|
!function(e){if("object"==typeof exports&&"undefined"!=typeof module)module.exports=e();else if("function"==typeof define&&define.amd)define([],e);else{var f;"undefined"!=typeof window?f=window:"undefined"!=typeof global?f=global:"undefined"!=typeof self&&(f=self),f.Viva=e()}}(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){ |
|
/** |
|
* This is an entry point for global namespace. If you want to use separate |
|
* modules individually - you are more than welcome to do so. |
|
*/ |
|
|
|
var random = require('ngraph.random'); |
|
|
|
var Viva = { |
|
lazyExtend: function() { |
|
return require('ngraph.merge').apply(this, arguments); |
|
}, |
|
randomIterator: function() { |
|
return random.randomIterator.apply(random, arguments); |
|
}, |
|
random: function() { |
|
return random.random.apply(random, arguments); |
|
}, |
|
events: require('ngraph.events') |
|
}; |
|
|
|
Viva.Graph = { |
|
version: require('./version.js'), |
|
graph: require('ngraph.graph'), |
|
|
|
serializer: function() { |
|
return { |
|
loadFromJSON: require('ngraph.fromjson'), |
|
storeToJSON: require('ngraph.tojson') |
|
}; |
|
}, |
|
|
|
centrality: require('./Algorithms/centrality.js'), |
|
operations: require('./Algorithms/operations.js'), |
|
|
|
geom: function() { |
|
return { |
|
intersect: require('gintersect'), |
|
intersectRect: require('./Utils/intersectRect.js') |
|
}; |
|
}, |
|
|
|
webgl: require('./WebGL/webgl.js'), |
|
webglInputEvents: require('./WebGL/webglInputEvents.js'), |
|
|
|
generator: function() { |
|
return require('ngraph.generators'); |
|
}, |
|
|
|
Input: { |
|
domInputManager: require('./Input/domInputManager.js'), |
|
webglInputManager: require('./Input/webglInputManager.js') |
|
}, |
|
|
|
Utils: { |
|
// TODO: move to Input |
|
dragndrop: require('./Input/dragndrop.js'), |
|
findElementPosition: require('./Utils/findElementPosition.js'), |
|
timer: require('./Utils/timer.js'), |
|
getDimension: require('./Utils/getDimensions.js'), |
|
events: require('./Utils/backwardCompatibleEvents.js') |
|
}, |
|
|
|
Layout: { |
|
forceDirected: require('ngraph.forcelayout'), |
|
constant: require('./Layout/constant.js') |
|
}, |
|
|
|
View: { |
|
// TODO: Move `webglXXX` out to webgl namespace |
|
Texture: require('./WebGL/texture.js'), |
|
// TODO: This should not be even exported |
|
webglAtlas: require('./WebGL/webglAtlas.js'), |
|
webglImageNodeProgram: require('./WebGL/webglImageNodeProgram.js'), |
|
webglLinkProgram: require('./WebGL/webglLinkProgram.js'), |
|
webglNodeProgram: require('./WebGL/webglNodeProgram.js'), |
|
webglLine: require('./WebGL/webglLine.js'), |
|
webglSquare: require('./WebGL/webglSquare.js'), |
|
webglImage: require('./WebGL/webglImage.js'), |
|
webglGraphics: require('./View/webglGraphics.js'), |
|
// TODO: Deprecate this: |
|
_webglUtil: { |
|
parseColor: require('./WebGL/parseColor.js') |
|
}, |
|
|
|
// TODO: move to svg namespace |
|
svgGraphics: require('./View/svgGraphics.js'), |
|
|
|
renderer: require('./View/renderer.js'), |
|
|
|
// deprecated |
|
cssGraphics: function() { |
|
throw new Error('cssGraphics is deprecated. Please use older version of vivagraph (< 0.7) if you need it'); |
|
}, |
|
|
|
svgNodeFactory: function() { |
|
throw new Error('svgNodeFactory is deprecated. Please use older version of vivagraph (< 0.7) if you need it'); |
|
}, |
|
|
|
community: function() { |
|
throw new Error('community is deprecated. Please use vivagraph < 0.7 if you need it, or `https://github.com/anvaka/ngraph.slpa` module'); |
|
} |
|
}, |
|
|
|
Rect: require('./Utils/rect.js'), |
|
|
|
svg: require('simplesvg'), |
|
|
|
// TODO: should be camelCase |
|
BrowserInfo: require('./Utils/browserInfo.js') |
|
}; |
|
|
|
module.exports = Viva; |
|
|
|
},{"./Algorithms/centrality.js":36,"./Algorithms/operations.js":37,"./Input/domInputManager.js":38,"./Input/dragndrop.js":39,"./Input/webglInputManager.js":40,"./Layout/constant.js":41,"./Utils/backwardCompatibleEvents.js":42,"./Utils/browserInfo.js":43,"./Utils/findElementPosition.js":45,"./Utils/getDimensions.js":46,"./Utils/intersectRect.js":47,"./Utils/rect.js":49,"./Utils/timer.js":50,"./View/renderer.js":52,"./View/svgGraphics.js":53,"./View/webglGraphics.js":54,"./WebGL/parseColor.js":55,"./WebGL/texture.js":56,"./WebGL/webgl.js":57,"./WebGL/webglAtlas.js":58,"./WebGL/webglImage.js":59,"./WebGL/webglImageNodeProgram.js":60,"./WebGL/webglInputEvents.js":61,"./WebGL/webglLine.js":62,"./WebGL/webglLinkProgram.js":63,"./WebGL/webglNodeProgram.js":64,"./WebGL/webglSquare.js":65,"./version.js":66,"gintersect":3,"ngraph.events":9,"ngraph.forcelayout":11,"ngraph.fromjson":13,"ngraph.generators":14,"ngraph.graph":16,"ngraph.merge":17,"ngraph.random":30,"ngraph.tojson":31,"simplesvg":32}],2:[function(require,module,exports){ |
|
addEventListener.removeEventListener = removeEventListener |
|
addEventListener.addEventListener = addEventListener |
|
|
|
module.exports = addEventListener |
|
|
|
var Events = null |
|
|
|
function addEventListener(el, eventName, listener, useCapture) { |
|
Events = Events || ( |
|
document.addEventListener ? |
|
{add: stdAttach, rm: stdDetach} : |
|
{add: oldIEAttach, rm: oldIEDetach} |
|
) |
|
|
|
return Events.add(el, eventName, listener, useCapture) |
|
} |
|
|
|
function removeEventListener(el, eventName, listener, useCapture) { |
|
Events = Events || ( |
|
document.addEventListener ? |
|
{add: stdAttach, rm: stdDetach} : |
|
{add: oldIEAttach, rm: oldIEDetach} |
|
) |
|
|
|
return Events.rm(el, eventName, listener, useCapture) |
|
} |
|
|
|
function stdAttach(el, eventName, listener, useCapture) { |
|
el.addEventListener(eventName, listener, useCapture) |
|
} |
|
|
|
function stdDetach(el, eventName, listener, useCapture) { |
|
el.removeEventListener(eventName, listener, useCapture) |
|
} |
|
|
|
function oldIEAttach(el, eventName, listener, useCapture) { |
|
if(useCapture) { |
|
throw new Error('cannot useCapture in oldIE') |
|
} |
|
|
|
el.attachEvent('on' + eventName, listener) |
|
} |
|
|
|
function oldIEDetach(el, eventName, listener, useCapture) { |
|
el.detachEvent('on' + eventName, listener) |
|
} |
|
|
|
},{}],3:[function(require,module,exports){ |
|
module.exports = intersect; |
|
|
|
/** |
|
* Original authors: Mukesh Prasad, Appeared in Graphics Gem II book |
|
* http://www.opensource.apple.com/source/graphviz/graphviz-498/graphviz/dynagraph/common/xlines.c |
|
* and adopted to javascript version by Andrei Kashcha. |
|
* |
|
* This function computes whether two line segments, |
|
* respectively joining the input points (x1,y1) -- (x2,y2) |
|
* and the input points (x3,y3) -- (x4,y4) intersect. |
|
* If the lines intersect, the output variables x, y are |
|
* set to coordinates of the point of intersection. |
|
* |
|
* @param {Number} x1 First line segment coordinates |
|
* @param {Number} y1 First line segment coordinates |
|
* @param {Number} x2 First line segment coordinates |
|
* @param {Number} x2 First line segment coordinates |
|
* |
|
* @param {Number} x3 Second line segment coordinates |
|
* @param {Number} y3 Second line segment coordinates |
|
* @param {Number} x4 Second line segment coordinates |
|
* @param {Number} x4 Second line segment coordinates |
|
* |
|
* @return {Object} x, y coordinates of intersection point or falsy value if no |
|
* intersection found.. |
|
*/ |
|
function intersect( |
|
x1, y1, x2, y2, // first line segment |
|
x3, y3, x4, y4 // second line segment |
|
) { |
|
|
|
var a1, a2, b1, b2, c1, c2, /* Coefficients of line eqns. */ |
|
r1, r2, r3, r4, /* 'Sign' values */ |
|
denom, offset, num, /* Intermediate values */ |
|
result = { |
|
x: 0, |
|
y: 0 |
|
}; |
|
|
|
/* Compute a1, b1, c1, where line joining points 1 and 2 |
|
* is "a1 x + b1 y + c1 = 0". |
|
*/ |
|
a1 = y2 - y1; |
|
b1 = x1 - x2; |
|
c1 = x2 * y1 - x1 * y2; |
|
|
|
/* Compute r3 and r4. |
|
*/ |
|
r3 = a1 * x3 + b1 * y3 + c1; |
|
r4 = a1 * x4 + b1 * y4 + c1; |
|
|
|
/* Check signs of r3 and r4. If both point 3 and point 4 lie on |
|
* same side of line 1, the line segments do not intersect. |
|
*/ |
|
|
|
if (r3 !== 0 && r4 !== 0 && ((r3 >= 0) === (r4 >= 4))) { |
|
return null; //no intersection. |
|
} |
|
|
|
/* Compute a2, b2, c2 */ |
|
a2 = y4 - y3; |
|
b2 = x3 - x4; |
|
c2 = x4 * y3 - x3 * y4; |
|
|
|
/* Compute r1 and r2 */ |
|
|
|
r1 = a2 * x1 + b2 * y1 + c2; |
|
r2 = a2 * x2 + b2 * y2 + c2; |
|
|
|
/* Check signs of r1 and r2. If both point 1 and point 2 lie |
|
* on same side of second line segment, the line segments do |
|
* not intersect. |
|
*/ |
|
if (r1 !== 0 && r2 !== 0 && ((r1 >= 0) === (r2 >= 0))) { |
|
return null; // no intersection; |
|
} |
|
/* Line segments intersect: compute intersection point. |
|
*/ |
|
|
|
denom = a1 * b2 - a2 * b1; |
|
if (denom === 0) { |
|
return null; // Actually collinear.. |
|
} |
|
|
|
offset = denom < 0 ? -denom / 2 : denom / 2; |
|
offset = 0.0; |
|
|
|
/* The denom/2 is to get rounding instead of truncating. It |
|
* is added or subtracted to the numerator, depending upon the |
|
* sign of the numerator. |
|
*/ |
|
num = b1 * c2 - b2 * c1; |
|
result.x = (num < 0 ? num - offset : num + offset) / denom; |
|
|
|
num = a2 * c1 - a1 * c2; |
|
result.y = (num < 0 ? num - offset : num + offset) / denom; |
|
|
|
return result; |
|
} |
|
|
|
},{}],4:[function(require,module,exports){ |
|
module.exports.degree = require('./src/degree.js'); |
|
module.exports.betweenness = require('./src/betweenness.js'); |
|
module.exports.closeness = require('./src/closeness.js'); |
|
module.exports.eccentricity = require('./src/eccentricity.js'); |
|
|
|
},{"./src/betweenness.js":5,"./src/closeness.js":6,"./src/degree.js":7,"./src/eccentricity.js":8}],5:[function(require,module,exports){ |
|
module.exports = betweennes; |
|
|
|
/** |
|
* I'm using http://www.inf.uni-konstanz.de/algo/publications/b-vspbc-08.pdf |
|
* as a reference for this implementation |
|
*/ |
|
function betweennes(graph, oriented) { |
|
var Q = [], |
|
S = []; // Queue and Stack |
|
// list of predcessors on shorteest paths from source |
|
var pred = Object.create(null); |
|
// distance from source |
|
var dist = Object.create(null); |
|
// number of shortest paths from source to key |
|
var sigma = Object.create(null); |
|
// dependency of source on key |
|
var delta = Object.create(null); |
|
|
|
var currentNode; |
|
var centrality = Object.create(null); |
|
|
|
graph.forEachNode(setCentralityToZero); |
|
graph.forEachNode(calculateCentrality); |
|
|
|
if (!oriented) { |
|
// The centrality scores need to be divided by two if the graph is not oriented, |
|
// since all shortest paths are considered twice |
|
Object.keys(centrality).forEach(divideByTwo); |
|
} |
|
|
|
return centrality; |
|
|
|
function divideByTwo(key) { |
|
centrality[key] /= 2; |
|
} |
|
|
|
function setCentralityToZero(node) { |
|
centrality[node.id] = 0; |
|
} |
|
|
|
function calculateCentrality(node) { |
|
currentNode = node.id; |
|
singleSourceShortestPath(currentNode); |
|
accumulate(); |
|
} |
|
|
|
function accumulate() { |
|
graph.forEachNode(setDeltaToZero); |
|
while (S.length) { |
|
var w = S.pop(); |
|
var coeff = (1 + delta[w])/sigma[w]; |
|
var predcessors = pred[w]; |
|
for (var idx = 0; idx < predcessors.length; ++idx) { |
|
var v = predcessors[idx]; |
|
delta[v] += sigma[v] * coeff; |
|
} |
|
if (w !== currentNode) { |
|
centrality[w] += delta[w]; |
|
} |
|
} |
|
} |
|
|
|
function setDeltaToZero(node) { |
|
delta[node.id] = 0; |
|
} |
|
|
|
function singleSourceShortestPath(source) { |
|
graph.forEachNode(initNode); |
|
dist[source] = 0; |
|
sigma[source] = 1; |
|
Q.push(source); |
|
|
|
while (Q.length) { |
|
var v = Q.shift(); |
|
S.push(v); |
|
graph.forEachLinkedNode(v, toId, oriented); |
|
} |
|
|
|
function toId(otherNode) { |
|
// NOTE: This code will also consider multi-edges, which are often |
|
// ignored by popular software (Gephi/NetworkX). Depending on your use |
|
// case this may not be desired and deduping needs to be performed. To |
|
// save memory I'm not deduping here... |
|
processNode(otherNode.id); |
|
} |
|
|
|
function initNode(node) { |
|
var nodeId = node.id; |
|
pred[nodeId] = []; // empty list |
|
dist[nodeId] = -1; |
|
sigma[nodeId] = 0; |
|
} |
|
|
|
function processNode(w) { |
|
// path discovery |
|
if (dist[w] === -1) { |
|
// Node w is found for the first time |
|
dist[w] = dist[v] + 1; |
|
Q.push(w); |
|
} |
|
// path counting |
|
if (dist[w] === dist[v] + 1) { |
|
// edge (v, w) on a shortest path |
|
sigma[w] += sigma[v]; |
|
pred[w].push(v); |
|
} |
|
} |
|
} |
|
} |
|
|
|
},{}],6:[function(require,module,exports){ |
|
module.exports = closeness; |
|
|
|
/** |
|
* In a connected graph, the normalized closeness centrality of a node is the average |
|
* length of the shortest path between the node and all other nodes in the |
|
* graph. Thus the more central a node is, the closer it is to all other nodes. |
|
*/ |
|
function closeness(graph, oriented) { |
|
var Q = []; |
|
// list of predcessors on shortest paths from source |
|
// distance from source |
|
var dist = Object.create(null); |
|
|
|
var currentNode; |
|
var centrality = Object.create(null); |
|
|
|
graph.forEachNode(setCentralityToZero); |
|
graph.forEachNode(calculateCentrality); |
|
|
|
return centrality; |
|
|
|
function setCentralityToZero(node) { |
|
centrality[node.id] = 0; |
|
} |
|
|
|
function calculateCentrality(node) { |
|
currentNode = node.id; |
|
singleSourceShortestPath(currentNode); |
|
accumulate(); |
|
} |
|
|
|
function accumulate() { |
|
// Add all distances for node to array, excluding -1s |
|
var distances = Object.keys(dist).map(function(key) {return dist[key]}).filter(function(val){return val !== -1}); |
|
// Set number of reachable nodes |
|
var reachableNodesTotal = distances.length; |
|
// Compute sum of all distances for node |
|
var totalDistance = distances.reduce(function(a,b) { return a + b }); |
|
if (totalDistance > 0) { |
|
centrality[currentNode] = ((reachableNodesTotal - 1) / totalDistance); |
|
} else { |
|
centrality[currentNode] = 0; |
|
} |
|
} |
|
|
|
function singleSourceShortestPath(source) { |
|
graph.forEachNode(initNode); |
|
dist[source] = 0; |
|
Q.push(source); |
|
|
|
while (Q.length) { |
|
var v = Q.shift(); |
|
graph.forEachLinkedNode(v, processNode, oriented); |
|
} |
|
|
|
function initNode(node) { |
|
var nodeId = node.id; |
|
dist[nodeId] = -1; |
|
} |
|
|
|
function processNode(otherNode) { |
|
var w = otherNode.id |
|
if (dist[w] === -1) { |
|
// Node w is found for the first time |
|
dist[w] = dist[v] + 1; |
|
Q.push(w); |
|
} |
|
} |
|
} |
|
} |
|
|
|
},{}],7:[function(require,module,exports){ |
|
module.exports = degree; |
|
|
|
/** |
|
* Calculates graph nodes degree centrality (in/out or both). |
|
* |
|
* @see http://en.wikipedia.org/wiki/Centrality#Degree_centrality |
|
* |
|
* @param {ngraph.graph} graph object for which we are calculating centrality. |
|
* @param {string} [kind=both] What kind of degree centrality needs to be calculated: |
|
* 'in' - calculate in-degree centrality |
|
* 'out' - calculate out-degree centrality |
|
* 'inout' - (default) generic degree centrality is calculated |
|
*/ |
|
function degree(graph, kind) { |
|
var getNodeDegree; |
|
var result = Object.create(null); |
|
|
|
kind = (kind || 'both').toLowerCase(); |
|
if (kind === 'both' || kind === 'inout') { |
|
getNodeDegree = inoutDegreeCalculator; |
|
} else if (kind === 'in') { |
|
getNodeDegree = inDegreeCalculator; |
|
} else if (kind === 'out') { |
|
getNodeDegree = outDegreeCalculator; |
|
} else { |
|
throw new Error('Expected centrality degree kind is: in, out or both'); |
|
} |
|
|
|
graph.forEachNode(calculateNodeDegree); |
|
|
|
return result; |
|
|
|
function calculateNodeDegree(node) { |
|
var links = graph.getLinks(node.id); |
|
result[node.id] = getNodeDegree(links, node.id); |
|
} |
|
} |
|
|
|
function inDegreeCalculator(links, nodeId) { |
|
var total = 0; |
|
if (!links) return total; |
|
|
|
for (var i = 0; i < links.length; i += 1) { |
|
total += (links[i].toId === nodeId) ? 1 : 0; |
|
} |
|
return total; |
|
} |
|
|
|
function outDegreeCalculator(links, nodeId) { |
|
var total = 0; |
|
if (!links) return total; |
|
|
|
for (var i = 0; i < links.length; i += 1) { |
|
total += (links[i].fromId === nodeId) ? 1 : 0; |
|
} |
|
return total; |
|
} |
|
|
|
function inoutDegreeCalculator(links) { |
|
if (!links) return 0; |
|
|
|
return links.length; |
|
} |
|
|
|
},{}],8:[function(require,module,exports){ |
|
module.exports = eccentricity; |
|
|
|
/** |
|
* The eccentricity centrality of a node is the greatest distance between that node and |
|
* any other node in the network. |
|
*/ |
|
function eccentricity(graph, oriented) { |
|
var Q = []; |
|
// distance from source |
|
var dist = Object.create(null); |
|
|
|
var currentNode; |
|
var centrality = Object.create(null); |
|
|
|
graph.forEachNode(setCentralityToZero); |
|
graph.forEachNode(calculateCentrality); |
|
|
|
return centrality; |
|
|
|
function setCentralityToZero(node) { |
|
centrality[node.id] = 0; |
|
} |
|
|
|
function calculateCentrality(node) { |
|
currentNode = node.id; |
|
singleSourceShortestPath(currentNode); |
|
accumulate(); |
|
} |
|
|
|
function accumulate() { |
|
var maxDist = 0; |
|
Object.keys(dist).forEach(function (key) { |
|
var val = dist[key]; |
|
if (maxDist < val) maxDist = val; |
|
}); |
|
|
|
centrality[currentNode] = maxDist; |
|
} |
|
|
|
function singleSourceShortestPath(source) { |
|
graph.forEachNode(initNode); |
|
dist[source] = 0; |
|
Q.push(source); |
|
|
|
while (Q.length) { |
|
var v = Q.shift(); |
|
graph.forEachLinkedNode(v, processNode, oriented); |
|
} |
|
|
|
function initNode(node) { |
|
var nodeId = node.id; |
|
dist[nodeId] = -1; |
|
} |
|
|
|
function processNode(otherNode) { |
|
var w = otherNode.id |
|
if (dist[w] === -1) { |
|
// Node w is found for the first time |
|
dist[w] = dist[v] + 1; |
|
Q.push(w); |
|
} |
|
} |
|
} |
|
} |
|
|
|
},{}],9:[function(require,module,exports){ |
|
module.exports = function(subject) { |
|
validateSubject(subject); |
|
|
|
var eventsStorage = createEventsStorage(subject); |
|
subject.on = eventsStorage.on; |
|
subject.off = eventsStorage.off; |
|
subject.fire = eventsStorage.fire; |
|
return subject; |
|
}; |
|
|
|
function createEventsStorage(subject) { |
|
// Store all event listeners to this hash. Key is event name, value is array |
|
// of callback records. |
|
// |
|
// A callback record consists of callback function and its optional context: |
|
// { 'eventName' => [{callback: function, ctx: object}] } |
|
var registeredEvents = Object.create(null); |
|
|
|
return { |
|
on: function (eventName, callback, ctx) { |
|
if (typeof callback !== 'function') { |
|
throw new Error('callback is expected to be a function'); |
|
} |
|
var handlers = registeredEvents[eventName]; |
|
if (!handlers) { |
|
handlers = registeredEvents[eventName] = []; |
|
} |
|
handlers.push({callback: callback, ctx: ctx}); |
|
|
|
return subject; |
|
}, |
|
|
|
off: function (eventName, callback) { |
|
var wantToRemoveAll = (typeof eventName === 'undefined'); |
|
if (wantToRemoveAll) { |
|
// Killing old events storage should be enough in this case: |
|
registeredEvents = Object.create(null); |
|
return subject; |
|
} |
|
|
|
if (registeredEvents[eventName]) { |
|
var deleteAllCallbacksForEvent = (typeof callback !== 'function'); |
|
if (deleteAllCallbacksForEvent) { |
|
delete registeredEvents[eventName]; |
|
} else { |
|
var callbacks = registeredEvents[eventName]; |
|
for (var i = 0; i < callbacks.length; ++i) { |
|
if (callbacks[i].callback === callback) { |
|
callbacks.splice(i, 1); |
|
} |
|
} |
|
} |
|
} |
|
|
|
return subject; |
|
}, |
|
|
|
fire: function (eventName) { |
|
var callbacks = registeredEvents[eventName]; |
|
if (!callbacks) { |
|
return subject; |
|
} |
|
|
|
var fireArguments; |
|
if (arguments.length > 1) { |
|
fireArguments = Array.prototype.splice.call(arguments, 1); |
|
} |
|
for(var i = 0; i < callbacks.length; ++i) { |
|
var callbackInfo = callbacks[i]; |
|
callbackInfo.callback.apply(callbackInfo.ctx, fireArguments); |
|
} |
|
|
|
return subject; |
|
} |
|
}; |
|
} |
|
|
|
function validateSubject(subject) { |
|
if (!subject) { |
|
throw new Error('Eventify cannot use falsy object as events subject'); |
|
} |
|
var reservedWords = ['on', 'fire', 'off']; |
|
for (var i = 0; i < reservedWords.length; ++i) { |
|
if (subject.hasOwnProperty(reservedWords[i])) { |
|
throw new Error("Subject cannot be eventified, since it already has property '" + reservedWords[i] + "'"); |
|
} |
|
} |
|
} |
|
|
|
},{}],10:[function(require,module,exports){ |
|
module.exports = exposeProperties; |
|
|
|
/** |
|
* Augments `target` object with getter/setter functions, which modify settings |
|
* |
|
* @example |
|
* var target = {}; |
|
* exposeProperties({ age: 42}, target); |
|
* target.age(); // returns 42 |
|
* target.age(24); // make age 24; |
|
* |
|
* var filteredTarget = {}; |
|
* exposeProperties({ age: 42, name: 'John'}, filteredTarget, ['name']); |
|
* filteredTarget.name(); // returns 'John' |
|
* filteredTarget.age === undefined; // true |
|
*/ |
|
function exposeProperties(settings, target, filter) { |
|
var needsFilter = Object.prototype.toString.call(filter) === '[object Array]'; |
|
if (needsFilter) { |
|
for (var i = 0; i < filter.length; ++i) { |
|
augment(settings, target, filter[i]); |
|
} |
|
} else { |
|
for (var key in settings) { |
|
augment(settings, target, key); |
|
} |
|
} |
|
} |
|
|
|
function augment(source, target, key) { |
|
if (source.hasOwnProperty(key)) { |
|
if (typeof target[key] === 'function') { |
|
// this accessor is already defined. Ignore it |
|
return; |
|
} |
|
target[key] = function (value) { |
|
if (value !== undefined) { |
|
source[key] = value; |
|
return target; |
|
} |
|
return source[key]; |
|
} |
|
} |
|
} |
|
|
|
},{}],11:[function(require,module,exports){ |
|
module.exports = createLayout; |
|
module.exports.simulator = require('ngraph.physics.simulator'); |
|
|
|
var eventify = require('ngraph.events'); |
|
|
|
/** |
|
* Creates force based layout for a given graph. |
|
* |
|
* @param {ngraph.graph} graph which needs to be laid out |
|
* @param {object} physicsSettings if you need custom settings |
|
* for physics simulator you can pass your own settings here. If it's not passed |
|
* a default one will be created. |
|
*/ |
|
function createLayout(graph, physicsSettings) { |
|
if (!graph) { |
|
throw new Error('Graph structure cannot be undefined'); |
|
} |
|
|
|
var createSimulator = require('ngraph.physics.simulator'); |
|
var physicsSimulator = createSimulator(physicsSettings); |
|
|
|
var nodeMass = defaultNodeMass |
|
if (physicsSettings && typeof physicsSettings.nodeMass === 'function') { |
|
nodeMass = physicsSettings.nodeMass |
|
} |
|
|
|
var nodeBodies = Object.create(null); |
|
var springs = {}; |
|
var bodiesCount = 0; |
|
|
|
var springTransform = physicsSimulator.settings.springTransform || noop; |
|
|
|
// Initialize physics with what we have in the graph: |
|
initPhysics(); |
|
listenToEvents(); |
|
|
|
var wasStable = false; |
|
|
|
var api = { |
|
/** |
|
* Performs one step of iterative layout algorithm |
|
* |
|
* @returns {boolean} true if the system should be considered stable; Flase otherwise. |
|
* The system is stable if no further call to `step()` can improve the layout. |
|
*/ |
|
step: function() { |
|
if (bodiesCount === 0) return true; // TODO: This will never fire 'stable' |
|
|
|
var lastMove = physicsSimulator.step(); |
|
|
|
// Save the movement in case if someone wants to query it in the step |
|
// callback. |
|
api.lastMove = lastMove; |
|
|
|
// Allow listeners to perform low-level actions after nodes are updated. |
|
api.fire('step'); |
|
|
|
var ratio = lastMove/bodiesCount; |
|
var isStableNow = ratio <= 0.01; // TODO: The number is somewhat arbitrary... |
|
|
|
if (wasStable !== isStableNow) { |
|
wasStable = isStableNow; |
|
onStableChanged(isStableNow); |
|
} |
|
|
|
return isStableNow; |
|
}, |
|
|
|
/** |
|
* For a given `nodeId` returns position |
|
*/ |
|
getNodePosition: function (nodeId) { |
|
return getInitializedBody(nodeId).pos; |
|
}, |
|
|
|
/** |
|
* Sets position of a node to a given coordinates |
|
* @param {string} nodeId node identifier |
|
* @param {number} x position of a node |
|
* @param {number} y position of a node |
|
* @param {number=} z position of node (only if applicable to body) |
|
*/ |
|
setNodePosition: function (nodeId) { |
|
var body = getInitializedBody(nodeId); |
|
body.setPosition.apply(body, Array.prototype.slice.call(arguments, 1)); |
|
physicsSimulator.invalidateBBox(); |
|
}, |
|
|
|
/** |
|
* @returns {Object} Link position by link id |
|
* @returns {Object.from} {x, y} coordinates of link start |
|
* @returns {Object.to} {x, y} coordinates of link end |
|
*/ |
|
getLinkPosition: function (linkId) { |
|
var spring = springs[linkId]; |
|
if (spring) { |
|
return { |
|
from: spring.from.pos, |
|
to: spring.to.pos |
|
}; |
|
} |
|
