import BezierEdgeBase from './util/BezierEdgeBase'
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/**
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* A Static Bezier Edge. Bezier curves are used to model smooth gradual
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* curves in paths between nodes.
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*
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* @class BezierEdgeStatic
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* @extends BezierEdgeBase
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*/
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class BezierEdgeStatic extends BezierEdgeBase {
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/**
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* @param {Object} options
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* @param {Object} body
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* @param {Label} labelModule
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* @constructor BezierEdgeStatic
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*/
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constructor(options, body, labelModule) {
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super(options, body, labelModule);
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}
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/**
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* Draw a line between two nodes
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* @param {CanvasRenderingContext2D} ctx
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* @param {{toArrow: boolean, toArrowScale: (allOptions.edges.arrows.to.scaleFactor|{number}|allOptions.edges.arrows.middle.scaleFactor|allOptions.edges.arrows.from.scaleFactor|Array|number), toArrowType: *, middleArrow: boolean, middleArrowScale: (number|allOptions.edges.arrows.middle.scaleFactor|{number}|Array), middleArrowType: (allOptions.edges.arrows.middle.type|{string}|string|*), fromArrow: boolean, fromArrowScale: (allOptions.edges.arrows.to.scaleFactor|{number}|allOptions.edges.arrows.middle.scaleFactor|allOptions.edges.arrows.from.scaleFactor|Array|number), fromArrowType: *, arrowStrikethrough: (*|boolean|allOptions.edges.arrowStrikethrough|{boolean}), color: undefined, inheritsColor: (string|string|string|allOptions.edges.color.inherit|{string, boolean}|Array|*), opacity: *, hidden: *, length: *, shadow: *, shadowColor: *, shadowSize: *, shadowX: *, shadowY: *, dashes: (*|boolean|Array|allOptions.edges.dashes|{boolean, array}), width: *}} values
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* @param {vis.Node} viaNode
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* @private
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*/
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_line(ctx, values, viaNode) {
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this._bezierCurve(ctx, values, viaNode);
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}
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/**
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*
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* @returns {Array<{x: number, y: number}>}
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*/
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getViaNode() {
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return this._getViaCoordinates();
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}
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/**
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* We do not use the to and fromPoints here to make the via nodes the same as edges without arrows.
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* @returns {{x: undefined, y: undefined}}
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* @private
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*/
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_getViaCoordinates() {
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// Assumption: x/y coordinates in from/to always defined
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let xVia = undefined;
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let yVia = undefined;
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let factor = this.options.smooth.roundness;
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let type = this.options.smooth.type;
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let dx = Math.abs(this.from.x - this.to.x);
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let dy = Math.abs(this.from.y - this.to.y);
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if (type === 'discrete' || type === 'diagonalCross') {
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let stepX;
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let stepY;
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if (dx <= dy) {
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stepX = stepY = factor * dy;
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} else {
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stepX = stepY = factor * dx;
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}
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if (this.from.x > this.to.x) stepX = -stepX;
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if (this.from.y >= this.to.y) stepY = -stepY;
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xVia = this.from.x + stepX;
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yVia = this.from.y + stepY;
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if (type === "discrete") {
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if (dx <= dy) {
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xVia = dx < factor * dy ? this.from.x : xVia;
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} else {
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yVia = dy < factor * dx ? this.from.y : yVia;
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}
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}
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}
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else if (type === "straightCross") {
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let stepX = (1 - factor) * dx;
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let stepY = (1 - factor) * dy;
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if (dx <= dy) { // up - down
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stepX = 0;
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if (this.from.y < this.to.y) stepY = -stepY;
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}
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else { // left - right
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if (this.from.x < this.to.x) stepX = -stepX;
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stepY = 0;
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}
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xVia = this.to.x + stepX;
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yVia = this.to.y + stepY;
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}
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else if (type === 'horizontal') {
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let stepX = (1 - factor) * dx;
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if (this.from.x < this.to.x) stepX = -stepX;
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xVia = this.to.x + stepX;
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yVia = this.from.y;
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}
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else if (type === 'vertical') {
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let stepY = (1 - factor) * dy;
