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January 1, 2012 21:53
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Force-based Graph Layout in JavaScript
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset=utf-8 /> | |
<title>Graph Layout</title> | |
<style> | |
article, aside, figure, footer, header, hgroup, | |
menu, nav, section { display: block; } | |
</style> | |
</head> | |
<body> | |
<p id="hello">Hello World</p> | |
<script src="layout.js"></script> | |
</body> | |
</html> |
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var MIN_SYSTEM_ENERGY = 1; | |
var GRAVITY_CONST = 1; | |
var SPRING_CONST = 1; | |
var MASS = 1; | |
var TIME_STEP = 1; | |
var DAMPING = 0.5; // 0 < damping < 1 | |
var i, j; | |
var k, maxSteps = 2; // DEBUG | |
var u, v; | |
var dist; | |
var totalKineticEnergy; | |
var netForce; | |
var gravityForceMagnitude; | |
var springForceMagnitude; | |
var G = { | |
vertices: [{ | |
edges: [1, 4] | |
}, { | |
edges: [0, 2, 3, 4] | |
}, { | |
edges: [1, 3] | |
}, { | |
edges: [1, 2, 4] | |
}, { | |
edges: [0, 1, 3] | |
}] | |
}; | |
// set up initial node velocities to (0,0) | |
for(i = 0; i < G.vertices.length; i += 1) { | |
G.vertices[i].velocity = {x: 0, y: 0}; | |
} | |
// set up initial node positions to (0,0) | |
for(i = 0; i < G.vertices.length; i += 1) { | |
var center = {x: 50, y: 50}; | |
G.vertices[i].position = { | |
x: center.x + Math.sin(i) * i, | |
y: center.y + Math.cos(i) * i | |
}; | |
} | |
k = 0; | |
do { | |
totalKineticEnergy = 0; | |
for (i = 0; i < G.vertices.length; i += 1) { | |
u = G.vertices[i]; | |
netForce = {x: 0, y: 0}; | |
for (j = 0; j < G.vertices.length; j += 1) { | |
if (j !== i) { | |
v = G.vertices[j]; | |
dx = v.position.x - u.position.x; | |
dy = v.position.y - u.position.y; | |
dist = Math.sqrt(dx * dx + dy * dy); | |
gravityForceMagnitude = | |
GRAVITY_CONST * (MASS + MASS) / (dist * dist); | |
gravityForce = { | |
x: gravityForceMagnitude * dx / dist, | |
y: gravityForceMagnitude * dy / dist | |
}; | |
netForce.x += gravityForce.x; | |
netForce.y += gravityForce.y; | |
} | |
} | |
for (j = 0; j < G.vertices[i].edges.length; j += 1) { | |
v = G.vertices[G.vertices[i].edges[j]]; | |
dx = v.position.x - u.position.x; | |
dy = v.position.y - u.position.y; | |
dist = Math.sqrt(dx * dx + dy * dy); | |
springForceMagnitude = -SPRING_CONST * dist; | |
springForce = { | |
x: springForceMagnitude * dx / dist, | |
y: springForceMagnitude * dy / dist | |
}; | |
netForce.x += springForce.x; | |
netForce.y += springForce.y; | |
} | |
u.velocity = { | |
x: (u.velocity.x + TIME_STEP * netForce.x) * DAMPING, | |
y: (u.velocity.y + TIME_STEP * netForce.y) * DAMPING | |
}; | |
u.position = { | |
x: u.position.x + TIME_STEP * u.velocity.x, | |
y: u.position.y + TIME_STEP * u.velocity.y | |
}; | |
// alert('u: ' + JSON.stringify(u)); // DEBUG | |
// alert('gravityForce: ' + JSON.stringify(gravityForce)); // DEBUG | |
// alert('springForce: ' + JSON.stringify(springForce)); // DEBUG | |
// alert('netForce: ' + JSON.stringify(netForce)); // DEBUG | |
totalKineticEnergy += MASS * | |
(u.velocity.x * u.velocity.x + u.velocity.y * u.velocity.y); | |
} | |
k++; | |
} while (totalKineticEnergy > MIN_SYSTEM_ENERGY && k < maxSteps); | |
// alert(totalKineticEnergy); // DEBUG | |
// alert(k); // DEBUG | |
if (document.getElementById('hello')) { | |
document.getElementById('hello').innerHTML = JSON.stringify(G); | |
} |
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