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dc.graph

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Graph visualizations integrated with crossfilter and dc.js

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(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : typeof define === 'function' && define.amd ? define(['exports'], factory) : (factory((global.d3v4 = {}))); }(this, (function (exports) { 'use strict'; function center(x, y) { var nodes; if (x == null) x = 0; if (y == null) y = 0; function force() { var i, n = nodes.length, node, sx = 0, sy = 0; for (i = 0; i < n; ++i) { node = nodes[i], sx += node.x, sy += node.y; } for (sx = sx / n - x, sy = sy / n - y, i = 0; i < n; ++i) { node = nodes[i], node.x -= sx, node.y -= sy; } } force.initialize = function(_) { nodes = _; }; force.x = function(_) { return arguments.length ? (x = +_, force) : x; }; force.y = function(_) { return arguments.length ? (y = +_, force) : y; }; return force; } function constant(x) { return function() { return x; }; } function jiggle() { return (Math.random() - 0.5) * 1e-6; } function tree_add(d) { var x = +this._x.call(null, d), y = +this._y.call(null, d); return add(this.cover(x, y), x, y, d); } function add(tree, x, y, d) { if (isNaN(x) || isNaN(y)) return tree; // ignore invalid points var parent, node = tree._root, leaf = {data: d}, x0 = tree._x0, y0 = tree._y0, x1 = tree._x1, y1 = tree._y1, xm, ym, xp, yp, right, bottom, i, j; // If the tree is empty, initialize the root as a leaf. if (!node) return tree._root = leaf, tree; // Find the existing leaf for the new point, or add it. while (node.length) { if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm; if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym; if (parent = node, !(node = node[i = bottom << 1 | right])) return parent[i] = leaf, tree; } // Is the new point is exactly coincident with the existing point? xp = +tree._x.call(null, node.data); yp = +tree._y.call(null, node.data); if (x === xp && y === yp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree; // Otherwise, split the leaf node until the old and new point are separated. do { parent = parent ? parent[i] = new Array(4) : tree._root = new Array(4); if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm; if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym; } while ((i = bottom << 1 | right) === (j = (yp >= ym) << 1 | (xp >= xm))); return parent[j] = node, parent[i] = leaf, tree; } function addAll(data) { var d, i, n = data.length, x, y, xz = new Array(n), yz = new Array(n), x0 = Infinity, y0 = Infinity, x1 = -Infinity, y1 = -Infinity; // Compute the points and their extent. for (i = 0; i < n; ++i) { if (isNaN(x = +this._x.call(null, d = data[i])) || isNaN(y = +this._y.call(null, d))) continue; xz[i] = x; yz[i] = y; if (x < x0) x0 = x; if (x > x1) x1 = x; if (y < y0) y0 = y; if (y > y1) y1 = y; } // If there were no (valid) points, inherit the existing extent. if (x1 < x0) x0 = this._x0, x1 = this._x1; if (y1 < y0) y0 = this._y0, y1 = this._y1; // Expand the tree to cover the new points. this.cover(x0, y0).cover(x1, y1); // Add the new points. for (i = 0; i < n; ++i) { add(this, xz[i], yz[i], data[i]); } return this; } function tree_cover(x, y) { if (isNaN(x = +x) || isNaN(y = +y)) return this; // ignore invalid points var x0 = this._x0, y0 = this._y0, x1 = this._x1, y1 = this._y1; // If the quadtree has no extent, initialize them. // Integer extent are necessary so that if we later double the extent, // the existing quadrant boundaries don’t change due to floating point error! if (isNaN(x0)) { x1 = (x0 = Math.floor(x)) + 1; y1 = (y0 = Math.floor(y)) + 1; } // Otherwise, double repeatedly to cover. else if (x0 > x || x > x1 || y0 > y || y > y1) { var z = x1 - x0, node = this._root, parent, i; switch (i = (y < (y0 + y1) / 2) << 1 | (x < (x0 + x1) / 2)) { case 0: { do parent = new Array(4), parent[i] = node, node = parent; while (z *= 2, x1 = x0 + z, y1 = y0 + z, x > x1 || y > y1); break; } case 1: { do parent = new Array(4), parent[i] = node, node = parent; while (z *= 2, x0 = x1 - z, y1 = y0 + z, x0 > x || y > y1); break; } case 2: { do parent = new Array(4), parent[i] = node, node = parent; while (z *= 2, x1 = x0 + z, y0 = y1 - z, x > x1 || y0 > y); break; } case 3: { do parent = new Array(4), parent[i] = node, node = parent; while (z *= 2, x0 = x1 - z, y0 = y1 - z, x0 > x || y0 > y); break; } } if (this._root && this._root.length) this._root = node; } // If the quadtree covers the point already, just return. else return this; this._x0 = x0; this._y0 = y0; this._x1 = x1; this._y1 = y1; return this; } function tree_data() { var data = []; this.visit(function(node) { if (!node.length) do data.push(node.data); while (node = node.next) }); return data; } function tree_extent(_) { return arguments.length ? this.cover(+_[0][0], +_[0][1]).cover(+_[1][0], +_[1][1]) : isNaN(this._x0) ? undefined : [[this._x0, this._y0], [this._x1, this._y1]]; } function Quad(node, x0, y0, x1, y1) { this.node = node; this.x0 = x0; this.y0 = y0; this.x1 = x1; this.y1 = y1; } function tree_find(x, y, radius) { var data, x0 = this._x0, y0 = this._y0, x1, y1, x2, y2, x3 = this._x1, y3 = this._y1, quads = [], node = this._root, q, i; if (node) quads.push(new Quad(node, x0, y0, x3, y3)); if (radius == null) radius = Infinity; else { x0 = x - radius, y0 = y - radius; x3 = x + radius, y3 = y + radius; radius *= radius; } while (q = quads.pop()) { // Stop searching if this quadrant can’t contain a closer node. if (!(node = q.node) || (x1 = q.x0) > x3 || (y1 = q.y0) > y3 || (x2 = q.x1) < x0 || (y2 = q.y1) < y0) continue; // Bisect the current quadrant. if (node.length) { var xm = (x1 + x2) / 2, ym = (y1 + y2) / 2; quads.push( new Quad(node[3], xm, ym, x2, y2), new Quad(node[2], x1, ym, xm, y2), new Quad(node[1], xm, y1, x2, ym), new Quad(node[0], x1, y1, xm, ym) ); // Visit the closest quadrant first. if (i = (y >= ym) << 1 | (x >= xm)) { q = quads[quads.length - 1]; quads[quads.length - 1] = quads[quads.length - 1 - i]; quads[quads.length - 1 - i] = q; } } // Visit this point. (Visiting coincident points isn’t necessary!) else { var dx = x - +this._x.call(null, node.data), dy = y - +this._y.call(null, node.data), d2 = dx * dx + dy * dy; if (d2 < radius) { var d = Math.sqrt(radius = d2); x0 = x - d, y0 = y - d; x3 = x + d, y3 = y + d; data = node.data; } } } return data; } function tree_remove(d) { if (isNaN(x = +this._x.call(null, d)) || isNaN(y = +this._y.call(null, d))) return this; // ignore invalid points var parent, node = this._root, retainer, previous, next, x0 = this._x0, y0 = this._y0, x1 = this._x1, y1 = this._y1, x, y, xm, ym, right, bottom, i, j; // If the tree is empty, initialize the root as a leaf. if (!node) return this; // Find the leaf node for the point. // While descending, also retain the deepest parent with a non-removed sibling. if (node.length) while (true) { if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm; if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym; if (!(parent = node, node = node[i = bottom << 1 | right])) return this; if (!node.length) break; if (parent[(i + 1) & 3] || parent[(i + 2) & 3] || parent[(i + 3) & 3]) retainer = parent, j = i; } // Find the point to remove. while (node.data !== d) if (!(previous = node, node = node.next)) return this; if (next = node.next) delete node.next; // If there are multiple coincident points, remove just the point. if (previous) return next ? previous.next = next : delete previous.next, this; // If this is the root point, remove it. if (!parent) return this._root = next, this; // Remove this leaf. next ? parent[i] = next : delete parent[i]; // If the parent now contains exactly one leaf, collapse superfluous parents. if ((node = parent[0] || parent[1] || parent[2] || parent[3]) && node === (parent[3] || parent[2] || parent[1] || parent[0]) && !node.length) { if (retainer) retainer[j] = node; else this._root = node; } return this; } function removeAll(data) { for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]); return this; } function tree_root() { return this._root; } function tree_size() { var size = 0; this.visit(function(node) { if (!node.length) do ++size; while (node = node.next) }); return size; } function tree_visit(callback) { var quads = [], q, node = this._root, child, x0, y0, x1, y1; if (node) quads.push(new Quad(node, this._x0, this._y0, this._x1, this._y1)); while (q = quads.pop()) { if (!callback(node = q.node, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1) && node.length) { var xm = (x0 + x1) / 2, ym = (y0 + y1) / 2; if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1)); if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1)); if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym)); if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym)); } } return this; } function tree_visitAfter(callback) { var quads = [], next = [], q; if (this._root) quads.push(new Quad(this._root, this._x0, this._y0, this._x1, this._y1)); while (q = quads.pop()) { var node = q.node; if (node.length) { var child, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1, xm = (x0 + x1) / 2, ym = (y0 + y1) / 2; if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym)); if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym)); if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1)); if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1)); } next.push(q); } while (q = next.pop()) { callback(q.node, q.x0, q.y0, q.x1, q.y1); } return this; } function defaultX(d) { return d[0]; } function tree_x(_) { return arguments.length ? (this._x = _, this) : this._x; } function defaultY(d) { return d[1]; } function tree_y(_) { return arguments.length ? (this._y = _, this) : this._y; } function quadtree(nodes, x, y) { var tree = new Quadtree(x == null ? defaultX : x, y == null ? defaultY : y, NaN, NaN, NaN, NaN); return nodes == null ? tree : tree.addAll(nodes); } function Quadtree(x, y, x0, y0, x1, y1) { this._x = x; this._y = y; this._x0 = x0; this._y0 = y0; this._x1 = x1; this._y1 = y1; this._root = undefined; } function leaf_copy(leaf) { var copy = {data: leaf.data}, next = copy; while (leaf = leaf.next) next = next.next = {data: leaf.data}; return copy; } var treeProto = quadtree.prototype = Quadtree.prototype; treeProto.copy = function() { var copy = new Quadtree(this._x, this._y, this._x0, this._y0, this._x1, this._y1), node = this._root, nodes, child; if (!node) return copy; if (!node.length) return copy._root = leaf_copy(node), copy; nodes = [{source: node, target: copy._root = new Array(4)}]; while (node = nodes.pop()) { for (var i = 0; i < 4; ++i) { if (child = node.source[i]) { if (child.length) nodes.push({source: child, target: node.target[i] = new Array(4)}); else node.target[i] = leaf_copy(child); } } } return copy; }; treeProto.add = tree_add; treeProto.addAll = addAll; treeProto.cover = tree_cover; treeProto.data = tree_data; treeProto.extent = tree_extent; treeProto.find = tree_find; treeProto.remove = tree_remove; treeProto.removeAll = removeAll; treeProto.root = tree_root; treeProto.size = tree_size; treeProto.visit = tree_visit; treeProto.visitAfter = tree_visitAfter; treeProto.x = tree_x; treeProto.y = tree_y; function x(d) { return d.x + d.vx; } function y(d) { return d.y + d.vy; } function collide(radius) { var nodes, radii, strength = 1, iterations = 1; if (typeof radius !== "function") radius = constant(radius == null ? 