@antv/g6-pc
Version:
A Graph Visualization Framework in JavaScript
292 lines (291 loc) • 9.96 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.radialLayout = exports.proccessToFunc = exports.buildTextureDataWithTwoEdgeAttr = exports.buildTextureDataWithOneEdgeAttr = exports.buildTextureData = exports.attributesToTextureData = exports.arrayToTextureData = void 0;
var _g6Core = require("@antv/g6-core");
var _util = require("@antv/util");
var traverseTree = _g6Core.Util.traverseTree;
/**
* 将 number | Function 类型的参数转换为 return number 的 Function
* @param {number | Function} value 需要被转换的值
* @param {number} defaultV 返回函数的默认返回值
* @return {Function} 转换后的函数
*/
var proccessToFunc = exports.proccessToFunc = function proccessToFunc(value, defaultV) {
var func;
if (!value) {
func = function func(d) {
return defaultV || 1;
};
} else if ((0, _util.isNumber)(value)) {
func = function func(d) {
return value;
};
} else {
func = value;
}
return func;
};
/**
* 将节点和边数据转换为 GPU 可读的数组。并返回 maxEdgePerVetex,每个节点上最多的边数
* @param {NodeConfig[]} nodes 需要被转换的值
* @param {EdgeConfig[]} edges 返回函数的默认返回值
* @return {Object} 转换后的数组及 maxEdgePerVetex 组成的对象
*/
var buildTextureData = exports.buildTextureData = function buildTextureData(nodes, edges) {
var dataArray = [];
var nodeDict = [];
var mapIdPos = {};
var i = 0;
for (i = 0; i < nodes.length; i++) {
var n = nodes[i];
mapIdPos[n.id] = i;
dataArray.push(n.x);
dataArray.push(n.y);
dataArray.push(0);
dataArray.push(0);
nodeDict.push([]);
}
for (i = 0; i < edges.length; i++) {
var e = edges[i];
nodeDict[mapIdPos[e.source]].push(mapIdPos[e.target]);
nodeDict[mapIdPos[e.target]].push(mapIdPos[e.source]);
}
var maxEdgePerVetex = 0;
for (i = 0; i < nodes.length; i++) {
var offset = dataArray.length;
var dests = nodeDict[i];
var len = dests.length;
dataArray[i * 4 + 2] = offset;
dataArray[i * 4 + 3] = dests.length;
maxEdgePerVetex = Math.max(maxEdgePerVetex, dests.length);
for (var j = 0; j < len; ++j) {
var dest = dests[j];
dataArray.push(+dest);
}
}
while (dataArray.length % 4 !== 0) {
dataArray.push(0);
}
return {
array: new Float32Array(dataArray),
maxEdgePerVetex: maxEdgePerVetex
};
};
/**
* 将节点和边数据转换为 GPU 可读的数组,每条边带有一个属性。并返回 maxEdgePerVetex,每个节点上最多的边数
* @param {NodeConfig[]} nodes 节点数组
* @param {EdgeConfig[]} edges 边数组
* @param {Function} attrs 读取边属性的函数
* @return {Object} 转换后的数组及 maxEdgePerVetex 组成的对象
*/
var buildTextureDataWithOneEdgeAttr = exports.buildTextureDataWithOneEdgeAttr = function buildTextureDataWithOneEdgeAttr(nodes, edges, attrs) {
var dataArray = [];
var nodeDict = [];
var mapIdPos = {};
var i = 0;
for (i = 0; i < nodes.length; i++) {
var n = nodes[i];
mapIdPos[n.id] = i;
dataArray.push(n.x);
dataArray.push(n.y);
dataArray.push(0);
dataArray.push(0);
nodeDict.push([]);
}
for (i = 0; i < edges.length; i++) {
var e = edges[i];
nodeDict[mapIdPos[e.source]].push(mapIdPos[e.target]);
nodeDict[mapIdPos[e.source]].push(attrs(e)); // 理想边长,后续可以改成每条边不同
nodeDict[mapIdPos[e.target]].push(mapIdPos[e.source]);
nodeDict[mapIdPos[e.target]].push(attrs(e)); // 理想边长,后续可以改成每条边不同
}
var maxEdgePerVetex = 0;
for (i = 0; i < nodes.length; i++) {
var offset = dataArray.length;
var dests = nodeDict[i]; // dest 中节点 id 与边长间隔存储,即一位节点 id,一位边长……
var len = dests.length;
dataArray[i * 4 + 2] = offset;
dataArray[i * 4 + 3] = len / 2; // 第四位存储与该节点相关的所有节点个数
maxEdgePerVetex = Math.max(maxEdgePerVetex, len / 2);
for (var j = 0; j < len; ++j) {
var dest = dests[j];
dataArray.push(+dest);
}
}
// 不是 4 的倍数,填充 0
while (dataArray.length % 4 !== 0) {
dataArray.push(0);
}
return {
array: new Float32Array(dataArray),
maxEdgePerVetex: maxEdgePerVetex
};
};
/**
* 将节点和边数据转换为 GPU 可读的数组,每条边带有一个以上属性。并返回 maxEdgePerVetex,每个节点上最多的边数
* @param {NodeConfig[]} nodes 节点数组
* @param {EdgeConfig[]} edges 边数组
* @param {Function} attrs 读取边属性的函数
* @return {Object} 转换后的数组及 maxEdgePerVetex 组成的对象
*/
var buildTextureDataWithTwoEdgeAttr = exports.buildTextureDataWithTwoEdgeAttr = function buildTextureDataWithTwoEdgeAttr(nodes, edges, attrs1, attrs2) {
var dataArray = [];
var nodeDict = [];
var mapIdPos = {};
var i = 0;
for (i = 0; i < nodes.length; i++) {
var n = nodes[i];
mapIdPos[n.id] = i;
dataArray.push(n.x);
dataArray.push(n.y);
