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@antv/g6

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graph visualization frame work

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/** * @fileOverview random layout * @author shiwu.wyy@antfin.com */ const Layout = require('./layout'); const SPEED_DIVISOR = 800; /** * fruchterman 布局 */ Layout.registerLayout('fruchterman', { getDefaultCfg() { return { maxIteration: 1000, // 停止迭代的最大迭代数 center: [ 0, 0 ], // 布局中心 gravity: 10, // 重力大小,影响图的紧凑程度 speed: 1, // 速度 clustering: false, // 是否产生聚类力 clusterGravity: 10 // 聚类力大小 }; }, /** * 执行布局 */ execute() { const self = this; const nodes = self.nodes; const center = self.center; if (nodes.length === 0) { return; } else if (nodes.length === 1) { nodes[0].x = center[0]; nodes[0].y = center[1]; return; } const nodeMap = new Map(); const nodeIndexMap = new Map(); nodes.forEach((node, i) => { nodeMap.set(node.id, node); nodeIndexMap.set(node.id, i); }); self.nodeMap = nodeMap; self.nodeIndexMap = nodeIndexMap; // layout self.run(); }, run() { const self = this; const nodes = self.nodes; const edges = self.edges; const maxIteration = self.maxIteration; let width = self.width; if (!width && typeof window !== 'undefined') { width = window.innerWidth; } let height = self.height; if (!height && typeof height !== 'undefined') { height = window.innerHeight; } const center = self.center; const nodeMap = self.nodeMap; const nodeIndexMap = self.nodeIndexMap; const maxDisplace = width / 10; const k = Math.sqrt(width * height / (nodes.length + 1)); const gravity = self.gravity; const speed = self.speed; const clustering = self.clustering; const clusterMap = new Map(); if (clustering) { nodes.forEach(n => { if (clusterMap.get(n.cluster) === undefined) { const cluster = { name: n.cluster, cx: 0, cy: 0, count: 0 }; clusterMap.set(n.cluster, cluster); } const c = clusterMap.get(n.cluster); c.cx += n.x; c.cy += n.y; c.count++; }); clusterMap.forEach(c => { c.cx /= c.count; c.cy /= c.count; }); } for (let i = 0; i < maxIteration; i++) { const disp = []; nodes.forEach((n, i) => { disp[i] = { x: 0, y: 0 }; }); self.getDisp(nodes, edges, nodeMap, nodeIndexMap, disp, k); // gravity for clusters if (clustering) { const clusterGravity = self.clusterGravity || gravity; nodes.forEach((n, i) => { const c = clusterMap.get(n.cluster); const distLength = Math.sqrt((n.x - c.cx) * (n.x - c.cx) + (n.y - c.cy) * (n.y - c.cy)); const gravityForce = k * clusterGravity; disp[i].x -= gravityForce * (n.x - c.cx) / distLength; disp[i].y -= gravityForce * (n.y - c.cy) / distLength; }); clusterMap.forEach(c => { c.cx = 0; c.cy = 0; c.count = 0; }); nodes.forEach(n => { const c = clusterMap.get(n.cluster); c.cx += n.x; c.cy += n.y; c.count++; }); clusterMap.forEach(c => { c.cx /= c.count; c.cy /= c.count; }); } // gravity nodes.forEach((n, i) => { const gravityForce = 0.01 * k * gravity; disp[i].x -= gravityForce * (n.x - center[0]); disp[i].y -= gravityForce * (n.y - center[1]); }); // speed nodes.forEach((n, i) => { disp[i].dx *= speed / SPEED_DIVISOR; disp[i].dy *= speed / SPEED_DIVISOR; }); // move nodes.forEach((n, i) => { const distLength = Math.sqrt(disp[i].x * disp[i].x + disp[i].y * disp[i].y); if (distLength > 0) { // && !n.isFixed() const limitedDist = Math.min(maxDisplace * (speed / SPEED_DIVISOR), distLength); n.x += disp[i].x / distLength * limitedDist; n.y += disp[i].y / distLength * limitedDist; } }); } }, getDisp(nodes, edges, nodeMap, nodeIndexMap, disp, k) { const self = this; self.calRepulsive(nodes, disp, k); self.calAttractive(edges, nodeMap, nodeIndexMap, disp, k); }, calRepulsive(nodes, disp, k) { nodes.forEach((v, i) => { disp[i] = { x: 0, y: 0 }; nodes.forEach((u, j) => { if (i === j) return; const vecx = v.x - u.x; const vecy = v.y - u.y; let vecLengthSqr = vecx * vecx + vecy * vecy; if (vecLengthSqr === 0) vecLengthSqr = 1; const common = (k * k) / vecLengthSqr; disp[i].x += vecx * common; disp[i].y += vecy * common; }); }); }, calAttractive(edges, nodeMap, nodeIndexMap, disp, k) { edges.forEach(e => { const uIndex = nodeIndexMap.get(e.source); const vIndex = nodeIndexMap.get(e.target); if (uIndex === vIndex) return; const u = nodeMap.get(e.source); const v = nodeMap.get(e.target); const vecx = v.x - u.x; const vecy = v.y - u.y; const vecLength = Math.sqrt(vecx * vecx + vecy * vecy); const common = vecLength * vecLength / k; disp[vIndex].x -= vecx / vecLength * common; disp[vIndex].y -= vecy / vecLength * common; disp[uIndex].x += vecx / vecLength * common; disp[uIndex].y += vecy / vecLength * common; }); } });