/*
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* Licensed to the Apache Software Foundation (ASF) under one
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* or more contributor license agreements. See the NOTICE file
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* distributed with this work for additional information
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* regarding copyright ownership. The ASF licenses this file
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* to you under the Apache License, Version 2.0 (the
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* "License"); you may not use this file except in compliance
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* with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing,
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* software distributed under the License is distributed on an
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* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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* KIND, either express or implied. See the License for the
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* specific language governing permissions and limitations
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* under the License.
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*/
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/*
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* A third-party license is embeded for some of the code in this file:
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* Some formulas were originally copied from "d3.js" with some
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* modifications made for this project.
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* (See more details in the comment of the method "step" below.)
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* The use of the source code of this file is also subject to the terms
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* and consitions of the license of "d3.js" (BSD-3Clause, see
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* </licenses/LICENSE-d3>).
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*/
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import * as vec2 from 'zrender/src/core/vector';
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import { RectLike } from 'zrender/src/core/BoundingRect';
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const scaleAndAdd = vec2.scaleAndAdd;
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interface InputNode {
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p?: vec2.VectorArray
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fixed?: boolean
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/**
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* Weight
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*/
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w: number
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/**
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* Repulsion
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*/
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rep: number
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}
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interface LayoutNode extends InputNode {
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pp?: vec2.VectorArray
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edges?: LayoutEdge[]
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}
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interface InputEdge {
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ignoreForceLayout?: boolean
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n1: InputNode
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n2: InputNode
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/**
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* Distance
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*/
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d: number
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}
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interface LayoutEdge extends InputEdge {
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n1: LayoutNode
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n2: LayoutNode
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}
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interface LayoutCfg {
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gravity?: number
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friction?: number
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rect?: RectLike
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}
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// function adjacentNode(n, e) {
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// return e.n1 === n ? e.n2 : e.n1;
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// }
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export function forceLayout<N extends InputNode, E extends InputEdge>(
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inNodes: N[],
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inEdges: E[],
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opts: LayoutCfg
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) {
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const nodes = inNodes as LayoutNode[];
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const edges = inEdges as LayoutEdge[];
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const rect = opts.rect;
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const width = rect.width;
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const height = rect.height;
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const center = [rect.x + width / 2, rect.y + height / 2];
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// let scale = opts.scale || 1;
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const gravity = opts.gravity == null ? 0.1 : opts.gravity;
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// for (let i = 0; i < edges.length; i++) {
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// let e = edges[i];
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// let n1 = e.n1;
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// let n2 = e.n2;
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// n1.edges = n1.edges || [];
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// n2.edges = n2.edges || [];
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// n1.edges.push(e);
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// n2.edges.push(e);
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// }
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// Init position
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for (let i = 0; i < nodes.length; i++) {
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const n = nodes[i] as LayoutNode;
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if (!n.p) {
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n.p = vec2.create(
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width * (Math.random() - 0.5) + center[0],
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height * (Math.random() - 0.5) + center[1]
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);
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}
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n.pp = vec2.clone(n.p);
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n.edges = null;
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}
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// Formula in 'Graph Drawing by Force-directed Placement'
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// let k = scale * Math.sqrt(width * height / nodes.length);
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// let k2 = k * k;
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const initialFriction = opts.friction == null ? 0.6 : opts.friction;
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let friction = initialFriction;
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let beforeStepCallback: (nodes: N[], edges: E[]) => void;
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let afterStepCallback: (nodes: N[], edges: E[], finished: boolean) => void;
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return {
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warmUp: function () {
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friction = initialFriction * 0.8;
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},
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setFixed: function (idx: number) {
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nodes[idx].fixed = true;
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},
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setUnfixed: function (idx: number) {
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nodes[idx].fixed = false;
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},
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/**
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* Before step hook
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*/
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beforeStep: function (cb: typeof beforeStepCallback) {
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beforeStepCallback = cb;
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},
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/**
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* After step hook
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*/
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afterStep: function (cb: typeof afterStepCallback) {
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afterStepCallback = cb;
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},
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/**
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* Some formulas were originally copied from "d3.js"
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* https://github.com/d3/d3/blob/b516d77fb8566b576088e73410437494717ada26/src/layout/force.js
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* with some modifications made for this project.
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* See the license statement at the head of this file.
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*/
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step: function (cb?: (finished: boolean) => void) {
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beforeStepCallback && beforeStepCallback(nodes as N[], edges as E[]);
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const v12: number[] = [];
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const nLen = nodes.length;
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for (let i = 0; i < edges.length; i++) {
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const e = edges[i];
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if (e.ignoreForceLayout) {
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continue;
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}
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const n1 = e.n1;
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const n2 = e.n2;
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vec2.sub(v12, n2.p, n1.p);
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const d = vec2.len(v12) - e.d;
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let w = n2.w / (n1.w + n2.w);
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if (isNaN(w)) {
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w = 0;
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}
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vec2.normalize(v12, v12);
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!n1.fixed && scaleAndAdd(n1.p, n1.p, v12, w * d * friction);
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!n2.fixed && scaleAndAdd(n2.p, n2.p, v12, -(1 - w) * d * friction);
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}
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// Gravity
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for (let i = 0; i < nLen; i++) {
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const n = nodes[i];
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if (!n.fixed) {
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vec2.sub(v12, center, n.p);
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// let d = vec2.len(v12);
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// vec2.scale(v12, v12, 1 / d);
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// let gravityFactor = gravity;
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scaleAndAdd(n.p, n.p, v12, gravity * friction);
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}
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}
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// Repulsive
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// PENDING
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for (let i = 0; i < nLen; i++) {
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const n1 = nodes[i];
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for (let j = i + 1; j < nLen; j++) {
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const n2 = nodes[j];
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vec2.sub(v12, n2.p, n1.p);
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let d = vec2.len(v12);
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if (d === 0) {
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// Random repulse
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vec2.set(v12, Math.random() - 0.5, Math.random() - 0.5);
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d = 1;
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}
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const repFact = (n1.rep + n2.rep) / d / d;
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!n1.fixed && scaleAndAdd(n1.pp, n1.pp, v12, repFact);
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!n2.fixed && scaleAndAdd(n2.pp, n2.pp, v12, -repFact);
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}
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}
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const v: number[] = [];
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for (let i = 0; i < nLen; i++) {
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const n = nodes[i];
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if (!n.fixed) {
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vec2.sub(v, n.p, n.pp);
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scaleAndAdd(n.p, n.p, v, friction);
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vec2.copy(n.pp, n.p);
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}
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}
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friction = friction * 0.992;
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const finished = friction < 0.01;
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afterStepCallback && afterStepCallback(nodes as N[], edges as E[], finished);
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cb && cb(finished);
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}
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};
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}
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