Mon 21 Jul 22:43:21 CEST 2025
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js/ui/mxgraph/src/js/util/mxMorphing.js
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248
js/ui/mxgraph/src/js/util/mxMorphing.js
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/**
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* Copyright (c) 2006-2015, JGraph Ltd
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* Copyright (c) 2006-2015, Gaudenz Alder
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*/
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/**
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*
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* Class: mxMorphing
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*
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* Implements animation for morphing cells. Here is an example of
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* using this class for animating the result of a layout algorithm:
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*
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* (code)
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* graph.getModel().beginUpdate();
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* try
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* {
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* var circleLayout = new mxCircleLayout(graph);
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* circleLayout.execute(graph.getDefaultParent());
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* }
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* finally
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* {
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* var morph = new mxMorphing(graph);
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* morph.addListener(mxEvent.DONE, function()
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* {
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* graph.getModel().endUpdate();
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* });
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*
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* morph.startAnimation();
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* }
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* (end)
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*
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* Constructor: mxMorphing
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*
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* Constructs an animation.
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*
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* Parameters:
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*
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* graph - Reference to the enclosing <mxGraph>.
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* steps - Optional number of steps in the morphing animation. Default is 6.
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* ease - Optional easing constant for the animation. Default is 1.5.
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* delay - Optional delay between the animation steps. Passed to <mxAnimation>.
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*/
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function mxMorphing(graph, steps, ease, delay)
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{
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mxAnimation.call(this, delay);
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this.graph = graph;
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this.steps = (steps != null) ? steps : 6;
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this.ease = (ease != null) ? ease : 1.5;
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};
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/**
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* Extends mxEventSource.
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*/
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mxMorphing.prototype = new mxAnimation();
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mxMorphing.prototype.constructor = mxMorphing;
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/**
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* Variable: graph
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*
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* Specifies the delay between the animation steps. Defaul is 30ms.
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*/
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mxMorphing.prototype.graph = null;
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/**
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* Variable: steps
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*
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* Specifies the maximum number of steps for the morphing.
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*/
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mxMorphing.prototype.steps = null;
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/**
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* Variable: step
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*
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* Contains the current step.
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*/
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mxMorphing.prototype.step = 0;
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/**
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* Variable: ease
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*
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* Ease-off for movement towards the given vector. Larger values are
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* slower and smoother. Default is 4.
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*/
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mxMorphing.prototype.ease = null;
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/**
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* Variable: cells
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*
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* Optional array of cells to be animated. If this is not specified
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* then all cells are checked and animated if they have been moved
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* in the current transaction.
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*/
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mxMorphing.prototype.cells = null;
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/**
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* Function: updateAnimation
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*
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* Animation step.
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*/
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mxMorphing.prototype.updateAnimation = function()
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{
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var move = new mxCellStatePreview(this.graph);
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if (this.cells != null)
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{
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// Animates the given cells individually without recursion
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for (var i = 0; i < this.cells.length; i++)
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{
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this.animateCell(this.cells[i], move, false);
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}
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}
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else
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{
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// Animates all changed cells by using recursion to find
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// the changed cells but not for the animation itself
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this.animateCell(this.graph.getModel().getRoot(), move, true);
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}
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this.show(move);
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if (move.isEmpty() || this.step++ >= this.steps)
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{
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this.stopAnimation();
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}
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};
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/**
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* Function: show
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*
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* Shows the changes in the given <mxCellStatePreview>.
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*/
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mxMorphing.prototype.show = function(move)
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{
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move.show();
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};
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/**
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* Function: animateCell
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*
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* Animates the given cell state using <mxCellStatePreview.moveState>.
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*/
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mxMorphing.prototype.animateCell = function(cell, move, recurse)
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{
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var state = this.graph.getView().getState(cell);
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var delta = null;
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if (state != null)
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{
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// Moves the animated state from where it will be after the model
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// change by subtracting the given delta vector from that location
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delta = this.getDelta(state);
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if (this.graph.getModel().isVertex(cell) && (delta.x != 0 || delta.y != 0))
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{
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var translate = this.graph.view.getTranslate();
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var scale = this.graph.view.getScale();
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delta.x += translate.x * scale;
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delta.y += translate.y * scale;
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move.moveState(state, -delta.x / this.ease, -delta.y / this.ease);
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}
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}
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if (recurse && !this.stopRecursion(state, delta))
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{
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var childCount = this.graph.getModel().getChildCount(cell);
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for (var i = 0; i < childCount; i++)
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{
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this.animateCell(this.graph.getModel().getChildAt(cell, i), move, recurse);
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}
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}
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};
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/**
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* Function: stopRecursion
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*
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* Returns true if the animation should not recursively find more
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* deltas for children if the given parent state has been animated.
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*/
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mxMorphing.prototype.stopRecursion = function(state, delta)
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{
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return delta != null && (delta.x != 0 || delta.y != 0);
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};
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/**
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* Function: getDelta
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*
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* Returns the vector between the current rendered state and the future
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* location of the state after the display will be updated.
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*/
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mxMorphing.prototype.getDelta = function(state)
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{
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var origin = this.getOriginForCell(state.cell);
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var translate = this.graph.getView().getTranslate();
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var scale = this.graph.getView().getScale();
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var x = state.x / scale - translate.x;
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var y = state.y / scale - translate.y;
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return new mxPoint((origin.x - x) * scale, (origin.y - y) * scale);
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};
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/**
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* Function: getOriginForCell
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*
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* Returns the top, left corner of the given cell. TODO: Improve performance
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* by using caching inside this method as the result per cell never changes
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* during the lifecycle of this object.
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*/
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mxMorphing.prototype.getOriginForCell = function(cell)
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{
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var result = null;
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if (cell != null)
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{
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var parent = this.graph.getModel().getParent(cell);
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var geo = this.graph.getCellGeometry(cell);
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result = this.getOriginForCell(parent);
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// TODO: Handle offsets
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if (geo != null)
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{
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if (geo.relative)
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{
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var pgeo = this.graph.getCellGeometry(parent);
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if (pgeo != null)
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{
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result.x += geo.x * pgeo.width;
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result.y += geo.y * pgeo.height;
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}
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}
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else
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{
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result.x += geo.x;
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result.y += geo.y;
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}
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}
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}
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if (result == null)
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{
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var t = this.graph.view.getTranslate();
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result = new mxPoint(-t.x, -t.y);
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}
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return result;
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};
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