}, |
|
|
|
/** |
|
* @returns {Object} area required to fit in the graph. Object contains |
|
* `x1`, `y1` - top left coordinates |
|
* `x2`, `y2` - bottom right coordinates |
|
*/ |
|
getGraphRect: function () { |
|
return physicsSimulator.getBBox(); |
|
}, |
|
|
|
/** |
|
* Iterates over each body in the layout simulator and performs a callback(body, nodeId) |
|
*/ |
|
forEachBody: forEachBody, |
|
|
|
/* |
|
* Requests layout algorithm to pin/unpin node to its current position |
|
* Pinned nodes should not be affected by layout algorithm and always |
|
* remain at their position |
|
*/ |
|
pinNode: function (node, isPinned) { |
|
var body = getInitializedBody(node.id); |
|
body.isPinned = !!isPinned; |
|
}, |
|
|
|
/** |
|
* Checks whether given graph's node is currently pinned |
|
*/ |
|
isNodePinned: function (node) { |
|
return getInitializedBody(node.id).isPinned; |
|
}, |
|
|
|
/** |
|
* Request to release all resources |
|
*/ |
|
dispose: function() { |
|
graph.off('changed', onGraphChanged); |
|
api.fire('disposed'); |
|
}, |
|
|
|
/** |
|
* Gets physical body for a given node id. If node is not found undefined |
|
* value is returned. |
|
*/ |
|
getBody: getBody, |
|
|
|
/** |
|
* Gets spring for a given edge. |
|
* |
|
* @param {string} linkId link identifer. If two arguments are passed then |
|
* this argument is treated as formNodeId |
|
* @param {string=} toId when defined this parameter denotes head of the link |
|
* and first argument is trated as tail of the link (fromId) |
|
*/ |
|
getSpring: getSpring, |
|
|
|
/** |
|
* [Read only] Gets current physics simulator |
|
*/ |
|
simulator: physicsSimulator, |
|
|
|
/** |
|
* Gets the graph that was used for layout |
|
*/ |
|
graph: graph, |
|
|
|
/** |
|
* Gets amount of movement performed during last step opeartion |
|
*/ |
|
lastMove: 0 |
|
}; |
|
|
|
eventify(api); |
|
|
|
return api; |
|
|
|
function forEachBody(cb) { |
|
Object.keys(nodeBodies).forEach(function(bodyId) { |
|
cb(nodeBodies[bodyId], bodyId); |
|
}); |
|
} |
|
|
|
function getSpring(fromId, toId) { |
|
var linkId; |
|
if (toId === undefined) { |
|
if (typeof fromId !== 'object') { |
|
// assume fromId as a linkId: |
|
linkId = fromId; |
|
} else { |
|
// assume fromId to be a link object: |
|
linkId = fromId.id; |
|
} |
|
} else { |
|
// toId is defined, should grab link: |
|
var link = graph.hasLink(fromId, toId); |
|
if (!link) return; |
|
linkId = link.id; |
|
} |
|
|
|
return springs[linkId]; |
|
} |
|
|
|
function getBody(nodeId) { |
|
return nodeBodies[nodeId]; |
|
} |
|
|
|
function listenToEvents() { |
|
graph.on('changed', onGraphChanged); |
|
} |
|
|
|
function onStableChanged(isStable) { |
|
api.fire('stable', isStable); |
|
} |
|
|
|
function onGraphChanged(changes) { |
|
for (var i = 0; i < changes.length; ++i) { |
|
var change = changes[i]; |
|
if (change.changeType === 'add') { |
|
if (change.node) { |
|
initBody(change.node.id); |
|
} |
|
if (change.link) { |
|
initLink(change.link); |
|
} |
|
} else if (change.changeType === 'remove') { |
|
if (change.node) { |
|
releaseNode(change.node); |
|
} |
|
if (change.link) { |
|
releaseLink(change.link); |
|
} |
|
} |
|
} |
|
bodiesCount = graph.getNodesCount(); |
|
} |
|
|
|
function initPhysics() { |
|
bodiesCount = 0; |
|
|
|
graph.forEachNode(function (node) { |
|
initBody(node.id); |
|
bodiesCount += 1; |
|
}); |
|
|
|
graph.forEachLink(initLink); |
|
} |
|
|
|
function initBody(nodeId) { |
|
var body = nodeBodies[nodeId]; |
|
if (!body) { |
|
var node = graph.getNode(nodeId); |
|
if (!node) { |
|
throw new Error('initBody() was called with unknown node id'); |
|
} |
|
|
|
var pos = node.position; |
|
if (!pos) { |
|
var neighbors = getNeighborBodies(node); |
|
pos = physicsSimulator.getBestNewBodyPosition(neighbors); |
|
} |
|
|
|
body = physicsSimulator.addBodyAt(pos); |
|
body.id = nodeId; |
|
|
|
nodeBodies[nodeId] = body; |
|
updateBodyMass(nodeId); |
|
|
|
if (isNodeOriginallyPinned(node)) { |
|
body.isPinned = true; |
|
} |
|
} |
|
} |
|
|
|
function releaseNode(node) { |
|
var nodeId = node.id; |
|
var body = nodeBodies[nodeId]; |
|
if (body) { |
|
nodeBodies[nodeId] = null; |
|
delete nodeBodies[nodeId]; |
|
|
|
physicsSimulator.removeBody(body); |
|
} |
|
} |
|
|
|
function initLink(link) { |
|
updateBodyMass(link.fromId); |
|
updateBodyMass(link.toId); |
|
|
|
var fromBody = nodeBodies[link.fromId], |
|
toBody = nodeBodies[link.toId], |
|
spring = physicsSimulator.addSpring(fromBody, toBody, link.length); |
|
|
|
springTransform(link, spring); |
|
|
|
springs[link.id] = spring; |
|
} |
|
|
|
function releaseLink(link) { |
|
var spring = springs[link.id]; |
|
if (spring) { |
|
var from = graph.getNode(link.fromId), |
|
to = graph.getNode(link.toId); |
|
|
|
if (from) updateBodyMass(from.id); |
|
if (to) updateBodyMass(to.id); |
|
|
|
delete springs[link.id]; |
|
|
|
physicsSimulator.removeSpring(spring); |
|
} |
|
} |
|
|
|
function getNeighborBodies(node) { |
|
// TODO: Could probably be done better on memory |
|
var neighbors = []; |
|
if (!node.links) { |
|
return neighbors; |
|
} |
|
var maxNeighbors = Math.min(node.links.length, 2); |
|
for (var i = 0; i < maxNeighbors; ++i) { |
|
var link = node.links[i]; |
|
var otherBody = link.fromId !== node.id ? nodeBodies[link.fromId] : nodeBodies[link.toId]; |
|
if (otherBody && otherBody.pos) { |
|
neighbors.push(otherBody); |
|
} |
|
} |
|
|
|
return neighbors; |
|
} |
|
|
|
function updateBodyMass(nodeId) { |
|
var body = nodeBodies[nodeId]; |
|
body.mass = nodeMass(nodeId); |
|
if (Number.isNaN(body.mass)) { |
|
throw new Error('Node mass should be a number') |
|
} |
|
} |
|
|
|
/** |
|
* Checks whether graph node has in its settings pinned attribute, |
|
* which means layout algorithm cannot move it. Node can be preconfigured |
|
* as pinned, if it has "isPinned" attribute, or when node.data has it. |
|
* |
|
* @param {Object} node a graph node to check |
|
* @return {Boolean} true if node should be treated as pinned; false otherwise. |
|
*/ |
|
function isNodeOriginallyPinned(node) { |
|
return (node && (node.isPinned || (node.data && node.data.isPinned))); |
|
} |
|
|
|
function getInitializedBody(nodeId) { |
|
var body = nodeBodies[nodeId]; |
|
if (!body) { |
|
initBody(nodeId); |
|
body = nodeBodies[nodeId]; |
|
} |
|
return body; |
|
} |
|
|
|
/** |
|
* Calculates mass of a body, which corresponds to node with given id. |
|
* |
|
* @param {String|Number} nodeId identifier of a node, for which body mass needs to be calculated |
|
* @returns {Number} recommended mass of the body; |
|
*/ |
|
function defaultNodeMass(nodeId) { |
|
var links = graph.getLinks(nodeId); |
|
if (!links) return 1; |
|
return 1 + links.length / 3.0; |
|
} |
|
} |
|
|
|
function noop() { } |
|
|
|
},{"ngraph.events":12,"ngraph.physics.simulator":19}],12:[function(require,module,exports){ |
|
arguments[4][9][0].apply(exports,arguments) |
|
},{"dup":9}],13:[function(require,module,exports){ |
|
module.exports = load; |
|
|
|
var createGraph = require('ngraph.graph'); |
|
|
|
function load(jsonGraph, nodeTransform, linkTransform) { |
|
var stored; |
|
nodeTransform = nodeTransform || id; |
|
linkTransform = linkTransform || id; |
|
if (typeof jsonGraph === 'string') { |
|
stored = JSON.parse(jsonGraph); |
|
} else { |
|
stored = jsonGraph; |
|
} |
|
|
|
var graph = createGraph(), |
|
i; |
|
|
|
if (stored.links === undefined || stored.nodes === undefined) { |
|
throw new Error('Cannot load graph without links and nodes'); |
|
} |
|
|
|
for (i = 0; i < stored.nodes.length; ++i) { |
|
var parsedNode = nodeTransform(stored.nodes[i]); |
|
if (!parsedNode.hasOwnProperty('id')) { |
|
throw new Error('Graph node format is invalid: Node id is missing'); |
|
} |
|
|
|
graph.addNode(parsedNode.id, parsedNode.data); |
|
} |
|
|
|
for (i = 0; i < stored.links.length; ++i) { |
|
var link = linkTransform(stored.links[i]); |
|
if (!link.hasOwnProperty('fromId') || !link.hasOwnProperty('toId')) { |
|
throw new Error('Graph link format is invalid. Both fromId and toId are required'); |
|
} |
|
|
|
graph.addLink(link.fromId, link.toId, link.data); |
|
} |
|
|
|
return graph; |
|
} |
|
|
|
function id(x) { return x; } |
|
|
|
},{"ngraph.graph":16}],14:[function(require,module,exports){ |
|
var createGraph = require('ngraph.graph'); |
|
|
|
module.exports = factory(createGraph); |
|
|
|
// Allow other developers have their own createGraph |
|
module.exports.factory = factory; |
|
|
|
function factory(createGraph) { |
|
return { |
|
ladder: ladder, |
|
complete: complete, |
|
completeBipartite: completeBipartite, |
|
balancedBinTree: balancedBinTree, |
|
path: path, |
|
circularLadder: circularLadder, |
|
grid: grid, |
|
grid3: grid3, |
|
noLinks: noLinks, |
|
wattsStrogatz: wattsStrogatz, |
|
cliqueCircle: cliqueCircle |
|
}; |
|
|
|
|
|
function ladder(n) { |
|
/** |
|
* Ladder graph is a graph in form of ladder |
|
* @param {Number} n Represents number of steps in the ladder |
|
*/ |
|
if (!n || n < 0) { |
|
throw new Error("Invalid number of nodes"); |
|
} |
|
|
|
var g = createGraph(), |
|
i; |
|
|
|
for (i = 0; i < n - 1; ++i) { |
|
g.addLink(i, i + 1); |
|
// first row |
|
g.addLink(n + i, n + i + 1); |
|
// second row |
|
g.addLink(i, n + i); |
|
// ladder's step |
|
} |
|
|
|
g.addLink(n - 1, 2 * n - 1); |
|
// last step in the ladder; |
|
|
|
return g; |
|
} |
|
|
|
function circularLadder(n) { |
|
/** |
|
* Circular ladder with n steps. |
|
* |
|
* @param {Number} n of steps in the ladder. |
|
*/ |
|
if (!n || n < 0) { |
|
throw new Error("Invalid number of nodes"); |
|
} |
|
|
|
var g = ladder(n); |
|
|
|
g.addLink(0, n - 1); |
|
g.addLink(n, 2 * n - 1); |
|
return g; |
|
} |
|
|
|
function complete(n) { |
|
/** |
|
* Complete graph Kn. |
|
* |
|
* @param {Number} n represents number of nodes in the complete graph. |
|
*/ |
|
if (!n || n < 1) { |
|
throw new Error("At least two nodes are expected for complete graph"); |
|
} |
|
|
|
var g = createGraph(), |
|
i, |
|
j; |
|
|
|
for (i = 0; i < n; ++i) { |
|
for (j = i + 1; j < n; ++j) { |
|
if (i !== j) { |
|
g.addLink(i, j); |
|
} |
|
} |
|
} |
|
|
|
return g; |
|
} |
|
|
|
function completeBipartite (n, m) { |
|
/** |
|
* Complete bipartite graph K n,m. Each node in the |
|
* first partition is connected to all nodes in the second partition. |
|
* |
|
* @param {Number} n represents number of nodes in the first graph partition |
|
* @param {Number} m represents number of nodes in the second graph partition |
|
*/ |
|
if (!n || !m || n < 0 || m < 0) { |
|
throw new Error("Graph dimensions are invalid. Number of nodes in each partition should be greater than 0"); |
|
} |
|
|
|
var g = createGraph(), |
|
i, j; |
|
|
|
for (i = 0; i < n; ++i) { |
|
for (j = n; j < n + m; ++j) { |
|
g.addLink(i, j); |
|
} |
|
} |
|
|
|
return g; |
|
} |
|
|
|
function path(n) { |
|
/** |
|
* Path graph with n steps. |
|
* |
|
* @param {Number} n number of nodes in the path |
|
*/ |
|
if (!n || n < 0) { |
|
throw new Error("Invalid number of nodes"); |
|
} |
|
|
|
var g = createGraph(), |
|
i; |
|
|
|
g.addNode(0); |
|
|
|
for (i = 1; i < n; ++i) { |
|
g.addLink(i - 1, i); |
|
} |
|
|
|
return g; |
|
} |
|
|
|
|
|
function grid(n, m) { |
|
/** |
|
* Grid graph with n rows and m columns. |
|
* |
|
* @param {Number} n of rows in the graph. |
|
* @param {Number} m of columns in the graph. |
|
*/ |
|
if (n < 1 || m < 1) { |
|
throw new Error("Invalid number of nodes in grid graph"); |
|
} |
|
var g = createGraph(), |
|
i, |
|
j; |
|
if (n === 1 && m === 1) { |
|
g.addNode(0); |
|
return g; |
|
} |
|
|
|
for (i = 0; i < n; ++i) { |
|
for (j = 0; j < m; ++j) { |
|
var node = i + j * n; |
|
if (i > 0) { g.addLink(node, i - 1 + j * n); } |
|
if (j > 0) { g.addLink(node, i + (j - 1) * n); } |
|
} |
|
} |
|
|
|
return g; |
|
} |
|
|
|
function grid3(n, m, z) { |
|
/** |
|
* 3D grid with n rows and m columns and z levels. |
|
* |
|
* @param {Number} n of rows in the graph. |
|
* @param {Number} m of columns in the graph. |
|
* @param {Number} z of levels in the graph. |
|
*/ |
|
if (n < 1 || m < 1 || z < 1) { |
|
throw new Error("Invalid number of nodes in grid3 graph"); |
|
} |
|
var g = createGraph(), |
|
i, j, k; |
|
|
|
if (n === 1 && m === 1 && z === 1) { |
|
g.addNode(0); |
|
return g; |
|
} |
|
|
|
for (k = 0; k < z; ++k) { |
|
for (i = 0; i < n; ++i) { |
|
for (j = 0; j < m; ++j) { |
|
var level = k * n * m; |
|
var node = i + j * n + level; |
|
if (i > 0) { g.addLink(node, i - 1 + j * n + level); } |
|
if (j > 0) { g.addLink(node, i + (j - 1) * n + level); } |
|
if (k > 0) { g.addLink(node, i + j * n + (k - 1) * n * m ); } |
|
} |
|
} |
|
} |
|
|
|
return g; |
|
} |
|
|
|
function balancedBinTree(n) { |
|
/** |
|
* Balanced binary tree with n levels. |
|
* |
|
* @param {Number} n of levels in the binary tree |
|
*/ |
|
if (n < 0) { |
|
throw new Error("Invalid number of nodes in balanced tree"); |
|
} |
|
var g = createGraph(), |
|
count = Math.pow(2, n), |
|
level; |
|
|
|
if (n === 0) { |
|
g.addNode(1); |
|
} |
|
|
|
for (level = 1; level < count; ++level) { |
|
var root = level, |
|
left = root * 2, |
|
right = root * 2 + 1; |
|
|
|
g.addLink(root, left); |
|
g.addLink(root, right); |
|
} |
|
|
|
return g; |
|
} |
|
|
|
function noLinks(n) { |
|
/** |
|
* Graph with no links |
|
* |
|
* @param {Number} n of nodes in the graph |
|
*/ |
|
if (n < 0) { |
|
throw new Error("Number of nodes should be >= 0"); |
|
} |
|
|
|
var g = createGraph(), i; |
|
for (i = 0; i < n; ++i) { |
|
g.addNode(i); |
|
} |
|
|
|
return g; |
|
} |
|
|
|
function cliqueCircle(cliqueCount, cliqueSize) { |
|
/** |
|
* A circular graph with cliques instead of individual nodes |
|
* |
|
* @param {Number} cliqueCount number of cliques inside circle |
|
* @param {Number} cliqueSize number of nodes inside each clique |
|
*/ |
|
|
|
if (cliqueCount < 1) throw new Error('Invalid number of cliqueCount in cliqueCircle'); |
|
if (cliqueSize < 1) throw new Error('Invalid number of cliqueSize in cliqueCircle'); |
|
|
|
var graph = createGraph(); |
|
|
|
for (var i = 0; i < cliqueCount; ++i) { |
|
appendClique(cliqueSize, i * cliqueSize) |
|
|
|
if (i > 0) { |
|
graph.addLink(i * cliqueSize, i * cliqueSize - 1); |
|
} |
|
} |
|
graph.addLink(0, graph.getNodesCount() - 1); |
|
|
|
return graph; |
|
|
|
function appendClique(size, from) { |
|
for (var i = 0; i < size; ++i) { |
|
graph.addNode(i + from) |
|
} |
|
|
|
for (var i = 0; i < size; ++i) { |
|
for (var j = i + 1; j < size; ++j) { |
|
graph.addLink(i + from, j + from) |
|
} |
|
} |
|
} |
|
} |
|
|
|
function wattsStrogatz(n, k, p, seed) { |
|
/** |
|
* Watts-Strogatz small-world graph. |
|
* |
|
* @param {Number} n The number of nodes |
|
* @param {Number} k Each node is connected to k nearest neighbors in ring topology |
|
* @param {Number} p The probability of rewiring each edge |
|
|
|
* @see https://github.com/networkx/networkx/blob/master/networkx/generators/random_graphs.py |
|
*/ |
|
if (k >= n) throw new Error('Choose smaller `k`. It cannot be larger than number of nodes `n`'); |
|
|
|
|
|
var random = require('ngraph.random').random(seed || 42); |
|
|
|
var g = createGraph(), i, to; |
|
for (i = 0; i < n; ++i) { |
|
g.addNode(i); |
|
} |
|
|
|
// connect each node to k/2 neighbors |
|
var neighborsSize = Math.floor(k/2 + 1); |
|
for (var j = 1; j < neighborsSize; ++j) { |
|
for (i = 0; i < n; ++i) { |
|
to = (j + i) % n; |
|
g.addLink(i, to); |
|
} |
|
} |
|
|
|
// rewire edges from each node |
|
// loop over all nodes in order (label) and neighbors in order (distance) |
|
// no self loops or multiple edges allowed |
|
for (j = 1; j < neighborsSize; ++j) { |
|
for (i = 0; i < n; ++i) { |
|
if (random.nextDouble() < p) { |
|
var from = i; |
|
to = (j + i) % n; |
|
|
|
var newTo = random.next(n); |
|
var needsRewire = (newTo === from || g.hasLink(from, newTo)); |
|
if (needsRewire && g.getLinks(from).length === n - 1) { |
|
// we cannot rewire this node, it has too many links. |
|
continue; |
|
} |
|
// Enforce no self-loops or multiple edges |
|
while (needsRewire) { |
|
newTo = random.next(n); |
|
needsRewire = (newTo === from || g.hasLink(from, newTo)); |
|
} |
|
var link = g.hasLink(from, to); |
|
g.removeLink(link); |
|
g.addLink(from, newTo); |
|
} |
|
} |
|
} |
|
|
|
return g; |
|
} |
|
} |
|
|
|
},{"ngraph.graph":16,"ngraph.random":15}],15:[function(require,module,exports){ |
|
module.exports = random; |
|
|
|
// TODO: Deprecate? |
|
module.exports.random = random, |
|
module.exports.randomIterator = randomIterator |
|
|
|
/** |
|
* Creates seeded PRNG with two methods: |
|
* next() and nextDouble() |
|
*/ |
|
function random(inputSeed) { |
|
var seed = typeof inputSeed === 'number' ? inputSeed : (+new Date()); |
|
return new Generator(seed) |
|
} |
|
|
|
function Generator(seed) { |
|
this.seed = seed; |
|
} |
|
|
|
/** |
|
* Generates random integer number in the range from 0 (inclusive) to maxValue (exclusive) |
|
* |
|
* @param maxValue Number REQUIRED. Omitting this number will result in NaN values from PRNG. |
|
*/ |
|
Generator.prototype.next = next; |
|
|
|
/** |
|
* Generates random double number in the range from 0 (inclusive) to 1 (exclusive) |
|
* This function is the same as Math.random() (except that it could be seeded) |
|
*/ |
|
Generator.prototype.nextDouble = nextDouble; |
|
|
|
/** |
|
* Returns a random real number uniformly in [0, 1) |
|
*/ |
|
Generator.prototype.uniform = nextDouble; |
|
|
|
Generator.prototype.gaussian = gaussian; |
|
|
|
function gaussian() { |
|
// use the polar form of the Box-Muller transform |
|
// based on https://introcs.cs.princeton.edu/java/23recursion/StdRandom.java |
|
var r, x, y; |
|
do { |
|
x = this.nextDouble() * 2 - 1; |
|
y = this.nextDouble() * 2 - 1; |
|
r = x * x + y * y; |
|
} while (r >= 1 || r === 0); |
|
|
|
return x * Math.sqrt(-2 * Math.log(r)/r); |
|
} |
|
|
|
function nextDouble() { |
|
var seed = this.seed; |
|
// Robert Jenkins' 32 bit integer hash function. |
|
seed = ((seed + 0x7ed55d16) + (seed << 12)) & 0xffffffff; |
|
seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff; |
|
seed = ((seed + 0x165667b1) + (seed << 5)) & 0xffffffff; |
|
seed = ((seed + 0xd3a2646c) ^ (seed << 9)) & 0xffffffff; |
|
seed = ((seed + 0xfd7046c5) + (seed << 3)) & 0xffffffff; |
|
seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff; |
|
this.seed = seed; |
|
return (seed & 0xfffffff) / 0x10000000; |
|
} |
|
|
|
function next(maxValue) { |
|
return Math.floor(this.nextDouble() * maxValue); |
|
} |
|
|
|
/* |
|
* Creates iterator over array, which returns items of array in random order |
|
* Time complexity is guaranteed to be O(n); |
|
*/ |
|
function randomIterator(array, customRandom) { |
|
var localRandom = customRandom || random(); |
|
if (typeof localRandom.next !== 'function') { |
|
throw new Error('customRandom does not match expected API: next() function is missing'); |
|
} |
|
|
|
return { |
|
forEach: forEach, |
|
|
|
/** |
|
* Shuffles array randomly, in place. |
|
*/ |
|
shuffle: shuffle |
|
}; |
|
|
|
function shuffle() { |
|
var i, j, t; |
|
for (i = array.length - 1; i > 0; --i) { |
|
j = localRandom.next(i + 1); // i inclusive |
|
t = array[j]; |
|
array[j] = array[i]; |
|
array[i] = t; |
|
} |
|
|
|
return array; |
|
} |
|
|
|
function forEach(callback) { |
|
var i, j, t; |
|
for (i = array.length - 1; i > 0; --i) { |
|
j = localRandom.next(i + 1); // i inclusive |
|
t = array[j]; |
|
array[j] = array[i]; |
|
array[i] = t; |
|
|
|
callback(t); |
|
} |
|
|
|
if (array.length) { |
|
callback(array[0]); |
|
} |
|
} |
|
} |
|
},{}],16:[function(require,module,exports){ |
|
/** |
|
* @fileOverview Contains definition of the core graph object. |
|
*/ |
|
|
|
// TODO: need to change storage layer: |
|
// 1. Be able to get all nodes O(1) |
|
// 2. Be able to get number of links O(1) |
|
|
|
/** |
|
* @example |
|
* var graph = require('ngraph.graph')(); |
|
* graph.addNode(1); // graph has one node. |
|
* graph.addLink(2, 3); // now graph contains three nodes and one link. |
|
* |
|
*/ |
|
module.exports = createGraph; |
|
|
|
var eventify = require('ngraph.events'); |
|
|
|
/** |
|
* Creates a new graph |
|
*/ |
|
function createGraph(options) { |
|
// Graph structure is maintained as dictionary of nodes |
|
// and array of links. Each node has 'links' property which |
|
// hold all links related to that node. And general links |
|
// array is used to speed up all links enumeration. This is inefficient |
|
// in terms of memory, but simplifies coding. |
|
options = options || {}; |
|
if ('uniqueLinkId' in options) { |
|
console.warn( |
|
'ngraph.graph: Starting from version 0.14 `uniqueLinkId` is deprecated.\n' + |
|
'Use `multigraph` option instead\n', |
|
'\n', |
|
'Note: there is also change in default behavior: From now own each graph\n'+ |
|
'is considered to be not a multigraph by default (each edge is unique).' |
|
); |
|
|
|
options.multigraph = options.uniqueLinkId; |
|
} |
|
|
|
// Dear reader, the non-multigraphs do not guarantee that there is only |
|
// one link for a given pair of node. When this option is set to false |
|
// we can save some memory and CPU (18% faster for non-multigraph); |
|
if (options.multigraph === undefined) options.multigraph = false; |
|
|
|
var nodes = typeof Object.create === 'function' ? Object.create(null) : {}, |
|
links = [], |
|
// Hash of multi-edges. Used to track ids of edges between same nodes |
|
multiEdges = {}, |
|
nodesCount = 0, |
|
suspendEvents = 0, |
|
|
|
forEachNode = createNodeIterator(), |
|
createLink = options.multigraph ? createUniqueLink : createSingleLink, |
|
|
|
// Our graph API provides means to listen to graph changes. Users can subscribe |
|
// to be notified about changes in the graph by using `on` method. However |
|
// in some cases they don't use it. To avoid unnecessary memory consumption |
|
// we will not record graph changes until we have at least one subscriber. |
|
// Code below supports this optimization. |
|
// |
|
// Accumulates all changes made during graph updates. |
|
// Each change element contains: |
|
// changeType - one of the strings: 'add', 'remove' or 'update'; |
|
// node - if change is related to node this property is set to changed graph's node; |
|
// link - if change is related to link this property is set to changed graph's link; |
|
changes = [], |
|
recordLinkChange = noop, |
|
recordNodeChange = noop, |
|
enterModification = noop, |
|
exitModification = noop; |
|
|
|
// this is our public API: |
|
var graphPart = { |
|
/** |
|
* Adds node to the graph. If node with given id already exists in the graph |
|
* its data is extended with whatever comes in 'data' argument. |
|
* |
|
* @param nodeId the node's identifier. A string or number is preferred. |
|
* @param [data] additional data for the node being added. If node already |
|
* exists its data object is augmented with the new one. |
|
* |
|
* @return {node} The newly added node or node with given id if it already exists. |
|
*/ |
|
addNode: addNode, |
|
|
|
/** |
|
* Adds a link to the graph. The function always create a new |
|
* link between two nodes. If one of the nodes does not exists |
|
* a new node is created. |
|
* |
|
* @param fromId link start node id; |
|
* @param toId link end node id; |
|
* @param [data] additional data to be set on the new link; |
|
* |
|
* @return {link} The newly created link |
|
*/ |
|
addLink: addLink, |
|
|
|
/** |
|
* Removes link from the graph. If link does not exist does nothing. |
|
* |
|
* @param link - object returned by addLink() or getLinks() methods. |
|
* |
|
* @returns true if link was removed; false otherwise. |
|
*/ |
|
removeLink: removeLink, |
|
|
|
/** |
|
* Removes node with given id from the graph. If node does not exist in the graph |
|
* does nothing. |
|
* |
|
* @param nodeId node's identifier passed to addNode() function. |
|
* |
|
* @returns true if node was removed; false otherwise. |
|
*/ |
|
removeNode: removeNode, |
|
|
|
/** |
|
* Gets node with given identifier. If node does not exist undefined value is returned. |
|
* |
|
* @param nodeId requested node identifier; |
|
* |
|
* @return {node} in with requested identifier or undefined if no such node exists. |
|
*/ |
|
getNode: getNode, |
|
|
|
/** |
|
* Gets number of nodes in this graph. |
|
* |
|
* @return number of nodes in the graph. |
|
*/ |
|
getNodesCount: function () { |
|
return nodesCount; |
|
}, |
|
|
|
/** |
|
* Gets total number of links in the graph. |
|
*/ |
|
getLinksCount: function () { |
|
return links.length; |
|
}, |
|
|
|
/** |
|
* Gets all links (inbound and outbound) from the node with given id. |
|
* If node with given id is not found null is returned. |
|
* |
|
* @param nodeId requested node identifier. |
|
* |
|
* @return Array of links from and to requested node if such node exists; |
|
* otherwise null is returned. |
|
*/ |
|
getLinks: getLinks, |
|
|
|
/** |
|
* Invokes callback on each node of the graph. |
|
* |
|
* @param {Function(node)} callback Function to be invoked. The function |
|
