@jonobr1/force-directed-graph
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GPU supercharged attraction-graph visualizations for the web built on top of Three.js
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# Force Directed Graph
GPU supercharged attraction-graph visualizations for the web built on top of [Three.js](http://threejs.org). Importable as an ES6 module.
1. 🧮 Simulation computed on GPU via render targets
2. 🕸️ Accepts thousands of nodes and links
3. 🎨 Configurable point and link colors
4. 〰️ GPU-expanded antialiased line rendering with configurable width
5. 📦 Single library dependent (Three.js)
6. 🧩 Three.js scene compatible object
7. 📝 Simple data schema to populate compatible with d3.js JSON samples
8. 🧊 2d & 3d simulation modes
9. 🦺 WASM workers to generate textures
Visit the hosted [project page](https://jonobr1.com/force-directed-graph/) for a running demo.
## Usage
```
npm install --save three @jonobr1/force-directed-graph
```
### Import in ES6 environment
```javascript
import { ForceDirectedGraph } from '@jonobr1/force-directed-graph';
```
### Data Schema (`constructor` and `set`)
> Reference: The accepted `nodes` / `links` structure is inspired by the D3 force-directed graph data format: [@d3/force-directed-graph-component](https://observablehq.com/@d3/force-directed-graph-component).
The same data object shape is accepted by:
- `new ForceDirectedGraph(renderer, data)`
- `fdg.set(data[, callback])`
> [!TIP]
> It is recommended to use `set` and update setters in the callback or after the promise resolves. E.g: `fdg.set(data).then(() => {fdg.linewidth = 2})`
```ts
type GraphData = {
nodes: NodeData[];
links: LinkData[];
};
type NodeData = {
id: string | number; // Required, unique per node
x?: number; // Optional initial / target x position
y?: number; // Optional initial / target y position
z?: number; // Optional initial / target z position
isStatic?: boolean; // Optional, pins node when true
color?: THREE.ColorRepresentation; // Optional Three.js color input
image?: string | HTMLImageElement; // Optional image URL or image element
label?: string | number; // Optional canvas-atlas text label
labelPriority?: number; // Optional label ranking override
size?: number // Optional size for per-node sizing
};
type LinkData = {
source: string | number; // Node reference (must match a node.id)
target: string | number; // Node reference (must match a node.id)
};
```
> [!NOTE]
> - `nodes` and `links` are both required.
> - `source` / `target` are resolved by node `id`.
> - If `x`, `y`, or `z` is omitted, a random initial position is assigned.
> - If a node defines at least two of `x`, `y`, `z`, those values also become that node's target position when `pinStrength > 0`.
> - `isStatic` defaults to `false`.
> - If `color` is omitted, the node defaults to white.
> - `set(data[, callback])` returns a `Promise` that resolves when geometry/textures are ready.
> - `obscurity` is label-density control: `0` shows all labels, `0.75` targets roughly 25% visible labels, and `1` hides all labels. The active subset is now chosen from graph topology and priority, not camera clipspace placement.
> - `fdg.labels.alignment` (`'center' | 'left' | 'right'`) and `fdg.labels.baseline` (`'top' | 'middle' | 'bottom'`) change label anchoring live.
> - `fdg.labels.offset` (`THREE.Vector2`) adds extra label padding in label-space x/y.
> - `fdg.labels.near` (camera-space distance, default `0`) discards labels at or closer than that depth, which is useful when `sizeAttenuation` makes nearby labels too large.
> - `fdg.labelsInheritColor` toggles whether labels use each node's `color`, and `fdg.labelColor` tints all labels uniformly on top of the white label atlas.
> - `fdg.labels.fontSize` scales the rendered label planes without rebuilding the atlas; `fdg.labels.fontFamily` rebuilds the atlas with a new CSS font stack.
> - `fdg.refreshLabels()` rebuilds label atlas data after mutating node labels, priorities, sizes, or colors in-place.
> - `fdg.getPerformanceInfo()`, `fdg.isWorkerProcessingAvailable()`, and `fdg.isWasmAccelerationAvailable()` expose worker / WASM capability state.
### Selected Instance API
- `fdg.pinStrength`: controls how strongly nodes are attracted toward their target positions derived from `x`, `y`, `z`.
- `fdg.refreshLabels()`: reparses labels from current node data and updates or removes the labels mesh as needed.
- `fdg.labels`: returns the labels mesh when labels exist, otherwise `null`.
- `fdg.getPerformanceInfo()`: returns `{ workerSupported, workerReady, wasmReady, pendingRequests }`.
### Load Script in HTML file:
This example creates 512 nodes and links them randomly like big snakes.
```html
<!doctype html>
<html>
<head>
<meta charset="utf-8">
</head>
<body>
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three/build/three.module.js",
"three/examples/jsm/misc/GPUComputationRenderer.js": "https://cdn.jsdelivr.net/npm/three/examples/jsm/misc/GPUComputationRenderer.js",
"@jonobr1/force-directed-graph": "https://cdn.jsdelivr.net/npm/@jonobr1/force-directed-graph/build/fdg.module.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { ForceDirectedGraph } from '@jonobr1/force-directed-graph';
const renderer = new THREE.WebGLRenderer({ antialias: true });
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera();
camera.position.z = 250;
// Generate some fake data
const amount = 512;
const data = {
nodes: [], // Required, each element should be an object
links: [] // Required, each element should be an object
// with source and target properties that are
// ids of their connecting nodes
};
for (let i = 0; i < amount; i++) {
data.nodes.push({ id: i });
if (i > 0) {
data.links.push({ target: Math.floor(Math.random() * i), source: i });
}
}
const fdg = new ForceDirectedGraph(renderer, data);
scene.add(fdg);
setup();
function setup() {
renderer.setClearColor('#fff');
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', resize, false);
resize();
renderer.setAnimationLoop(render);
}
function resize() {
const width = window.innerWidth;
const height = window.innerHeight;
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
}
function render(elapsed) {
fdg.update(elapsed);
renderer.render(scene, camera);
}
</script>
</body>
</html>
```
> [!WARNING]
> Due to the reliance on the GPU compute rendering, this project is not built for node.js use.
A free and open source tool by [Jono Brandel](http://jono.fyi/)