1 : +radius); function force() { var i, n = nodes.length, tree, node, xi, yi, ri, ri2; for (var k = 0; k < iterations; ++k) { tree = quadtree(nodes, x, y).visitAfter(prepare); for (i = 0; i < n; ++i) { node = nodes[i]; ri = radii[node.index], ri2 = ri * ri; xi = node.x + node.vx; yi = node.y + node.vy; tree.visit(apply); } } function apply(quad, x0, y0, x1, y1) { var data = quad.data, rj = quad.r, r = ri + rj; if (data) { if (data.index > node.index) { var x = xi - data.x - data.vx, y = yi - data.y - data.vy, l = x * x + y * y; if (l < r * r) { if (x === 0) x = jiggle(), l += x * x; if (y === 0) y = jiggle(), l += y * y; l = (r - (l = Math.sqrt(l))) / l * strength; node.vx += (x *= l) * (r = (rj *= rj) / (ri2 + rj)); node.vy += (y *= l) * r; data.vx -= x * (r = 1 - r); data.vy -= y * r; } } return; } return x0 > xi + r || x1 < xi - r || y0 > yi + r || y1 < yi - r; } } function prepare(quad) { if (quad.data) return quad.r = radii[quad.data.index]; for (var i = quad.r = 0; i < 4; ++i) { if (quad[i] && quad[i].r > quad.r) { quad.r = quad[i].r; } } } function initialize() { if (!nodes) return; var i, n = nodes.length, node; radii = new Array(n); for (i = 0; i < n; ++i) node = nodes[i], radii[node.index] = +radius(node, i, nodes); } force.initialize = function(_) { nodes = _; initialize(); }; force.iterations = function(_) { return arguments.length ? (iterations = +_, force) : iterations; }; force.strength = function(_) { return arguments.length ? (strength = +_, force) : strength; }; force.radius = function(_) { return arguments.length ? (radius = typeof _ === "function" ? _ : constant(+_), initialize(), force) : radius; }; return force; } var prefix = "$"; function Map() {} Map.prototype = map.prototype = { constructor: Map, has: function(key) { return (prefix + key) in this; }, get: function(key) { return this[prefix + key]; }, set: function(key, value) { this[prefix + key] = value; return this; }, remove: function(key) { var property = prefix + key; return property in this && delete this[property]; }, clear: function() { for (var property in this) if (property[0] === prefix) delete this[property]; }, keys: function() { var keys = []; for (var property in this) if (property[0] === prefix) keys.push(property.slice(1)); return keys; }, values: function() { var values = []; for (var property in this) if (property[0] === prefix) values.push(this[property]); return values; }, entries: function() { var entries = []; for (var property in this) if (property[0] === prefix) entries.push({key: property.slice(1), value: this[property]}); return entries; }, size: function() { var size = 0; for (var property in this) if (property[0] === prefix) ++size; return size; }, empty: function() { for (var property in this) if (property[0] === prefix) return false; return true; }, each: function(f) { for (var property in this) if (property[0] === prefix) f(this[property], property.slice(1), this); } }; function map(object, f) { var map = new Map; // Copy constructor. if (object instanceof Map) object.each(function(value, key) { map.set(key, value); }); // Index array by numeric index or specified key function. else if (Array.isArray(object)) { var i = -1, n = object.length, o; if (f == null) while (++i < n) map.set(i, object[i]); else while (++i < n) map.set(f(o = object[i], i, object), o); } // Convert object to map. else if (object) for (var key in object) map.set(key, object[key]); return map; } function Set() {} var proto = map.prototype; Set.prototype = set.prototype = { constructor: Set, has: proto.has, add: function(value) { value += ""; this[prefix + value] = value; return this; }, remove: proto.remove, clear: proto.clear, values: proto.keys, size: proto.size, empty: proto.empty, each: proto.each }; function set(object, f) { var set = new Set; // Copy constructor. if (object instanceof Set) object.each(function(value) { set.add(value); }); // Otherwise, assume it’s an array. else if (object) { var i = -1, n = object.length; if (f == null) while (++i < n) set.add(object[i]); else while (++i < n) set.add(f(object[i], i, object)); } return set; } function index(d) { return d.index; } function find(nodeById, nodeId) { var node = nodeById.get(nodeId); if (!node) throw new Error("missing: " + nodeId); return node; } function link(links) { var id = index, strength = defaultStrength, strengths, distance = constant(30), distances, nodes, count, bias, iterations = 1; if (links == null) links = []; function defaultStrength(link) { return 1 / Math.min(count[link.source.index], count[link.target.index]); } function force(alpha) { for (var k = 0, n = links.length; k < iterations; ++k) { for (var i = 0, link, source, target, x, y, l, b; i < n; ++i) { link = links[i], source = link.source, target = link.target; x = target.x + target.vx - source.x - source.vx || jiggle(); y = target.y + target.vy - source.y - source.vy || jiggle(); l = Math.sqrt(x * x + y * y); l = (l - distances[i]) / l * alpha * strengths[i]; x *= l, y *= l; target.vx -= x * (b = bias[i]); target.vy -= y * b; source.vx += x * (b = 1 - b); source.vy += y * b; } } } function initialize() { if (!nodes) return; var i, n = nodes.length, m = links.length, nodeById = map(nodes, id), link; for (i = 0, count = new Array(n); i < m; ++i) { link = links[i], link.index = i; if (typeof link.source !== "object") link.source = find(nodeById, link.source); if (typeof link.target !== "object") link.target = find(nodeById, link.target); count[link.source.index] = (count[link.source.index] || 0) + 1; count[link.target.index] = (count[link.target.index] || 0) + 1; } for (i = 0, bias = new Array(m); i < m; ++i) { link = links[i], bias[i] = count[link.source.index] / (count[link.source.index] + count[link.target.index]); } strengths = new Array(m), initializeStrength(); distances = new Array(m), initializeDistance(); } function initializeStrength() { if (!nodes) return; for (var i = 0, n = links.length; i < n; ++i) { strengths[i] = +strength(links[i], i, links); } } function initializeDistance() { if (!nodes) return; for (var i = 0, n = links.length; i < n; ++i) { distances[i] = +distance(links[i], i, links); } } force.initialize = function(_) { nodes = _; initialize(); }; force.links = function(_) { return arguments.length ? (links = _, initialize(), force) : links; }; force.id = function(_) { return arguments.length ? (id = _, force) : id; }; force.iterations = function(_) { return arguments.length ? (iterations = +_, force) : iterations; }; force.strength = function(_) { return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initializeStrength(), force) : strength; }; force.distance = function(_) { return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), initializeDistance(), force) : distance; }; return force; } var noop = {value: function() {}}; function dispatch() { for (var i = 0, n = arguments.length, _ = {}, t; i < n; ++i) { if (!(t = arguments[i] + "") || (t in _)) throw new Error("illegal type: " + t); _[t] = []; } return new Dispatch(_); } function Dispatch(_) { this._ = _; } function parseTypenames(typenames, types) { return typenames.trim().split(/^|\s+/).map(function(t) { var name = "", i = t.indexOf("."); if (i >= 0) name = t.slice(i + 1), t = t.slice(0, i); if (t && !types.hasOwnProperty(t)) throw new Error("unknown type: " + t); return {type: t, name: name}; }); } Dispatch.prototype = dispatch.prototype = { constructor: Dispatch, on: function(typename, callback) { var _ = this._, T = parseTypenames(typename + "", _), t, i = -1, n = T.length; // If no callback was specified, return the callback of the given type and name. if (arguments.length < 2) { while (++i < n) if ((t = (typename = T[i]).type) && (t = get(_[t], typename.name))) return t; return; } // If a type was specified, set the callback for the given type and name. // Otherwise, if a null callback was specified, remove callbacks of the given name. if (callback != null && typeof callback !