@upsetjs/venn.js
Version:
Area Proportional Venn and Euler Diagrams
1,631 lines (1,324 loc) • 75.3 kB
JavaScript
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
typeof define === 'function' && define.amd ? define(['exports'], factory) :
(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.venn = {}));
})(this, (function (exports) { 'use strict';
const SMALL$1 = 1e-10;
/**
* Returns the intersection area of a bunch of circles (where each circle
* is an object having an x,y and radius property)
* @param {ReadonlyArray<{x: number, y: number, radius: number}>} circles
* @param {undefined | { area?: number, arcArea?: number, polygonArea?: number, arcs?: ReadonlyArray<{ circle: {x: number, y: number, radius: number}, width: number, p1: {x: number, y: number}, p2: {x: number, y: number} }>, innerPoints: ReadonlyArray<{
x: number;
y: number;
parentIndex: [number, number];
}>, intersectionPoints: ReadonlyArray<{
x: number;
y: number;
parentIndex: [number, number];
}> }} stats
* @returns {number}
*/
function intersectionArea(circles, stats) {
// get all the intersection points of the circles
const intersectionPoints = getIntersectionPoints(circles); // filter out points that aren't included in all the circles
const innerPoints = intersectionPoints.filter(p => containedInCircles(p, circles));
let arcArea = 0;
let polygonArea = 0;
/** @type {{ circle: {x: number, y: number, radius: number}, width: number, p1: {x: number, y: number}, p2: {x: number, y: number} }[]} */
const arcs = []; // if we have intersection points that are within all the circles,
// then figure out the area contained by them
if (innerPoints.length > 1) {
// sort the points by angle from the center of the polygon, which lets
// us just iterate over points to get the edges
const center = getCenter(innerPoints);
for (let i = 0; i < innerPoints.length; ++i) {
const p = innerPoints[i];
p.angle = Math.atan2(p.x - center.x, p.y - center.y);
}
innerPoints.sort((a, b) => b.angle - a.angle); // iterate over all points, get arc between the points
// and update the areas
let p2 = innerPoints[innerPoints.length - 1];
for (let i = 0; i < innerPoints.length; ++i) {
const p1 = innerPoints[i]; // polygon area updates easily ...
polygonArea += (p2.x + p1.x) * (p1.y - p2.y); // updating the arc area is a little more involved
const midPoint = {
x: (p1.x + p2.x) / 2,
y: (p1.y + p2.y) / 2
};
/** @types null | { circle: {x: number, y: number, radius: number}, width: number, p1: {x: number, y: number}, p2: {x: number, y: number} } */
let arc = null;
for (let j = 0; j < p1.parentIndex.length; ++j) {
if (p2.parentIndex.includes(p1.parentIndex[j])) {
// figure out the angle halfway between the two points
// on the current circle
const circle = circles[p1.parentIndex[j]];
const a1 = Math.atan2(p1.x - circle.x, p1.y - circle.y);
const a2 = Math.atan2(p2.x - circle.x, p2.y - circle.y);
let angleDiff = a2 - a1;
if (angleDiff < 0) {
angleDiff += 2 * Math.PI;
} // and use that angle to figure out the width of the
// arc
const a = a2 - angleDiff / 2;
let width = distance(midPoint, {
x: circle.x + circle.radius * Math.sin(a),
y: circle.y + circle.radius * Math.cos(a)
}); // clamp the width to the largest is can actually be
// (sometimes slightly overflows because of FP errors)
if (width > circle.radius * 2) {
width = circle.radius * 2;
} // pick the circle whose arc has the smallest width
if (arc == null || arc.width > width) {
arc = {
circle,
width,
p1,
p2,
large: width > circle.radius,
sweep: true
};
}
}
}
if (arc != null) {
arcs.push(arc);
arcArea += circleArea(arc.circle.radius, arc.width);
p2 = p1;
}
}
} else {
// no intersection points, is either disjoint - or is completely
// overlapped. figure out which by examining the smallest circle
let smallest = circles[0];
for (let i = 1; i < circles.length; ++i) {
if (circles[i].radius < smallest.radius) {
smallest = circles[i];
}
} // make sure the smallest circle is completely contained in all
// the other circles
let disjoint = false;
for (let i = 0; i < circles.length; ++i) {
if (distance(circles[i], smallest) > Math.abs(smallest.radius - circles[i].radius)) {
disjoint = true;
break;
}
}
if (disjoint) {
arcArea = polygonArea = 0;
} else {
arcArea = smallest.radius * smallest.radius * Math.PI;
arcs.push({
circle: smallest,
p1: {
x: smallest.x,
y: smallest.y + smallest.radius
},
p2: {
x: smallest.x - SMALL$1,
y: smallest.y + smallest.radius
},
width: smallest.radius * 2,
large: true,
sweep: true
});
}
}
polygonArea /= 2;
if (stats) {
stats.area = arcArea + polygonArea;
stats.arcArea = arcArea;
stats.polygonArea = polygonArea;
stats.arcs = arcs;
stats.innerPoints = innerPoints;
stats.intersectionPoints = intersectionPoints;
}
return arcArea + polygonArea;
}
/**
* returns whether a point is contained by all of a list of circles
* @param {{x: number, y: number}} point
* @param {ReadonlyArray<{x: number, y: number, radius: number}>} circles
* @returns {boolean}
*/
function containedInCircles(point, circles) {
return circles.every(circle => distance(point, circle) < circle.radius + SMALL$1);
}
/**
* Gets all intersection points between a bunch of circles