* is passed one argument: visited node. |
|
*/ |
|
forEachNode: forEachNode, |
|
|
|
/** |
|
* Invokes callback on every linked (adjacent) node to the given one. |
|
* |
|
* @param nodeId Identifier of the requested node. |
|
* @param {Function(node, link)} callback Function to be called on all linked nodes. |
|
* The function is passed two parameters: adjacent node and link object itself. |
|
* @param oriented if true graph treated as oriented. |
|
*/ |
|
forEachLinkedNode: forEachLinkedNode, |
|
|
|
/** |
|
* Enumerates all links in the graph |
|
* |
|
* @param {Function(link)} callback Function to be called on all links in the graph. |
|
* The function is passed one parameter: graph's link object. |
|
* |
|
* Link object contains at least the following fields: |
|
* fromId - node id where link starts; |
|
* toId - node id where link ends, |
|
* data - additional data passed to graph.addLink() method. |
|
*/ |
|
forEachLink: forEachLink, |
|
|
|
/** |
|
* Suspend all notifications about graph changes until |
|
* endUpdate is called. |
|
*/ |
|
beginUpdate: enterModification, |
|
|
|
/** |
|
* Resumes all notifications about graph changes and fires |
|
* graph 'changed' event in case there are any pending changes. |
|
*/ |
|
endUpdate: exitModification, |
|
|
|
/** |
|
* Removes all nodes and links from the graph. |
|
*/ |
|
clear: clear, |
|
|
|
/** |
|
* Detects whether there is a link between two nodes. |
|
* Operation complexity is O(n) where n - number of links of a node. |
|
* NOTE: this function is synonim for getLink() |
|
* |
|
* @returns link if there is one. null otherwise. |
|
*/ |
|
hasLink: getLink, |
|
|
|
/** |
|
* Detects whether there is a node with given id |
|
* |
|
* Operation complexity is O(1) |
|
* NOTE: this function is synonim for getNode() |
|
* |
|
* @returns node if there is one; Falsy value otherwise. |
|
*/ |
|
hasNode: getNode, |
|
|
|
/** |
|
* Gets an edge between two nodes. |
|
* Operation complexity is O(n) where n - number of links of a node. |
|
* |
|
* @param {string} fromId link start identifier |
|
* @param {string} toId link end identifier |
|
* |
|
* @returns link if there is one. null otherwise. |
|
*/ |
|
getLink: getLink |
|
}; |
|
|
|
// this will add `on()` and `fire()` methods. |
|
eventify(graphPart); |
|
|
|
monitorSubscribers(); |
|
|
|
return graphPart; |
|
|
|
function monitorSubscribers() { |
|
var realOn = graphPart.on; |
|
|
|
// replace real `on` with our temporary on, which will trigger change |
|
// modification monitoring: |
|
graphPart.on = on; |
|
|
|
function on() { |
|
// now it's time to start tracking stuff: |
|
graphPart.beginUpdate = enterModification = enterModificationReal; |
|
graphPart.endUpdate = exitModification = exitModificationReal; |
|
recordLinkChange = recordLinkChangeReal; |
|
recordNodeChange = recordNodeChangeReal; |
|
|
|
// this will replace current `on` method with real pub/sub from `eventify`. |
|
graphPart.on = realOn; |
|
// delegate to real `on` handler: |
|
return realOn.apply(graphPart, arguments); |
|
} |
|
} |
|
|
|
function recordLinkChangeReal(link, changeType) { |
|
changes.push({ |
|
link: link, |
|
changeType: changeType |
|
}); |
|
} |
|
|
|
function recordNodeChangeReal(node, changeType) { |
|
changes.push({ |
|
node: node, |
|
changeType: changeType |
|
}); |
|
} |
|
|
|
function addNode(nodeId, data) { |
|
if (nodeId === undefined) { |
|
throw new Error('Invalid node identifier'); |
|
} |
|
|
|
enterModification(); |
|
|
|
var node = getNode(nodeId); |
|
if (!node) { |
|
node = new Node(nodeId, data); |
|
nodesCount++; |
|
recordNodeChange(node, 'add'); |
|
} else { |
|
node.data = data; |
|
recordNodeChange(node, 'update'); |
|
} |
|
|
|
nodes[nodeId] = node; |
|
|
|
exitModification(); |
|
return node; |
|
} |
|
|
|
function getNode(nodeId) { |
|
return nodes[nodeId]; |
|
} |
|
|
|
function removeNode(nodeId) { |
|
var node = getNode(nodeId); |
|
if (!node) { |
|
return false; |
|
} |
|
|
|
enterModification(); |
|
|
|
var prevLinks = node.links; |
|
if (prevLinks) { |
|
node.links = null; |
|
for(var i = 0; i < prevLinks.length; ++i) { |
|
removeLink(prevLinks[i]); |
|
} |
|
} |
|
|
|
delete nodes[nodeId]; |
|
nodesCount--; |
|
|
|
recordNodeChange(node, 'remove'); |
|
|
|
exitModification(); |
|
|
|
return true; |
|
} |
|
|
|
|
|
function addLink(fromId, toId, data) { |
|
enterModification(); |
|
|
|
var fromNode = getNode(fromId) || addNode(fromId); |
|
var toNode = getNode(toId) || addNode(toId); |
|
|
|
var link = createLink(fromId, toId, data); |
|
|
|
links.push(link); |
|
|
|
// TODO: this is not cool. On large graphs potentially would consume more memory. |
|
addLinkToNode(fromNode, link); |
|
if (fromId !== toId) { |
|
// make sure we are not duplicating links for self-loops |
|
addLinkToNode(toNode, link); |
|
} |
|
|
|
recordLinkChange(link, 'add'); |
|
|
|
exitModification(); |
|
|
|
return link; |
|
} |
|
|
|
function createSingleLink(fromId, toId, data) { |
|
var linkId = makeLinkId(fromId, toId); |
|
return new Link(fromId, toId, data, linkId); |
|
} |
|
|
|
function createUniqueLink(fromId, toId, data) { |
|
// TODO: Get rid of this method. |
|
var linkId = makeLinkId(fromId, toId); |
|
var isMultiEdge = multiEdges.hasOwnProperty(linkId); |
|
if (isMultiEdge || getLink(fromId, toId)) { |
|
if (!isMultiEdge) { |
|
multiEdges[linkId] = 0; |
|
} |
|
var suffix = '@' + (++multiEdges[linkId]); |
|
linkId = makeLinkId(fromId + suffix, toId + suffix); |
|
} |
|
|
|
return new Link(fromId, toId, data, linkId); |
|
} |
|
|
|
function getLinks(nodeId) { |
|
var node = getNode(nodeId); |
|
return node ? node.links : null; |
|
} |
|
|
|
function removeLink(link) { |
|
if (!link) { |
|
return false; |
|
} |
|
var idx = indexOfElementInArray(link, links); |
|
if (idx < 0) { |
|
return false; |
|
} |
|
|
|
enterModification(); |
|
|
|
links.splice(idx, 1); |
|
|
|
var fromNode = getNode(link.fromId); |
|
var toNode = getNode(link.toId); |
|
|
|
if (fromNode) { |
|
idx = indexOfElementInArray(link, fromNode.links); |
|
if (idx >= 0) { |
|
fromNode.links.splice(idx, 1); |
|
} |
|
} |
|
|
|
if (toNode) { |
|
idx = indexOfElementInArray(link, toNode.links); |
|
if (idx >= 0) { |
|
toNode.links.splice(idx, 1); |
|
} |
|
} |
|
|
|
recordLinkChange(link, 'remove'); |
|
|
|
exitModification(); |
|
|
|
return true; |
|
} |
|
|
|
function getLink(fromNodeId, toNodeId) { |
|
// TODO: Use sorted links to speed this up |
|
var node = getNode(fromNodeId), |
|
i; |
|
if (!node || !node.links) { |
|
return null; |
|
} |
|
|
|
for (i = 0; i < node.links.length; ++i) { |
|
var link = node.links[i]; |
|
if (link.fromId === fromNodeId && link.toId === toNodeId) { |
|
return link; |
|
} |
|
} |
|
|
|
return null; // no link. |
|
} |
|
|
|
function clear() { |
|
enterModification(); |
|
forEachNode(function(node) { |
|
removeNode(node.id); |
|
}); |
|
exitModification(); |
|
} |
|
|
|
function forEachLink(callback) { |
|
var i, length; |
|
if (typeof callback === 'function') { |
|
for (i = 0, length = links.length; i < length; ++i) { |
|
callback(links[i]); |
|
} |
|
} |
|
} |
|
|
|
function forEachLinkedNode(nodeId, callback, oriented) { |
|
var node = getNode(nodeId); |
|
|
|
if (node && node.links && typeof callback === 'function') { |
|
if (oriented) { |
|
return forEachOrientedLink(node.links, nodeId, callback); |
|
} else { |
|
return forEachNonOrientedLink(node.links, nodeId, callback); |
|
} |
|
} |
|
} |
|
|
|
function forEachNonOrientedLink(links, nodeId, callback) { |
|
var quitFast; |
|
for (var i = 0; i < links.length; ++i) { |
|
var link = links[i]; |
|
var linkedNodeId = link.fromId === nodeId ? link.toId : link.fromId; |
|
|
|
quitFast = callback(nodes[linkedNodeId], link); |
|
if (quitFast) { |
|
return true; // Client does not need more iterations. Break now. |
|
} |
|
} |
|
} |
|
|
|
function forEachOrientedLink(links, nodeId, callback) { |
|
var quitFast; |
|
for (var i = 0; i < links.length; ++i) { |
|
var link = links[i]; |
|
if (link.fromId === nodeId) { |
|
quitFast = callback(nodes[link.toId], link); |
|
if (quitFast) { |
|
return true; // Client does not need more iterations. Break now. |
|
} |
|
} |
|
} |
|
} |
|
|
|
// we will not fire anything until users of this library explicitly call `on()` |
|
// method. |
|
function noop() {} |
|
|
|
// Enter, Exit modification allows bulk graph updates without firing events. |
|
function enterModificationReal() { |
|
suspendEvents += 1; |
|
} |
|
|
|
function exitModificationReal() { |
|
suspendEvents -= 1; |
|
if (suspendEvents === 0 && changes.length > 0) { |
|
graphPart.fire('changed', changes); |
|
changes.length = 0; |
|
} |
|
} |
|
|
|
function createNodeIterator() { |
|
// Object.keys iterator is 1.3x faster than `for in` loop. |
|
// See `https://github.com/anvaka/ngraph.graph/tree/bench-for-in-vs-obj-keys` |
|
// branch for perf test |
|
return Object.keys ? objectKeysIterator : forInIterator; |
|
} |
|
|
|
function objectKeysIterator(callback) { |
|
if (typeof callback !== 'function') { |
|
return; |
|
} |
|
|
|
var keys = Object.keys(nodes); |
|
for (var i = 0; i < keys.length; ++i) { |
|
if (callback(nodes[keys[i]])) { |
|
return true; // client doesn't want to proceed. Return. |
|
} |
|
} |
|
} |
|
|
|
function forInIterator(callback) { |
|
if (typeof callback !== 'function') { |
|
return; |
|
} |
|
var node; |
|
|
|
for (node in nodes) { |
|
if (callback(nodes[node])) { |
|
return true; // client doesn't want to proceed. Return. |
|
} |
|
} |
|
} |
|
} |
|
|
|
// need this for old browsers. Should this be a separate module? |
|
function indexOfElementInArray(element, array) { |
|
if (!array) return -1; |
|
|
|
if (array.indexOf) { |
|
return array.indexOf(element); |
|
} |
|
|
|
var len = array.length, |
|
i; |
|
|
|
for (i = 0; i < len; i += 1) { |
|
if (array[i] === element) { |
|
return i; |
|
} |
|
} |
|
|
|
return -1; |
|
} |
|
|
|
/** |
|
* Internal structure to represent node; |
|
*/ |
|
function Node(id, data) { |
|
this.id = id; |
|
this.links = null; |
|
this.data = data; |
|
} |
|
|
|
function addLinkToNode(node, link) { |
|
if (node.links) { |
|
node.links.push(link); |
|
} else { |
|
node.links = [link]; |
|
} |
|
} |
|
|
|
/** |
|
* Internal structure to represent links; |
|
*/ |
|
function Link(fromId, toId, data, id) { |
|
this.fromId = fromId; |
|
this.toId = toId; |
|
this.data = data; |
|
this.id = id; |
|
} |
|
|
|
function hashCode(str) { |
|
var hash = 0, i, chr, len; |
|
if (str.length == 0) return hash; |
|
for (i = 0, len = str.length; i < len; i++) { |
|
chr = str.charCodeAt(i); |
|
hash = ((hash << 5) - hash) + chr; |
|
hash |= 0; // Convert to 32bit integer |
|
} |
|
return hash; |
|
} |
|
|
|
function makeLinkId(fromId, toId) { |
|
return fromId.toString() + '👉 ' + toId.toString(); |
|
} |
|
|
|
},{"ngraph.events":9}],17:[function(require,module,exports){ |
|
module.exports = merge; |
|
|
|
/** |
|
* Augments `target` with properties in `options`. Does not override |
|
* target's properties if they are defined and matches expected type in |
|
* options |
|
* |
|
* @returns {Object} merged object |
|
*/ |
|
function merge(target, options) { |
|
var key; |
|
if (!target) { target = {}; } |
|
if (options) { |
|
for (key in options) { |
|
if (options.hasOwnProperty(key)) { |
|
var targetHasIt = target.hasOwnProperty(key), |
|
optionsValueType = typeof options[key], |
|
shouldReplace = !targetHasIt || (typeof target[key] !== optionsValueType); |
|
|
|
if (shouldReplace) { |
|
target[key] = options[key]; |
|
} else if (optionsValueType === 'object') { |
|
// go deep, don't care about loops here, we are simple API!: |
|
target[key] = merge(target[key], options[key]); |
|
} |
|
} |
|
} |
|
} |
|
|
|
return target; |
|
} |
|
|
|
},{}],18:[function(require,module,exports){ |
|
module.exports = { |
|
Body: Body, |
|
Vector2d: Vector2d, |
|
Body3d: Body3d, |
|
Vector3d: Vector3d |
|
}; |
|
|
|
function Body(x, y) { |
|
this.pos = new Vector2d(x, y); |
|
this.prevPos = new Vector2d(x, y); |
|
this.force = new Vector2d(); |
|
this.velocity = new Vector2d(); |
|
this.mass = 1; |
|
} |
|
|
|
Body.prototype.setPosition = function (x, y) { |
|
this.prevPos.x = this.pos.x = x; |
|
this.prevPos.y = this.pos.y = y; |
|
}; |
|
|
|
function Vector2d(x, y) { |
|
if (x && typeof x !== 'number') { |
|
// could be another vector |
|
this.x = typeof x.x === 'number' ? x.x : 0; |
|
this.y = typeof x.y === 'number' ? x.y : 0; |
|
} else { |
|
this.x = typeof x === 'number' ? x : 0; |
|
this.y = typeof y === 'number' ? y : 0; |
|
} |
|
} |
|
|
|
Vector2d.prototype.reset = function () { |
|
this.x = this.y = 0; |
|
}; |
|
|
|
function Body3d(x, y, z) { |
|
this.pos = new Vector3d(x, y, z); |
|
this.prevPos = new Vector3d(x, y, z); |
|
this.force = new Vector3d(); |
|
this.velocity = new Vector3d(); |
|
this.mass = 1; |
|
} |
|
|
|
Body3d.prototype.setPosition = function (x, y, z) { |
|
this.prevPos.x = this.pos.x = x; |
|
this.prevPos.y = this.pos.y = y; |
|
this.prevPos.z = this.pos.z = z; |
|
}; |
|
|
|
function Vector3d(x, y, z) { |
|
if (x && typeof x !== 'number') { |
|
// could be another vector |
|
this.x = typeof x.x === 'number' ? x.x : 0; |
|
this.y = typeof x.y === 'number' ? x.y : 0; |
|
this.z = typeof x.z === 'number' ? x.z : 0; |
|
} else { |
|
this.x = typeof x === 'number' ? x : 0; |
|
this.y = typeof y === 'number' ? y : 0; |
|
this.z = typeof z === 'number' ? z : 0; |
|
} |
|
}; |
|
|
|
Vector3d.prototype.reset = function () { |
|
this.x = this.y = this.z = 0; |
|
}; |
|
|
|
},{}],19:[function(require,module,exports){ |
|
/** |
|
* Manages a simulation of physical forces acting on bodies and springs. |
|
*/ |
|
module.exports = physicsSimulator; |
|
|
|
function physicsSimulator(settings) { |
|
var Spring = require('./lib/spring'); |
|
var expose = require('ngraph.expose'); |
|
var merge = require('ngraph.merge'); |
|
var eventify = require('ngraph.events'); |
|
|
|
settings = merge(settings, { |
|
/** |
|
* Ideal length for links (springs in physical model). |
|
*/ |
|
springLength: 30, |
|
|
|
/** |
|
* Hook's law coefficient. 1 - solid spring. |
|
*/ |
|
springCoeff: 0.0008, |
|
|
|
/** |
|
* Coulomb's law coefficient. It's used to repel nodes thus should be negative |
|
* if you make it positive nodes start attract each other :). |
|
*/ |
|
gravity: -1.2, |
|
|
|
/** |
|
* Theta coefficient from Barnes Hut simulation. Ranged between (0, 1). |
|
* The closer it's to 1 the more nodes algorithm will have to go through. |
|
* Setting it to one makes Barnes Hut simulation no different from |
|
* brute-force forces calculation (each node is considered). |
|
*/ |
|
theta: 0.8, |
|
|
|
/** |
|
* Drag force coefficient. Used to slow down system, thus should be less than 1. |
|
* The closer it is to 0 the less tight system will be. |
|
*/ |
|
dragCoeff: 0.02, |
|
|
|
/** |
|
* Default time step (dt) for forces integration |
|
*/ |
|
timeStep : 20, |
|
}); |
|
|
|
// We allow clients to override basic factory methods: |
|
var createQuadTree = settings.createQuadTree || require('ngraph.quadtreebh'); |
|
var createBounds = settings.createBounds || require('./lib/bounds'); |
|
var createDragForce = settings.createDragForce || require('./lib/dragForce'); |
|
var createSpringForce = settings.createSpringForce || require('./lib/springForce'); |
|
var integrate = settings.integrator || require('./lib/eulerIntegrator'); |
|
var createBody = settings.createBody || require('./lib/createBody'); |
|
|
|
var bodies = [], // Bodies in this simulation. |
|
springs = [], // Springs in this simulation. |
|
quadTree = createQuadTree(settings), |
|
bounds = createBounds(bodies, settings), |
|
springForce = createSpringForce(settings), |
|
dragForce = createDragForce(settings); |
|
|
|
var bboxNeedsUpdate = true; |
|
var totalMovement = 0; // how much movement we made on last step |
|
|
|
var publicApi = { |
|
/** |
|
* Array of bodies, registered with current simulator |
|
* |
|
* Note: To add new body, use addBody() method. This property is only |
|
* exposed for testing/performance purposes. |
|
*/ |
|
bodies: bodies, |
|
|
|
quadTree: quadTree, |
|
|
|
/** |
|
* Array of springs, registered with current simulator |
|
* |
|
* Note: To add new spring, use addSpring() method. This property is only |
|
* exposed for testing/performance purposes. |
|
*/ |
|
springs: springs, |
|
|
|
/** |
|
* Returns settings with which current simulator was initialized |
|
*/ |
|
settings: settings, |
|
|
|
/** |
|
* Performs one step of force simulation. |
|
* |
|
* @returns {boolean} true if system is considered stable; False otherwise. |
|
*/ |
|
step: function () { |
|
accumulateForces(); |
|
|
|
var movement = integrate(bodies, settings.timeStep); |
|
bounds.update(); |
|
|
|
return movement; |
|
}, |
|
|
|
/** |
|
* Adds body to the system |
|
* |
|
* @param {ngraph.physics.primitives.Body} body physical body |
|
* |
|
* @returns {ngraph.physics.primitives.Body} added body |
|
*/ |
|
addBody: function (body) { |
|
if (!body) { |
|
throw new Error('Body is required'); |
|
} |
|
bodies.push(body); |
|
|
|
return body; |
|
}, |
|
|
|
/** |
|
* Adds body to the system at given position |
|
* |
|
* @param {Object} pos position of a body |
|
* |
|
* @returns {ngraph.physics.primitives.Body} added body |
|
*/ |
|
addBodyAt: function (pos) { |
|
if (!pos) { |
|
throw new Error('Body position is required'); |
|
} |
|
var body = createBody(pos); |
|
bodies.push(body); |
|
|
|
return body; |
|
}, |
|
|
|
/** |
|
* Removes body from the system |
|
* |
|
* @param {ngraph.physics.primitives.Body} body to remove |
|
* |
|
* @returns {Boolean} true if body found and removed. falsy otherwise; |
|
*/ |
|
removeBody: function (body) { |
|
if (!body) { return; } |
|
|
|
var idx = bodies.indexOf(body); |
|
if (idx < 0) { return; } |
|
|
|
bodies.splice(idx, 1); |
|
if (bodies.length === 0) { |
|
bounds.reset(); |
|
} |
|
return true; |
|
}, |
|
|
|
/** |
|
* Adds a spring to this simulation. |
|
* |
|
* @returns {Object} - a handle for a spring. If you want to later remove |
|
* spring pass it to removeSpring() method. |
|
*/ |
|
addSpring: function (body1, body2, springLength, springWeight, springCoefficient) { |
|
if (!body1 || !body2) { |
|
throw new Error('Cannot add null spring to force simulator'); |
|
} |
|
|
|
if (typeof springLength !== 'number') { |
|
springLength = -1; // assume global configuration |
|
} |
|
|
|
var spring = new Spring(body1, body2, springLength, springCoefficient >= 0 ? springCoefficient : -1, springWeight); |
|
springs.push(spring); |
|
|
|
// TODO: could mark simulator as dirty. |
|
return spring; |
|
}, |
|
|
|
/** |
|
* Returns amount of movement performed on last step() call |
|
*/ |
|
getTotalMovement: function () { |
|
return totalMovement; |
|
}, |
|
|
|
/** |
|
* Removes spring from the system |
|
* |
|
* @param {Object} spring to remove. Spring is an object returned by addSpring |
|
* |
|
* @returns {Boolean} true if spring found and removed. falsy otherwise; |
|
*/ |
|
removeSpring: function (spring) { |
|
if (!spring) { return; } |
|
var idx = springs.indexOf(spring); |
|
if (idx > -1) { |
|
springs.splice(idx, 1); |
|
return true; |
|
} |
|
}, |
|
|
|
getBestNewBodyPosition: function (neighbors) { |
|
return bounds.getBestNewPosition(neighbors); |
|
}, |
|
|
|
/** |
|
* Returns bounding box which covers all bodies |
|
*/ |
|
getBBox: function () { |
|
if (bboxNeedsUpdate) { |
|
bounds.update(); |
|
bboxNeedsUpdate = false; |
|
} |
|
return bounds.box; |
|
}, |
|
|
|
invalidateBBox: function () { |
|
bboxNeedsUpdate = true; |
|
}, |
|
|
|
gravity: function (value) { |
|
if (value !== undefined) { |
|
settings.gravity = value; |
|
quadTree.options({gravity: value}); |
|
return this; |
|
} else { |
|
return settings.gravity; |
|
} |
|
}, |
|
|
|
theta: function (value) { |
|
if (value !== undefined) { |
|
settings.theta = value; |
|
quadTree.options({theta: value}); |
|
return this; |
|
} else { |
|
return settings.theta; |
|
} |
|
} |
|
}; |
|
|
|
// allow settings modification via public API: |
|
expose(settings, publicApi); |
|
|
|
eventify(publicApi); |
|
|
|
return publicApi; |
|
|
|
function accumulateForces() { |
|
// Accumulate forces acting on bodies. |
|
var body, |
|
i = bodies.length; |
|
|
|
if (i) { |
|
// only add bodies if there the array is not empty: |
|
quadTree.insertBodies(bodies); // performance: O(n * log n) |
|
while (i--) { |
|
body = bodies[i]; |
|
// If body is pinned there is no point updating its forces - it should |
|
// never move: |
|
if (!body.isPinned) { |
|
body.force.reset(); |
|
|
|
quadTree.updateBodyForce(body); |
|
dragForce.update(body); |
|
} |
|
} |
|
} |
|
|
|
i = springs.length; |
|
while(i--) { |
|
springForce.update(springs[i]); |
|
} |
|
} |
|
}; |
|
|
|
},{"./lib/bounds":20,"./lib/createBody":21,"./lib/dragForce":22,"./lib/eulerIntegrator":23,"./lib/spring":24,"./lib/springForce":25,"ngraph.events":9,"ngraph.expose":10,"ngraph.merge":17,"ngraph.quadtreebh":26}],20:[function(require,module,exports){ |
|
module.exports = function (bodies, settings) { |
|
var random = require('ngraph.random').random(42); |
|
var boundingBox = { x1: 0, y1: 0, x2: 0, y2: 0 }; |
|
|
|
return { |
|
box: boundingBox, |
|
|
|
update: updateBoundingBox, |
|
|
|
reset : function () { |
|
boundingBox.x1 = boundingBox.y1 = 0; |
|
boundingBox.x2 = boundingBox.y2 = 0; |
|
}, |
|
|
|
getBestNewPosition: function (neighbors) { |
|
var graphRect = boundingBox; |
|
|
|
var baseX = 0, baseY = 0; |
|
|
|
if (neighbors.length) { |
|
for (var i = 0; i < neighbors.length; ++i) { |
|
baseX += neighbors[i].pos.x; |
|
baseY += neighbors[i].pos.y; |
|
} |
|
|
|
baseX /= neighbors.length; |
|
baseY /= neighbors.length; |
|
} else { |
|
baseX = (graphRect.x1 + graphRect.x2) / 2; |
|
baseY = (graphRect.y1 + graphRect.y2) / 2; |
|
} |
|
|
|
var springLength = settings.springLength; |
|
return { |
|
x: baseX + random.next(springLength) - springLength / 2, |
|
y: baseY + random.next(springLength) - springLength / 2 |
|
}; |
|
} |
|
}; |
|
|
|
function updateBoundingBox() { |
|
var i = bodies.length; |
|
if (i === 0) { return; } // don't have to wory here. |
|
|
|
var x1 = Number.MAX_VALUE, |
|
y1 = Number.MAX_VALUE, |
|
x2 = Number.MIN_VALUE, |
|
y2 = Number.MIN_VALUE; |
|
|
|
while(i--) { |
|
// this is O(n), could it be done faster with quadtree? |
|
// how about pinned nodes? |
|
var body = bodies[i]; |
|
if (body.isPinned) { |
|
body.pos.x = body.prevPos.x; |
|
body.pos.y = body.prevPos.y; |
|
} else { |
|
body.prevPos.x = body.pos.x; |
|
body.prevPos.y = body.pos.y; |
|
} |
|
if (body.pos.x < x1) { |
|
x1 = body.pos.x; |
|
} |
|
if (body.pos.x > x2) { |
|
x2 = body.pos.x; |
|
} |
|
if (body.pos.y < y1) { |
|
y1 = body.pos.y; |
|
} |
|
if (body.pos.y > y2) { |
|
y2 = body.pos.y; |
|
} |
|
} |
|
|
|
boundingBox.x1 = x1; |
|
boundingBox.x2 = x2; |
|
boundingBox.y1 = y1; |
|
boundingBox.y2 = y2; |
|
} |
|
} |
|
|
|
},{"ngraph.random":30}],21:[function(require,module,exports){ |
|
var physics = require('ngraph.physics.primitives'); |
|
|
|
module.exports = function(pos) { |
|
return new physics.Body(pos); |
|
} |
|
|
|
},{"ngraph.physics.primitives":18}],22:[function(require,module,exports){ |
|
/** |
|
* Represents drag force, which reduces force value on each step by given |
|
* coefficient. |
|
* |
|
* @param {Object} options for the drag force |
|
* @param {Number=} options.dragCoeff drag force coefficient. 0.1 by default |
|
*/ |
|
module.exports = function (options) { |
|
var merge = require('ngraph.merge'), |
|
expose = require('ngraph.expose'); |
|
|
|
options = merge(options, { |
|
dragCoeff: 0.02 |
|
}); |
|
|
|
var api = { |
|
update : function (body) { |
|
body.force.x -= options.dragCoeff * body.velocity.x; |
|
body.force.y -= options.dragCoeff * body.velocity.y; |
|
} |
|
}; |
|
|
|
// let easy access to dragCoeff: |
|
expose(options, api, ['dragCoeff']); |
|
|
|
return api; |
|
}; |
|
|
|
},{"ngraph.expose":10,"ngraph.merge":17}],23:[function(require,module,exports){ |
|
/** |
|
* Performs forces integration, using given timestep. Uses Euler method to solve |
|
* differential equation (http://en.wikipedia.org/wiki/Euler_method ). |
|
* |
|
* @returns {Number} squared distance of total position updates. |
|
*/ |
|
|
|
module.exports = integrate; |
|
|
|
function integrate(bodies, timeStep) { |
|
var dx = 0, tx = 0, |
|
dy = 0, ty = 0, |
|
i, |
|
max = bodies.length; |
|
|
|
if (max === 0) { |
|
return 0; |
|
} |
|
|
|
for (i = 0; i < max; ++i) { |
|
var body = bodies[i], |
|
coeff = timeStep / body.mass; |
|
|
|
body.velocity.x += coeff * body.force.x; |
|
body.velocity.y += coeff * body.force.y; |
|
var vx = body.velocity.x, |
|
vy = body.velocity.y, |
|
v = Math.sqrt(vx * vx + vy * vy); |
|
|
|
if (v > 1) { |
|
body.velocity.x = vx / v; |
|
body.velocity.y = vy / v; |
|
} |
|
|
|
dx = timeStep * body.velocity.x; |
|
dy = timeStep * body.velocity.y; |
|
|
|
body.pos.x += dx; |
|
body.pos.y += dy; |
|
|
|
tx += Math.abs(dx); ty += Math.abs(dy); |
|
} |
|
|
|
return (tx * tx + ty * ty)/max; |
