chore(utils): tsdoc update
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@@ -38,8 +38,10 @@ export function getBezierEdgeCenter({
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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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/*
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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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*/
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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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@@ -70,7 +72,9 @@ function getControlWithCurvature({ pos, x1, y1, x2, y2, c }: GetControlWithCurva
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}
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/**
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* Get a bezier path from source to target handle
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* The `getBezierPath` util returns everything you need to render a bezier edge
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*between two nodes.
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* @public
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* @param params.sourceX - The x position of the source handle
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* @param params.sourceY - The y position of the source handle
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* @param params.sourcePosition - The position of the source handle (default: Position.Bottom)
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@@ -80,17 +84,22 @@ function getControlWithCurvature({ pos, x1, y1, x2, y2, c }: GetControlWithCurva
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* @param params.curvature - The curvature of the bezier edge
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* @returns A path string you can use in an SVG, the labelX and labelY position (center of path) and offsetX, offsetY between source handle and label
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* @example
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* ```js
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* const source = { x: 0, y: 20 };
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const target = { x: 150, y: 100 };
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const [path, labelX, labelY, offsetX, offsetY] = getBezierPath({
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sourceX: source.x,
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sourceY: source.y,
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sourcePosition: Position.Right,
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targetX: target.x,
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targetY: target.y,
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targetPosition: Position.Left,
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});
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* const target = { x: 150, y: 100 };
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*
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* const [path, labelX, labelY, offsetX, offsetY] = getBezierPath({
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* sourceX: source.x,
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* sourceY: source.y,
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* sourcePosition: Position.Right,
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* targetX: target.x,
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* targetY: target.y,
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* targetPosition: Position.Left,
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*});
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*```
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*
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* @remarks This function returns a tuple (aka a fixed-size array) to make it easier to
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*work with multiple edge paths at once.
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*/
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export function getBezierPath({
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sourceX,
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@@ -90,12 +90,16 @@ const connectionExists = (edge: EdgeBase, edges: EdgeBase[]) => {
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};
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/**
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* This util is a convenience function to add a new Edge to an array of edges
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* @remarks It also performs some validation to make sure you don't add an invalid edge or duplicate an existing one.
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* This util is a convenience function to add a new Edge to an array of edges. It also performs some validation to make sure you don't add an invalid edge or duplicate an existing one.
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* @public
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* @param edgeParams - Either an Edge or a Connection you want to add
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* @param edges - The array of all current edges
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* @returns A new array of edges with the new edge added
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*
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* @remarks If an edge with the same `target` and `source` already exists (and the same
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*`targetHandle` and `sourceHandle` if those are set), then this util won't add
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*a new edge even if the `id` property is different.
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*
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*/
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export const addEdge = <EdgeType extends EdgeBase>(
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edgeParams: EdgeType | Connection,
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@@ -137,12 +141,16 @@ export type ReconnectEdgeOptions = {
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};
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/**
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* A handy utility to reconnect an existing edge with new properties
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* A handy utility to update an existing [`Edge`](/api-reference/types/edge) with new properties.
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*This searches your edge array for an edge with a matching `id` and updates its
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*properties with the connection you provide.
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* @param oldEdge - The edge you want to update
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* @param newConnection - The new connection you want to update the edge with
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* @param edges - The array of all current edges
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* @param options.shouldReplaceId - should the id of the old edge be replaced with the new connection id
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* @returns the updated edges array
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*
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* @public
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*/
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export const reconnectEdge = <EdgeType extends EdgeBase>(
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oldEdge: EdgeType,
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@@ -38,8 +38,10 @@ const getDirection = ({
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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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/*
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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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*/
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function getPoints({
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source,
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sourcePosition = Position.Bottom,
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@@ -83,16 +85,20 @@ function getPoints({
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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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/*
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* --->
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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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/*
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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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@@ -191,7 +197,10 @@ function getBend(a: XYPosition, b: XYPosition, c: XYPosition, size: number): str
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}
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/**
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* Get a smooth step path from source to target handle
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* The `getSmoothStepPath` util returns everything you need to render a stepped path
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*between two nodes. The `borderRadius` property can be used to choose how rounded
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*the corners of those steps are.
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* @public
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* @param params.sourceX - The x position of the source handle
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* @param params.sourceY - The y position of the source handle
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* @param params.sourcePosition - The position of the source handle (default: Position.Bottom)
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@@ -200,17 +209,20 @@ function getBend(a: XYPosition, b: XYPosition, c: XYPosition, size: number): str
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* @param params.targetPosition - The position of the target handle (default: Position.Top)
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* @returns A path string you can use in an SVG, the labelX and labelY position (center of path) and offsetX, offsetY between source handle and label
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* @example
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* ```js
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* const source = { x: 0, y: 20 };
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const target = { x: 150, y: 100 };
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const [path, labelX, labelY, offsetX, offsetY] = getSmoothStepPath({
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sourceX: source.x,
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sourceY: source.y,
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sourcePosition: Position.Right,
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targetX: target.x,
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targetY: target.y,
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targetPosition: Position.Left,
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});
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* const target = { x: 150, y: 100 };
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*
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* const [path, labelX, labelY, offsetX, offsetY] = getSmoothStepPath({
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* sourceX: source.x,
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* sourceY: source.y,
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* sourcePosition: Position.Right,
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* targetX: target.x,
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* targetY: target.y,
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* targetPosition: Position.Left,
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* });
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* ```
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* @remarks This function returns a tuple (aka a fixed-size array) to make it easier to work with multiple edge paths at once.
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*/
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export function getSmoothStepPath({
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sourceX,
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@@ -8,24 +8,28 @@ export type GetStraightPathParams = {
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};
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/**
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* Get a straight path from source to target handle
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* Calculates the straight line path between two points.
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* @public
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* @param params.sourceX - The x position of the source handle
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* @param params.sourceY - The y position of the source handle
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* @param params.targetX - The x position of the target handle
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* @param params.targetY - The y position of the target handle
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* @returns A path string you can use in an SVG, the labelX and labelY position (center of path) and offsetX, offsetY between source handle and label
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* @example
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* ```js
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* const source = { x: 0, y: 20 };
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const target = { x: 150, y: 100 };
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const [path, labelX, labelY, offsetX, offsetY] = getStraightPath({
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sourceX: source.x,
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sourceY: source.y,
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sourcePosition: Position.Right,
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targetX: target.x,
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targetY: target.y,
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targetPosition: Position.Left,
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});
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* const target = { x: 150, y: 100 };
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*
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* const [path, labelX, labelY, offsetX, offsetY] = getStraightPath({
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* sourceX: source.x,
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* sourceY: source.y,
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* sourcePosition: Position.Right,
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* targetX: target.x,
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* targetY: target.y,
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* targetPosition: Position.Left,
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* });
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* ```
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* @remarks This function returns a tuple (aka a fixed-size array) to make it easier to work with multiple edge paths at once.
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*/
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export function getStraightPath({
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sourceX,
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