* @param {ReadonlyArray<{x: number, y: number, radius: number}>} circles
* @returns {ReadonlyArray<{x: number, y: number, parentIndex: [number, number]}>}
*/
function getIntersectionPoints(circles) {
/** @type {{x: number, y: number, parentIndex: [number, number]}[]} */
const ret = [];
for (let i = 0; i < circles.length; ++i) {
for (let j = i + 1; j < circles.length; ++j) {
const intersect = circleCircleIntersection(circles[i], circles[j]);
for (const p of intersect) {
p.parentIndex = [i, j];
ret.push(p);
}
}
}
return ret;
}
/**
* Circular segment area calculation. See http://mathworld.wolfram.com/CircularSegment.html
* @param {number} r
* @param {number} width
* @returns {number}
**/
function circleArea(r, width) {
return r * r * Math.acos(1 - width / r) - (r - width) * Math.sqrt(width * (2 * r - width));
}
/**
* euclidean distance between two points
* @param {{x: number, y: number}} p1
* @param {{x: number, y: number}} p2
* @returns {number}
**/
function distance(p1, p2) {
return Math.sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y));
}
/**
* Returns the overlap area of two circles of radius r1 and r2 - that
* have their centers separated by distance d. Simpler faster
* circle intersection for only two circles
* @param {number} r1
* @param {number} r2
* @param {number} d
* @returns {number}
*/
function circleOverlap(r1, r2, d) {
// no overlap
if (d >= r1 + r2) {
return 0;
} // completely overlapped
if (d <= Math.abs(r1 - r2)) {
return Math.PI * Math.min(r1, r2) * Math.min(r1, r2);
}
const w1 = r1 - (d * d - r2 * r2 + r1 * r1) / (2 * d);
const w2 = r2 - (d * d - r1 * r1 + r2 * r2) / (2 * d);
return circleArea(r1, w1) + circleArea(r2, w2);
}
/**
* Given two circles (containing a x/y/radius attributes),
* returns the intersecting points if possible
* note: doesn't handle cases where there are infinitely many
* intersection points (circles are equivalent):, or only one intersection point
* @param {{x: number, y: number, radius: number}} p1
* @param {{x: number, y: number, radius: number}} p2
* @returns {ReadonlyArray<{x: number, y: number}>}
**/
function circleCircleIntersection(p1, p2) {
const d = distance(p1, p2);
const r1 = p1.radius;
const r2 = p2.radius; // if to far away, or self contained - can't be done
if (d >= r1 + r2 || d <= Math.abs(r1 - r2)) {
return [];
}
const a = (r1 * r1 - r2 * r2 + d * d) / (2 * d);
const h = Math.sqrt(r1 * r1 - a * a);
const x0 = p1.x + a * (p2.x - p1.x) / d;
const y0 = p1.y + a * (p2.y - p1.y) / d;
const rx = -(p2.y - p1.y) * (h / d);
const ry = -(p2.x - p1.x) * (h / d);
return [{
x: x0 + rx,
y: y0 - ry
}, {
x: x0 - rx,
y: y0 + ry
}];
}
/**
* Returns the center of a bunch of points
* @param {ReadonlyArray<{x: number, y: number}>} points
* @returns {{x: number, y: number}}
*/
function getCenter(points) {
const center = {
x: 0,
y: 0
};
for (const point of points) {
center.x += point.x;
center.y += point.y;
}
center.x /= points.length;
center.y /= points.length;
return center;
}
var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};
var fmin = {exports: {}};
(function (module, exports) {
(function (global, factory) {
factory(exports) ;
})(commonjsGlobal, function (exports) {
/** finds the zeros of a function, given two starting points (which must
* have opposite signs */
function bisect(f, a, b, parameters) {
parameters = parameters || {};
var maxIterations = parameters.maxIterations || 100,
tolerance = parameters.tolerance || 1e-10,
fA = f(a),
fB = f(b),
delta = b - a;
if (fA * fB > 0) {
throw "Initial bisect points must have opposite signs";
}
if (fA === 0) return a;
if (fB === 0) return b;
for (var i = 0; i < maxIterations; ++i) {
delta /= 2;
var mid = a + delta,
fMid = f(mid);
if (fMid * fA >= 0) {
a = mid;
}
if (Math.abs(delta) < tolerance || fMid === 0) {
return mid;
}
}
return a + delta;
} // need some basic operations on vectors, rather than adding a dependency,
// just define here
function zeros(x) {
var r = new Array(x);
for (var i = 0; i < x; ++i) {
r[i] = 0;
}
return r;
}
function zerosM(x, y) {
return zeros(x).map(function () {
return zeros(y);
});
}
function dot(a, b) {
var ret = 0;
for (var i = 0; i < a.length; ++i) {
ret += a[i] * b[i];
}
return ret;
}
function norm2(a) {
return Math.sqrt(dot(a, a));
}
function scale(ret, value, c) {
for (var i = 0; i < value.length; ++i) {
ret[i] = value[i] * c;
}
}
function weightedSum(ret, w1, v1, w2, v2) {
for (var j = 0; j < ret.length; ++j) {
ret[j] = w1 * v1[j] + w2 * v2[j];
}
}
/** minimizes a function using the downhill simplex method */
function nelderMead(f, x0, parameters) {
parameters = parameters || {};
var maxIterations = parameters.maxIterations || x0.length * 200,
nonZeroDelta = parameters.nonZeroDelta || 1.05,
zeroDelta = parameters.zeroDelta || 0.001,
minErrorDelta = parameters.minErrorDelta || 1e-6,
minTolerance = parameters.minErrorDelta || 1e-5,
rho = parameters.rho !== undefined ? parameters.rho : 1,
chi = parameters.chi !== undefined ? parameters.chi : 2,
psi = parameters.psi !== undefined ? parameters.psi : -0.5,
sigma = parameters.sigma !== undefined ? parameters.sigma : 0.5,
maxDiff; // initialize simplex.
