230 lines
7.8 KiB
TypeScript
230 lines
7.8 KiB
TypeScript
import { getEdgeCenter } from './general';
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import { Position, type XYPosition } 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(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: 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 sourceGapOffset = { x: 0, y: 0 };
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const targetGapOffset = { x: 0, y: 0 };
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const [defaultCenterX, defaultCenterY, defaultOffsetX, defaultOffsetY] = getEdgeCenter({
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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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if (sourcePosition === targetPosition) {
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const diff = Math.abs(source[dirAccessor] - target[dirAccessor]);
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// if an edge goes from right to right for example (sourcePosition === targetPosition) and the distance between source.x and target.x is less than the offset, the added point and the gapped source/target will overlap. This leads to a weird edge path. To avoid this we add a gapOffset to the source/target
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if (diff <= offset) {
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const gapOffset = Math.min(offset - 1, offset - diff);
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if (sourceDir[dirAccessor] === currDir) {
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sourceGapOffset[dirAccessor] = gapOffset;
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} else {
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targetGapOffset[dirAccessor] = gapOffset;
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}
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}
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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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const sourceGapPoint = { x: sourceGapped.x - sourceGapOffset.x, y: sourceGapped.y - sourceGapOffset.y };
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const targetGapPoint = { x: targetGapped.x - targetGapOffset.x, y: targetGapped.y - targetGapOffset.y };
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const maxXDistance = Math.max(Math.abs(sourceGapPoint.x - points[0].x), Math.abs(targetGapPoint.x - points[0].x));
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const maxYDistance = Math.max(Math.abs(sourceGapPoint.y - points[0].y), Math.abs(targetGapPoint.y - points[0].y));
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// we want to place the label on the longest segment of the edge
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if (maxXDistance >= maxYDistance) {
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centerX = (sourceGapPoint.x + targetGapPoint.x) / 2;
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centerY = points[0].y;
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} else {
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centerX = points[0].x;
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centerY = (sourceGapPoint.y + targetGapPoint.y) / 2;
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}
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}
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const pathPoints = [
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source,
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{ x: sourceGapped.x - sourceGapOffset.x, y: sourceGapped.y - sourceGapOffset.y },
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...points,
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{ x: targetGapped.x - targetGapOffset.x, y: targetGapped.y - targetGapOffset.y },
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target,
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];
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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): [path: string, labelX: number, labelY: number, offsetX: number, offsetY: 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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