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@antv/x6

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JavaScript diagramming library that uses SVG and HTML for rendering.

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import { Events } from '../common'; import { NumberExt } from '../util'; export class ForceDirected extends Events { constructor(options) { super(); this.options = Object.assign({ charge: 10, edgeDistance: 10, edgeStrength: 1 }, options); this.nodes = this.model.getNodes(); this.edges = this.model.getEdges(); this.t = 1; this.energy = Infinity; this.progress = 0; } get model() { return this.options.model; } start() { const x = this.options.x; const y = this.options.y; const width = this.options.width; const height = this.options.height; this.nodeData = {}; this.edgeData = {}; this.nodes.forEach((node) => { const posX = NumberExt.random(x, x + width); const posY = NumberExt.random(y, y + height); node.position(posX, posY, { forceDirected: true }); this.nodeData[node.id] = { charge: node.prop('charge') || this.options.charge, weight: node.prop('weight') || 1, x: posX, y: posY, px: posX, py: posY, fx: 0, fy: 0, }; }); this.edges.forEach((edge) => { this.edgeData[edge.id] = { source: edge.getSourceCell(), target: edge.getTargetCell(), strength: edge.prop('strength') || this.options.edgeStrength, distance: edge.prop('distance') || this.options.edgeDistance, }; }); } step() { if (0.99 * this.t < 0.005) { return this.notifyEnd(); } this.energy = 0; let xBefore = 0; let yBefore = 0; let xAfter = 0; let yAfter = 0; const nodeCount = this.nodes.length; const edgeCount = this.edges.length; for (let i = 0; i < nodeCount - 1; i += 1) { const v = this.nodeData[this.nodes[i].id]; xBefore += v.x; yBefore += v.y; for (let j = i + 1; j < nodeCount; j += 1) { const u = this.nodeData[this.nodes[j].id]; const dx = u.x - v.x; const dy = u.y - v.y; const distanceSquared = dx * dx + dy * dy; // const distance = Math.sqrt(distanceSquared) const fr = (this.t * v.charge) / distanceSquared; const fx = fr * dx; const fy = fr * dy; v.fx -= fx; v.fy -= fy; u.fx += fx; u.fy += fy; this.energy += fx * fx + fy * fy; } } // Add the last node positions as it couldn't be done in the loops above. const last = this.nodeData[this.nodes[nodeCount - 1].id]; xBefore += last.x; yBefore += last.y; // Calculate attractive forces. for (let i = 0; i < edgeCount; i += 1) { const a = this.edgeData[this.edges[i].id]; const v = this.nodeData[a.source.id]; const u = this.nodeData[a.target.id]; const dx = u.x - v.x; const dy = u.y - v.y; const distanceSquared = dx * dx + dy * dy; const distance = Math.sqrt(distanceSquared); const fa = (this.t * a.strength * (distance - a.distance)) / distance; const fx = fa * dx; const fy = fa * dy; const k = v.weight / (v.weight + u.weight); v.x += fx * (1 - k); v.y += fy * (1 - k); u.x -= fx * k; u.y -= fy * k; this.energy += fx * fx + fy * fy; } const x = this.options.x; const y = this.options.y; const w = this.options.width; const h = this.options.height; const gravityCenter = this.options.gravityCenter; const gravity = 0.1; const energyBefore = this.energy; // Set positions on nodes. for (let i = 0; i < nodeCount; i += 1) { const node = this.nodes[i]; const data = this.nodeData[node.id]; const pos = { x: data.x, y: data.y, }; if (gravityCenter) { pos.x += (gravityCenter.x - pos.x) * this.t * gravity; pos.y += (gravityCenter.y - pos.y) * this.t * gravity; } pos.x += data.fx; pos.y += data.fy; // Make sure positions don't go out of the graph area. pos.x = Math.max(x, Math.min(x + w, pos.x)); pos.y = Math.max(y, Math.min(x + h, pos.y)); // Position Verlet integration. const friction = 0.9; pos.x += friction * (data.px - pos.x); pos.y += friction * (data.py - pos.y); data.px = pos.x; data.py = pos.y; data.fx = 0; data.fy = 0; data.x = pos.x; data.y = pos.y; xAfter += data.x; yAfter += data.y; node.setPosition(pos, { forceDirected: true }); } this.t = this.cool(this.t, this.energy, energyBefore); // If the global distance hasn't change much, the layout converged // and therefore trigger the `end` event. const gdx = xBefore - xAfter; const gdy = yBefore - yAfter; const gd = Math.sqrt(gdx * gdx + gdy * gdy); if (gd < 1) { this.notifyEnd(); } } cool(t, energy, energyBefore) { if (energy < energyBefore) { this.progress += 1; if (this.progress >= 5) { this.progress = 0; return t / 0.99; // Warm up. } } else { this.progress = 0; return t * 0.99; // Cool down. } return t; // Keep the same temperature. } notifyEnd() { this.trigger('end'); } } //# sourceMappingURL=force-directed.js.map