var N = x0.length,
simplex = new Array(N + 1);
simplex[0] = x0;
simplex[0].fx = f(x0);
simplex[0].id = 0;
for (var i = 0; i < N; ++i) {
var point = x0.slice();
point[i] = point[i] ? point[i] * nonZeroDelta : zeroDelta;
simplex[i + 1] = point;
simplex[i + 1].fx = f(point);
simplex[i + 1].id = i + 1;
}
function updateSimplex(value) {
for (var i = 0; i < value.length; i++) {
simplex[N][i] = value[i];
}
simplex[N].fx = value.fx;
}
var sortOrder = function (a, b) {
return a.fx - b.fx;
};
var centroid = x0.slice(),
reflected = x0.slice(),
contracted = x0.slice(),
expanded = x0.slice();
for (var iteration = 0; iteration < maxIterations; ++iteration) {
simplex.sort(sortOrder);
if (parameters.history) {
// copy the simplex (since later iterations will mutate) and
// sort it to have a consistent order between iterations
var sortedSimplex = simplex.map(function (x) {
var state = x.slice();
state.fx = x.fx;
state.id = x.id;
return state;
});
sortedSimplex.sort(function (a, b) {
return a.id - b.id;
});
parameters.history.push({
x: simplex[0].slice(),
fx: simplex[0].fx,
simplex: sortedSimplex
});
}
maxDiff = 0;
for (i = 0; i < N; ++i) {
maxDiff = Math.max(maxDiff, Math.abs(simplex[0][i] - simplex[1][i]));
}
if (Math.abs(simplex[0].fx - simplex[N].fx) < minErrorDelta && maxDiff < minTolerance) {
break;
} // compute the centroid of all but the worst point in the simplex
for (i = 0; i < N; ++i) {
centroid[i] = 0;
for (var j = 0; j < N; ++j) {
centroid[i] += simplex[j][i];
}
centroid[i] /= N;
} // reflect the worst point past the centroid and compute loss at reflected
// point
var worst = simplex[N];
weightedSum(reflected, 1 + rho, centroid, -rho, worst);
reflected.fx = f(reflected); // if the reflected point is the best seen, then possibly expand
if (reflected.fx < simplex[0].fx) {
weightedSum(expanded, 1 + chi, centroid, -chi, worst);
expanded.fx = f(expanded);
if (expanded.fx < reflected.fx) {
updateSimplex(expanded);
} else {
updateSimplex(reflected);
}
} // if the reflected point is worse than the second worst, we need to
// contract
else if (reflected.fx >= simplex[N - 1].fx) {
var shouldReduce = false;
if (reflected.fx > worst.fx) {
// do an inside contraction
weightedSum(contracted, 1 + psi, centroid, -psi, worst);
contracted.fx = f(contracted);
if (contracted.fx < worst.fx) {
updateSimplex(contracted);
} else {
shouldReduce = true;
}
} else {
// do an outside contraction
weightedSum(contracted, 1 - psi * rho, centroid, psi * rho, worst);
contracted.fx = f(contracted);
if (contracted.fx < reflected.fx) {
updateSimplex(contracted);
} else {
shouldReduce = true;
}
}
if (shouldReduce) {
// if we don't contract here, we're done
if (sigma >= 1) break; // do a reduction
for (i = 1; i < simplex.length; ++i) {
weightedSum(simplex[i], 1 - sigma, simplex[0], sigma, simplex[i]);
simplex[i].fx = f(simplex[i]);
}
}
} else {
updateSimplex(reflected);
}
}
simplex.sort(sortOrder);
return {
fx: simplex[0].fx,
x: simplex[0]
};
} /// searches along line 'pk' for a point that satifies the wolfe conditions
/// See 'Numerical Optimization' by Nocedal and Wright p59-60
/// f : objective function
/// pk : search direction
/// current: object containing current gradient/loss
/// next: output: contains next gradient/loss
/// returns a: step size taken
function wolfeLineSearch(f, pk, current, next, a, c1, c2) {
var phi0 = current.fx,
phiPrime0 = dot(current.fxprime, pk),
phi = phi0,
phi_old = phi0,
phiPrime = phiPrime0,
a0 = 0;
a = a || 1;
c1 = c1 || 1e-6;
c2 = c2 || 0.1;
function zoom(a_lo, a_high, phi_lo) {
for (var iteration = 0; iteration < 16; ++iteration) {
a = (a_lo + a_high) / 2;
weightedSum(next.x, 1.0, current.x, a, pk);
phi = next.fx = f(next.x, next.fxprime);
phiPrime = dot(next.fxprime, pk);
if (phi > phi0 + c1 * a * phiPrime0 || phi >= phi_lo) {
a_high = a;
} else {
if (Math.abs(phiPrime) <= -c2 * phiPrime0) {
return a;
}
if (phiPrime * (a_high - a_lo) >= 0) {
a_high = a_lo;
}
a_lo = a;
phi_lo = phi;
}
}
return 0;
}
for (var iteration = 0; iteration < 10; ++iteration) {
weightedSum(next.x, 1.0, current.x, a, pk);
phi = next.fx = f(next.x, next.fxprime);
phiPrime = dot(next.fxprime, pk);
if (phi > phi0 + c1 * a * phiPrime0 || iteration && phi >= phi_old) {
return zoom(a0, a, phi_old);
}
if (Math.abs(phiPrime) <= -c2 * phiPrime0) {
return a;
}
if (phiPrime >= 0) {
return zoom(a, a0, phi);
}
phi_old = phi;
a0 = a;
a *= 2;
}
return a;
}
function conjugateGradient(f, initial, params) {
// allocate all memory up front here, keep out of the loop for perfomance
// reasons
var current = {
x: initial.slice(),
fx: 0,
fxprime: initial.slice()
},
next = {
x: initial.slice(),
fx: 0,
fxprime: initial.slice()
},
yk = initial.slice(),
pk,
temp,
a = 1,
maxIterations;
params = params || {};
maxIterations = params.maxIterations || initial.length * 20;
current.fx = f(current.x, current.fxprime);
pk = current.fxprime.slice();
scale(pk, current.fxprime, -1);
for (var i = 0; i < maxIterations; ++i) {
a = wolfeLineSearch(f, pk, current, next, a); // todo: history in wrong spot?