|
} |
|
|
|
},{}],24:[function(require,module,exports){ |
|
module.exports = Spring; |
|
|
|
/** |
|
* Represents a physical spring. Spring connects two bodies, has rest length |
|
* stiffness coefficient and optional weight |
|
*/ |
|
function Spring(fromBody, toBody, length, coeff, weight) { |
|
this.from = fromBody; |
|
this.to = toBody; |
|
this.length = length; |
|
this.coeff = coeff; |
|
|
|
this.weight = typeof weight === 'number' ? weight : 1; |
|
}; |
|
|
|
},{}],25:[function(require,module,exports){ |
|
/** |
|
* Represents spring force, which updates forces acting on two bodies, conntected |
|
* by a spring. |
|
* |
|
* @param {Object} options for the spring force |
|
* @param {Number=} options.springCoeff spring force coefficient. |
|
* @param {Number=} options.springLength desired length of a spring at rest. |
|
*/ |
|
module.exports = function (options) { |
|
var merge = require('ngraph.merge'); |
|
var random = require('ngraph.random').random(42); |
|
var expose = require('ngraph.expose'); |
|
|
|
options = merge(options, { |
|
springCoeff: 0.0002, |
|
springLength: 80 |
|
}); |
|
|
|
var api = { |
|
/** |
|
* Upsates forces acting on a spring |
|
*/ |
|
update : function (spring) { |
|
var body1 = spring.from, |
|
body2 = spring.to, |
|
length = spring.length < 0 ? options.springLength : spring.length, |
|
dx = body2.pos.x - body1.pos.x, |
|
dy = body2.pos.y - body1.pos.y, |
|
r = Math.sqrt(dx * dx + dy * dy); |
|
|
|
if (r === 0) { |
|
dx = (random.nextDouble() - 0.5) / 50; |
|
dy = (random.nextDouble() - 0.5) / 50; |
|
r = Math.sqrt(dx * dx + dy * dy); |
|
} |
|
|
|
var d = r - length; |
|
var coeff = ((!spring.coeff || spring.coeff < 0) ? options.springCoeff : spring.coeff) * d / r * spring.weight; |
|
|
|
body1.force.x += coeff * dx; |
|
body1.force.y += coeff * dy; |
|
|
|
body2.force.x -= coeff * dx; |
|
body2.force.y -= coeff * dy; |
|
} |
|
}; |
|
|
|
expose(options, api, ['springCoeff', 'springLength']); |
|
return api; |
|
} |
|
|
|
},{"ngraph.expose":10,"ngraph.merge":17,"ngraph.random":30}],26:[function(require,module,exports){ |
|
/** |
|
* This is Barnes Hut simulation algorithm for 2d case. Implementation |
|
* is highly optimized (avoids recusion and gc pressure) |
|
* |
|
* http://www.cs.princeton.edu/courses/archive/fall03/cs126/assignments/barnes-hut.html |
|
*/ |
|
|
|
module.exports = function(options) { |
|
options = options || {}; |
|
options.gravity = typeof options.gravity === 'number' ? options.gravity : -1; |
|
options.theta = typeof options.theta === 'number' ? options.theta : 0.8; |
|
|
|
// we require deterministic randomness here |
|
var random = require('ngraph.random').random(1984), |
|
Node = require('./node'), |
|
InsertStack = require('./insertStack'), |
|
isSamePosition = require('./isSamePosition'); |
|
|
|
var gravity = options.gravity, |
|
updateQueue = [], |
|
insertStack = new InsertStack(), |
|
theta = options.theta, |
|
|
|
nodesCache = [], |
|
currentInCache = 0, |
|
root = newNode(); |
|
|
|
return { |
|
insertBodies: insertBodies, |
|
/** |
|
* Gets root node if its present |
|
*/ |
|
getRoot: function() { |
|
return root; |
|
}, |
|
updateBodyForce: update, |
|
options: function(newOptions) { |
|
if (newOptions) { |
|
if (typeof newOptions.gravity === 'number') { |
|
gravity = newOptions.gravity; |
|
} |
|
if (typeof newOptions.theta === 'number') { |
|
theta = newOptions.theta; |
|
} |
|
|
|
return this; |
|
} |
|
|
|
return { |
|
gravity: gravity, |
|
theta: theta |
|
}; |
|
} |
|
}; |
|
|
|
function newNode() { |
|
// To avoid pressure on GC we reuse nodes. |
|
var node = nodesCache[currentInCache]; |
|
if (node) { |
|
node.quad0 = null; |
|
node.quad1 = null; |
|
node.quad2 = null; |
|
node.quad3 = null; |
|
node.body = null; |
|
node.mass = node.massX = node.massY = 0; |
|
node.left = node.right = node.top = node.bottom = 0; |
|
} else { |
|
node = new Node(); |
|
nodesCache[currentInCache] = node; |
|
} |
|
|
|
++currentInCache; |
|
return node; |
|
} |
|
|
|
function update(sourceBody) { |
|
var queue = updateQueue, |
|
v, |
|
dx, |
|
dy, |
|
r, fx = 0, |
|
fy = 0, |
|
queueLength = 1, |
|
shiftIdx = 0, |
|
pushIdx = 1; |
|
|
|
queue[0] = root; |
|
|
|
while (queueLength) { |
|
var node = queue[shiftIdx], |
|
body = node.body; |
|
|
|
queueLength -= 1; |
|
shiftIdx += 1; |
|
var differentBody = (body !== sourceBody); |
|
if (body && differentBody) { |
|
// If the current node is a leaf node (and it is not source body), |
|
// calculate the force exerted by the current node on body, and add this |
|
// amount to body's net force. |
|
dx = body.pos.x - sourceBody.pos.x; |
|
dy = body.pos.y - sourceBody.pos.y; |
|
r = Math.sqrt(dx * dx + dy * dy); |
|
|
|
if (r === 0) { |
|
// Poor man's protection against zero distance. |
|
dx = (random.nextDouble() - 0.5) / 50; |
|
dy = (random.nextDouble() - 0.5) / 50; |
|
r = Math.sqrt(dx * dx + dy * dy); |
|
} |
|
|
|
// This is standard gravition force calculation but we divide |
|
// by r^3 to save two operations when normalizing force vector. |
|
v = gravity * body.mass * sourceBody.mass / (r * r * r); |
|
fx += v * dx; |
|
fy += v * dy; |
|
} else if (differentBody) { |
|
// Otherwise, calculate the ratio s / r, where s is the width of the region |
|
// represented by the internal node, and r is the distance between the body |
|
// and the node's center-of-mass |
|
dx = node.massX / node.mass - sourceBody.pos.x; |
|
dy = node.massY / node.mass - sourceBody.pos.y; |
|
r = Math.sqrt(dx * dx + dy * dy); |
|
|
|
if (r === 0) { |
|
// Sorry about code duplucation. I don't want to create many functions |
|
// right away. Just want to see performance first. |
|
dx = (random.nextDouble() - 0.5) / 50; |
|
dy = (random.nextDouble() - 0.5) / 50; |
|
r = Math.sqrt(dx * dx + dy * dy); |
|
} |
|
// If s / r < θ, treat this internal node as a single body, and calculate the |
|
// force it exerts on sourceBody, and add this amount to sourceBody's net force. |
|
if ((node.right - node.left) / r < theta) { |
|
// in the if statement above we consider node's width only |
|
// because the region was squarified during tree creation. |
|
// Thus there is no difference between using width or height. |
|
v = gravity * node.mass * sourceBody.mass / (r * r * r); |
|
fx += v * dx; |
|
fy += v * dy; |
|
} else { |
|
// Otherwise, run the procedure recursively on each of the current node's children. |
|
|
|
// I intentionally unfolded this loop, to save several CPU cycles. |
|
if (node.quad0) { |
|
queue[pushIdx] = node.quad0; |
|
queueLength += 1; |
|
pushIdx += 1; |
|
} |
|
if (node.quad1) { |
|
queue[pushIdx] = node.quad1; |
|
queueLength += 1; |
|
pushIdx += 1; |
|
} |
|
if (node.quad2) { |
|
queue[pushIdx] = node.quad2; |
|
queueLength += 1; |
|
pushIdx += 1; |
|
} |
|
if (node.quad3) { |
|
queue[pushIdx] = node.quad3; |
|
queueLength += 1; |
|
pushIdx += 1; |
|
} |
|
} |
|
} |
|
} |
|
|
|
sourceBody.force.x += fx; |
|
sourceBody.force.y += fy; |
|
} |
|
|
|
function insertBodies(bodies) { |
|
var x1 = Number.MAX_VALUE, |
|
y1 = Number.MAX_VALUE, |
|
x2 = Number.MIN_VALUE, |
|
y2 = Number.MIN_VALUE, |
|
i, |
|
max = bodies.length; |
|
|
|
// To reduce quad tree depth we are looking for exact bounding box of all particles. |
|
i = max; |
|
while (i--) { |
|
var x = bodies[i].pos.x; |
|
var y = bodies[i].pos.y; |
|
if (x < x1) { |
|
x1 = x; |
|
} |
|
if (x > x2) { |
|
x2 = x; |
|
} |
|
if (y < y1) { |
|
y1 = y; |
|
} |
|
if (y > y2) { |
|
y2 = y; |
|
} |
|
} |
|
|
|
// Squarify the bounds. |
|
var dx = x2 - x1, |
|
dy = y2 - y1; |
|
if (dx > dy) { |
|
y2 = y1 + dx; |
|
} else { |
|
x2 = x1 + dy; |
|
} |
|
|
|
currentInCache = 0; |
|
root = newNode(); |
|
root.left = x1; |
|
root.right = x2; |
|
root.top = y1; |
|
root.bottom = y2; |
|
|
|
i = max - 1; |
|
if (i >= 0) { |
|
root.body = bodies[i]; |
|
} |
|
while (i--) { |
|
insert(bodies[i], root); |
|
} |
|
} |
|
|
|
function insert(newBody) { |
|
insertStack.reset(); |
|
insertStack.push(root, newBody); |
|
|
|
while (!insertStack.isEmpty()) { |
|
var stackItem = insertStack.pop(), |
|
node = stackItem.node, |
|
body = stackItem.body; |
|
|
|
if (!node.body) { |
|
// This is internal node. Update the total mass of the node and center-of-mass. |
|
var x = body.pos.x; |
|
var y = body.pos.y; |
|
node.mass = node.mass + body.mass; |
|
node.massX = node.massX + body.mass * x; |
|
node.massY = node.massY + body.mass * y; |
|
|
|
// Recursively insert the body in the appropriate quadrant. |
|
// But first find the appropriate quadrant. |
|
var quadIdx = 0, // Assume we are in the 0's quad. |
|
left = node.left, |
|
right = (node.right + left) / 2, |
|
top = node.top, |
|
bottom = (node.bottom + top) / 2; |
|
|
|
if (x > right) { // somewhere in the eastern part. |
|
quadIdx = quadIdx + 1; |
|
left = right; |
|
right = node.right; |
|
} |
|
if (y > bottom) { // and in south. |
|
quadIdx = quadIdx + 2; |
|
top = bottom; |
|
bottom = node.bottom; |
|
} |
|
|
|
var child = getChild(node, quadIdx); |
|
if (!child) { |
|
// The node is internal but this quadrant is not taken. Add |
|
// subnode to it. |
|
child = newNode(); |
|
child.left = left; |
|
child.top = top; |
|
child.right = right; |
|
child.bottom = bottom; |
|
child.body = body; |
|
|
|
setChild(node, quadIdx, child); |
|
} else { |
|
// continue searching in this quadrant. |
|
insertStack.push(child, body); |
|
} |
|
} else { |
|
// We are trying to add to the leaf node. |
|
// We have to convert current leaf into internal node |
|
// and continue adding two nodes. |
|
var oldBody = node.body; |
|
node.body = null; // internal nodes do not cary bodies |
|
|
|
if (isSamePosition(oldBody.pos, body.pos)) { |
|
// Prevent infinite subdivision by bumping one node |
|
// anywhere in this quadrant |
|
var retriesCount = 3; |
|
do { |
|
var offset = random.nextDouble(); |
|
var dx = (node.right - node.left) * offset; |
|
var dy = (node.bottom - node.top) * offset; |
|
|
|
oldBody.pos.x = node.left + dx; |
|
oldBody.pos.y = node.top + dy; |
|
retriesCount -= 1; |
|
// Make sure we don't bump it out of the box. If we do, next iteration should fix it |
|
} while (retriesCount > 0 && isSamePosition(oldBody.pos, body.pos)); |
|
|
|
if (retriesCount === 0 && isSamePosition(oldBody.pos, body.pos)) { |
|
// This is very bad, we ran out of precision. |
|
// if we do not return from the method we'll get into |
|
// infinite loop here. So we sacrifice correctness of layout, and keep the app running |
|
// Next layout iteration should get larger bounding box in the first step and fix this |
|
return; |
|
} |
|
} |
|
// Next iteration should subdivide node further. |
|
insertStack.push(node, oldBody); |
|
insertStack.push(node, body); |
|
} |
|
} |
|
} |
|
}; |
|
|
|
function getChild(node, idx) { |
|
if (idx === 0) return node.quad0; |
|
if (idx === 1) return node.quad1; |
|
if (idx === 2) return node.quad2; |
|
if (idx === 3) return node.quad3; |
|
return null; |
|
} |
|
|
|
function setChild(node, idx, child) { |
|
if (idx === 0) node.quad0 = child; |
|
else if (idx === 1) node.quad1 = child; |
|
else if (idx === 2) node.quad2 = child; |
|
else if (idx === 3) node.quad3 = child; |
|
} |
|
|
|
},{"./insertStack":27,"./isSamePosition":28,"./node":29,"ngraph.random":30}],27:[function(require,module,exports){ |
|
module.exports = InsertStack; |
|
|
|
/** |
|
* Our implmentation of QuadTree is non-recursive to avoid GC hit |
|
* This data structure represent stack of elements |
|
* which we are trying to insert into quad tree. |
|
*/ |
|
function InsertStack () { |
|
this.stack = []; |
|
this.popIdx = 0; |
|
} |
|
|
|
InsertStack.prototype = { |
|
isEmpty: function() { |
|
return this.popIdx === 0; |
|
}, |
|
push: function (node, body) { |
|
var item = this.stack[this.popIdx]; |
|
if (!item) { |
|
// we are trying to avoid memory pressue: create new element |
|
// only when absolutely necessary |
|
this.stack[this.popIdx] = new InsertStackElement(node, body); |
|
} else { |
|
item.node = node; |
|
item.body = body; |
|
} |
|
++this.popIdx; |
|
}, |
|
pop: function () { |
|
if (this.popIdx > 0) { |
|
return this.stack[--this.popIdx]; |
|
} |
|
}, |
|
reset: function () { |
|
this.popIdx = 0; |
|
} |
|
}; |
|
|
|
function InsertStackElement(node, body) { |
|
this.node = node; // QuadTree node |
|
this.body = body; // physical body which needs to be inserted to node |
|
} |
|
|
|
},{}],28:[function(require,module,exports){ |
|
module.exports = function isSamePosition(point1, point2) { |
|
var dx = Math.abs(point1.x - point2.x); |
|
var dy = Math.abs(point1.y - point2.y); |
|
|
|
return (dx < 1e-8 && dy < 1e-8); |
|
}; |
|
|
|
},{}],29:[function(require,module,exports){ |
|
/** |
|
* Internal data structure to represent 2D QuadTree node |
|
*/ |
|
module.exports = function Node() { |
|
// body stored inside this node. In quad tree only leaf nodes (by construction) |
|
// contain boides: |
|
this.body = null; |
|
|
|
// Child nodes are stored in quads. Each quad is presented by number: |
|
// 0 | 1 |
|
// ----- |
|
// 2 | 3 |
|
this.quad0 = null; |
|
this.quad1 = null; |
|
this.quad2 = null; |
|
this.quad3 = null; |
|
|
|
// Total mass of current node |
|
this.mass = 0; |
|
|
|
// Center of mass coordinates |
|
this.massX = 0; |
|
this.massY = 0; |
|
|
|
// bounding box coordinates |
|
this.left = 0; |
|
this.top = 0; |
|
this.bottom = 0; |
|
this.right = 0; |
|
}; |
|
|
|
},{}],30:[function(require,module,exports){ |
|
module.exports = { |
|
random: random, |
|
randomIterator: randomIterator |
|
}; |
|
|
|
/** |
|
* Creates seeded PRNG with two methods: |
|
* next() and nextDouble() |
|
*/ |
|
function random(inputSeed) { |
|
var seed = typeof inputSeed === 'number' ? inputSeed : (+ new Date()); |
|
var randomFunc = function() { |
|
// Robert Jenkins' 32 bit integer hash function. |
|
seed = ((seed + 0x7ed55d16) + (seed << 12)) & 0xffffffff; |
|
seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff; |
|
seed = ((seed + 0x165667b1) + (seed << 5)) & 0xffffffff; |
|
seed = ((seed + 0xd3a2646c) ^ (seed << 9)) & 0xffffffff; |
|
seed = ((seed + 0xfd7046c5) + (seed << 3)) & 0xffffffff; |
|
seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff; |
|
return (seed & 0xfffffff) / 0x10000000; |
|
}; |
|
|
|
return { |
|
/** |
|
* Generates random integer number in the range from 0 (inclusive) to maxValue (exclusive) |
|
* |
|
* @param maxValue Number REQUIRED. Ommitting this number will result in NaN values from PRNG. |
|
*/ |
|
next : function (maxValue) { |
|
return Math.floor(randomFunc() * maxValue); |
|
}, |
|
|
|
/** |
|
* Generates random double number in the range from 0 (inclusive) to 1 (exclusive) |
|
* This function is the same as Math.random() (except that it could be seeded) |
|
*/ |
|
nextDouble : function () { |
|
return randomFunc(); |
|
} |
|
}; |
|
} |
|
|
|
/* |
|
* Creates iterator over array, which returns items of array in random order |
|
* Time complexity is guaranteed to be O(n); |
|
*/ |
|
function randomIterator(array, customRandom) { |
|
var localRandom = customRandom || random(); |
|
if (typeof localRandom.next !== 'function') { |
|
throw new Error('customRandom does not match expected API: next() function is missing'); |
|
} |
|
|
|
return { |
|
forEach : function (callback) { |
|
var i, j, t; |
|
for (i = array.length - 1; i > 0; --i) { |
|
j = localRandom.next(i + 1); // i inclusive |
|
t = array[j]; |
|
array[j] = array[i]; |
|
array[i] = t; |
|
|
|
callback(t); |
|
} |
|
|
|
if (array.length) { |
|
callback(array[0]); |
|
} |
|
}, |
|
|
|
/** |
|
* Shuffles array randomly, in place. |
|
*/ |
|
shuffle : function () { |
|
var i, j, t; |
|
for (i = array.length - 1; i > 0; --i) { |
|
j = localRandom.next(i + 1); // i inclusive |
|
t = array[j]; |
|
array[j] = array[i]; |
|
array[i] = t; |
|
} |
|
|
|
return array; |
|
} |
|
}; |
|
} |
|
|
|
},{}],31:[function(require,module,exports){ |
|
module.exports = save; |
|
|
|
function save(graph, customNodeTransform, customLinkTransform) { |
|
// Object contains `nodes` and `links` arrays. |
|
var result = { |
|
nodes: [], |
|
links: [] |
|
}; |
|
|
|
var nodeTransform = customNodeTransform || defaultTransformForNode; |
|
var linkTransform = customLinkTransform || defaultTransformForLink; |
|
|
|
graph.forEachNode(saveNode); |
|
graph.forEachLink(saveLink); |
|
|
|
return JSON.stringify(result); |
|
|
|
function saveNode(node) { |
|
// Each node of the graph is processed to take only required fields |
|
// `id` and `data` |
|
result.nodes.push(nodeTransform(node)); |
|
} |
|
|
|
function saveLink(link) { |
|
// Each link of the graph is also processed to take `fromId`, `toId` and |
|
// `data` |
|
result.links.push(linkTransform(link)); |
|
} |
|
|
|
function defaultTransformForNode(node) { |
|
var result = { |
|
id: node.id |
|
}; |
|
// We don't want to store undefined fields when it's not necessary: |
|
if (node.data !== undefined) { |
|
result.data = node.data; |
|
} |
|
|
|
return result; |
|
} |
|
|
|
function defaultTransformForLink(link) { |
|
var result = { |
|
fromId: link.fromId, |
|
toId: link.toId, |
|
}; |
|
|
|
if (link.data !== undefined) { |
|
result.data = link.data; |
|
} |
|
|
|
return result; |
|
} |
|
} |
|
|
|
},{}],32:[function(require,module,exports){ |
|
module.exports = svg; |
|
|
|
svg.compile = require('./lib/compile'); |
|
|
|
var compileTemplate = svg.compileTemplate = require('./lib/compile_template'); |
|
|
|
var domEvents = require('add-event-listener'); |
|
|
|
var svgns = "http://www.w3.org/2000/svg"; |
|
var xlinkns = "http://www.w3.org/1999/xlink"; |
|
|
|
function svg(element, attrBag) { |
|
var svgElement = augment(element); |
|
if (attrBag === undefined) { |
|
return svgElement; |
|
} |
|
|
|
var attributes = Object.keys(attrBag); |
|
for (var i = 0; i < attributes.length; ++i) { |
|
var attributeName = attributes[i]; |
|
var value = attrBag[attributeName]; |
|
if (attributeName === 'link') { |
|
svgElement.link(value); |
|
} else { |
|
svgElement.attr(attributeName, value); |
|
} |
|
} |
|
|
|
return svgElement; |
|
} |
|
|
|
function augment(element) { |
|
var svgElement = element; |
|
|
|
if (typeof element === "string") { |
|
svgElement = window.document.createElementNS(svgns, element); |
|
} else if (element.simplesvg) { |
|
return element; |
|
} |
|
|
|
var compiledTempalte; |
|
|
|
svgElement.simplesvg = true; // this is not good, since we are monkey patching svg |
|
svgElement.attr = attr; |
|
svgElement.append = append; |
|
svgElement.link = link; |
|
svgElement.text = text; |
|
|
|
// add easy eventing |
|
svgElement.on = on; |
|
svgElement.off = off; |
|
|
|
// data binding: |
|
svgElement.dataSource = dataSource; |
|
|
|
return svgElement; |
|
|
|
function dataSource(model) { |
|
if (!compiledTempalte) compiledTempalte = compileTemplate(svgElement); |
|
compiledTempalte.link(model); |
|
return svgElement; |
|
} |
|
|
|
function on(name, cb, useCapture) { |
|
domEvents.addEventListener(svgElement, name, cb, useCapture); |
|
return svgElement; |
|
} |
|
|
|
function off(name, cb, useCapture) { |
|
domEvents.removeEventListener(svgElement, name, cb, useCapture); |
|
return svgElement; |
|
} |
|
|
|
function append(content) { |
|
var child = svg(content); |
|
svgElement.appendChild(child); |
|
|
|
return child; |
|
} |
|
|
|
function attr(name, value) { |
|
if (arguments.length === 2) { |
|
if (value !== null) { |
|
svgElement.setAttributeNS(null, name, value); |
|
} else { |
|
svgElement.removeAttributeNS(null, name); |
|
} |
|
|
|
return svgElement; |
|
} |
|
|
|
return svgElement.getAttributeNS(null, name); |
|
} |
|
|
|
function link(target) { |
|
if (arguments.length) { |
|
svgElement.setAttributeNS(xlinkns, "xlink:href", target); |
|
return svgElement; |
|
} |
|
|
|
return svgElement.getAttributeNS(xlinkns, "xlink:href"); |
|
} |
|
|
|
function text(textContent) { |
|
if (textContent !== undefined) { |
|
svgElement.textContent = textContent; |
|
return svgElement; |
|
} |
|
return svgElement.textContent; |
|
} |
|
} |
|
|
|
},{"./lib/compile":33,"./lib/compile_template":34,"add-event-listener":2}],33:[function(require,module,exports){ |
|
var parser = require('./domparser.js'); |
|
var svg = require('../'); |
|
|
|
module.exports = compile; |
|
|
|
function compile(svgText) { |
|
try { |
|
svgText = addNamespaces(svgText); |
|
return svg(parser.parseFromString(svgText, "text/xml").documentElement); |
|
} catch (e) { |
|
throw e; |
|
} |
|
} |
|
|
|
function addNamespaces(text) { |
|
if (!text) return; |
|
|
|
var namespaces = 'xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg"'; |
|
var match = text.match(/^<\w+/); |
|
if (match) { |
|
var tagLength = match[0].length; |
|
return text.substr(0, tagLength) + ' ' + namespaces + ' ' + text.substr(tagLength); |
|
} else { |
|
throw new Error('Cannot parse input text: invalid xml?'); |
|
} |
|
} |
|
|
|
},{"../":32,"./domparser.js":35}],34:[function(require,module,exports){ |
|
module.exports = template; |
|
|
|
var BINDING_EXPR = /{{(.+?)}}/; |
|
|
|
function template(domNode) { |
|
var allBindings = Object.create(null); |
|
extractAllBindings(domNode, allBindings); |
|
|
|
return { |
|
link: function(model) { |
|
Object.keys(allBindings).forEach(function(key) { |
|
var setter = allBindings[key]; |
|
setter.forEach(changeModel); |
|
}); |
|
|
|
function changeModel(setter) { |
|
setter(model); |
|
} |
|
} |
|
}; |
|
} |
|
|
|
function extractAllBindings(domNode, allBindings) { |
|
var nodeType = domNode.nodeType; |
|
var typeSupported = (nodeType === 1) || (nodeType === 3); |
|
if (!typeSupported) return; |
|
var i; |
|
if (domNode.hasChildNodes()) { |
|
var domChildren = domNode.childNodes; |
|
for (i = 0; i < domChildren.length; ++i) { |
|
extractAllBindings(domChildren[i], allBindings); |
|
} |
|
} |
|
|
|
if (nodeType === 3) { // text: |
|
bindTextContent(domNode, allBindings); |
|
} |
|
|
|
if (!domNode.attributes) return; // this might be a text. Need to figure out what to do in that case |
|
|
|
var attrs = domNode.attributes; |
|
for (i = 0; i < attrs.length; ++i) { |
|
bindDomAttribute(attrs[i], domNode, allBindings); |
|
} |
|
} |
|
|
|
function bindDomAttribute(domAttribute, element, allBindings) { |
|
var value = domAttribute.value; |
|
if (!value) return; // unary attribute? |
|
|
|
var modelNameMatch = value.match(BINDING_EXPR); |
|
if (!modelNameMatch) return; // does not look like a binding |
|
|
|
var attrName = domAttribute.localName; |
|
var modelPropertyName = modelNameMatch[1]; |
|
var isSimpleValue = modelPropertyName.indexOf('.') < 0; |
|
|
|
if (!isSimpleValue) throw new Error('simplesvg currently does not support nested bindings'); |
|
|
|
var propertyBindings = allBindings[modelPropertyName]; |
|
if (!propertyBindings) { |
|
propertyBindings = allBindings[modelPropertyName] = [attributeSetter]; |
|
} else { |
|
propertyBindings.push(attributeSetter); |
|
} |
|
|
|
function attributeSetter(model) { |
|
element.setAttributeNS(null, attrName, model[modelPropertyName]); |
|
} |
|
} |
|
function bindTextContent(element, allBindings) { |
|
// todo reduce duplication |
|
var value = element.nodeValue; |
|
if (!value) return; // unary attribute? |
|
|
|
var modelNameMatch = value.match(BINDING_EXPR); |
|
if (!modelNameMatch) return; // does not look like a binding |
|
|
|
var modelPropertyName = modelNameMatch[1]; |
|
var isSimpleValue = modelPropertyName.indexOf('.') < 0; |
|
|
|
var propertyBindings = allBindings[modelPropertyName]; |
|
if (!propertyBindings) { |
|
propertyBindings = allBindings[modelPropertyName] = [textSetter]; |
|
} else { |
|
propertyBindings.push(textSetter); |
|
} |
|
|
|
function textSetter(model) { |
|
element.nodeValue = model[modelPropertyName]; |
|
} |
|
} |
|
|
|
},{}],35:[function(require,module,exports){ |
|
module.exports = createDomparser(); |
|
|
|
function createDomparser() { |
|
if (typeof DOMParser === 'undefined') { |
|
return { |
|
parseFromString: fail |
|
}; |
|
} |
|
return new DOMParser(); |
|
} |
|
|
|
function fail() { |
|
throw new Error('DOMParser is not supported by this platform. Please open issue here https://github.com/anvaka/simplesvg'); |
|
} |
|
|
|
},{}],36:[function(require,module,exports){ |
|
var centrality = require('ngraph.centrality'); |
|
|
|
module.exports = centralityWrapper; |
|
|
|
function centralityWrapper() { |
|
// TODO: This should not be a function |
|
return { |
|
betweennessCentrality: betweennessCentrality, |
|
degreeCentrality: degreeCentrality |
|
}; |
|
} |
|
|
|
function betweennessCentrality(g) { |
|
var betweenness = centrality.betweenness(g); |
|
return toVivaGraphCentralityFormat(betweenness); |
|
} |
|
|
|
function degreeCentrality(g, kind) { |
|
var degree = centrality.degree(g, kind); |
|
return toVivaGraphCentralityFormat(degree); |
|
} |
|
|
|
function toVivaGraphCentralityFormat(centrality) { |
|
return Object.keys(centrality).sort(byValue).map(toKeyValue); |
|
|
|
function byValue(x, y) { |
|
return centrality[y] - centrality[x]; |
|
} |
|
|
|
function toKeyValue(key) { |
|
return { |
|
