTopCorner(cX, sourceY, cornerSize) : rightBottomCorner(cX, sourceY, cornerSize);
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secondCornerPath =
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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 =
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sourceY <= targetY ? leftTopCorner(cX, sourceY, cornerSize) : leftBottomCorner(cX, sourceY, cornerSize);
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secondCornerPath =
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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
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? rightTopCorner(targetX, sourceY, cornerSize)
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: 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
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? leftTopCorner(targetX, sourceY, cornerSize)
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: 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
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? bottomLeftCorner(sourceX, targetY, cornerSize)
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: topLeftCorner(sourceX, targetY, cornerSize);
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} else {
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firstCornerPath =
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sourceY <= targetY
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? bottomRightCorner(sourceX, targetY, cornerSize)
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: 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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const SmoothStepEdge = memo(
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@@ -132,8 +202,8 @@ const SmoothStepEdge = memo(
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targetPosition = Position.Top,
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markerEnd,
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markerStart,
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borderRadius = 5,
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}: EdgeSmoothStepProps) => {
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options,
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}: SmoothStepEdgeProps) => {
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const [centerX, centerY] = getCenter({ sourceX, sourceY, targetX, targetY, sourcePosition, targetPosition });
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const path = getSmoothStepPath({
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@@ -143,7 +213,8 @@ const SmoothStepEdge = memo(
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targetX,
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targetY,
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targetPosition,
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borderRadius,
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borderRadius: options?.borderRadius,
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offset: options?.offset,
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});
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return (
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