if (params.history) {
params.history.push({
x: current.x.slice(),
fx: current.fx,
fxprime: current.fxprime.slice(),
alpha: a
});
}
if (!a) {
// faiiled to find point that satifies wolfe conditions.
// reset direction for next iteration
scale(pk, current.fxprime, -1);
} else {
// update direction using Polak–Ribiere CG method
weightedSum(yk, 1, next.fxprime, -1, current.fxprime);
var delta_k = dot(current.fxprime, current.fxprime),
beta_k = Math.max(0, dot(yk, next.fxprime) / delta_k);
weightedSum(pk, beta_k, pk, -1, next.fxprime);
temp = current;
current = next;
next = temp;
}
if (norm2(current.fxprime) <= 1e-5) {
break;
}
}
if (params.history) {
params.history.push({
x: current.x.slice(),
fx: current.fx,
fxprime: current.fxprime.slice(),
alpha: a
});
}
return current;
}
function gradientDescent(f, initial, params) {
params = params || {};
var maxIterations = params.maxIterations || initial.length * 100,
learnRate = params.learnRate || 0.001,
current = {
x: initial.slice(),
fx: 0,
fxprime: initial.slice()
};
for (var i = 0; i < maxIterations; ++i) {
current.fx = f(current.x, current.fxprime);
if (params.history) {
params.history.push({
x: current.x.slice(),
fx: current.fx,
fxprime: current.fxprime.slice()
});
}
weightedSum(current.x, 1, current.x, -learnRate, current.fxprime);
if (norm2(current.fxprime) <= 1e-5) {
break;
}
}
return current;
}
function gradientDescentLineSearch(f, initial, params) {
params = params || {};
var current = {
x: initial.slice(),
fx: 0,
fxprime: initial.slice()
},
next = {
x: initial.slice(),
fx: 0,
fxprime: initial.slice()
},
maxIterations = params.maxIterations || initial.length * 100,
learnRate = params.learnRate || 1,
pk = initial.slice(),
c1 = params.c1 || 1e-3,
c2 = params.c2 || 0.1,
temp,
functionCalls = [];
if (params.history) {
// wrap the function call to track linesearch samples
var inner = f;
f = function (x, fxprime) {
functionCalls.push(x.slice());
return inner(x, fxprime);
};
}
current.fx = f(current.x, current.fxprime);
for (var i = 0; i < maxIterations; ++i) {
scale(pk, current.fxprime, -1);
learnRate = wolfeLineSearch(f, pk, current, next, learnRate, c1, c2);
if (params.history) {
params.history.push({
x: current.x.slice(),
fx: current.fx,
fxprime: current.fxprime.slice(),
functionCalls: functionCalls,
learnRate: learnRate,
alpha: learnRate
});
functionCalls = [];
}
temp = current;
current = next;
next = temp;
if (learnRate === 0 || norm2(current.fxprime) < 1e-5) break;
}
return current;
}
exports.bisect = bisect;
exports.nelderMead = nelderMead;
exports.conjugateGradient = conjugateGradient;
exports.gradientDescent = gradientDescent;
exports.gradientDescentLineSearch = gradientDescentLineSearch;
exports.zeros = zeros;
exports.zerosM = zerosM;
exports.norm2 = norm2;
exports.weightedSum = weightedSum;
exports.scale = scale;
});
})(fmin, fmin.exports);
/**
* given a list of set objects, and their corresponding overlaps
* updates the (x, y, radius) attribute on each set such that their positions
* roughly correspond to the desired overlaps
* @param {readonly {sets: readonly string[]; size: number; weight?: number}[]} sets
* @returns {{[setid: string]: {x: number, y: number, radius: number}}}
*/
function venn(sets, parameters = {}) {
parameters.maxIterations = parameters.maxIterations || 500;
const initialLayout = parameters.initialLayout || bestInitialLayout;
const loss = parameters.lossFunction || lossFunction; // add in missing pairwise areas as having 0 size
const areas = addMissingAreas(sets, parameters); // initial layout is done greedily
const circles = initialLayout(areas, parameters); // transform x/y coordinates to a vector to optimize
const setids = Object.keys(circles);
/** @type {number[]} */
const initial = [];
for (const setid of setids) {
initial.push(circles[setid].x);
initial.push(circles[setid].y);
} // optimize initial layout from our loss function
const solution = fmin.exports.nelderMead(values => {
const current = {};
for (let i = 0; i < setids.length; ++i) {
const setid = setids[i];
current[setid] = {
x: values[2 * i],
y: values[2 * i + 1],
radius: circles[setid].radius // size : circles[setid].size
};
}
return loss(current, areas);
}, initial, parameters); // transform solution vector back to x/y points
const positions = solution.x;
for (let i = 0; i < setids.length; ++i) {
const setid = setids[i];
circles[setid].x = positions[2 * i];
circles[setid].y = positions[2 * i + 1];
}
return circles;
}
const SMALL = 1e-10;
/**
* Returns the distance necessary for two circles of radius r1 + r2 to
* have the overlap area 'overlap'
* @param {number} r1
* @param {number} r2
* @param {number} overlap
* @returns {number}
*/
function distanceFromIntersectArea(r1, r2, overlap) {
// handle complete overlapped circles
if (Math.min(r1, r2) * Math.min(r1, r2) * Math.PI <= overlap + SMALL) {
return Math.abs(r1 - r2);
}
return fmin.exports.bisect(distance => circleOverlap(r1, r2, distance) - overlap, 0, r1 + r2);
}
/**
* Missing pair-wise intersection area data can cause problems:
* treating as an unknown means that sets will be laid out overlapping,
* which isn't what people expect. To reflect that we want disjoint sets
* here, set the overlap to 0 for all missing pairwise set intersections
* @param {ReadonlyArray<{sets: ReadonlyArray<string>, size: number}>} areas