key: key, |
|
value: centrality[key] |
|
}; |
|
} |
|
} |
|
|
|
},{"ngraph.centrality":4}],37:[function(require,module,exports){ |
|
/** |
|
* @fileOverview Contains collection of primitive operations under graph. |
|
* |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
module.exports = operations; |
|
|
|
function operations() { |
|
|
|
return { |
|
/** |
|
* Gets graph density, which is a ratio of actual number of edges to maximum |
|
* number of edges. I.e. graph density 1 means all nodes are connected with each other with an edge. |
|
* Density 0 - graph has no edges. Runtime: O(1) |
|
* |
|
* @param graph represents oriented graph structure. |
|
* @param directed (optional boolean) represents if the graph should be treated as a directed graph. |
|
* |
|
* @returns density of the graph if graph has nodes. NaN otherwise. Returns density for undirected graph by default but returns density for directed graph if a boolean 'true' is passed along with the graph. |
|
*/ |
|
density : function (graph,directed) { |
|
var nodes = graph.getNodesCount(); |
|
if (nodes === 0) { |
|
return NaN; |
|
} |
|
if(directed){ |
|
return graph.getLinksCount() / (nodes * (nodes - 1)); |
|
} else { |
|
return 2 * graph.getLinksCount() / (nodes * (nodes - 1)); |
|
} |
|
} |
|
}; |
|
}; |
|
|
|
},{}],38:[function(require,module,exports){ |
|
/** |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
module.exports = domInputManager; |
|
|
|
var dragndrop = require('./dragndrop.js'); |
|
|
|
function domInputManager(graph, graphics) { |
|
var nodeEvents = {}; |
|
return { |
|
/** |
|
* Called by renderer to listen to drag-n-drop events from node. E.g. for SVG |
|
* graphics we may listen to DOM events, whereas for WebGL the graphics |
|
* should provide custom eventing mechanism. |
|
* |
|
* @param node - to be monitored. |
|
* @param handlers - object with set of three callbacks: |
|
* onStart: function(), |
|
* onDrag: function(e, offset), |
|
* onStop: function() |
|
*/ |
|
bindDragNDrop: bindDragNDrop |
|
}; |
|
|
|
function bindDragNDrop(node, handlers) { |
|
var events; |
|
if (handlers) { |
|
var nodeUI = graphics.getNodeUI(node.id); |
|
events = dragndrop(nodeUI); |
|
if (typeof handlers.onStart === 'function') { |
|
events.onStart(handlers.onStart); |
|
} |
|
if (typeof handlers.onDrag === 'function') { |
|
events.onDrag(handlers.onDrag); |
|
} |
|
if (typeof handlers.onStop === 'function') { |
|
events.onStop(handlers.onStop); |
|
} |
|
|
|
nodeEvents[node.id] = events; |
|
} else if ((events = nodeEvents[node.id])) { |
|
events.release(); |
|
delete nodeEvents[node.id]; |
|
} |
|
} |
|
} |
|
|
|
},{"./dragndrop.js":39}],39:[function(require,module,exports){ |
|
/** |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
module.exports = dragndrop; |
|
|
|
var documentEvents = require('../Utils/documentEvents.js'); |
|
var browserInfo = require('../Utils/browserInfo.js'); |
|
var findElementPosition = require('../Utils/findElementPosition.js'); |
|
|
|
// TODO: Move to input namespace |
|
// TODO: Methods should be extracted into the prototype. This class |
|
// does not need to consume so much memory for every tracked element |
|
function dragndrop(element) { |
|
var start, |
|
drag, |
|
end, |
|
scroll, |
|
prevSelectStart, |
|
prevDragStart, |
|
|
|
startX = 0, |
|
startY = 0, |
|
dragObject, |
|
touchInProgress = false, |
|
pinchZoomLength = 0, |
|
|
|
getMousePos = function (e) { |
|
var posx = 0, |
|
posy = 0; |
|
|
|
e = e || window.event; |
|
|
|
if (e.pageX || e.pageY) { |
|
posx = e.pageX; |
|
posy = e.pageY; |
|
} else if (e.clientX || e.clientY) { |
|
posx = e.clientX + window.document.body.scrollLeft + window.document.documentElement.scrollLeft; |
|
posy = e.clientY + window.document.body.scrollTop + window.document.documentElement.scrollTop; |
|
} |
|
|
|
return [posx, posy]; |
|
}, |
|
|
|
move = function (e, clientX, clientY) { |
|
if (drag) { |
|
drag(e, {x : clientX - startX, y : clientY - startY }); |
|
} |
|
|
|
startX = clientX; |
|
startY = clientY; |
|
}, |
|
|
|
stopPropagation = function (e) { |
|
if (e.stopPropagation) { e.stopPropagation(); } else { e.cancelBubble = true; } |
|
}, |
|
preventDefault = function (e) { |
|
if (e.preventDefault) { e.preventDefault(); } |
|
}, |
|
|
|
handleDisabledEvent = function (e) { |
|
stopPropagation(e); |
|
return false; |
|
}, |
|
|
|
handleMouseMove = function (e) { |
|
e = e || window.event; |
|
|
|
move(e, e.clientX, e.clientY); |
|
}, |
|
|
|
handleMouseDown = function (e) { |
|
e = e || window.event; |
|
if (touchInProgress) { |
|
// modern browsers will fire mousedown for touch events too |
|
// we do not want this, since touch is handled separately. |
|
stopPropagation(e); |
|
return false; |
|
} |
|
// for IE, left click == 1 |
|
// for Firefox, left click == 0 |
|
var isLeftButton = ((e.button === 1 && window.event !== null) || e.button === 0); |
|
|
|
if (isLeftButton) { |
|
startX = e.clientX; |
|
startY = e.clientY; |
|
|
|
// TODO: bump zIndex? |
|
dragObject = e.target || e.srcElement; |
|
|
|
if (start) { start(e, {x: startX, y : startY}); } |
|
|
|
documentEvents.on('mousemove', handleMouseMove); |
|
documentEvents.on('mouseup', handleMouseUp); |
|
|
|
|
|
stopPropagation(e); |
|
// TODO: What if event already there? Not bullet proof: |
|
prevSelectStart = window.document.onselectstart; |
|
prevDragStart = window.document.ondragstart; |
|
|
|
window.document.onselectstart = handleDisabledEvent; |
|
dragObject.ondragstart = handleDisabledEvent; |
|
|
|
// prevent text selection (except IE) |
|
return false; |
|
} |
|
}, |
|
|
|
handleMouseUp = function (e) { |
|
e = e || window.event; |
|
|
|
documentEvents.off('mousemove', handleMouseMove); |
|
documentEvents.off('mouseup', handleMouseUp); |
|
|
|
window.document.onselectstart = prevSelectStart; |
|
dragObject.ondragstart = prevDragStart; |
|
dragObject = null; |
|
if (end) { end(e); } |
|
}, |
|
|
|
handleMouseWheel = function (e) { |
|
if (typeof scroll !== 'function') { |
|
return; |
|
} |
|
|
|
e = e || window.event; |
|
if (e.preventDefault) { |
|
e.preventDefault(); |
|
} |
|
|
|
e.returnValue = false; |
|
var delta, |
|
mousePos = getMousePos(e), |
|
elementOffset = findElementPosition(element), |
|
relMousePos = { |
|
x: mousePos[0] - elementOffset[0], |
|
y: mousePos[1] - elementOffset[1] |
|
}; |
|
|
|
if (e.wheelDelta) { |
|
delta = e.wheelDelta / 360; // Chrome/Safari |
|
} else { |
|
delta = e.detail / -9; // Mozilla |
|
} |
|
|
|
scroll(e, delta, relMousePos); |
|
}, |
|
|
|
updateScrollEvents = function (scrollCallback) { |
|
if (!scroll && scrollCallback) { |
|
// client is interested in scrolling. Start listening to events: |
|
if (browserInfo.browser === 'webkit') { |
|
element.addEventListener('mousewheel', handleMouseWheel, false); // Chrome/Safari |
|
} else { |
|
element.addEventListener('DOMMouseScroll', handleMouseWheel, false); // Others |
|
} |
|
} else if (scroll && !scrollCallback) { |
|
if (browserInfo.browser === 'webkit') { |
|
element.removeEventListener('mousewheel', handleMouseWheel, false); // Chrome/Safari |
|
} else { |
|
element.removeEventListener('DOMMouseScroll', handleMouseWheel, false); // Others |
|
} |
|
} |
|
|
|
scroll = scrollCallback; |
|
}, |
|
|
|
getPinchZoomLength = function(finger1, finger2) { |
|
return (finger1.clientX - finger2.clientX) * (finger1.clientX - finger2.clientX) + |
|
(finger1.clientY - finger2.clientY) * (finger1.clientY - finger2.clientY); |
|
}, |
|
|
|
handleTouchMove = function (e) { |
|
if (e.touches.length === 1) { |
|
stopPropagation(e); |
|
|
|
var touch = e.touches[0]; |
|
move(e, touch.clientX, touch.clientY); |
|
} else if (e.touches.length === 2) { |
|
// it's a zoom: |
|
var currentPinchLength = getPinchZoomLength(e.touches[0], e.touches[1]); |
|
var delta = 0; |
|
if (currentPinchLength < pinchZoomLength) { |
|
delta = -1; |
|
} else if (currentPinchLength > pinchZoomLength) { |
|
delta = 1; |
|
} |
|
scroll(e, delta, {x: e.touches[0].clientX, y: e.touches[0].clientY}); |
|
pinchZoomLength = currentPinchLength; |
|
stopPropagation(e); |
|
preventDefault(e); |
|
} |
|
}, |
|
|
|
handleTouchEnd = function (e) { |
|
touchInProgress = false; |
|
documentEvents.off('touchmove', handleTouchMove); |
|
documentEvents.off('touchend', handleTouchEnd); |
|
documentEvents.off('touchcancel', handleTouchEnd); |
|
dragObject = null; |
|
if (end) { end(e); } |
|
}, |
|
|
|
handleSignleFingerTouch = function (e, touch) { |
|
stopPropagation(e); |
|
preventDefault(e); |
|
|
|
startX = touch.clientX; |
|
startY = touch.clientY; |
|
|
|
dragObject = e.target || e.srcElement; |
|
|
|
if (start) { start(e, {x: startX, y : startY}); } |
|
// TODO: can I enter into the state when touch is in progress |
|
// but it's still a single finger touch? |
|
if (!touchInProgress) { |
|
touchInProgress = true; |
|
documentEvents.on('touchmove', handleTouchMove); |
|
documentEvents.on('touchend', handleTouchEnd); |
|
documentEvents.on('touchcancel', handleTouchEnd); |
|
} |
|
}, |
|
|
|
handleTouchStart = function (e) { |
|
if (e.touches.length === 1) { |
|
return handleSignleFingerTouch(e, e.touches[0]); |
|
} else if (e.touches.length === 2) { |
|
// handleTouchMove() will care about pinch zoom. |
|
stopPropagation(e); |
|
preventDefault(e); |
|
|
|
pinchZoomLength = getPinchZoomLength(e.touches[0], e.touches[1]); |
|
|
|
} |
|
// don't care about the rest. |
|
}; |
|
|
|
|
|
element.addEventListener('mousedown', handleMouseDown); |
|
element.addEventListener('touchstart', handleTouchStart); |
|
|
|
return { |
|
onStart : function (callback) { |
|
start = callback; |
|
return this; |
|
}, |
|
|
|
onDrag : function (callback) { |
|
drag = callback; |
|
return this; |
|
}, |
|
|
|
onStop : function (callback) { |
|
end = callback; |
|
return this; |
|
}, |
|
|
|
/** |
|
* Occurs when mouse wheel event happens. callback = function(e, scrollDelta, scrollPoint); |
|
*/ |
|
onScroll : function (callback) { |
|
updateScrollEvents(callback); |
|
return this; |
|
}, |
|
|
|
release : function () { |
|
// TODO: could be unsafe. We might wanna release dragObject, etc. |
|
element.removeEventListener('mousedown', handleMouseDown); |
|
element.removeEventListener('touchstart', handleTouchStart); |
|
|
|
documentEvents.off('mousemove', handleMouseMove); |
|
documentEvents.off('mouseup', handleMouseUp); |
|
documentEvents.off('touchmove', handleTouchMove); |
|
documentEvents.off('touchend', handleTouchEnd); |
|
documentEvents.off('touchcancel', handleTouchEnd); |
|
|
|
updateScrollEvents(null); |
|
} |
|
}; |
|
} |
|
|
|
},{"../Utils/browserInfo.js":43,"../Utils/documentEvents.js":44,"../Utils/findElementPosition.js":45}],40:[function(require,module,exports){ |
|
/** |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
module.exports = webglInputManager; |
|
|
|
var createInputEvents = require('../WebGL/webglInputEvents.js'); |
|
|
|
function webglInputManager(graph, graphics) { |
|
var inputEvents = createInputEvents(graphics), |
|
draggedNode = null, |
|
internalHandlers = {}, |
|
pos = {x : 0, y : 0}; |
|
|
|
inputEvents.mouseDown(function (node, e) { |
|
draggedNode = node; |
|
pos.x = e.clientX; |
|
pos.y = e.clientY; |
|
|
|
inputEvents.mouseCapture(draggedNode); |
|
|
|
var handlers = internalHandlers[node.id]; |
|
if (handlers && handlers.onStart) { |
|
handlers.onStart(e, pos); |
|
} |
|
|
|
return true; |
|
}).mouseUp(function (node) { |
|
inputEvents.releaseMouseCapture(draggedNode); |
|
|
|
draggedNode = null; |
|
var handlers = internalHandlers[node.id]; |
|
if (handlers && handlers.onStop) { |
|
handlers.onStop(); |
|
} |
|
return true; |
|
}).mouseMove(function (node, e) { |
|
if (draggedNode) { |
|
var handlers = internalHandlers[draggedNode.id]; |
|
if (handlers && handlers.onDrag) { |
|
handlers.onDrag(e, {x : e.clientX - pos.x, y : e.clientY - pos.y }); |
|
} |
|
|
|
pos.x = e.clientX; |
|
pos.y = e.clientY; |
|
return true; |
|
} |
|
}); |
|
|
|
return { |
|
/** |
|
* Called by renderer to listen to drag-n-drop events from node. E.g. for SVG |
|
* graphics we may listen to DOM events, whereas for WebGL we graphics |
|
* should provide custom eventing mechanism. |
|
* |
|
* @param node - to be monitored. |
|
* @param handlers - object with set of three callbacks: |
|
* onStart: function(), |
|
* onDrag: function(e, offset), |
|
* onStop: function() |
|
*/ |
|
bindDragNDrop : function (node, handlers) { |
|
internalHandlers[node.id] = handlers; |
|
if (!handlers) { |
|
delete internalHandlers[node.id]; |
|
} |
|
} |
|
}; |
|
} |
|
|
|
},{"../WebGL/webglInputEvents.js":61}],41:[function(require,module,exports){ |
|
module.exports = constant; |
|
|
|
var merge = require('ngraph.merge'); |
|
var random = require('ngraph.random').random; |
|
var Rect = require('../Utils/rect.js'); |
|
|
|
/** |
|
* Does not really perform any layouting algorithm but is compliant |
|
* with renderer interface. Allowing clients to provide specific positioning |
|
* callback and get static layout of the graph |
|
* |
|
* @param {Viva.Graph.graph} graph to layout |
|
* @param {Object} userSettings |
|
*/ |
|
function constant(graph, userSettings) { |
|
userSettings = merge(userSettings, { |
|
maxX : 1024, |
|
maxY : 1024, |
|
seed : 'Deterministic randomness made me do this' |
|
}); |
|
// This class simply follows API, it does not use some of the arguments: |
|
/*jshint unused: false */ |
|
var rand = random(userSettings.seed), |
|
graphRect = new Rect(Number.MAX_VALUE, Number.MAX_VALUE, Number.MIN_VALUE, Number.MIN_VALUE), |
|
layoutLinks = {}, |
|
|
|
placeNodeCallback = function (node) { |
|
return { |
|
x: rand.next(userSettings.maxX), |
|
y: rand.next(userSettings.maxY) |
|
}; |
|
}, |
|
|
|
updateGraphRect = function (position, graphRect) { |
|
if (position.x < graphRect.x1) { graphRect.x1 = position.x; } |
|
if (position.x > graphRect.x2) { graphRect.x2 = position.x; } |
|
if (position.y < graphRect.y1) { graphRect.y1 = position.y; } |
|
if (position.y > graphRect.y2) { graphRect.y2 = position.y; } |
|
}, |
|
|
|
layoutNodes = typeof Object.create === 'function' ? Object.create(null) : {}, |
|
|
|
ensureNodeInitialized = function (node) { |
|
layoutNodes[node.id] = placeNodeCallback(node); |
|
updateGraphRect(layoutNodes[node.id], graphRect); |
|
}, |
|
|
|
updateNodePositions = function () { |
|
if (graph.getNodesCount() === 0) { return; } |
|
|
|
graphRect.x1 = Number.MAX_VALUE; |
|
graphRect.y1 = Number.MAX_VALUE; |
|
graphRect.x2 = Number.MIN_VALUE; |
|
graphRect.y2 = Number.MIN_VALUE; |
|
|
|
graph.forEachNode(ensureNodeInitialized); |
|
}, |
|
|
|
ensureLinkInitialized = function (link) { |
|
layoutLinks[link.id] = link; |
|
}, |
|
|
|
onGraphChanged = function(changes) { |
|
for (var i = 0; i < changes.length; ++i) { |
|
var change = changes[i]; |
|
if (change.node) { |
|
if (change.changeType === 'add') { |
|
ensureNodeInitialized(change.node); |
|
} else { |
|
delete layoutNodes[change.node.id]; |
|
} |
|
} if (change.link) { |
|
if (change.changeType === 'add') { |
|
ensureLinkInitialized(change.link); |
|
} else { |
|
delete layoutLinks[change.link.id]; |
|
} |
|
} |
|
} |
|
}; |
|
|
|
graph.forEachNode(ensureNodeInitialized); |
|
graph.forEachLink(ensureLinkInitialized); |
|
graph.on('changed', onGraphChanged); |
|
|
|
return { |
|
/** |
|
* Attempts to layout graph within given number of iterations. |
|
* |
|
* @param {integer} [iterationsCount] number of algorithm's iterations. |
|
* The constant layout ignores this parameter. |
|
*/ |
|
run : function (iterationsCount) { |
|
this.step(); |
|
}, |
|
|
|
/** |
|
* One step of layout algorithm. |
|
*/ |
|
step : function () { |
|
updateNodePositions(); |
|
|
|
return true; // no need to continue. |
|
}, |
|
|
|
/** |
|
* Returns rectangle structure {x1, y1, x2, y2}, which represents |
|
* current space occupied by graph. |
|
*/ |
|
getGraphRect : function () { |
|
return graphRect; |
|
}, |
|
|
|
/** |
|
* Request to release all resources |
|
*/ |
|
dispose : function () { |
|
graph.off('change', onGraphChanged); |
|
}, |
|
|
|
/* |
|
* Checks whether given node is pinned; all nodes in this layout are pinned. |
|
*/ |
|
isNodePinned: function (node) { |
|
return true; |
|
}, |
|
|
|
/* |
|
* Requests layout algorithm to pin/unpin node to its current position |
|
* Pinned nodes should not be affected by layout algorithm and always |
|
* remain at their position |
|
*/ |
|
pinNode: function (node, isPinned) { |
|
// noop |
|
}, |
|
|
|
/* |
|
* Gets position of a node by its id. If node was not seen by this |
|
* layout algorithm undefined value is returned; |
|
*/ |
|
getNodePosition: getNodePosition, |
|
|
|
/** |
|
* Returns {from, to} position of a link. |
|
*/ |
|
getLinkPosition: function (linkId) { |
|
var link = layoutLinks[linkId]; |
|
return { |
|
from : getNodePosition(link.fromId), |
|
to : getNodePosition(link.toId) |
|
}; |
|
}, |
|
|
|
/** |
|
* Sets position of a node to a given coordinates |
|
*/ |
|
setNodePosition: function (nodeId, x, y) { |
|
var pos = layoutNodes[nodeId]; |
|
if (pos) { |
|
pos.x = x; |
|
pos.y = y; |
|
} |
|
}, |
|
|
|
// Layout specific methods: |
|
|
|
/** |
|
* Based on argument either update default node placement callback or |
|
* attempts to place given node using current placement callback. |
|
* Setting new node callback triggers position update for all nodes. |
|
* |
|
* @param {Object} newPlaceNodeCallbackOrNode - if it is a function then |
|
* default node placement callback is replaced with new one. Node placement |
|
* callback has a form of function (node) {}, and is expected to return an |
|
* object with x and y properties set to numbers. |
|
* |
|
* Otherwise if it's not a function the argument is treated as graph node |
|
* and current node placement callback will be used to place it. |
|
*/ |
|
placeNode : function (newPlaceNodeCallbackOrNode) { |
|
if (typeof newPlaceNodeCallbackOrNode === 'function') { |
|
placeNodeCallback = newPlaceNodeCallbackOrNode; |
|
updateNodePositions(); |
|
return this; |
|
} |
|
|
|
// it is not a request to update placeNodeCallback, trying to place |
|
// a node using current callback: |
|
return placeNodeCallback(newPlaceNodeCallbackOrNode); |
|
} |
|
|
|
}; |
|
|
|
function getNodePosition(nodeId) { |
|
return layoutNodes[nodeId]; |
|
} |
|
} |
|
|
|
},{"../Utils/rect.js":49,"ngraph.merge":17,"ngraph.random":30}],42:[function(require,module,exports){ |
|
/** |
|
* This module provides compatibility layer with 0.6.x library. It will be |
|
* removed in the next version |
|
*/ |
|
|
|
var events = require('ngraph.events'); |
|
|
|
module.exports = backwardCompatibleEvents; |
|
|
|
function backwardCompatibleEvents(g) { |
|
console.log("This method is deprecated. Please use Viva.events() instead"); |
|
|
|
if (!g) { |
|
return g; |
|
} |
|
|
|
var eventsDefined = (g.on !== undefined) || |
|
(g.off !== undefined) || |
|
(g.fire !== undefined); |
|
|
|
if (eventsDefined) { |
|
// events already defined, ignore |
|
return { |
|
extend: function() { |
|
return g; |
|
}, |
|
on: g.on, |
|
stop: g.off |
|
}; |
|
} |
|
|
|
return { |
|
extend: extend, |
|
on: g.on, |
|
stop: g.off |
|
}; |
|
|
|
function extend() { |
|
var backwardCompatible = events(g); |
|
backwardCompatible.addEventListener = backwardCompatible.on; |
|
return backwardCompatible; |
|
} |
|
} |
|
|
|
},{"ngraph.events":9}],43:[function(require,module,exports){ |
|
module.exports = browserInfo(); |
|
|
|
function browserInfo() { |
|
if (typeof window === "undefined" || !window.hasOwnProperty("navigator")) { |
|
return { |
|
browser : "", |
|
version : "0" |
|
}; |
|
} |
|
|
|
var ua = window.navigator.userAgent.toLowerCase(), |
|
// Useragent RegExp |
|
rwebkit = /(webkit)[ \/]([\w.]+)/, |
|
ropera = /(opera)(?:.*version)?[ \/]([\w.]+)/, |
|
rmsie = /(msie) ([\w.]+)/, |
|
rmozilla = /(mozilla)(?:.*? rv:([\w.]+))?/, |
|
match = rwebkit.exec(ua) || |
|
ropera.exec(ua) || |
|
rmsie.exec(ua) || |
|
(ua.indexOf("compatible") < 0 && rmozilla.exec(ua)) || |
|
[]; |
|
|
|
return { |
|
browser: match[1] || "", |
|
version: match[2] || "0" |
|
}; |
|
} |
|
|
|
},{}],44:[function(require,module,exports){ |
|
var nullEvents = require('./nullEvents.js'); |
|
|
|
module.exports = createDocumentEvents(); |
|
|
|
function createDocumentEvents() { |
|
if (typeof document === undefined) { |
|
return nullEvents; |
|
} |
|
|
|
return { |
|
on: on, |
|
off: off |
|
}; |
|
} |
|
|
|
function on(eventName, handler) { |
|
document.addEventListener(eventName, handler); |
|
} |
|
|
|
function off(eventName, handler) { |
|
document.removeEventListener(eventName, handler); |
|
} |
|
|
|
},{"./nullEvents.js":48}],45:[function(require,module,exports){ |
|
/** |
|
* Finds the absolute position of an element on a page |
|
*/ |
|
module.exports = findElementPosition; |
|
|
|
function findElementPosition(obj) { |
|
var curleft = 0, |
|
curtop = 0; |
|
if (obj.offsetParent) { |
|
do { |
|
curleft += obj.offsetLeft; |
|
curtop += obj.offsetTop; |
|
} while ((obj = obj.offsetParent) !== null); |
|
} |
|
|
|
return [curleft, curtop]; |
|
} |
|
|
|
},{}],46:[function(require,module,exports){ |
|
module.exports = getDimension; |
|
|
|
function getDimension(container) { |
|
if (!container) { |
|
throw { |
|
message : 'Cannot get dimensions of undefined container' |
|
}; |
|
} |
|
|
|
// TODO: Potential cross browser bug. |
|
var width = container.clientWidth; |
|
var height = container.clientHeight; |
|
|
|
return { |
|
left : 0, |
|
top : 0, |
|
width : width, |
|
height : height |
|
}; |
|
} |
|
|
|
},{}],47:[function(require,module,exports){ |
|
var intersect = require('gintersect'); |
|
|
|
module.exports = intersectRect; |
|
|
|
function intersectRect(left, top, right, bottom, x1, y1, x2, y2) { |
|
return intersect(left, top, left, bottom, x1, y1, x2, y2) || |
|
intersect(left, bottom, right, bottom, x1, y1, x2, y2) || |
|
intersect(right, bottom, right, top, x1, y1, x2, y2) || |
|
intersect(right, top, left, top, x1, y1, x2, y2); |
|
} |
|
|
|
},{"gintersect":3}],48:[function(require,module,exports){ |
|
module.exports = createNullEvents(); |
|
|
|
function createNullEvents() { |
|
return { |
|
on: noop, |
|
off: noop, |
|
stop: noop |
|
}; |
|
} |
|
|
|
function noop() { } |
|
|
|
},{}],49:[function(require,module,exports){ |
|
module.exports = Rect; |
|
|
|
/** |
|
* Very generic rectangle. |
|
*/ |
|
function Rect (x1, y1, x2, y2) { |
|
this.x1 = x1 || 0; |
|
this.y1 = y1 || 0; |
|
this.x2 = x2 || 0; |
|
this.y2 = y2 || 0; |
|
} |
|
|
|
},{}],50:[function(require,module,exports){ |
|
(function (global){ |
|
/** |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
module.exports = createTimer(); |
|
|
|
function createTimer() { |
|
var lastTime = 0, |
|
vendors = ['ms', 'moz', 'webkit', 'o'], |
|
i, |
|
scope; |
|
|
|
if (typeof window !== 'undefined') { |
|
scope = window; |
|
} else if (typeof global !== 'undefined') { |
|
scope = global; |
|
} else { |
|
scope = { |
|
setTimeout: noop, |
|
clearTimeout: noop |
|
}; |
|
} |
|
|
|
for (i = 0; i < vendors.length && !scope.requestAnimationFrame; ++i) { |
|
var vendorPrefix = vendors[i]; |
|
scope.requestAnimationFrame = scope[vendorPrefix + 'RequestAnimationFrame']; |
|
scope.cancelAnimationFrame = |
|
scope[vendorPrefix + 'CancelAnimationFrame'] || scope[vendorPrefix + 'CancelRequestAnimationFrame']; |
|
} |
|
|
|
if (!scope.requestAnimationFrame) { |
|
scope.requestAnimationFrame = rafPolyfill; |
|
} |
|
|
|
if (!scope.cancelAnimationFrame) { |
|
scope.cancelAnimationFrame = cancelRafPolyfill; |
|
} |
|
|
|
return timer; |
|
|
|
/** |
|
* Timer that fires callback with given interval (in ms) until |
|
* callback returns true; |
|
*/ |
|
function timer(callback) { |
|
var intervalId; |
|
startTimer(); // start it right away. |
|
|
|
return { |
|
/** |
|
* Stops execution of the callback |
|
*/ |
|
stop: stopTimer, |
|
|
|
restart: restart |
|
}; |
|
|
|
function startTimer() { |
|
intervalId = scope.requestAnimationFrame(startTimer); |
|
if (!callback()) { |
|
stopTimer(); |
|
} |
|
} |
|
|
|
function stopTimer() { |
|
scope.cancelAnimationFrame(intervalId); |
|
intervalId = 0; |
|
} |
|
|
|
function restart() { |
|
if (!intervalId) { |
|
startTimer(); |
|
} |
|
} |
|
} |
|
|
|
function rafPolyfill(callback) { |
|
var currTime = new Date().getTime(); |
|
var timeToCall = Math.max(0, 16 - (currTime - lastTime)); |
|
var id = scope.setTimeout(function() { |
|
callback(currTime + timeToCall); |
|
}, timeToCall); |
|
lastTime = currTime + timeToCall; |
|
return id; |
|
} |
|
|
|
function cancelRafPolyfill(id) { |
|
scope.clearTimeout(id); |
|
} |
|
} |
|
|
|
function noop() {} |
|
|
|
}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) |
|
},{}],51:[function(require,module,exports){ |
|
var nullEvents = require('./nullEvents.js'); |
|
|
|
module.exports = createDocumentEvents(); |
|
|
|
function createDocumentEvents() { |
|
if (typeof window === 'undefined') { |
|
return nullEvents; |
|
} |
|
|
|
return { |
|
on: on, |
|
off: off |
|
}; |
|
} |
|
|
|
