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