* @returns {ReadonlyArray<{sets: ReadonlyArray<string>, size: number}>}
*/
function addMissingAreas(areas, parameters = {}) {
const distinct = parameters.distinct;
const r = areas.map(s => Object.assign({}, s));
function toKey(arr) {
return arr.join(';');
}
if (distinct) {
// recreate the full ones by adding things up but just to level two since the rest doesn't matter
/** @types Map<string, number> */
const count = new Map();
for (const area of r) {
for (let i = 0; i < area.sets.length; i++) {
const si = String(area.sets[i]);
count.set(si, area.size + (count.get(si) || 0));
for (let j = i + 1; j < area.sets.length; j++) {
const sj = String(area.sets[j]);
const k1 = `${si};${sj}`;
const k2 = `${sj};${si}`;
count.set(k1, area.size + (count.get(k1) || 0));
count.set(k2, area.size + (count.get(k2) || 0));
}
}
}
for (const area of r) {
if (area.sets.length < 3) {
area.size = count.get(toKey(area.sets));
}
}
} // two circle intersections that aren't defined
const ids = [];
/** @type {Set<string>} */
const pairs = new Set();
for (const area of r) {
if (area.sets.length === 1) {
ids.push(area.sets[0]);
} else if (area.sets.length === 2) {
const a = area.sets[0];
const b = area.sets[1];
pairs.add(toKey(area.sets));
pairs.add(toKey([b, a]));
}
}
ids.sort((a, b) => a === b ? 0 : a < b ? -1 : +1);
for (let i = 0; i < ids.length; ++i) {
const a = ids[i];
for (let j = i + 1; j < ids.length; ++j) {
const b = ids[j];
if (!pairs.has(toKey([a, b]))) {
r.push({
sets: [a, b],
size: 0
});
}
}
}
return r;
}
/**
* Returns two matrices, one of the euclidean distances between the sets
* and the other indicating if there are subset or disjoint set relationships
* @param {ReadonlyArray<{sets: ReadonlyArray<number>}>} areas
* @param {ReadonlyArray<{size: number}>} sets
* @param {ReadonlyArray<number>} setids
*/
function getDistanceMatrices(areas, sets, setids) {
// initialize an empty distance matrix between all the points
/**
* @type {number[][]}
*/
const distances = fmin.exports.zerosM(sets.length, sets.length);
/**
* @type {number[][]}
*/
const constraints = fmin.exports.zerosM(sets.length, sets.length); // compute required distances between all the sets such that
// the areas match
areas.filter(x => x.sets.length === 2).forEach(current => {
const left = setids[current.sets[0]];
const right = setids[current.sets[1]];
const r1 = Math.sqrt(sets[left].size / Math.PI);
const r2 = Math.sqrt(sets[right].size / Math.PI);
const distance = distanceFromIntersectArea(r1, r2, current.size);
distances[left][right] = distances[right][left] = distance; // also update constraints to indicate if its a subset or disjoint
// relationship
let c = 0;
if (current.size + 1e-10 >= Math.min(sets[left].size, sets[right].size)) {
c = 1;
} else if (current.size <= 1e-10) {
c = -1;
}
constraints[left][right] = constraints[right][left] = c;
});
return {
distances,
constraints
};
} /// computes the gradient and loss simultaneously for our constrained MDS optimizer
function constrainedMDSGradient(x, fxprime, distances, constraints) {
for (let i = 0; i < fxprime.length; ++i) {
fxprime[i] = 0;
}
let loss = 0;
for (let i = 0; i < distances.length; ++i) {
const xi = x[2 * i];
const yi = x[2 * i + 1];
for (let j = i + 1; j < distances.length; ++j) {
const xj = x[2 * j];
const yj = x[2 * j + 1];
const dij = distances[i][j];
const constraint = constraints[i][j];
const squaredDistance = (xj - xi) * (xj - xi) + (yj - yi) * (yj - yi);
const distance = Math.sqrt(squaredDistance);
const delta = squaredDistance - dij * dij;
if (constraint > 0 && distance <= dij || constraint < 0 && distance >= dij) {
continue;
}
loss += 2 * delta * delta;
fxprime[2 * i] += 4 * delta * (xi - xj);
fxprime[2 * i + 1] += 4 * delta * (yi - yj);
fxprime[2 * j] += 4 * delta * (xj - xi);
fxprime[2 * j + 1] += 4 * delta * (yj - yi);
}
}
return loss;
}
/**
* takes the best working variant of either constrained MDS or greedy
* @param {ReadonlyArray<{sets: ReadonlyArray<string>, size: number}>} areas
*/
function bestInitialLayout(areas, params = {}) {
let initial = greedyLayout(areas, params);
const loss = params.lossFunction || lossFunction; // greedylayout is sufficient for all 2/3 circle cases. try out
// constrained MDS for higher order problems, take its output
// if it outperforms. (greedy is aesthetically better on 2/3 circles
// since it axis aligns)
if (areas.length >= 8) {
const constrained = constrainedMDSLayout(areas, params);
const constrainedLoss = loss(constrained, areas);
const greedyLoss = loss(initial, areas);
if (constrainedLoss + 1e-8 < greedyLoss) {
initial = constrained;
}
}
return initial;
}
/**
* use the constrained MDS variant to generate an initial layout
* @param {ReadonlyArray<{sets: ReadonlyArray<string>, size: number}>} areas
* @returns {{[key: string]: {x: number, y: number, radius: number}}}
*/
function constrainedMDSLayout(areas, params = {}) {
const restarts = params.restarts || 10; // bidirectionally map sets to a rowid (so we can create a matrix)
const sets = [];
const setids = {};
for (const area of areas) {
if (area.sets.length === 1) {
setids[area.sets[0]] = sets.length;
sets.push(area);
}
}
let {
distances,
constraints
} = getDistanceMatrices(areas, sets, setids); // keep distances bounded, things get messed up otherwise.