dataArray.push(0);
dataArray.push(0);
nodeDict.push([]);
}
for (i = 0; i < edges.length; i++) {
var e = edges[i];
nodeDict[mapIdPos[e.source]].push(mapIdPos[e.target]);
nodeDict[mapIdPos[e.source]].push(attrs1(e));
nodeDict[mapIdPos[e.source]].push(attrs2(e));
nodeDict[mapIdPos[e.source]].push(0);
nodeDict[mapIdPos[e.target]].push(mapIdPos[e.source]);
nodeDict[mapIdPos[e.target]].push(attrs1(e));
nodeDict[mapIdPos[e.target]].push(attrs2(e));
nodeDict[mapIdPos[e.target]].push(0);
}
var maxEdgePerVetex = 0;
for (i = 0; i < nodes.length; i++) {
var offset = dataArray.length;
var dests = nodeDict[i]; // dest 中节点 id 与边长间隔存储,即一位节点 id,一位边长……
var len = dests.length;
// dataArray[i * 4 + 2] = offset;
// dataArray[i * 4 + 3] = len / 4; // 第四位存储与该节点相关的所有节点个数
// pack offset & length into float32: offset 20bit, length 12bit
dataArray[i * 4 + 2] = offset + 1048576 * len / 4;
dataArray[i * 4 + 3] = 0; // 第四位存储与上一次的距离差值
maxEdgePerVetex = Math.max(maxEdgePerVetex, len / 4);
for (var j = 0; j < len; ++j) {
var dest = dests[j];
dataArray.push(+dest);
}
}
// 不是 4 的倍数,填充 0
while (dataArray.length % 4 !== 0) {
dataArray.push(0);
}
return {
array: new Float32Array(dataArray),
maxEdgePerVetex: maxEdgePerVetex
};
};
/**
* transform the extended attributes of nodes or edges to a texture array
* @param {string[]} attributeNames attributes' name to be read from items and put into output array
* @param {ModelConfig[]} items the items to be read
* @return {Float32Array} the attributes' value array to be read by GPU
*/
var attributesToTextureData = exports.attributesToTextureData = function attributesToTextureData(attributeNames, items) {
var dataArray = [];
var attributeNum = attributeNames.length;
var attributeStringMap = {};
items.forEach(function (item) {
attributeNames.forEach(function (name, i) {
if (attributeStringMap[item[name]] === undefined) {
attributeStringMap[item[name]] = Object.keys(attributeStringMap).length;
}
dataArray.push(attributeStringMap[item[name]]);
// insure each node's attributes take inter number of grids
if (i === attributeNum - 1) {
while (dataArray.length % 4 !== 0) {
dataArray.push(0);
}
}
});
});
return {
array: new Float32Array(dataArray),
count: Object.keys(attributeStringMap).length
};
};
/**
* transform the number array format of extended attributes of nodes or edges to a texture array
* @param {string[]} attributeNames attributes' name to be read from items and put into output array
* @return {Float32Array} the attributes' value array to be read by GPU
*/
var arrayToTextureData = exports.arrayToTextureData = function arrayToTextureData(valueArrays) {
var dataArray = [];
var attributeNum = valueArrays.length;
var itemNum = valueArrays[0].length;
var _loop_1 = function _loop_1(j) {
valueArrays.forEach(function (valueArray, i) {
dataArray.push(valueArray[j]);
// insure each node's attributes take inter number of grids
if (i === attributeNum - 1) {
while (dataArray.length % 4 !== 0) {
dataArray.push(0);
}
}
});
};
for (var j = 0; j < itemNum; j++) {
_loop_1(j);
}
return new Float32Array(dataArray);
};
/**
*
* @param data Tree graph data
* @param layout
*/
var radialLayout = exports.radialLayout = function radialLayout(data, layout) {
// 布局方式有 H / V / LR / RL / TB / BT
var VERTICAL_LAYOUTS = ['V', 'TB', 'BT'];
var min = {
x: Infinity,
y: Infinity
};
var max = {
x: -Infinity,
y: -Infinity
};
// 默认布局是垂直布局TB,此时x对应rad,y对应r
var rScale = 'x';
var radScale = 'y';
if (layout && VERTICAL_LAYOUTS.indexOf(layout) >= 0) {
// 若是水平布局,y对应rad,x对应r
radScale = 'x';
rScale = 'y';
}
var count = 0;
traverseTree(data, function (node) {
count++;
if (node.x > max.x) {
max.x = node.x;
}
if (node.x < min.x) {
min.x = node.x;
}
if (node.y > max.y) {
max.y = node.y;
}
if (node.y < min.y) {
min.y = node.y;
}
return true;
});
var avgRad = Math.PI * 2 / count;
var radDiff = max[radScale] - min[radScale];
if (radDiff === 0) {
return data;
}
traverseTree(data, function (node) {
var radial = (node[radScale] - min[radScale]) / radDiff * (Math.PI * 2 - avgRad) + avgRad;
var r = Math.abs(rScale === 'x' ? node.x - data.x : node.y - data.y);
node.x = r * Math.cos(radial);
node.y = r * Math.sin(radial);
return true;
});
return data;
};