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if (this.from.y < this.to.y) stepY = -stepY;
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xVia = this.from.x;
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yVia = this.to.y + stepY;
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}
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else if (type === 'curvedCW') {
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dx = this.to.x - this.from.x;
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dy = this.from.y - this.to.y;
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let radius = Math.sqrt(dx * dx + dy * dy);
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let pi = Math.PI;
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let originalAngle = Math.atan2(dy, dx);
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let myAngle = (originalAngle + ((factor * 0.5) + 0.5) * pi) % (2 * pi);
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xVia = this.from.x + (factor * 0.5 + 0.5) * radius * Math.sin(myAngle);
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yVia = this.from.y + (factor * 0.5 + 0.5) * radius * Math.cos(myAngle);
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}
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else if (type === 'curvedCCW') {
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dx = this.to.x - this.from.x;
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dy = this.from.y - this.to.y;
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let radius = Math.sqrt(dx * dx + dy * dy);
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let pi = Math.PI;
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let originalAngle = Math.atan2(dy, dx);
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let myAngle = (originalAngle + ((-factor * 0.5) + 0.5) * pi) % (2 * pi);
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xVia = this.from.x + (factor * 0.5 + 0.5) * radius * Math.sin(myAngle);
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yVia = this.from.y + (factor * 0.5 + 0.5) * radius * Math.cos(myAngle);
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}
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else { // continuous
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let stepX;
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let stepY;
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if (dx <= dy) {
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stepX = stepY = factor * dy;
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} else {
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stepX = stepY = factor * dx;
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}
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if (this.from.x > this.to.x) stepX = -stepX;
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if (this.from.y >= this.to.y) stepY = -stepY;
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xVia = this.from.x + stepX;
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yVia = this.from.y + stepY;
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if (dx <= dy) {
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if (this.from.x <= this.to.x) {
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xVia = this.to.x < xVia ? this.to.x : xVia;
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}
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else {
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xVia = this.to.x > xVia ? this.to.x : xVia;
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}
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}
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else {
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if (this.from.y >= this.to.y) {
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yVia = this.to.y > yVia ? this.to.y : yVia;
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} else {
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yVia = this.to.y < yVia ? this.to.y : yVia;
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}
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}
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}
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return {x: xVia, y: yVia};
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}
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/**
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*
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* @param {vis.Node} nearNode
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* @param {CanvasRenderingContext2D} ctx
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* @param {Object} options
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* @returns {*}
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* @private
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*/
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_findBorderPosition(nearNode, ctx, options = {}) {
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return this._findBorderPositionBezier(nearNode, ctx, options.via);
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}
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/**
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*
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* @param {number} x1
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* @param {number} y1
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* @param {number} x2
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* @param {number} y2
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* @param {number} x3
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* @param {number} y3
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* @param {vis.Node} viaNode
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* @returns {number}
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* @private
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*/
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_getDistanceToEdge(x1, y1, x2, y2, x3, y3, viaNode = this._getViaCoordinates()) { // x3,y3 is the point
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return this._getDistanceToBezierEdge(x1, y1, x2, y2, x3, y3, viaNode);
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}
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/**
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* Combined function of pointOnLine and pointOnBezier. This gives the coordinates of a point on the line at a certain percentage of the way
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* @param {number} percentage
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* @param {vis.Node} viaNode
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* @returns {{x: number, y: number}}
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* @private
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*/
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getPoint(percentage, viaNode = this._getViaCoordinates()) {
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var t = percentage;
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var x = Math.pow(1 - t, 2) * this.fromPoint.x + (2 * t * (1 - t)) * viaNode.x + Math.pow(t, 2) * this.toPoint.x;
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var y = Math.pow(1 - t, 2) * this.fromPoint.y + (2 * t * (1 - t)) * viaNode.y + Math.pow(t, 2) * this.toPoint.y;
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return {x: x, y: y};
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}
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}
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export default BezierEdgeStatic;
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