// TODO: proper preconditioner?
const norm = fmin.exports.norm2(distances.map(fmin.exports.norm2)) / distances.length;
distances = distances.map(row => row.map(value => value / norm));
const obj = (x, fxprime) => constrainedMDSGradient(x, fxprime, distances, constraints);
let best = null;
for (let i = 0; i < restarts; ++i) {
const initial = fmin.exports.zeros(distances.length * 2).map(Math.random);
const current = fmin.exports.conjugateGradient(obj, initial, params);
if (!best || current.fx < best.fx) {
best = current;
}
}
const positions = best.x; // translate rows back to (x,y,radius) coordinates
/** @type {{[key: string]: {x: number, y: number, radius: number}}} */
const circles = {};
for (let i = 0; i < sets.length; ++i) {
const set = sets[i];
circles[set.sets[0]] = {
x: positions[2 * i] * norm,
y: positions[2 * i + 1] * norm,
radius: Math.sqrt(set.size / Math.PI)
};
}
if (params.history) {
for (const h of params.history) {
fmin.exports.scale(h.x, norm);
}
}
return circles;
}
/**
* Lays out a Venn diagram greedily, going from most overlapped sets to
* least overlapped, attempting to position each new set such that the
* overlapping areas to already positioned sets are basically right
* @param {ReadonlyArray<{size: number, sets: ReadonlyArray<string>}>} areas
* @return {{[key: string]: {x: number, y: number, radius: number}}}
*/
function greedyLayout(areas, params) {
const loss = params && params.lossFunction ? params.lossFunction : lossFunction; // define a circle for each set
/** @type {{[key: string]: {x: number, y: number, radius: number}}} */
const circles = {};
/** @type {{[key: string]: {set: string, size: number, weight: number}[]}} */
const setOverlaps = {};
for (const area of areas) {
if (area.sets.length === 1) {
const set = area.sets[0];
circles[set] = {
x: 1e10,
y: 1e10,
rowid: circles.length,
size: area.size,
radius: Math.sqrt(area.size / Math.PI)
};
setOverlaps[set] = [];
}
}
areas = areas.filter(a => a.sets.length === 2); // map each set to a list of all the other sets that overlap it
for (const current of areas) {
let weight = current.weight != null ? current.weight : 1.0;
const left = current.sets[0];
const right = current.sets[1]; // completely overlapped circles shouldn't be positioned early here
if (current.size + SMALL >= Math.min(circles[left].size, circles[right].size)) {
weight = 0;
}
setOverlaps[left].push({
set: right,
size: current.size,
weight
});
setOverlaps[right].push({
set: left,
size: current.size,
weight
});
} // get list of most overlapped sets
const mostOverlapped = [];
Object.keys(setOverlaps).forEach(set => {
let size = 0;
for (let i = 0; i < setOverlaps[set].length; ++i) {
size += setOverlaps[set][i].size * setOverlaps[set][i].weight;
}
mostOverlapped.push({
set,
size
});
}); // sort by size desc
function sortOrder(a, b) {
return b.size - a.size;
}
mostOverlapped.sort(sortOrder); // keep track of what sets have been laid out
const positioned = {};
function isPositioned(element) {
return element.set in positioned;
}
/**
* adds a point to the output
* @param {{x: number, y: number}} point
* @param {number} index
*/
function positionSet(point, index) {
circles[index].x = point.x;
circles[index].y = point.y;
positioned[index] = true;
} // add most overlapped set at (0,0)
positionSet({
x: 0,
y: 0
}, mostOverlapped[0].set); // get distances between all points. TODO, necessary?