function on(eventName, handler) { |
|
window.addEventListener(eventName, handler); |
|
} |
|
|
|
function off(eventName, handler) { |
|
window.removeEventListener(eventName, handler); |
|
} |
|
|
|
|
|
},{"./nullEvents.js":48}],52:[function(require,module,exports){ |
|
/** |
|
* @fileOverview Defines a graph renderer that uses CSS based drawings. |
|
* |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
module.exports = renderer; |
|
|
|
var eventify = require('ngraph.events'); |
|
var forceDirected = require('ngraph.forcelayout'); |
|
var svgGraphics = require('./svgGraphics.js'); |
|
var windowEvents = require('../Utils/windowEvents.js'); |
|
var domInputManager = require('../Input/domInputManager.js'); |
|
var timer = require('../Utils/timer.js'); |
|
var getDimension = require('../Utils/getDimensions.js'); |
|
var dragndrop = require('../Input/dragndrop.js'); |
|
|
|
/** |
|
* This is heart of the rendering. Class accepts graph to be rendered and rendering settings. |
|
* It monitors graph changes and depicts them accordingly. |
|
* |
|
* @param graph - Viva.Graph.graph() object to be rendered. |
|
* @param settings - rendering settings, composed from the following parts (with their defaults shown): |
|
* settings = { |
|
* // Represents a module that is capable of displaying graph nodes and links. |
|
* // all graphics has to correspond to defined interface and can be later easily |
|
* // replaced for specific needs (e.g. adding WebGL should be piece of cake as long |
|
* // as WebGL has implemented required interface). See svgGraphics for example. |
|
* graphics : Viva.Graph.View.svgGraphics(), |
|
* |
|
* // Where the renderer should draw graph. Container size matters, because |
|
* // renderer will attempt center graph to that size. Also graphics modules |
|
* // might depend on it. |
|
* container : document.body, |
|
* |
|
* // Defines whether graph can respond to use input |
|
* interactive: true, |
|
* |
|
* // Layout algorithm to be used. The algorithm is expected to comply with defined |
|
* // interface and is expected to be iterative. Renderer will use it then to calculate |
|
* // graph's layout. For examples of the interface refer to Viva.Graph.Layout.forceDirected() |
|
* layout : Viva.Graph.Layout.forceDirected(), |
|
* |
|
* // Directs renderer to display links. Usually rendering links is the slowest part of this |
|
* // library. So if you don't need to display links, consider settings this property to false. |
|
* renderLinks : true, |
|
* |
|
* // Number of layout iterations to run before displaying the graph. The bigger you set this number |
|
* // the closer to ideal position graph will appear first time. But be careful: for large graphs |
|
* // it can freeze the browser. |
|
* prerender : 0 |
|
* } |
|
*/ |
|
function renderer(graph, settings) { |
|
// TODO: This class is getting hard to understand. Consider refactoring. |
|
// TODO: I have a technical debt here: fix scaling/recentering! Currently it's a total mess. |
|
var FRAME_INTERVAL = 30; |
|
|
|
settings = settings || {}; |
|
|
|
var layout = settings.layout, |
|
graphics = settings.graphics, |
|
container = settings.container, |
|
interactive = settings.interactive !== undefined ? settings.interactive : true, |
|
inputManager, |
|
animationTimer, |
|
rendererInitialized = false, |
|
updateCenterRequired = true, |
|
|
|
isStable = false, |
|
userInteraction = false, |
|
isPaused = false, |
|
|
|
transform = { |
|
offsetX: 0, |
|
offsetY: 0, |
|
scale: 1 |
|
}, |
|
|
|
publicEvents = eventify({}), |
|
containerDrag; |
|
|
|
return { |
|
/** |
|
* Performs rendering of the graph. |
|
* |
|
* @param iterationsCount if specified renderer will run only given number of iterations |
|
* and then stop. Otherwise graph rendering is performed indefinitely. |
|
* |
|
* Note: if rendering stopped by used started dragging nodes or new nodes were added to the |
|
* graph renderer will give run more iterations to reflect changes. |
|
*/ |
|
run: function(iterationsCount) { |
|
|
|
if (!rendererInitialized) { |
|
prepareSettings(); |
|
prerender(); |
|
|
|
initDom(); |
|
updateCenter(); |
|
listenToEvents(); |
|
|
|
rendererInitialized = true; |
|
} |
|
|
|
renderIterations(iterationsCount); |
|
|
|
return this; |
|
}, |
|
|
|
reset: function() { |
|
graphics.resetScale(); |
|
updateCenter(); |
|
transform.scale = 1; |
|
}, |
|
|
|
pause: function() { |
|
isPaused = true; |
|
animationTimer.stop(); |
|
}, |
|
|
|
resume: function() { |
|
isPaused = false; |
|
animationTimer.restart(); |
|
}, |
|
|
|
rerender: function() { |
|
renderGraph(); |
|
return this; |
|
}, |
|
|
|
zoomOut: function() { |
|
return scale(true); |
|
}, |
|
|
|
zoomIn: function() { |
|
return scale(false); |
|
}, |
|
|
|
/** |
|
* Returns current transformation matrix. |
|
*/ |
|
getTransform: function() { |
|
return transform; |
|
}, |
|
|
|
/** |
|
* Centers renderer at x,y graph's coordinates |
|
*/ |
|
moveTo: function(x, y) { |
|
graphics.graphCenterChanged(transform.offsetX - x * transform.scale, transform.offsetY - y * transform.scale); |
|
renderGraph(); |
|
}, |
|
|
|
/** |
|
* Gets current graphics object |
|
*/ |
|
getGraphics: function() { |
|
return graphics; |
|
}, |
|
|
|
getLayout: function() { |
|
return layout; |
|
}, |
|
|
|
/** |
|
* Removes this renderer and deallocates all resources/timers |
|
*/ |
|
dispose: function() { |
|
stopListenToEvents(); // I quit! |
|
}, |
|
|
|
on: function(eventName, callback) { |
|
publicEvents.on(eventName, callback); |
|
return this; |
|
}, |
|
|
|
off: function(eventName, callback) { |
|
publicEvents.off(eventName, callback); |
|
return this; |
|
} |
|
}; |
|
|
|
/** |
|
* Checks whether given interaction (node/scroll) is enabled |
|
*/ |
|
function isInteractive(interactionName) { |
|
if (typeof interactive === 'string') { |
|
return interactive.indexOf(interactionName) >= 0; |
|
} else if (typeof interactive === 'boolean') { |
|
return interactive; |
|
} |
|
return true; // default setting |
|
} |
|
|
|
function prepareSettings() { |
|
container = container || window.document.body; |
|
layout = layout || forceDirected(graph, { |
|
springLength: 80, |
|
springCoeff: 0.0002, |
|
}); |
|
graphics = graphics || svgGraphics(graph, { |
|
container: container |
|
}); |
|
|
|
if (!settings.hasOwnProperty('renderLinks')) { |
|
settings.renderLinks = true; |
|
} |
|
|
|
settings.prerender = settings.prerender || 0; |
|
inputManager = (graphics.inputManager || domInputManager)(graph, graphics); |
|
} |
|
|
|
function renderGraph() { |
|
graphics.beginRender(); |
|
|
|
// todo: move this check graphics |
|
if (settings.renderLinks) { |
|
graphics.renderLinks(); |
|
} |
|
graphics.renderNodes(); |
|
graphics.endRender(); |
|
} |
|
|
|
function onRenderFrame() { |
|
isStable = layout.step() && !userInteraction; |
|
renderGraph(); |
|
|
|
return !isStable; |
|
} |
|
|
|
function renderIterations(iterationsCount) { |
|
if (animationTimer) { |
|
return; |
|
} |
|
|
|
if (iterationsCount !== undefined) { |
|
animationTimer = timer(function() { |
|
iterationsCount -= 1; |
|
if (iterationsCount < 0) { |
|
var needMoreFrames = false; |
|
return needMoreFrames; |
|
} |
|
|
|
return onRenderFrame(); |
|
}, FRAME_INTERVAL); |
|
} else { |
|
animationTimer = timer(onRenderFrame, FRAME_INTERVAL); |
|
} |
|
} |
|
|
|
function resetStable() { |
|
if (isPaused) { |
|
return; |
|
} |
|
|
|
isStable = false; |
|
animationTimer.restart(); |
|
} |
|
|
|
function prerender() { |
|
// To get good initial positions for the graph |
|
// perform several prerender steps in background. |
|
if (typeof settings.prerender === 'number' && settings.prerender > 0) { |
|
for (var i = 0; i < settings.prerender; i += 1) { |
|
layout.step(); |
|
} |
|
} |
|
} |
|
|
|
function updateCenter() { |
|
var graphRect = layout.getGraphRect(), |
|
containerSize = getDimension(container); |
|
|
|
var cx = (graphRect.x2 + graphRect.x1) / 2; |
|
var cy = (graphRect.y2 + graphRect.y1) / 2; |
|
transform.offsetX = containerSize.width / 2 - (cx * transform.scale - cx); |
|
transform.offsetY = containerSize.height / 2 - (cy * transform.scale - cy); |
|
graphics.graphCenterChanged(transform.offsetX, transform.offsetY); |
|
|
|
updateCenterRequired = false; |
|
} |
|
|
|
function createNodeUi(node) { |
|
var nodePosition = layout.getNodePosition(node.id); |
|
graphics.addNode(node, nodePosition); |
|
} |
|
|
|
function removeNodeUi(node) { |
|
graphics.releaseNode(node); |
|
} |
|
|
|
function createLinkUi(link) { |
|
var linkPosition = layout.getLinkPosition(link.id); |
|
graphics.addLink(link, linkPosition); |
|
} |
|
|
|
function removeLinkUi(link) { |
|
graphics.releaseLink(link); |
|
} |
|
|
|
function listenNodeEvents(node) { |
|
if (!isInteractive('node')) { |
|
return; |
|
} |
|
|
|
var wasPinned = false; |
|
|
|
// TODO: This may not be memory efficient. Consider reusing handlers object. |
|
inputManager.bindDragNDrop(node, { |
|
onStart: function() { |
|
wasPinned = layout.isNodePinned(node); |
|
layout.pinNode(node, true); |
|
userInteraction = true; |
|
resetStable(); |
|
}, |
|
onDrag: function(e, offset) { |
|
var oldPos = layout.getNodePosition(node.id); |
|
layout.setNodePosition(node.id, |
|
oldPos.x + offset.x / transform.scale, |
|
oldPos.y + offset.y / transform.scale); |
|
|
|
userInteraction = true; |
|
|
|
renderGraph(); |
|
}, |
|
onStop: function() { |
|
layout.pinNode(node, wasPinned); |
|
userInteraction = false; |
|
} |
|
}); |
|
} |
|
|
|
function releaseNodeEvents(node) { |
|
inputManager.bindDragNDrop(node, null); |
|
} |
|
|
|
function initDom() { |
|
graphics.init(container); |
|
|
|
graph.forEachNode(createNodeUi); |
|
|
|
if (settings.renderLinks) { |
|
graph.forEachLink(createLinkUi); |
|
} |
|
} |
|
|
|
function releaseDom() { |
|
graphics.release(container); |
|
} |
|
|
|
function processNodeChange(change) { |
|
var node = change.node; |
|
|
|
if (change.changeType === 'add') { |
|
createNodeUi(node); |
|
listenNodeEvents(node); |
|
if (updateCenterRequired) { |
|
updateCenter(); |
|
} |
|
} else if (change.changeType === 'remove') { |
|
releaseNodeEvents(node); |
|
removeNodeUi(node); |
|
if (graph.getNodesCount() === 0) { |
|
updateCenterRequired = true; // Next time when node is added - center the graph. |
|
} |
|
} else if (change.changeType === 'update') { |
|
releaseNodeEvents(node); |
|
removeNodeUi(node); |
|
|
|
createNodeUi(node); |
|
listenNodeEvents(node); |
|
} |
|
} |
|
|
|
function processLinkChange(change) { |
|
var link = change.link; |
|
if (change.changeType === 'add') { |
|
if (settings.renderLinks) { |
|
createLinkUi(link); |
|
} |
|
} else if (change.changeType === 'remove') { |
|
if (settings.renderLinks) { |
|
removeLinkUi(link); |
|
} |
|
} else if (change.changeType === 'update') { |
|
throw 'Update type is not implemented. TODO: Implement me!'; |
|
} |
|
} |
|
|
|
function onGraphChanged(changes) { |
|
var i, change; |
|
for (i = 0; i < changes.length; i += 1) { |
|
change = changes[i]; |
|
if (change.node) { |
|
processNodeChange(change); |
|
} else if (change.link) { |
|
processLinkChange(change); |
|
} |
|
} |
|
|
|
resetStable(); |
|
} |
|
|
|
function onWindowResized() { |
|
updateCenter(); |
|
onRenderFrame(); |
|
} |
|
|
|
function releaseContainerDragManager() { |
|
if (containerDrag) { |
|
containerDrag.release(); |
|
containerDrag = null; |
|
} |
|
} |
|
|
|
function releaseGraphEvents() { |
|
graph.off('changed', onGraphChanged); |
|
} |
|
|
|
function scale(out, scrollPoint) { |
|
if (!scrollPoint) { |
|
var containerSize = getDimension(container); |
|
scrollPoint = { |
|
x: containerSize.width / 2, |
|
y: containerSize.height / 2 |
|
}; |
|
} |
|
var scaleFactor = Math.pow(1 + 0.4, out ? -0.2 : 0.2); |
|
transform.scale = graphics.scale(scaleFactor, scrollPoint); |
|
|
|
renderGraph(); |
|
publicEvents.fire('scale', transform.scale); |
|
|
|
return transform.scale; |
|
} |
|
|
|
function listenToEvents() { |
|
windowEvents.on('resize', onWindowResized); |
|
|
|
releaseContainerDragManager(); |
|
if (isInteractive('drag')) { |
|
containerDrag = dragndrop(container); |
|
containerDrag.onDrag(function(e, offset) { |
|
graphics.translateRel(offset.x, offset.y); |
|
|
|
renderGraph(); |
|
publicEvents.fire('drag', offset); |
|
}); |
|
} |
|
|
|
if (isInteractive('scroll')) { |
|
if (!containerDrag) { |
|
containerDrag = dragndrop(container); |
|
} |
|
containerDrag.onScroll(function(e, scaleOffset, scrollPoint) { |
|
scale(scaleOffset < 0, scrollPoint); |
|
}); |
|
} |
|
|
|
graph.forEachNode(listenNodeEvents); |
|
|
|
releaseGraphEvents(); |
|
graph.on('changed', onGraphChanged); |
|
} |
|
|
|
function stopListenToEvents() { |
|
rendererInitialized = false; |
|
releaseGraphEvents(); |
|
releaseContainerDragManager(); |
|
windowEvents.off('resize', onWindowResized); |
|
publicEvents.off(); |
|
animationTimer.stop(); |
|
|
|
graph.forEachLink(function(link) { |
|
if (settings.renderLinks) { |
|
removeLinkUi(link); |
|
} |
|
}); |
|
|
|
graph.forEachNode(function(node) { |
|
releaseNodeEvents(node); |
|
removeNodeUi(node); |
|
}); |
|
|
|
layout.dispose(); |
|
releaseDom(); |
|
} |
|
} |
|
|
|
},{"../Input/domInputManager.js":38,"../Input/dragndrop.js":39,"../Utils/getDimensions.js":46,"../Utils/timer.js":50,"../Utils/windowEvents.js":51,"./svgGraphics.js":53,"ngraph.events":9,"ngraph.forcelayout":11}],53:[function(require,module,exports){ |
|
/** |
|
* @fileOverview Defines a graph renderer that uses SVG based drawings. |
|
* |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
module.exports = svgGraphics; |
|
|
|
var svg = require('simplesvg'); |
|
var eventify = require('ngraph.events'); |
|
var domInputManager = require('../Input/domInputManager.js'); |
|
|
|
/** |
|
* Performs svg-based graph rendering. This module does not perform |
|
* layout, but only visualizes nodes and edges of the graph. |
|
*/ |
|
function svgGraphics() { |
|
var svgContainer, |
|
svgRoot, |
|
offsetX = 0, |
|
offsetY = 0, |
|
initCallback, |
|
actualScale = 1, |
|
allNodes = {}, |
|
allLinks = {}, |
|
/*jshint unused: false */ |
|
nodeBuilder = function (node) { |
|
return svg("rect") |
|
.attr("width", 10) |
|
.attr("height", 10) |
|
.attr("fill", "#00a2e8"); |
|
}, |
|
|
|
nodePositionCallback = function (nodeUI, pos) { |
|
// TODO: Remove magic 5. It should be half of the width or height of the node. |
|
nodeUI.attr("x", pos.x - 5) |
|
.attr("y", pos.y - 5); |
|
}, |
|
|
|
linkBuilder = function (link) { |
|
return svg("line").attr("stroke", "#999"); |
|
}, |
|
|
|
linkPositionCallback = function (linkUI, fromPos, toPos) { |
|
linkUI.attr("x1", fromPos.x) |
|
.attr("y1", fromPos.y) |
|
.attr("x2", toPos.x) |
|
.attr("y2", toPos.y); |
|
}, |
|
|
|
fireRescaled = function (graphics) { |
|
// TODO: maybe we shall copy changes? |
|
graphics.fire("rescaled"); |
|
}, |
|
|
|
cachedPos = {x : 0, y: 0}, |
|
cachedFromPos = {x : 0, y: 0}, |
|
cachedToPos = {x : 0, y: 0}, |
|
|
|
updateTransform = function () { |
|
if (svgContainer) { |
|
var transform = "matrix(" + actualScale + ", 0, 0," + actualScale + "," + offsetX + "," + offsetY + ")"; |
|
svgContainer.attr("transform", transform); |
|
} |
|
}; |
|
|
|
svgRoot = createSvgRoot(); |
|
|
|
var graphics = { |
|
getNodeUI: function (nodeId) { |
|
return allNodes[nodeId]; |
|
}, |
|
|
|
getLinkUI: function (linkId) { |
|
return allLinks[linkId]; |
|
}, |
|
|
|
/** |
|
* Sets the callback that creates node representation. |
|
* |
|
* @param builderCallback a callback function that accepts graph node |
|
* as a parameter and must return an element representing this node. |
|
* |
|
* @returns If builderCallbackOrNode is a valid callback function, instance of this is returned; |
|
* Otherwise undefined value is returned |
|
*/ |
|
node : function (builderCallback) { |
|
if (typeof builderCallback !== "function") { |
|
return; // todo: throw? This is not compatible with old versions |
|
} |
|
|
|
nodeBuilder = builderCallback; |
|
|
|
return this; |
|
}, |
|
|
|
/** |
|
* Sets the callback that creates link representation |
|
* |
|
* @param builderCallback a callback function that accepts graph link |
|
* as a parameter and must return an element representing this link. |
|
* |
|
* @returns If builderCallback is a valid callback function, instance of this is returned; |
|
* Otherwise undefined value is returned. |
|
*/ |
|
link : function (builderCallback) { |
|
if (typeof builderCallback !== "function") { |
|
return; // todo: throw? This is not compatible with old versions |
|
} |
|
|
|
linkBuilder = builderCallback; |
|
return this; |
|
}, |
|
|
|
/** |
|
* Allows to override default position setter for the node with a new |
|
* function. newPlaceCallback(nodeUI, position, node) is function which |
|
* is used by updateNodePosition(). |
|
*/ |
|
placeNode : function (newPlaceCallback) { |
|
nodePositionCallback = newPlaceCallback; |
|
return this; |
|
}, |
|
|
|
placeLink : function (newPlaceLinkCallback) { |
|
linkPositionCallback = newPlaceLinkCallback; |
|
return this; |
|
}, |
|
|
|
/** |
|
* Called every before renderer starts rendering. |
|
*/ |
|
beginRender : function () {}, |
|
|
|
/** |
|
* Called every time when renderer finishes one step of rendering. |
|
*/ |
|
endRender : function () {}, |
|
|
|
/** |
|
* Sets translate operation that should be applied to all nodes and links. |
|
*/ |
|
graphCenterChanged : function (x, y) { |
|
offsetX = x; |
|
offsetY = y; |
|
updateTransform(); |
|
}, |
|
|
|
/** |
|
* Default input manager listens to DOM events to process nodes drag-n-drop |
|
*/ |
|
inputManager : domInputManager, |
|
|
|
translateRel : function (dx, dy) { |
|
var p = svgRoot.createSVGPoint(), |
|
t = svgContainer.getCTM(), |
|
origin = svgRoot.createSVGPoint().matrixTransform(t.inverse()); |
|
|
|
p.x = dx; |
|
p.y = dy; |
|
|
|
p = p.matrixTransform(t.inverse()); |
|
p.x = (p.x - origin.x) * t.a; |
|
p.y = (p.y - origin.y) * t.d; |
|
|
|
t.e += p.x; |
|
t.f += p.y; |
|
|
|
var transform = "matrix(" + t.a + ", 0, 0," + t.d + "," + t.e + "," + t.f + ")"; |
|
svgContainer.attr("transform", transform); |
|
}, |
|
|
|
scale : function (scaleFactor, scrollPoint) { |
|
var p = svgRoot.createSVGPoint(); |
|
p.x = scrollPoint.x; |
|
p.y = scrollPoint.y; |
|
|
|
p = p.matrixTransform(svgContainer.getCTM().inverse()); // translate to SVG coordinates |
|
|
|
// Compute new scale matrix in current mouse position |
|
var k = svgRoot.createSVGMatrix().translate(p.x, p.y).scale(scaleFactor).translate(-p.x, -p.y), |
|
t = svgContainer.getCTM().multiply(k); |
|
|
|
actualScale = t.a; |
|
offsetX = t.e; |
|
offsetY = t.f; |
|
var transform = "matrix(" + t.a + ", 0, 0," + t.d + "," + t.e + "," + t.f + ")"; |
|
svgContainer.attr("transform", transform); |
|
|
|
fireRescaled(this); |
|
return actualScale; |
|
}, |
|
|
|
resetScale : function () { |
|
actualScale = 1; |
|
var transform = "matrix(1, 0, 0, 1, 0, 0)"; |
|
svgContainer.attr("transform", transform); |
|
fireRescaled(this); |
|
return this; |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider prepare to render. |
|
*/ |
|
init : function (container) { |
|
container.appendChild(svgRoot); |
|
updateTransform(); |
|
// Notify the world if someone waited for update. TODO: should send an event |
|
if (typeof initCallback === "function") { |
|
initCallback(svgRoot); |
|
} |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider release occupied resources. |
|
*/ |
|
release : function (container) { |
|
if (svgRoot && container) { |
|
container.removeChild(svgRoot); |
|
} |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider prepare to render given link of the graph |
|
* |
|
* @param link - model of a link |
|
*/ |
|
addLink: function (link, pos) { |
|
var linkUI = linkBuilder(link); |
|
if (!linkUI) { return; } |
|
linkUI.position = pos; |
|
linkUI.link = link; |
|
allLinks[link.id] = linkUI; |
|
if (svgContainer.childElementCount > 0) { |
|
svgContainer.insertBefore(linkUI, svgContainer.firstChild); |
|
} else { |
|
svgContainer.appendChild(linkUI); |
|
} |
|
return linkUI; |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider remove link from rendering surface. |
|
* |
|
* @param linkUI visual representation of the link created by link() execution. |
|
**/ |
|
releaseLink : function (link) { |
|
var linkUI = allLinks[link.id]; |
|
if (linkUI) { |
|
svgContainer.removeChild(linkUI); |
|
delete allLinks[link.id]; |
|
} |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider prepare to render given node of the graph. |
|
* |
|
* @param nodeUI visual representation of the node created by node() execution. |
|
**/ |
|
addNode : function (node, pos) { |
|
var nodeUI = nodeBuilder(node); |
|
if (!nodeUI) { |
|
return; |
|
} |
|
nodeUI.position = pos; |
|
nodeUI.node = node; |
|
allNodes[node.id] = nodeUI; |
|
|
|
svgContainer.appendChild(nodeUI); |
|
|
|
return nodeUI; |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider remove node from rendering surface. |
|
* |
|
* @param node graph's node |
|
**/ |
|
releaseNode : function (node) { |
|
var nodeUI = allNodes[node.id]; |
|
if (nodeUI) { |
|
svgContainer.removeChild(nodeUI); |
|
delete allNodes[node.id]; |
|
} |
|
}, |
|
|
|
renderNodes : function () { |
|
for (var key in allNodes) { |
|
if (allNodes.hasOwnProperty(key)) { |
|
var nodeUI = allNodes[key]; |
|
cachedPos.x = nodeUI.position.x; |
|
cachedPos.y = nodeUI.position.y; |
|
nodePositionCallback(nodeUI, cachedPos, nodeUI.node); |
|
} |
|
} |
|
}, |
|
|
|
renderLinks : function () { |
|
for (var key in allLinks) { |
|
if (allLinks.hasOwnProperty(key)) { |
|
var linkUI = allLinks[key]; |
|
cachedFromPos.x = linkUI.position.from.x; |
|
cachedFromPos.y = linkUI.position.from.y; |
|
cachedToPos.x = linkUI.position.to.x; |
|
cachedToPos.y = linkUI.position.to.y; |
|
linkPositionCallback(linkUI, cachedFromPos, cachedToPos, linkUI.link); |
|
} |
|
} |
|
}, |
|
|
|
/** |
|
* Returns root element which hosts graphics. |
|
*/ |
|
getGraphicsRoot : function (callbackWhenReady) { |
|
// todo: should fire an event, instead of having this context. |
|
if (typeof callbackWhenReady === "function") { |
|
if (svgRoot) { |
|
callbackWhenReady(svgRoot); |
|
} else { |
|
initCallback = callbackWhenReady; |
|
} |
|
} |
|
return svgRoot; |
|
}, |
|
/** |
|
* Returns root SVG element. |
|
* |
|
* Note: This is internal method specific to this renderer |
|
*/ |
|
getSvgRoot : function () { |
|
return svgRoot; |
|
} |
|
}; |
|
|
|
|
|
// Let graphics fire events before we return it to the caller. |
|
eventify(graphics); |
|
|
|
return graphics; |
|
|
|
function createSvgRoot() { |
|
var svgRoot = svg("svg"); |
|
|
|
svgContainer = svg("g") |
|
.attr("buffered-rendering", "dynamic"); |
|
|
|
svgRoot.appendChild(svgContainer); |
|
return svgRoot; |
|
} |
|
} |
|
|
|
},{"../Input/domInputManager.js":38,"ngraph.events":9,"simplesvg":32}],54:[function(require,module,exports){ |
|
/** |
|
* @fileOverview Defines a graph renderer that uses WebGL based drawings. |
|
* |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
module.exports = webglGraphics; |
|
|
|
var webglInputManager = require('../Input/webglInputManager.js'); |
|
var webglLinkProgram = require('../WebGL/webglLinkProgram.js'); |
|
var webglNodeProgram = require('../WebGL/webglNodeProgram.js'); |
|
var webglSquare = require('../WebGL/webglSquare.js'); |
|
var webglLine = require('../WebGL/webglLine.js'); |
|
var eventify = require('ngraph.events'); |
|
var merge = require('ngraph.merge'); |
|
|
|
/** |
|
* Performs webgl-based graph rendering. This module does not perform |
|
* layout, but only visualizes nodes and edges of the graph. |
|
* |
|
* @param options - to customize graphics behavior. Currently supported parameter |
|
* enableBlending - true by default, allows to use transparency in node/links colors. |
|
* preserveDrawingBuffer - false by default, tells webgl to preserve drawing buffer. |
|
* See https://www.khronos.org/registry/webgl/specs/1.0/#5.2 |
|
*/ |
|
|
|
function webglGraphics(options) { |
|
options = merge(options, { |
|
enableBlending : true, |
|
preserveDrawingBuffer : false, |
|
clearColor: false, |
|
clearColorValue : { |
|
r : 1, |
|
g : 1, |
|
b : 1, |
|
a : 1 |
|
} |
|
}); |
|
|
|
var container, |
|
graphicsRoot, |
|
gl, |
|
width, |
|
height, |
|
nodesCount = 0, |
|
linksCount = 0, |
|
transform = [ |
|
1, 0, 0, 0, |
|
0, 1, 0, 0, |
|
0, 0, 1, 0, |
|
0, 0, 0, 1 |
|
], |
|
userPlaceNodeCallback, |
|
userPlaceLinkCallback, |
|
nodes = [], |
|
links = [], |
|
initCallback, |
|
|
|
allNodes = {}, |
|
allLinks = {}, |
|
linkProgram = webglLinkProgram(), |
|
nodeProgram = webglNodeProgram(), |
|
/*jshint unused: false */ |
|
nodeUIBuilder = function (node) { |
|
return webglSquare(); // Just make a square, using provided gl context (a nodeProgram); |
|
}, |
|
|
|
linkUIBuilder = function (link) { |
|
return webglLine(0xb3b3b3ff); |
|
}, |
|
/*jshint unused: true */ |
|
updateTransformUniform = function () { |
|
linkProgram.updateTransform(transform); |
|
nodeProgram.updateTransform(transform); |
|