// answer: probably not
// var distances = venn.getDistanceMatrices(circles, areas).distances;
for (let i = 1; i < mostOverlapped.length; ++i) {
const setIndex = mostOverlapped[i].set;
const overlap = setOverlaps[setIndex].filter(isPositioned);
const set = circles[setIndex];
overlap.sort(sortOrder);
if (overlap.length === 0) {
// this shouldn't happen anymore with addMissingAreas
throw 'ERROR: missing pairwise overlap information';
}
/** @type {{x: number, y: number}[]} */
const points = [];
for (var j = 0; j < overlap.length; ++j) {
// get appropriate distance from most overlapped already added set
const p1 = circles[overlap[j].set];
const d1 = distanceFromIntersectArea(set.radius, p1.radius, overlap[j].size); // sample positions at 90 degrees for maximum aesthetics
points.push({
x: p1.x + d1,
y: p1.y
});
points.push({
x: p1.x - d1,
y: p1.y
});
points.push({
y: p1.y + d1,
x: p1.x
});
points.push({
y: p1.y - d1,
x: p1.x
}); // if we have at least 2 overlaps, then figure out where the
// set should be positioned analytically and try those too
for (let k = j + 1; k < overlap.length; ++k) {
const p2 = circles[overlap[k].set];
const d2 = distanceFromIntersectArea(set.radius, p2.radius, overlap[k].size);
const extraPoints = circleCircleIntersection({
x: p1.x,
y: p1.y,
radius: d1
}, {
x: p2.x,
y: p2.y,
radius: d2
});
points.push(...extraPoints);
}
} // we have some candidate positions for the set, examine loss
// at each position to figure out where to put it at
let bestLoss = 1e50;
let bestPoint = points[0];
for (const point of points) {
circles[setIndex].x = point.x;
circles[setIndex].y = point.y;
const localLoss = loss(circles, areas);
if (localLoss < bestLoss) {
bestLoss = localLoss;
bestPoint = point;
}
}
positionSet(bestPoint, setIndex);
}
return circles;
}
/**
* Given a bunch of sets, and the desired overlaps between these sets - computes
* the distance from the actual overlaps to the desired overlaps. Note that
* this method ignores overlaps of more than 2 circles
* @param {{[key: string]: <{x: number, y: number, radius: number}>}} circles
* @param {ReadonlyArray<{size: number, sets: ReadonlyArray<string>, weight?: number}>} overlaps
* @returns {number}
*/
function lossFunction(circles, overlaps) {
let output = 0;
for (const area of overlaps) {
if (area.sets.length === 1) {
continue;
}
/** @type {number} */
let overlap;
if (area.sets.length === 2) {
const left = circles[area.sets[0]];
const right = circles[area.sets[1]];
overlap = circleOverlap(left.radius, right.radius, distance(left, right));
} else {
overlap = intersectionArea(area.sets.map(d => circles[d]));
}
const weight = area.weight != null ? area.weight : 1.0;
output += weight * (overlap - area.size) * (overlap - area.size);
}
return output;
}
function logRatioLossFunction(circles, overlaps) {
let output = 0;
for (const area of overlaps) {
if (area.sets.length === 1) {
continue;
}
/** @type {number} */
let overlap;
if (area.sets.length === 2) {
const left = circles[area.sets[0]];
const right = circles[area.sets[1]];
overlap = circleOverlap(left.radius, right.radius, distance(left, right));
} else {
overlap = intersectionArea(area.sets.map(d => circles[d]));
}
const weight = area.weight != null ? area.weight : 1.0;
const differenceFromIdeal = Math.log((overlap + 1) / (area.size + 1));
output += weight * differenceFromIdeal * differenceFromIdeal;
}
return output;
}
/**
* orientates a bunch of circles to point in orientation
* @param {{x :number, y: number, radius: number}[]} circles
* @param {number | undefined} orientation
* @param {((a: {x :number, y: number, radius: number}, b: {x :number, y: number, radius: number}) => number) | undefined} orientationOrder
*/
function orientateCircles(circles, orientation, orientationOrder) {
if (orientationOrder == null) {
circles.sort((a, b) => b.radius - a.radius);
} else {
circles.sort(orientationOrder);
} // shift circles so largest circle is at (0, 0)
if (circles.length > 0) {
const largestX = circles[0].x;
const largestY = circles[0].y;
for (const circle of circles) {
circle.x -= largestX;
circle.y -= largestY;
}
}
if (circles.length === 2) {
// if the second circle is a subset of the first, arrange so that
// it is off to one side. hack for https://github.com/benfred/venn.js/issues/120
const dist = distance(circles[0], circles[1]);
if (dist < Math.abs(circles[1].radius - circles[0].radius)) {
circles[1].x = circles[0].x + circles[0].radius - circles[1].radius - 1e-10;
circles[1].y = circles[0].y;
}
} // rotate circles so that second largest is at an angle of 'orientation'
// from largest
if (circles.length > 1) {
const rotation = Math.atan2(circles[1].x, circles[1].y) - orientation;
const c = Math.cos(rotation);
const s = Math.sin(rotation);
for (const circle of circles) {
const x = circle.x;
const y = circle.y;
circle.x = c * x - s * y;
circle.y = s * x + c * y;
}
} // mirror solution if third solution is above plane specified by
// first two circles
if (circles.length > 2) {
let angle = Math.atan2(circles[2].x, circles[2].y) - orientation;
while (angle < 0) {
angle += 2 * Math.PI;
}
while (angle > 2 * Math.PI) {
angle -= 2 * Math.PI;
}
if (angle > Math.PI) {
const slope = circles[1].y / (1e-10 + circles[1].x);
for (const circle of circles) {
var d = (circle.x + slope * circle.y) / (1 + slope * slope);
circle.x = 2 * d - circle.x;
circle.y = 2 * d * slope - circle.y;
}
}
}
}
/**
*
* @param {ReadonlyArray<{x: number, y: number, radius: number}>} circles
* @returns {{x: number, y: number, radius: number}[][]}
*/
function disjointCluster(circles) {
// union-find clustering to get disjoint sets
circles.forEach(circle => {
circle.parent = circle;
}); // path compression step in union find
function find(circle) {
if (circle.parent !== circle) {
circle.parent = find(circle.parent);
}
return circle.parent;
}
function union(x, y) {
const xRoot = find(x);
const yRoot = find(y);
xRoot.parent = yRoot;
} // get the union of all overlapping sets
for (let i = 0; i < circles.length; ++i) {
for (let j = i + 1; j < circles.length; ++j) {
const maxDistance = circles[i].radius + circles[j].radius;
if (distance(circles[i], circles[j]) + 1e-10 < maxDistance) {
union(circles[j], circles[i]);
}
}
} // find all the disjoint clusters and group them together
/** @type {Map<string, {x: number, y: number, radius: number}[]>} */
const disjointClusters = new Map();
for (let i = 0; i < circles.length; ++i) {
const setid = find(circles[i]).parent.setid;
if (!disjointClusters.has(setid)) {
disjointClusters.set(setid, []);
}
disjointClusters.get(setid).push(circles[i]);
} // cleanup bookkeeping
circles.forEach(circle => {
delete circle.parent;
}); // return in more usable form
return Array.from(disjointClusters.values());
}
/**
* @param {ReadonlyArray<{x :number, y: number, radius: number}>} circles
* @returns {{xRange: [number, number], yRange: [number, number]}}
*/
function getBoundingBox(circles) {
const minMax = d => {
const hi = circles.reduce((acc, c) => Math.max(acc, c[d] + c.radius), Number.NEGATIVE_INFINITY);
const lo = circles.reduce((acc, c) => Math.min(acc, c[d] - c.radius), Number.POSITIVE_INFINITY);
return {
max: hi,
min: lo
};
};
return {
xRange: minMax('x'),
yRange: minMax('y')
};
}
/**
*
* @param {{[setid: string]: {x: number, y: number, radius: number}}} solution
* @param {undefined | number} orientation
* @param {((a: {x :number, y: number, radius: number}, b: {x :number, y: number, radius: number}) => number) | undefined} orientationOrder
* @returns {{[setid: string]: {x: number, y: number, radius: number}}}
*/
function normalizeSolution(solution, orientation, orientationOrder) {
if (orientation == null) {
orientation = Math.PI / 2;
} // work with a list instead of a dictionary, and take a copy so we
// don't mutate input
let circles = fromObjectNotation(solution).map(d => Object.assign({}, d)); // get all the disjoint clusters
const clusters = disjointCluster(circles); // orientate all disjoint sets, get sizes
for (const cluster of clusters) {
orientateCircles(cluster, orientation, orientationOrder);
const bounds = getBoundingBox(cluster);
cluster.size = (bounds.xRange.max - bounds.xRange.min) * (bounds.yRange.max - bounds.yRange.min);
cluster.bounds = bounds;
}
clusters.sort((a, b) => b.size - a.size); // orientate the largest at 0,0, and get the bounds
circles = clusters[0];
let returnBounds = circles.bounds;
const spacing = (returnBounds.xRange.max - returnBounds.xRange.min) / 50;
/**
* @param {ReadonlyArray<{x: number, y: number, radius: number, setid: string}>} cluster
* @param {boolean} right
* @param {boolean} bottom
*/
function addCluster(cluster, right, bottom) {
if (!cluster) {
return;
}
const bounds = cluster.bounds;
/** @type {number} */
let xOffset;
/** @type {number} */
let yOffset;
if (right) {
xOffset = returnBounds.xRange.max - bounds.xRange.min + spacing;
} else {
xOffset = returnBounds.xRange.max - bounds.xRange.max;
const centreing = (bounds.xRange.max - bounds.xRange.min) / 2 - (returnBounds.xRange.max - returnBounds.xRange.min) / 2;
if (centreing < 0) {
xOffset += centreing;
}
}
if (bottom) {
yOffset = returnBounds.yRange.max - bounds.yRange.min + spacing;
} else {
yOffset = returnBounds.yRange.max - bounds.yRange.max;
const centreing = (bounds.yRange.max - bounds.yRange.min) / 2 - (returnBounds.yRange.max - returnBounds.yRange.min) / 2;
if (centreing < 0) {
yOffset += centreing;
}
}
for (const c of cluster) {
c.x += xOffset;
c.y += yOffset;
circles.push(c);
}
}
let index = 1;
while (index < clusters.length) {
addCluster(clusters[index], true, false);
addCluster(clusters[index + 1], false, true);
addCluster(clusters[index + 2], true, true);
index += 3; // have one cluster (in top left). lay out next three relative
// to it in a grid
returnBounds = getBoundingBox(circles);
} // convert back to solution form
return toObjectNotation(circles);
}
/**
* Scales a solution from venn.venn or venn.greedyLayout such that it fits in
* a rectangle of width/height - with padding around the borders. also
* centers the diagram in the available space at the same time.
* If the scale parameter is not null, this automatic scaling is ignored in favor of this custom one
* @param {{[setid: string]: {x: number, y: number, radius: number}}} solution
* @param {number} width
* @param {number} height
* @param {number} padding
* @param {boolean} scaleToFit
* @returns {{[setid: string]: {x: number, y: number, radius: number}}}
*/
function scaleSolution(solution, width, height, padding, scaleToFit) {
const circles = fromObjectNotation(solution);
width -= 2 * padding;
height -= 2 * padding;
const {
xRange,
yRange
} = getBoundingBox(circles);
if (xRange.max === xRange.min || yRange.max === yRange.min) {
console.log('not scaling solution: zero size detected');
return solution;
}
/** @type {number} */
let xScaling;
/** @type {number} */
let yScaling;
if (scaleToFit) {
const toScaleDiameter = Math.sqrt(scaleToFit / Math.PI) * 2;
xScaling = width / toScaleDiameter;
yScaling = height / toScaleDiameter;
} else {
xScaling = width / (xRange.max - xRange.min);
yScaling = height / (yRange.max - yRange.min);