}, |
|
|
|
resetScaleInternal = function () { |
|
transform = [1, 0, 0, 0, |
|
0, 1, 0, 0, |
|
0, 0, 1, 0, |
|
0, 0, 0, 1]; |
|
}, |
|
|
|
updateSize = function () { |
|
if (container && graphicsRoot) { |
|
width = graphicsRoot.width = Math.max(container.offsetWidth, 1); |
|
height = graphicsRoot.height = Math.max(container.offsetHeight, 1); |
|
if (gl) { gl.viewport(0, 0, width, height); } |
|
if (linkProgram) { linkProgram.updateSize(width / 2, height / 2); } |
|
if (nodeProgram) { nodeProgram.updateSize(width / 2, height / 2); } |
|
} |
|
}, |
|
|
|
fireRescaled = function (graphics) { |
|
graphics.fire("rescaled"); |
|
}; |
|
|
|
graphicsRoot = window.document.createElement("canvas"); |
|
|
|
var graphics = { |
|
getLinkUI: function (linkId) { |
|
return allLinks[linkId]; |
|
}, |
|
|
|
getNodeUI: function (nodeId) { |
|
return allNodes[nodeId]; |
|
}, |
|
|
|
/** |
|
* Sets the callback that creates node representation. |
|
* |
|
* @param builderCallback a callback function that accepts graph node |
|
* as a parameter and must return an element representing this node. |
|
* |
|
* @returns If builderCallbackOrNode is a valid callback function, instance of this is returned; |
|
* Otherwise undefined value is returned |
|
*/ |
|
node : function (builderCallback) { |
|
if (typeof builderCallback !== "function") { |
|
return; // todo: throw? This is not compatible with old versions |
|
} |
|
|
|
nodeUIBuilder = builderCallback; |
|
|
|
return this; |
|
}, |
|
|
|
/** |
|
* Sets the callback that creates link representation |
|
* |
|
* @param builderCallback a callback function that accepts graph link |
|
* as a parameter and must return an element representing this link. |
|
* |
|
* @returns If builderCallback is a valid callback function, instance of this is returned; |
|
* Otherwise undefined value is returned. |
|
*/ |
|
link : function (builderCallback) { |
|
if (typeof builderCallback !== "function") { |
|
return; // todo: throw? This is not compatible with old versions |
|
} |
|
|
|
linkUIBuilder = builderCallback; |
|
return this; |
|
}, |
|
|
|
|
|
/** |
|
* Allows to override default position setter for the node with a new |
|
* function. newPlaceCallback(nodeUI, position) is function which |
|
* is used by updateNodePosition(). |
|
*/ |
|
placeNode : function (newPlaceCallback) { |
|
userPlaceNodeCallback = newPlaceCallback; |
|
return this; |
|
}, |
|
|
|
placeLink : function (newPlaceLinkCallback) { |
|
userPlaceLinkCallback = newPlaceLinkCallback; |
|
return this; |
|
}, |
|
|
|
/** |
|
* Custom input manager listens to mouse events to process nodes drag-n-drop inside WebGL canvas |
|
*/ |
|
inputManager : webglInputManager, |
|
|
|
/** |
|
* Called every time before renderer starts rendering. |
|
*/ |
|
beginRender : function () { |
|
// this function could be replaced by this.init, |
|
// based on user options. |
|
}, |
|
|
|
/** |
|
* Called every time when renderer finishes one step of rendering. |
|
*/ |
|
endRender : function () { |
|
if (linksCount > 0) { |
|
linkProgram.render(); |
|
} |
|
if (nodesCount > 0) { |
|
nodeProgram.render(); |
|
} |
|
}, |
|
|
|
bringLinkToFront : function (linkUI) { |
|
var frontLinkId = linkProgram.getFrontLinkId(), |
|
srcLinkId, |
|
temp; |
|
|
|
linkProgram.bringToFront(linkUI); |
|
|
|
if (frontLinkId > linkUI.id) { |
|
srcLinkId = linkUI.id; |
|
|
|
temp = links[frontLinkId]; |
|
links[frontLinkId] = links[srcLinkId]; |
|
links[frontLinkId].id = frontLinkId; |
|
links[srcLinkId] = temp; |
|
links[srcLinkId].id = srcLinkId; |
|
} |
|
}, |
|
|
|
/** |
|
* Sets translate operation that should be applied to all nodes and links. |
|
*/ |
|
graphCenterChanged : function (x, y) { |
|
transform[12] = (2 * x / width) - 1; |
|
transform[13] = 1 - (2 * y / height); |
|
updateTransformUniform(); |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider prepare to render given link of the graph |
|
* |
|
* @param link - model of a link |
|
*/ |
|
addLink: function (link, boundPosition) { |
|
var uiid = linksCount++, |
|
ui = linkUIBuilder(link); |
|
ui.id = uiid; |
|
ui.pos = boundPosition; |
|
|
|
linkProgram.createLink(ui); |
|
|
|
links[uiid] = ui; |
|
allLinks[link.id] = ui; |
|
return ui; |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider prepare to render given node of the graph. |
|
* |
|
* @param nodeUI visual representation of the node created by node() execution. |
|
**/ |
|
addNode : function (node, boundPosition) { |
|
var uiid = nodesCount++, |
|
ui = nodeUIBuilder(node); |
|
|
|
ui.id = uiid; |
|
ui.position = boundPosition; |
|
ui.node = node; |
|
|
|
nodeProgram.createNode(ui); |
|
|
|
nodes[uiid] = ui; |
|
allNodes[node.id] = ui; |
|
return ui; |
|
}, |
|
|
|
translateRel : function (dx, dy) { |
|
transform[12] += (2 * transform[0] * dx / width) / transform[0]; |
|
transform[13] -= (2 * transform[5] * dy / height) / transform[5]; |
|
updateTransformUniform(); |
|
}, |
|
|
|
scale : function (scaleFactor, scrollPoint) { |
|
// Transform scroll point to clip-space coordinates: |
|
var cx = 2 * scrollPoint.x / width - 1, |
|
cy = 1 - (2 * scrollPoint.y) / height; |
|
|
|
cx -= transform[12]; |
|
cy -= transform[13]; |
|
|
|
transform[12] += cx * (1 - scaleFactor); |
|
transform[13] += cy * (1 - scaleFactor); |
|
|
|
transform[0] *= scaleFactor; |
|
transform[5] *= scaleFactor; |
|
|
|
updateTransformUniform(); |
|
fireRescaled(this); |
|
|
|
return transform[0]; |
|
}, |
|
|
|
resetScale : function () { |
|
resetScaleInternal(); |
|
|
|
if (gl) { |
|
updateSize(); |
|
// TODO: what is this? |
|
// gl.useProgram(linksProgram); |
|
// gl.uniform2f(linksProgram.screenSize, width, height); |
|
updateTransformUniform(); |
|
} |
|
return this; |
|
}, |
|
|
|
/** |
|
* Resizes the graphic without resetting the scale. |
|
* Useful with viva graph in a dynamic container |
|
*/ |
|
updateSize: updateSize, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider prepare to render. |
|
*/ |
|
init : function (c) { |
|
var contextParameters = {}; |
|
|
|
if (options.preserveDrawingBuffer) { |
|
contextParameters.preserveDrawingBuffer = true; |
|
} |
|
|
|
container = c; |
|
|
|
updateSize(); |
|
resetScaleInternal(); |
|
container.appendChild(graphicsRoot); |
|
|
|
|
|
gl = graphicsRoot.getContext("experimental-webgl", contextParameters); |
|
if (!gl) { |
|
var msg = "Could not initialize WebGL. Seems like the browser doesn't support it."; |
|
window.alert(msg); |
|
throw msg; |
|
} |
|
if (options.enableBlending) { |
|
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); |
|
gl.enable(gl.BLEND); |
|
} |
|
if (options.clearColor) { |
|
var color = options.clearColorValue; |
|
gl.clearColor(color.r, color.g, color.b, color.a); |
|
// TODO: not the best way, really. Should come up with something better |
|
// what if we need more updates inside beginRender, like depth buffer? |
|
this.beginRender = function () { |
|
gl.clear(gl.COLOR_BUFFER_BIT); |
|
}; |
|
} |
|
|
|
linkProgram.load(gl); |
|
linkProgram.updateSize(width / 2, height / 2); |
|
|
|
nodeProgram.load(gl); |
|
nodeProgram.updateSize(width / 2, height / 2); |
|
|
|
updateTransformUniform(); |
|
|
|
// Notify the world if someone waited for update. TODO: should send an event |
|
if (typeof initCallback === "function") { |
|
initCallback(graphicsRoot); |
|
} |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider release occupied resources. |
|
*/ |
|
release : function (container) { |
|
if (graphicsRoot && container) { |
|
container.removeChild(graphicsRoot); |
|
// TODO: anything else? |
|
} |
|
}, |
|
|
|
/** |
|
* Checks whether webgl is supported by this browser. |
|
*/ |
|
isSupported : function () { |
|
var c = window.document.createElement("canvas"), |
|
gl = c && c.getContext && c.getContext("experimental-webgl"); |
|
return gl; |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider remove link from rendering surface. |
|
* |
|
* @param linkUI visual representation of the link created by link() execution. |
|
**/ |
|
releaseLink : function (link) { |
|
if (linksCount > 0) { linksCount -= 1; } |
|
var linkUI = allLinks[link.id]; |
|
delete allLinks[link.id]; |
|
|
|
linkProgram.removeLink(linkUI); |
|
|
|
var linkIdToRemove = linkUI.id; |
|
if (linkIdToRemove < linksCount) { |
|
if (linksCount === 0 || linksCount === linkIdToRemove) { |
|
return; // no more links or removed link is the last one. |
|
} |
|
|
|
var lastLinkUI = links[linksCount]; |
|
links[linkIdToRemove] = lastLinkUI; |
|
lastLinkUI.id = linkIdToRemove; |
|
} |
|
}, |
|
|
|
/** |
|
* Called by Viva.Graph.View.renderer to let concrete graphic output |
|
* provider remove node from rendering surface. |
|
* |
|
* @param nodeUI visual representation of the node created by node() execution. |
|
**/ |
|
releaseNode : function (node) { |
|
if (nodesCount > 0) { nodesCount -= 1; } |
|
var nodeUI = allNodes[node.id]; |
|
delete allNodes[node.id]; |
|
|
|
nodeProgram.removeNode(nodeUI); |
|
|
|
var nodeIdToRemove = nodeUI.id; |
|
if (nodeIdToRemove < nodesCount) { |
|
if (nodesCount === 0 || nodesCount === nodeIdToRemove) { |
|
return; // no more nodes or removed node is the last in the list. |
|
} |
|
|
|
var lastNodeUI = nodes[nodesCount]; |
|
|
|
nodes[nodeIdToRemove] = lastNodeUI; |
|
lastNodeUI.id = nodeIdToRemove; |
|
|
|
// Since concrete shaders may cache properties in the UI element |
|
// we are letting them to make this swap (e.g. image node shader |
|
// uses this approach to update node's offset in the atlas) |
|
nodeProgram.replaceProperties(nodeUI, lastNodeUI); |
|
} |
|
}, |
|
|
|
renderNodes: function () { |
|
var pos = {x : 0, y : 0}; |
|
// WebGL coordinate system is different. Would be better |
|
// to have this transform in the shader code, but it would |
|
// require every shader to be updated.. |
|
for (var i = 0; i < nodesCount; ++i) { |
|
var ui = nodes[i]; |
|
pos.x = ui.position.x; |
|
pos.y = ui.position.y; |
|
if (userPlaceNodeCallback) { |
|
userPlaceNodeCallback(ui, pos); |
|
} |
|
|
|
nodeProgram.position(ui, pos); |
|
} |
|
}, |
|
|
|
renderLinks: function () { |
|
if (this.omitLinksRendering) { return; } |
|
|
|
var toPos = {x : 0, y : 0}; |
|
var fromPos = {x : 0, y : 0}; |
|
for (var i = 0; i < linksCount; ++i) { |
|
var ui = links[i]; |
|
var pos = ui.pos.from; |
|
fromPos.x = pos.x; |
|
fromPos.y = -pos.y; |
|
pos = ui.pos.to; |
|
toPos.x = pos.x; |
|
toPos.y = -pos.y; |
|
if (userPlaceLinkCallback) { |
|
userPlaceLinkCallback(ui, fromPos, toPos); |
|
} |
|
|
|
linkProgram.position(ui, fromPos, toPos); |
|
} |
|
}, |
|
|
|
/** |
|
* Returns root element which hosts graphics. |
|
*/ |
|
getGraphicsRoot : function (callbackWhenReady) { |
|
// todo: should fire an event, instead of having this context. |
|
if (typeof callbackWhenReady === "function") { |
|
if (graphicsRoot) { |
|
callbackWhenReady(graphicsRoot); |
|
} else { |
|
initCallback = callbackWhenReady; |
|
} |
|
} |
|
return graphicsRoot; |
|
}, |
|
|
|
/** |
|
* Updates default shader which renders nodes |
|
* |
|
* @param newProgram to use for nodes. |
|
*/ |
|
setNodeProgram : function (newProgram) { |
|
if (!gl && newProgram) { |
|
// Nothing created yet. Just set shader to the new one |
|
// and let initialization logic take care about the rest. |
|
nodeProgram = newProgram; |
|
} else if (newProgram) { |
|
throw "Not implemented. Cannot swap shader on the fly... Yet."; |
|
// TODO: unload old shader and reinit. |
|
} |
|
}, |
|
|
|
/** |
|
* Updates default shader which renders links |
|
* |
|
* @param newProgram to use for links. |
|
*/ |
|
setLinkProgram : function (newProgram) { |
|
if (!gl && newProgram) { |
|
// Nothing created yet. Just set shader to the new one |
|
// and let initialization logic take care about the rest. |
|
linkProgram = newProgram; |
|
} else if (newProgram) { |
|
throw "Not implemented. Cannot swap shader on the fly... Yet."; |
|
// TODO: unload old shader and reinit. |
|
} |
|
}, |
|
|
|
/** |
|
* Transforms client coordinates into layout coordinates. Client coordinates |
|
* are DOM coordinates relative to the rendering container. Layout |
|
* coordinates are those assigned by by layout algorithm to each node. |
|
* |
|
* @param {Object} p - a point object with `x` and `y` attributes. |
|
* This method mutates p. |
|
*/ |
|
transformClientToGraphCoordinates: function (p) { |
|
// TODO: could be a problem when container has margins? |
|
// normalize |
|
p.x = ((2 * p.x) / width) - 1; |
|
p.y = 1 - ((2 * p.y) / height); |
|
|
|
// apply transform |
|
p.x = (p.x - transform[12]) / transform[0]; |
|
p.y = (p.y - transform[13]) / transform[5]; |
|
|
|
// transform to graph coordinates |
|
p.x = p.x * (width / 2); |
|
p.y = p.y * (-height / 2); |
|
|
|
return p; |
|
}, |
|
|
|
/** |
|
* Transforms WebGL coordinates into client coordinates. Reverse of |
|
* `transformClientToGraphCoordinates()` |
|
* |
|
* @param {Object} p - a point object with `x` and `y` attributes, which |
|
* represents a layout coordinate. This method mutates p. |
|
*/ |
|
transformGraphToClientCoordinates: function (p) { |
|
// TODO: could be a problem when container has margins? |
|
// transform from graph coordinates |
|
p.x = p.x / (width / 2); |
|
p.y = p.y / (-height / 2); |
|
|
|
// apply transform |
|
p.x = (p.x * transform[0]) + transform[12]; |
|
p.y = (p.y * transform[5]) + transform[13]; |
|
|
|
// denormalize |
|
p.x = ((p.x + 1) * width) / 2; |
|
p.y = ((1 - p.y) * height) / 2; |
|
|
|
return p; |
|
}, |
|
|
|
getNodeAtClientPos: function (clientPos, preciseCheck) { |
|
if (typeof preciseCheck !== "function") { |
|
// we don't know anything about your node structure here :( |
|
// potentially this could be delegated to node program, but for |
|
// right now, we are giving up if you don't pass boundary check |
|
// callback. It answers to a question is nodeUI covers (x, y) |
|
return null; |
|
} |
|
// first transform to graph coordinates: |
|
this.transformClientToGraphCoordinates(clientPos); |
|
// now using precise check iterate over each node and find one within box: |
|
// TODO: This is poor O(N) performance. |
|
for (var i = 0; i < nodesCount; ++i) { |
|
if (preciseCheck(nodes[i], clientPos.x, clientPos.y)) { |
|
return nodes[i].node; |
|
} |
|
} |
|
return null; |
|
} |
|
}; |
|
|
|
// Let graphics fire events before we return it to the caller. |
|
eventify(graphics); |
|
|
|
return graphics; |
|
} |
|
|
|
},{"../Input/webglInputManager.js":40,"../WebGL/webglLine.js":62,"../WebGL/webglLinkProgram.js":63,"../WebGL/webglNodeProgram.js":64,"../WebGL/webglSquare.js":65,"ngraph.events":9,"ngraph.merge":17}],55:[function(require,module,exports){ |
|
module.exports = parseColor; |
|
|
|
function parseColor(color) { |
|
var parsedColor = 0x009ee8ff; |
|
|
|
if (typeof color === 'string' && color) { |
|
if (color.length === 4) { // #rgb |
|
color = color.replace(/([^#])/g, '$1$1'); // duplicate each letter except first #. |
|
} |
|
if (color.length === 9) { // #rrggbbaa |
|
parsedColor = parseInt(color.substr(1), 16); |
|
} else if (color.length === 7) { // or #rrggbb. |
|
parsedColor = (parseInt(color.substr(1), 16) << 8) | 0xff; |
|
} else { |
|
throw 'Color expected in hex format with preceding "#". E.g. #00ff00. Got value: ' + color; |
|
} |
|
} else if (typeof color === 'number') { |
|
parsedColor = color; |
|
} |
|
|
|
return parsedColor; |
|
} |
|
|
|
},{}],56:[function(require,module,exports){ |
|
module.exports = Texture; |
|
|
|
/** |
|
* Single texture in the webglAtlas. |
|
*/ |
|
function Texture(size) { |
|
this.canvas = window.document.createElement("canvas"); |
|
this.ctx = this.canvas.getContext("2d"); |
|
this.isDirty = false; |
|
this.canvas.width = this.canvas.height = size; |
|
} |
|
|
|
},{}],57:[function(require,module,exports){ |
|
/** |
|
* @fileOverview Utility functions for webgl rendering. |
|
* |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
module.exports = webgl; |
|
|
|
function webgl(gl) { |
|
|
|
return { |
|
createProgram: createProgram, |
|
extendArray: extendArray, |
|
copyArrayPart: copyArrayPart, |
|
swapArrayPart: swapArrayPart, |
|
getLocations: getLocations, |
|
context: gl |
|
}; |
|
|
|
function createShader(shaderText, type) { |
|
var shader = gl.createShader(type); |
|
gl.shaderSource(shader, shaderText); |
|
gl.compileShader(shader); |
|
|
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { |
|
var msg = gl.getShaderInfoLog(shader); |
|
window.alert(msg); |
|
throw msg; |
|
} |
|
|
|
return shader; |
|
} |
|
|
|
function createProgram(vertexShaderSrc, fragmentShaderSrc) { |
|
var program = gl.createProgram(); |
|
var vs = createShader(vertexShaderSrc, gl.VERTEX_SHADER); |
|
var fs = createShader(fragmentShaderSrc, gl.FRAGMENT_SHADER); |
|
|
|
gl.attachShader(program, vs); |
|
gl.attachShader(program, fs); |
|
gl.linkProgram(program); |
|
|
|
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { |
|
var msg = gl.getShaderInfoLog(program); |
|
window.alert(msg); |
|
throw msg; |
|
} |
|
|
|
return program; |
|
} |
|
|
|
function extendArray(buffer, itemsInBuffer, elementsPerItem) { |
|
if ((itemsInBuffer + 1) * elementsPerItem > buffer.length) { |
|
// Every time we run out of space create new array twice bigger. |
|
// TODO: it seems buffer size is limited. Consider using multiple arrays for huge graphs |
|
var extendedArray = new Float32Array(buffer.length * elementsPerItem * 2); |
|
extendedArray.set(buffer); |
|
|
|
return extendedArray; |
|
} |
|
|
|
return buffer; |
|
} |
|
|
|
function getLocations(program, uniformOrAttributeNames) { |
|
var foundLocations = {}; |
|
for (var i = 0; i < uniformOrAttributeNames.length; ++i) { |
|
var name = uniformOrAttributeNames[i]; |
|
var location = -1; |
|
if (name[0] === 'a' && name[1] === '_') { |
|
location = gl.getAttribLocation(program, name); |
|
if (location === -1) { |
|
throw new Error("Program doesn't have required attribute: " + name); |
|
} |
|
|
|
foundLocations[name.slice(2)] = location; |
|
} else if (name[0] === 'u' && name[1] === '_') { |
|
location = gl.getUniformLocation(program, name); |
|
if (location === null) { |
|
throw new Error("Program doesn't have required uniform: " + name); |
|
} |
|
|
|
foundLocations[name.slice(2)] = location; |
|
} else { |
|
throw new Error("Couldn't figure out your intent. All uniforms should start with 'u_' prefix, and attributes with 'a_'"); |
|
} |
|
} |
|
|
|
return foundLocations; |
|
} |
|
} |
|
|
|
function copyArrayPart(array, to, from, elementsCount) { |
|
for (var i = 0; i < elementsCount; ++i) { |
|
array[to + i] = array[from + i]; |
|
} |
|
} |
|
|
|
function swapArrayPart(array, from, to, elementsCount) { |
|
for (var i = 0; i < elementsCount; ++i) { |
|
var tmp = array[from + i]; |
|
array[from + i] = array[to + i]; |
|
array[to + i] = tmp; |
|
} |
|
} |
|
|
|
},{}],58:[function(require,module,exports){ |
|
var Texture = require('./texture.js'); |
|
|
|
module.exports = webglAtlas; |
|
|
|
/** |
|
* My naive implementation of textures atlas. It allows clients to load |
|
* multiple images into atlas and get canvas representing all of them. |
|
* |
|
* @param tilesPerTexture - indicates how many images can be loaded to one |
|
* texture of the atlas. If number of loaded images exceeds this |
|
* parameter a new canvas will be created. |
|
*/ |
|
function webglAtlas(tilesPerTexture) { |
|
var tilesPerRow = Math.sqrt(tilesPerTexture || 1024) << 0, |
|
tileSize = tilesPerRow, |
|
lastLoadedIdx = 1, |
|
loadedImages = {}, |
|
dirtyTimeoutId, |
|
skipedDirty = 0, |
|
textures = [], |
|
trackedUrls = []; |
|
|
|
if (!isPowerOf2(tilesPerTexture)) { |
|
throw "Tiles per texture should be power of two."; |
|
} |
|
|
|
// this is the return object |
|
var api = { |
|
/** |
|
* indicates whether atlas has changed texture in it. If true then |
|
* some of the textures has isDirty flag set as well. |
|
*/ |
|
isDirty: false, |
|
|
|
/** |
|
* Clears any signs of atlas changes. |
|
*/ |
|
clearDirty: clearDirty, |
|
|
|
/** |
|
* Removes given url from collection of tiles in the atlas. |
|
*/ |
|
remove: remove, |
|
|
|
/** |
|
* Gets all textures in the atlas. |
|
*/ |
|
getTextures: getTextures, |
|
|
|
/** |
|
* Gets coordinates of the given image in the atlas. Coordinates is an object: |
|
* {offset : int } - where offset is an absolute position of the image in the |
|
* atlas. |
|
* |
|
* Absolute means it can be larger than tilesPerTexture parameter, and in that |
|
* case clients should get next texture in getTextures() collection. |
|
*/ |
|
getCoordinates: getCoordinates, |
|
|
|
/** |
|
* Asynchronously Loads the image to the atlas. Cross-domain security |
|
* limitation applies. |
|
*/ |
|
load: load |
|
}; |
|
|
|
return api; |
|
|
|
function clearDirty() { |
|
var i; |
|
api.isDirty = false; |
|
for (i = 0; i < textures.length; ++i) { |
|
textures[i].isDirty = false; |
|
} |
|
} |
|
|
|
function remove(imgUrl) { |
|
var coordinates = loadedImages[imgUrl]; |
|
if (!coordinates) { |
|
return false; |
|
} |
|
delete loadedImages[imgUrl]; |
|
lastLoadedIdx -= 1; |
|
|
|
|
|
if (lastLoadedIdx === coordinates.offset) { |
|
return true; // Ignore if it's last image in the whole set. |
|
} |
|
|
|
var tileToRemove = getTileCoordinates(coordinates.offset), |
|
lastTileInSet = getTileCoordinates(lastLoadedIdx); |
|
|
|
copy(lastTileInSet, tileToRemove); |
|
|
|
var replacedOffset = loadedImages[trackedUrls[lastLoadedIdx]]; |
|
replacedOffset.offset = coordinates.offset; |
|
trackedUrls[coordinates.offset] = trackedUrls[lastLoadedIdx]; |
|
|
|
markDirty(); |
|
return true; |
|
} |
|
|
|
function getTextures() { |
|
return textures; // I trust you... |
|
} |
|
|
|
function getCoordinates(imgUrl) { |
|
return loadedImages[imgUrl]; |
|
} |
|
|
|
function load(imgUrl, callback) { |
|
if (loadedImages.hasOwnProperty(imgUrl)) { |
|
callback(loadedImages[imgUrl]); |
|
} else { |
|
var img = new window.Image(), |
|
imgId = lastLoadedIdx; |
|
|
|
lastLoadedIdx += 1; |
|
img.crossOrigin = "anonymous"; |
|
img.onload = function() { |
|
markDirty(); |
|
drawAt(imgId, img, callback); |
|
}; |
|
|
|
img.src = imgUrl; |
|
} |
|
} |
|
|
|
function createTexture() { |
|
var texture = new Texture(tilesPerRow * tileSize); |
|
textures.push(texture); |
|
} |
|
|
|
function drawAt(tileNumber, img, callback) { |
|
var tilePosition = getTileCoordinates(tileNumber), |
|
coordinates = { |
|
offset: tileNumber |
|
}; |
|
|
|
if (tilePosition.textureNumber >= textures.length) { |
|
createTexture(); |
|
} |
|
var currentTexture = textures[tilePosition.textureNumber]; |
|
|
|
currentTexture.ctx.drawImage(img, tilePosition.col * tileSize, tilePosition.row * tileSize, tileSize, tileSize); |
|
trackedUrls[tileNumber] = img.src; |
|
|
|
loadedImages[img.src] = coordinates; |
|
currentTexture.isDirty = true; |
|
|
|
callback(coordinates); |
|
} |
|
|
|
function getTileCoordinates(absolutePosition) { |
|
var textureNumber = (absolutePosition / tilesPerTexture) << 0, |
|
localTileNumber = (absolutePosition % tilesPerTexture), |
|
row = (localTileNumber / tilesPerRow) << 0, |
|
col = (localTileNumber % tilesPerRow); |
|
|
|
return { |
|
textureNumber: textureNumber, |
|
row: row, |
|
col: col |
|
}; |
|
} |
|
|
|
function markDirtyNow() { |
|
api.isDirty = true; |
|
skipedDirty = 0; |
|
dirtyTimeoutId = null; |
|
} |
|
|
|
function markDirty() { |
|
// delay this call, since it results in texture reload |
|
if (dirtyTimeoutId) { |
|
window.clearTimeout(dirtyTimeoutId); |
|
skipedDirty += 1; |
|
dirtyTimeoutId = null; |
|
} |
|
|
|
if (skipedDirty > 10) { |
|
markDirtyNow(); |
|
} else { |
|
dirtyTimeoutId = window.setTimeout(markDirtyNow, 400); |
|
} |
|
} |
|
|
|
function copy(from, to) { |
|
var fromCanvas = textures[from.textureNumber].canvas, |
|
toCtx = textures[to.textureNumber].ctx, |
|
x = to.col * tileSize, |
|
y = to.row * tileSize; |
|
|
|
toCtx.drawImage(fromCanvas, from.col * tileSize, from.row * tileSize, tileSize, tileSize, x, y, tileSize, tileSize); |
|
textures[from.textureNumber].isDirty = true; |
|
textures[to.textureNumber].isDirty = true; |
|
} |
|
} |
|
|
|
function isPowerOf2(n) { |
|
return (n & (n - 1)) === 0; |
|
} |
|
|
|
},{"./texture.js":56}],59:[function(require,module,exports){ |
|
module.exports = webglImage; |
|
|
|
/** |
|
* Represents a model for image. |
|
*/ |
|
function webglImage(size, src) { |
|
return { |
|
/** |
|
* Gets texture index where current image is placed. |
|
*/ |
|
_texture : 0, |
|
|
|
/** |
|
* Gets offset in the texture where current image is placed. |
|
*/ |
|
_offset : 0, |
|
|
|
/** |
|
* Gets size of the square with the image. |
|
*/ |
|
size : typeof size === 'number' ? size : 32, |
|
|
|
/** |
|
* Source of the image. If image is coming not from your domain |
|
* certain origin restrictions applies. |
|
* See http://www.khronos.org/registry/webgl/specs/latest/#4.2 for more details. |
|
*/ |
|
src : src |
|
}; |
|
} |
|
|
|
},{}],60:[function(require,module,exports){ |
|
/** |
|
* @fileOverview Defines an image nodes for webglGraphics class. |
|
* Shape of nodes is square. |
|
* |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
var WebglAtlas = require('./webglAtlas.js'); |
|
var glUtils = require('./webgl.js'); |
|
|
|
module.exports = webglImageNodeProgram; |
|
|
|
/** |
|
* Defines simple UI for nodes in webgl renderer. Each node is rendered as an image. |
|
*/ |
|
function webglImageNodeProgram() { |
|
// WebGL is gian state machine, we store some properties of the state here: |
|
var ATTRIBUTES_PER_PRIMITIVE = 18; |
|
var nodesFS = createNodeFragmentShader(); |
|
var nodesVS = createNodeVertexShader(); |
|
var tilesPerTexture = 1024; // TODO: Get based on max texture size |
|
var atlas; |
|
var program; |
|
var gl; |
|
var buffer; |
|
var utils; |
|
var locations; |
|
var nodesCount = 0; |
|
var nodes = new Float32Array(64); |
|
var width; |
|
var height; |
|
var transform; |
|
var sizeDirty; |
|
|
|
|
|
return { |
|
load: load, |
|
|
|
/** |
|
* Updates position of current node in the buffer of nodes. |
|
* |
|
* @param idx - index of current node. |
|
* @param pos - new position of the node. |
|
*/ |
|
position: position, |
|
|
|
createNode: createNode, |
|
|
|
removeNode: removeNode, |
|
|
|
replaceProperties: replaceProperties, |
|
|
|
updateTransform: updateTransform, |
|
|
|
updateSize: updateSize, |
|
|
|
render: render |
|
}; |
|
|
|
function refreshTexture(texture, idx) { |
|
if (texture.nativeObject) { |
|
gl.deleteTexture(texture.nativeObject); |
|
} |
|
|
|
var nativeObject = gl.createTexture(); |
|
gl.activeTexture(gl["TEXTURE" + idx]); |
|
gl.bindTexture(gl.TEXTURE_2D, nativeObject); |
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.canvas); |
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST); |
|
|
|
gl.generateMipmap(gl.TEXTURE_2D); |
|
gl.uniform1i(locations["sampler" + idx], idx); |
|
|
|
texture.nativeObject = nativeObject; |
|
} |
|
|
|
function ensureAtlasTextureUpdated() { |
|
if (atlas.isDirty) { |
|
var textures = atlas.getTextures(), |
|
i; |
|
for (i = 0; i < textures.length; ++i) { |
|
if (textures[i].isDirty || !textures[i].nativeObject) { |
|
refreshTexture(textures[i], i); |
|
} |
|
} |
|
|
|
atlas.clearDirty(); |
|
} |
|
} |
|
|
|
function load(glContext) { |
|
gl = glContext; |
|
utils = glUtils(glContext); |
|
|
|
atlas = new WebglAtlas(tilesPerTexture); |
|
|
|
program = utils.createProgram(nodesVS, nodesFS); |
|
gl.useProgram(program); |
|
locations = utils.getLocations(program, ["a_vertexPos", "a_customAttributes", "u_screenSize", "u_transform", "u_sampler0", "u_sampler1", "u_sampler2", "u_sampler3", "u_tilesPerTexture"]); |
|
|
|
gl.uniform1f(locations.tilesPerTexture, tilesPerTexture); |
|
|
|
gl.enableVertexAttribArray(locations.vertexPos); |
|
gl.enableVertexAttribArray(locations.customAttributes); |
|
|
|
buffer = gl.createBuffer(); |
|
} |
|
|
|
function position(nodeUI, pos) { |
|
var idx = nodeUI.id * ATTRIBUTES_PER_PRIMITIVE; |
|
nodes[idx] = pos.x - nodeUI.size; |
|
nodes[idx + 1] = pos.y - nodeUI.size; |
|
nodes[idx + 2] = nodeUI._offset * 4; |
|
|
|
nodes[idx + 3] = pos.x + nodeUI.size; |
|
nodes[idx + 4] = pos.y - nodeUI.size; |
|
nodes[idx + 5] = nodeUI._offset * 4 + 1; |
|
|
|
nodes[idx + 6] = pos.x - nodeUI.size; |
|
nodes[idx + 7] = pos.y + nodeUI.size; |
|
nodes[idx + 8] = nodeUI._offset * 4 + 2; |
|
|
|
nodes[idx + 9] = pos.x - nodeUI.size; |
|
nodes[idx + 10] = pos.y + nodeUI.size; |
|
nodes[idx + 11] = nodeUI._offset * 4 + 2; |
|
|
|
nodes[idx + 12] = pos.x + nodeUI.size; |
|
nodes[idx + 13] = pos.y - nodeUI.size; |
|
nodes[idx + 14] = nodeUI._offset * 4 + 1; |
|
|
|
nodes[idx + 15] = pos.x + nodeUI.size; |
|
nodes[idx + 16] = pos.y + nodeUI.size; |
|
nodes[idx + 17] = nodeUI._offset * 4 + 3; |
|
} |
|
|
|
function createNode(ui) { |
|
nodes = utils.extendArray(nodes, nodesCount, ATTRIBUTES_PER_PRIMITIVE); |
|
nodesCount += 1; |
|
|
|
var coordinates = atlas.getCoordinates(ui.src); |
|
if (coordinates) { |
|
ui._offset = coordinates.offset; |
|
} else { |
|
ui._offset = 0; |
|
// Image is not yet loaded into the atlas. Reload it: |
|
atlas.load(ui.src, function(coordinates) { |
|
ui._offset = coordinates.offset; |
|
}); |
|
} |
|
} |
|
|
|
function removeNode(nodeUI) { |
|
if (nodesCount > 0) { |
|
nodesCount -= 1; |
|
} |
|
|
|
if (nodeUI.id < nodesCount && nodesCount > 0) { |
|
if (nodeUI.src) { |
|
atlas.remove(nodeUI.src); |
|
} |
|
|
|
utils.copyArrayPart(nodes, nodeUI.id * ATTRIBUTES_PER_PRIMITIVE, nodesCount * ATTRIBUTES_PER_PRIMITIVE, ATTRIBUTES_PER_PRIMITIVE); |
|
} |
|
} |
|
|
|
function replaceProperties(replacedNode, newNode) { |
|
newNode._offset = replacedNode._offset; |
|
} |
|
|
|
function updateTransform(newTransform) { |
|
sizeDirty = true; |
|
transform = newTransform; |
|
} |
|
|
|
function updateSize(w, h) { |
|
width = w; |
|
height = h; |
|
sizeDirty = true; |
|
} |
|
|
|
function render() { |
|
gl.useProgram(program); |
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
|
gl.bufferData(gl.ARRAY_BUFFER, nodes, gl.DYNAMIC_DRAW); |
|
|
|
if (sizeDirty) { |
|
sizeDirty = false; |
|
gl.uniformMatrix4fv(locations.transform, false, transform); |
|
gl.uniform2f(locations.screenSize, width, height); |
|
} |
|
|
|
gl.vertexAttribPointer(locations.vertexPos, 2, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0); |
|
gl.vertexAttribPointer(locations.customAttributes, 1, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 2 * 4); |
|
|
|
ensureAtlasTextureUpdated(); |
|
|
|
gl.drawArrays(gl.TRIANGLES, 0, nodesCount * 6); |
|
} |
|
} |
|
|
|
// TODO: Use glslify for shaders |
|
function createNodeFragmentShader() { |
|
return [ |
|
"precision mediump float;", |
|
"varying vec4 color;", |
|
"varying vec3 vTextureCoord;", |
|
"uniform sampler2D u_sampler0;", |
|
"uniform sampler2D u_sampler1;", |
|
"uniform sampler2D u_sampler2;", |
|
"uniform sampler2D u_sampler3;", |
|
|
|
"void main(void) {", |
|
" if (vTextureCoord.z == 0.) {", |
|
" gl_FragColor = texture2D(u_sampler0, vTextureCoord.xy);", |
|
" } else if (vTextureCoord.z == 1.) {", |
|
" gl_FragColor = texture2D(u_sampler1, vTextureCoord.xy);", |
|
" } else if (vTextureCoord.z == 2.) {", |
|
" gl_FragColor = texture2D(u_sampler2, vTextureCoord.xy);", |
|
" } else if (vTextureCoord.z == 3.) {", |
|
" gl_FragColor = texture2D(u_sampler3, vTextureCoord.xy);", |
|
" } else { gl_FragColor = vec4(0, 1, 0, 1); }", |
|
"}" |
|
].join("\n"); |
|
} |
|
|
|
function createNodeVertexShader() { |
|
return [ |
|
"attribute vec2 a_vertexPos;", |
|
|
|
"attribute float a_customAttributes;", |
|
"uniform vec2 u_screenSize;", |
|
"uniform mat4 u_transform;", |
|
"uniform float u_tilesPerTexture;", |
|
"varying vec3 vTextureCoord;", |
|
|
|
"void main(void) {", |
|
" gl_Position = u_transform * vec4(a_vertexPos/u_screenSize, 0, 1);", |
|
"float corner = mod(a_customAttributes, 4.);", |
|
"float tileIndex = mod(floor(a_customAttributes / 4.), u_tilesPerTexture);", |
|
"float tilesPerRow = sqrt(u_tilesPerTexture);", |
|
"float tileSize = 1./tilesPerRow;", |
|
"float tileColumn = mod(tileIndex, tilesPerRow);", |
|
"float tileRow = floor(tileIndex/tilesPerRow);", |
|
|
|
"if(corner == 0.0) {", |
|
" vTextureCoord.xy = vec2(0, 1);", |
|
"} else if(corner == 1.0) {", |
|
" vTextureCoord.xy = vec2(1, 1);", |
|
"} else if(corner == 2.0) {", |
|
" vTextureCoord.xy = vec2(0, 0);", |
|
"} else {", |
|
" vTextureCoord.xy = vec2(1, 0);", |
|
"}", |
|
|
|
"vTextureCoord *= tileSize;", |
|
"vTextureCoord.x += tileColumn * tileSize;", |
|
"vTextureCoord.y += tileRow * tileSize;", |
|
"vTextureCoord.z = floor(floor(a_customAttributes / 4.)/u_tilesPerTexture);", |
|
"}" |
|
].join("\n"); |
|
} |
|
|
|
},{"./webgl.js":57,"./webglAtlas.js":58}],61:[function(require,module,exports){ |
|
var documentEvents = require('../Utils/documentEvents.js'); |
|
|
|
module.exports = webglInputEvents; |
|
|
|
/** |
|
* Monitors graph-related mouse input in webgl graphics and notifies subscribers. |
|
* |
|
* @param {Viva.Graph.View.webglGraphics} webglGraphics |
|
*/ |
|
function webglInputEvents(webglGraphics) { |
|
if (webglGraphics.webglInputEvents) { |
|
// Don't listen twice, if we are already attached to this graphics: |
|
return webglGraphics.webglInputEvents; |
|
} |
|
|
|
var mouseCapturedNode = null, |
|
mouseEnterCallback = [], |
|
mouseLeaveCallback = [], |
|
mouseDownCallback = [], |
|
mouseUpCallback = [], |
|
mouseMoveCallback = [], |
|
clickCallback = [], |
|
dblClickCallback = [], |
|
prevSelectStart, |
|
boundRect; |
|
|
|
var root = webglGraphics.getGraphicsRoot(); |
|
startListen(root); |
|
|
|
var api = { |
|
mouseEnter: mouseEnter, |
|
mouseLeave: mouseLeave, |
|
mouseDown: mouseDown, |
|
mouseUp: mouseUp, |
|
mouseMove: mouseMove, |
|
click: click, |
|
dblClick: dblClick, |
|
mouseCapture: mouseCapture, |
|
releaseMouseCapture: releaseMouseCapture |
|
}; |
|
|
|
// TODO I don't remember why this is needed: |
|
webglGraphics.webglInputEvents = api; |
|
|
|
return api; |
|
|
|
function releaseMouseCapture() { |
|
mouseCapturedNode = null; |
|
} |
|
|
|
function mouseCapture(node) { |
|
mouseCapturedNode = node; |
|
} |
|
|
|
function dblClick(callback) { |
|
if (typeof callback === 'function') { |
|
dblClickCallback.push(callback); |
|
} |
|
return api; |
|
} |
|
|
|
function click(callback) { |
|
if (typeof callback === 'function') { |
|
clickCallback.push(callback); |
|
} |
|
return api; |
|
} |
|
|
|
function mouseMove(callback) { |
|
if (typeof callback === 'function') { |
|
mouseMoveCallback.push(callback); |
|
} |
|
return api; |
|
} |
|
|
|
function mouseUp(callback) { |
|
if (typeof callback === 'function') { |
|
mouseUpCallback.push(callback); |
|
} |
|
return api; |
|
} |
|
|
|
function mouseDown(callback) { |
|
if (typeof callback === 'function') { |
|
mouseDownCallback.push(callback); |
|
} |
|
return api; |
|
} |
|
|
|
function mouseLeave(callback) { |
|
if (typeof callback === 'function') { |
|
mouseLeaveCallback.push(callback); |
|
} |
|
return api; |
|
} |
|
|
|
function mouseEnter(callback) { |
|
if (typeof callback === 'function') { |
|
mouseEnterCallback.push(callback); |
|
} |
|
return api; |
|
} |
|
|
|
function preciseCheck(nodeUI, x, y) { |
|
if (nodeUI && nodeUI.size) { |
|
var pos = nodeUI.position, |
|
half = nodeUI.size; |
|
|
|
return pos.x - half < x && x < pos.x + half && |
|
pos.y - half < y && y < pos.y + half; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
function getNodeAtClientPos(pos) { |
|
return webglGraphics.getNodeAtClientPos(pos, preciseCheck); |
|
} |
|
|
|
function stopPropagation(e) { |
|
if (e.stopPropagation) { |
|
e.stopPropagation(); |
|
} else { |
|
e.cancelBubble = true; |
|
} |
|
} |
|
|
|
function handleDisabledEvent(e) { |
|
stopPropagation(e); |
|
return false; |
|
} |
|
|
|
function invoke(callbacksChain, args) { |
|
var i, stopPropagation; |
|
for (i = 0; i < callbacksChain.length; i += 1) { |
|
stopPropagation = callbacksChain[i].apply(undefined, args); |
|
if (stopPropagation) { |
|
return true; |
|
} |
|
} |
|
} |
|
|
|
function startListen(root) { |
|
var pos = { |
|
x: 0, |
|
y: 0 |
|
}, |
|
lastFound = null, |
|
lastUpdate = 1, |
|
lastClickTime = +new Date(), |
|
|
|
handleMouseMove = function(e) { |
|
invoke(mouseMoveCallback, [lastFound, e]); |
|
pos.x = e.clientX; |
|
pos.y = e.clientY; |
|
}, |
|
|
|
handleMouseUp = function() { |
|
documentEvents.off('mousemove', handleMouseMove); |
|
documentEvents.off('mouseup', handleMouseUp); |
|
}, |
|
|
|
updateBoundRect = function() { |
|
boundRect = root.getBoundingClientRect(); |
|
}; |
|
|
|
window.addEventListener('resize', updateBoundRect); |
|
updateBoundRect(); |
|
|
|
// mouse move inside container serves only to track mouse enter/leave events. |
|
root.addEventListener('mousemove', |
|
function(e) { |
|
if (mouseCapturedNode) { |
|
return; |
|
} |
|
if (lastUpdate++ % 7 === 0) { |
|
// since there is no bullet proof method to detect resize |
|
// event, we preemptively update the bounding rectangle |
|
updateBoundRect(); |
|
lastUpdate = 1; |
|
} |
|
var cancelBubble = false, |
|
node; |
|
|
|
pos.x = e.clientX - boundRect.left; |
|
pos.y = e.clientY - boundRect.top; |
|
|
|
node = getNodeAtClientPos(pos); |
|
|
|
if (node && lastFound !== node) { |
|
lastFound = node; |
|
cancelBubble = cancelBubble || invoke(mouseEnterCallback, [lastFound]); |
|
} else if (node === null && lastFound !== node) { |
|
cancelBubble = cancelBubble || invoke(mouseLeaveCallback, [lastFound]); |
|
lastFound = null; |
|
} |
|
|
|
if (cancelBubble) { |
|
stopPropagation(e); |
|
} |
|
}); |
|
|
|
root.addEventListener('mousedown', |
|
function(e) { |
|
var cancelBubble = false, |
|
args; |
|
updateBoundRect(); |
|
pos.x = e.clientX - boundRect.left; |
|
pos.y = e.clientY - boundRect.top; |
|
|
|
args = [getNodeAtClientPos(pos), e]; |
|
if (args[0]) { |
|
cancelBubble = invoke(mouseDownCallback, args); |
|
// we clicked on a node. Following drag should be handled on document events: |
|
documentEvents.on('mousemove', handleMouseMove); |
|
documentEvents.on('mouseup', handleMouseUp); |
|
|
|
prevSelectStart = window.document.onselectstart; |
|
|
|
window.document.onselectstart = handleDisabledEvent; |
|
|
|
lastFound = args[0]; |
|
} else { |
|
lastFound = null; |
|
} |
|
if (cancelBubble) { |
|
stopPropagation(e); |
|
} |
|
}); |
|
|
|
root.addEventListener('mouseup', |
|
function(e) { |
|
var clickTime = +new Date(), |
|
args; |
|
|
|
pos.x = e.clientX - boundRect.left; |
|
pos.y = e.clientY - boundRect.top; |
|
|
|
var nodeAtClientPos = getNodeAtClientPos(pos); |
|
var sameNode = nodeAtClientPos === lastFound; |
|
args = [nodeAtClientPos || lastFound, e]; |
|
if (args[0]) { |
|
window.document.onselectstart = prevSelectStart; |
|
|
|
if (clickTime - lastClickTime < 400 && sameNode) { |
|
invoke(dblClickCallback, args); |
|
} else { |
|
invoke(clickCallback, args); |
|
} |
|
lastClickTime = clickTime; |
|
|
|
if (invoke(mouseUpCallback, args)) { |
|
stopPropagation(e); |
|
} |
|
} |
|
}); |
|
} |
|
} |
|
|
|
},{"../Utils/documentEvents.js":44}],62:[function(require,module,exports){ |
|
var parseColor = require('./parseColor.js'); |
|
|
|
module.exports = webglLine; |
|
|
|
/** |
|
* Defines a webgl line. This class has no rendering logic at all, |
|
* it's just passed to corresponding shader and the shader should |
|
* figure out how to render it. |
|
* |
|
*/ |
|
function webglLine(color) { |
|
return { |
|
/** |
|
* Gets or sets color of the line. If you set this property externally |
|
* make sure it always come as integer of 0xRRGGBBAA format |
|
*/ |
|
color: parseColor(color) |
|
}; |
|
} |
|
|
|
},{"./parseColor.js":55}],63:[function(require,module,exports){ |
|
/** |
|
* @fileOverview Defines a naive form of links for webglGraphics class. |
|
* This form allows to change color of links. |
|
**/ |
|
|
|
var glUtils = require('./webgl.js'); |
|
|
|
module.exports = webglLinkProgram; |
|
|
|
/** |
|
* Defines UI for links in webgl renderer. |
|
*/ |
|
function webglLinkProgram() { |
|
var ATTRIBUTES_PER_PRIMITIVE = 6, // primitive is Line with two points. Each has x,y and color = 3 * 2 attributes. |
|
BYTES_PER_LINK = 2 * (2 * Float32Array.BYTES_PER_ELEMENT + Uint32Array.BYTES_PER_ELEMENT), // two nodes * (x, y + color) |
|
linksFS = [ |
|
'precision mediump float;', |
|
'varying vec4 color;', |
|
'void main(void) {', |
|
' gl_FragColor = color;', |
|
'}' |
|
].join('\n'), |
|
|
|
linksVS = [ |
|
'attribute vec2 a_vertexPos;', |
|
'attribute vec4 a_color;', |
|
|
|
'uniform vec2 u_screenSize;', |
|
'uniform mat4 u_transform;', |
|
|
|
'varying vec4 color;', |
|
|
|
'void main(void) {', |
|
' gl_Position = u_transform * vec4(a_vertexPos/u_screenSize, 0.0, 1.0);', |
|
' color = a_color.abgr;', |
|
'}' |
|
].join('\n'), |
|
|
|
program, |
|
gl, |
|
buffer, |
|
utils, |
|
locations, |
|
linksCount = 0, |
|
frontLinkId, // used to track z-index of links. |
|
storage = new ArrayBuffer(16 * BYTES_PER_LINK), |
|
positions = new Float32Array(storage), |
|
colors = new Uint32Array(storage), |
|
width, |
|
height, |
|
transform, |
|
sizeDirty, |
|
|
|
ensureEnoughStorage = function () { |
|
// TODO: this is a duplicate of webglNodeProgram code. Extract it to webgl.js |
|
if ((linksCount+1)*BYTES_PER_LINK > storage.byteLength) { |
|
// Every time we run out of space create new array twice bigger. |
|
// TODO: it seems buffer size is limited. Consider using multiple arrays for huge graphs |
|
var extendedStorage = new ArrayBuffer(storage.byteLength * 2), |
|
extendedPositions = new Float32Array(extendedStorage), |
|
extendedColors = new Uint32Array(extendedStorage); |
|
|
|
extendedColors.set(colors); // should be enough to copy just one view. |
|
positions = extendedPositions; |
|
colors = extendedColors; |
|
storage = extendedStorage; |
|
} |
|
}; |
|
|
|
return { |
|
load : function (glContext) { |
|
gl = glContext; |
|
utils = glUtils(glContext); |
|
|
|
program = utils.createProgram(linksVS, linksFS); |
|
gl.useProgram(program); |
|
locations = utils.getLocations(program, ['a_vertexPos', 'a_color', 'u_screenSize', 'u_transform']); |
|
|
|
gl.enableVertexAttribArray(locations.vertexPos); |
|
gl.enableVertexAttribArray(locations.color); |
|
|
|
buffer = gl.createBuffer(); |
|
}, |
|
|
|
position: function (linkUi, fromPos, toPos) { |
|
var linkIdx = linkUi.id, |
|
offset = linkIdx * ATTRIBUTES_PER_PRIMITIVE; |
|
positions[offset] = fromPos.x; |
|
positions[offset + 1] = fromPos.y; |
|
colors[offset + 2] = linkUi.color; |
|
|
|
positions[offset + 3] = toPos.x; |
|
positions[offset + 4] = toPos.y; |
|
colors[offset + 5] = linkUi.color; |
|
}, |
|
|
|
createLink : function (ui) { |
|
ensureEnoughStorage(); |
|
|
|
linksCount += 1; |
|
frontLinkId = ui.id; |
|
}, |
|
|
|
removeLink : function (ui) { |
|
if (linksCount > 0) { linksCount -= 1; } |
|
// swap removed link with the last link. This will give us O(1) performance for links removal: |
|
if (ui.id < linksCount && linksCount > 0) { |
|
// using colors as a view to array buffer is okay here. |
|
utils.copyArrayPart(colors, ui.id * ATTRIBUTES_PER_PRIMITIVE, linksCount * ATTRIBUTES_PER_PRIMITIVE, ATTRIBUTES_PER_PRIMITIVE); |
|
} |
|
}, |
|
|
|
updateTransform : function (newTransform) { |
|
sizeDirty = true; |
|
transform = newTransform; |
|
}, |
|
|
|
updateSize : function (w, h) { |
|
width = w; |
|
height = h; |
|
sizeDirty = true; |
|
}, |
|
|
|
render : function () { |
|
gl.useProgram(program); |
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
|
gl.bufferData(gl.ARRAY_BUFFER, storage, gl.DYNAMIC_DRAW); |
|
|
|
if (sizeDirty) { |
|
sizeDirty = false; |
|
gl.uniformMatrix4fv(locations.transform, false, transform); |
|
gl.uniform2f(locations.screenSize, width, height); |
|
} |
|
|
|
gl.vertexAttribPointer(locations.vertexPos, 2, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0); |
|
gl.vertexAttribPointer(locations.color, 4, gl.UNSIGNED_BYTE, true, 3 * Float32Array.BYTES_PER_ELEMENT, 2 * 4); |
|
|
|
gl.drawArrays(gl.LINES, 0, linksCount * 2); |
|
|
|
frontLinkId = linksCount - 1; |
|
}, |
|
|
|
bringToFront : function (link) { |
|
if (frontLinkId > link.id) { |
|
utils.swapArrayPart(positions, link.id * ATTRIBUTES_PER_PRIMITIVE, frontLinkId * ATTRIBUTES_PER_PRIMITIVE, ATTRIBUTES_PER_PRIMITIVE); |
|
} |
|
if (frontLinkId > 0) { |
|
frontLinkId -= 1; |
|
} |
|
}, |
|
|
|
getFrontLinkId : function () { |
|
return frontLinkId; |
|
} |
|
}; |
|
} |
|
|
|
},{"./webgl.js":57}],64:[function(require,module,exports){ |
|
/** |
|
* @fileOverview Defines a naive form of nodes for webglGraphics class. |
|
* This form allows to change color of node. Shape of nodes is rectangular. |
|
* |
|
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka |
|
*/ |
|
|
|
var glUtils = require('./webgl.js'); |
|
|
|
module.exports = webglNodeProgram; |
|
|
|
/** |
|
* Defines simple UI for nodes in webgl renderer. Each node is rendered as square. Color and size can be changed. |
|
*/ |
|
function webglNodeProgram() { |
|
var ATTRIBUTES_PER_PRIMITIVE = 4; // Primitive is point, x, y, size, color |
|
// x, y, z - floats, color = uint. |
|
var BYTES_PER_NODE = 3 * Float32Array.BYTES_PER_ELEMENT + Uint32Array.BYTES_PER_ELEMENT; |
|
var nodesFS = [ |
|
'precision mediump float;', |
|
'varying vec4 color;', |
|
|
|
'void main(void) {', |
|
' gl_FragColor = color;', |
|
'}' |
|
].join('\n'); |
|
var nodesVS = [ |
|
'attribute vec3 a_vertexPos;', |
|
'attribute vec4 a_color;', |
|
'uniform vec2 u_screenSize;', |
|
'uniform mat4 u_transform;', |
|
'varying vec4 color;', |
|
|
|
'void main(void) {', |
|
' gl_Position = u_transform * vec4(a_vertexPos.xy/u_screenSize, 0, 1);', |
|
' gl_PointSize = a_vertexPos.z * u_transform[0][0];', |
|
' color = a_color.abgr;', |
|
'}' |
|
].join('\n'); |
|
|
|
var program; |
|
var gl; |
|
var buffer; |
|
var locations; |
|
var utils; |
|
var storage = new ArrayBuffer(16 * BYTES_PER_NODE); |
|
var positions = new Float32Array(storage); |
|
var colors = new Uint32Array(storage); |
|
var nodesCount = 0; |
|
var width; |
|
var height; |
|
var transform; |
|
var sizeDirty; |
|
|
|
return { |
|
load: load, |
|
|
|
/** |
|
* Updates position of node in the buffer of nodes. |
|
* |
|
* @param idx - index of current node. |
|
* @param pos - new position of the node. |
|
*/ |
|
position: position, |
|
|
|
updateTransform: updateTransform, |
|
|
|
updateSize: updateSize, |
|
|
|
removeNode: removeNode, |
|
|
|
createNode: createNode, |
|
|
|
replaceProperties: replaceProperties, |
|
|
|
render: render |
|
}; |
|
|
|
function ensureEnoughStorage() { |
|
if ((nodesCount + 1) * BYTES_PER_NODE >= storage.byteLength) { |
|
// Every time we run out of space create new array twice bigger. |
|
// TODO: it seems buffer size is limited. Consider using multiple arrays for huge graphs |
|
var extendedStorage = new ArrayBuffer(storage.byteLength * 2), |
|
extendedPositions = new Float32Array(extendedStorage), |
|
extendedColors = new Uint32Array(extendedStorage); |
|
|
|
extendedColors.set(colors); // should be enough to copy just one view. |
|
positions = extendedPositions; |
|
colors = extendedColors; |
|
storage = extendedStorage; |
|
} |
|
} |
|
|
|
function load(glContext) { |
|
gl = glContext; |
|
utils = glUtils(glContext); |
|
|
|
program = utils.createProgram(nodesVS, nodesFS); |
|
gl.useProgram(program); |
|
locations = utils.getLocations(program, ['a_vertexPos', 'a_color', 'u_screenSize', 'u_transform']); |
|
|
|
gl.enableVertexAttribArray(locations.vertexPos); |
|
gl.enableVertexAttribArray(locations.color); |
|
|
|
buffer = gl.createBuffer(); |
|
} |
|
|
|
function position(nodeUI, pos) { |
|
var idx = nodeUI.id; |
|
|
|
positions[idx * ATTRIBUTES_PER_PRIMITIVE] = pos.x; |
|
positions[idx * ATTRIBUTES_PER_PRIMITIVE + 1] = -pos.y; |
|
positions[idx * ATTRIBUTES_PER_PRIMITIVE + 2] = nodeUI.size; |
|
|
|
colors[idx * ATTRIBUTES_PER_PRIMITIVE + 3] = nodeUI.color; |
|
} |
|
|
|
function updateTransform(newTransform) { |
|
sizeDirty = true; |
|
transform = newTransform; |
|
} |
|
|
|
function updateSize(w, h) { |
|
width = w; |
|
height = h; |
|
sizeDirty = true; |
|
} |
|
|
|
function removeNode(node) { |
|
if (nodesCount > 0) { |
|
nodesCount -= 1; |
|
} |
|
|
|
if (node.id < nodesCount && nodesCount > 0) { |
|
// we can use colors as a 'view' into array array buffer. |
|
utils.copyArrayPart(colors, node.id * ATTRIBUTES_PER_PRIMITIVE, nodesCount * ATTRIBUTES_PER_PRIMITIVE, ATTRIBUTES_PER_PRIMITIVE); |
|
} |
|
} |
|
|
|
function createNode() { |
|
ensureEnoughStorage(); |
|
nodesCount += 1; |
|
} |
|
|
|
function replaceProperties(/* replacedNode, newNode */) {} |
|
|
|
function render() { |
|
gl.useProgram(program); |
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
|
gl.bufferData(gl.ARRAY_BUFFER, storage, gl.DYNAMIC_DRAW); |
|
|
|
if (sizeDirty) { |
|
sizeDirty = false; |
|
gl.uniformMatrix4fv(locations.transform, false, transform); |
|
gl.uniform2f(locations.screenSize, width, height); |
|
} |
|
|
|
gl.vertexAttribPointer(locations.vertexPos, 3, gl.FLOAT, false, ATTRIBUTES_PER_PRIMITIVE * Float32Array.BYTES_PER_ELEMENT, 0); |
|
gl.vertexAttribPointer(locations.color, 4, gl.UNSIGNED_BYTE, true, ATTRIBUTES_PER_PRIMITIVE * Float32Array.BYTES_PER_ELEMENT, 3 * 4); |
|
|
|
gl.drawArrays(gl.POINTS, 0, nodesCount); |
|
} |
|
} |
|
|
|
},{"./webgl.js":57}],65:[function(require,module,exports){ |
|
var parseColor = require('./parseColor.js'); |
|
|
|
module.exports = webglSquare; |
|
|
|
/** |
|
* Can be used as a callback in the webglGraphics.node() function, to |
|
* create a custom looking node. |
|
* |
|
* @param size - size of the node in pixels. |
|
* @param color - color of the node in '#rrggbbaa' or '#rgb' format. |
|
*/ |
|
function webglSquare(size, color) { |
|
return { |
|
/** |
|
* Gets or sets size of the square side. |
|
*/ |
|
size: typeof size === 'number' ? size : 10, |
|
|
|
/** |
|
* Gets or sets color of the square. |
|
*/ |
|
color: parseColor(color) |
|
}; |
|
} |
|
|
|
},{"./parseColor.js":55}],66:[function(require,module,exports){ |
|
// todo: this should be generated at build time. |
|
module.exports = '0.8.1'; |
|
|
|
},{}]},{},[1])(1) |
|
}); |