== "function") throw new Error("invalid callback: " + callback); while (++i < n) { if (t = (typename = T[i]).type) _[t] = set$1(_[t], typename.name, callback); else if (callback == null) for (t in _) _[t] = set$1(_[t], typename.name, null); } return this; }, copy: function() { var copy = {}, _ = this._; for (var t in _) copy[t] = _[t].slice(); return new Dispatch(copy); }, call: function(type, that) { if ((n = arguments.length - 2) > 0) for (var args = new Array(n), i = 0, n, t; i < n; ++i) args[i] = arguments[i + 2]; if (!this._.hasOwnProperty(type)) throw new Error("unknown type: " + type); for (t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args); }, apply: function(type, that, args) { if (!this._.hasOwnProperty(type)) throw new Error("unknown type: " + type); for (var t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args); } }; function get(type, name) { for (var i = 0, n = type.length, c; i < n; ++i) { if ((c = type[i]).name === name) { return c.value; } } } function set$1(type, name, callback) { for (var i = 0, n = type.length; i < n; ++i) { if (type[i].name === name) { type[i] = noop, type = type.slice(0, i).concat(type.slice(i + 1)); break; } } if (callback != null) type.push({name: name, value: callback}); return type; } var frame = 0, // is an animation frame pending? timeout = 0, // is a timeout pending? interval = 0, // are any timers active? pokeDelay = 1000, // how frequently we check for clock skew taskHead, taskTail, clockLast = 0, clockNow = 0, clockSkew = 0, clock = typeof performance === "object" && performance.now ? performance : Date, setFrame = typeof window === "object" && window.requestAnimationFrame ? window.requestAnimationFrame.bind(window) : function(f) { setTimeout(f, 17); }; function now() { return clockNow || (setFrame(clearNow), clockNow = clock.now() + clockSkew); } function clearNow() { clockNow = 0; } function Timer() { this._call = this._time = this._next = null; } Timer.prototype = timer.prototype = { constructor: Timer, restart: function(callback, delay, time) { if (typeof callback !== "function") throw new TypeError("callback is not a function"); time = (time == null ? now() : +time) + (delay == null ? 0 : +delay); if (!this._next && taskTail !== this) { if (taskTail) taskTail._next = this; else taskHead = this; taskTail = this; } this._call = callback; this._time = time; sleep(); }, stop: function() { if (this._call) { this._call = null; this._time = Infinity; sleep(); } } }; function timer(callback, delay, time) { var t = new Timer; t.restart(callback, delay, time); return t; } function timerFlush() { now(); // Get the current time, if not already set. ++frame; // Pretend we’ve set an alarm, if we haven’t already. var t = taskHead, e; while (t) { if ((e = clockNow - t._time) >= 0) t._call.call(null, e); t = t._next; } --frame; } function wake() { clockNow = (clockLast = clock.now()) + clockSkew; frame = timeout = 0; try { timerFlush(); } finally { frame = 0; nap(); clockNow = 0; } } function poke() { var now = clock.now(), delay = now - clockLast; if (delay > pokeDelay) clockSkew -= delay, clockLast = now; } function nap() { var t0, t1 = taskHead, t2, time = Infinity; while (t1) { if (t1._call) { if (time > t1._time) time = t1._time; t0 = t1, t1 = t1._next; } else { t2 = t1._next, t1._next = null; t1 = t0 ? t0._next = t2 : taskHead = t2; } } taskTail = t0; sleep(time); } function sleep(time) { if (frame) return; // Soonest alarm already set, or will be. if (timeout) timeout = clearTimeout(timeout); var delay = time - clockNow; // Strictly less than if we recomputed clockNow. if (delay > 24) { if (time < Infinity) timeout = setTimeout(wake, time - clock.now() - clockSkew); if (interval) interval = clearInterval(interval); } else { if (!interval) clockLast = clock.now(), interval = setInterval(poke, pokeDelay); frame = 1, setFrame(wake); } } function x$1(d) { return d.x; } function y$1(d) { return d.y; } var initialRadius = 10, initialAngle = Math.PI * (3 - Math.sqrt(5)); function simulation(nodes) { var simulation, alpha = 1, alphaMin = 0.001, alphaDecay = 1 - Math.pow(alphaMin, 1 / 300), alphaTarget = 0, velocityDecay = 0.6, forces = map(), stepper = timer(step), event = dispatch("tick", "end"); if (nodes == null) nodes = []; function step() { tick(); event.call("tick", simulation); if (alpha < alphaMin) { stepper.stop(); event.call("end", simulation); } } function tick() { var i, n = nodes.length, node; alpha += (alphaTarget - alpha) * alphaDecay; forces.each(function(force) { force(alpha); }); for (i = 0; i < n; ++i) { node = nodes[i]; if (node.fx == null) node.x += node.vx *= velocityDecay; else node.x = node.fx, node.vx = 0; if (node.fy == null) node.y += node.vy *= velocityDecay; else node.y = node.fy, node.vy = 0; } } function initializeNodes() { for (var i = 0, n = nodes.length, node; i < n; ++i) { node = nodes[i], node.index = i; if (isNaN(node.x) || isNaN(node.y)) { var radius = initialRadius * Math.sqrt(i), angle = i * initialAngle; node.x = radius * Math.cos(angle); node.y = radius * Math.sin(angle); } if (isNaN(node.vx) || isNaN(node.vy)) { node.vx = node.vy = 0; } } } function initializeForce(force) { if (force.initialize) force.initialize(nodes); return force; } initializeNodes(); return simulation = { tick: tick, restart: function() { return stepper.restart(step), simulation; }, stop: function() { return stepper.stop(), simulation; }, nodes: function(_) { return arguments.length ? (nodes = _, initializeNodes(), forces.each(initializeForce), simulation) : nodes; }, alpha: function(_) { return arguments.length ? (alpha = +_, simulation) : alpha; }, alphaMin: function(_) { return arguments.length ? (alphaMin = +_, simulation) : alphaMin; }, alphaDecay: function(_) { return arguments.length ? (alphaDecay = +_, simulation) : +alphaDecay; }, alphaTarget: function(_) { return arguments.length ? (alphaTarget = +_, simulation) : alphaTarget; }, velocityDecay: function(_) { return arguments.length ? (velocityDecay = 1 - _, simulation) : 1 - velocityDecay; }, force: function(name, _) { return arguments.length > 1 ? (_ == null ? forces.remove(name) : forces.set(name, initializeForce(_)), simulation) : forces.get(name); }, find: function(x, y, radius) { var i = 0, n = nodes.length, dx, dy, d2, node, closest; if (radius == null) radius = Infinity; else radius *= radius; for (i = 0; i < n; ++i) { node = nodes[i]; dx = x - node.x; dy = y - node.y; d2 = dx * dx + dy * dy; if (d2 < radius) closest = node, radius = d2; } return closest; }, on: function(name, _) { return arguments.length > 1 ? (event.on(name, _), simulation) : event.on(name); } }; } function manyBody() { var nodes, node, alpha, strength = constant(-30), strengths, distanceMin2 = 1, distanceMax2 = Infinity, theta2 = 0.81; function force(_) { var i, n = nodes.length, tree = quadtree(nodes, x$1, y$1).visitAfter(accumulate); for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply); } function initialize() { if (!nodes) return; var i, n = nodes.length, node; strengths = new Array(n); for (i = 0; i < n; ++i) node = nodes[i], strengths[node.index] = +strength(node, i, nodes); } function accumulate(quad) { var strength = 0, q, c, weight = 0, x, y, i; // For internal nodes, accumulate forces from child quadrants. if (quad.length) { for (x = y = i = 0; i < 4; ++i) { if ((q = quad[i]) && (c = Math.abs(q.value))) { strength += q.value, weight += c, x += c * q.x, y += c * q.y; } } quad.x = x / weight; quad.y = y / weight; } // For leaf nodes, accumulate forces from coincident quadrants. else { q = quad; q.x = q.data.x; q.y = q.data.y; do strength += strengths[q.data.index]; while (q = q.next); } quad.value = strength; } function apply(quad, x1, _, x2) { if (!quad.value) return true; var x = quad.x - node.x, y = quad.y - node.y, w = x2 - x1, l = x * x + y * y; // Apply the Barnes-Hut approximation if possible. // Limit forces for very close nodes; randomize direction if coincident. if (w * w / theta2 < l) { if (l < distanceMax2) { if (x === 0) x = jiggle(), l += x * x; if (y === 0) y = jiggle(), l += y * y; if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l); node.vx += x * quad.value * alpha / l; node.vy += y * quad.value * alpha / l; } return true; } // Otherwise, process points directly. else if (quad.length || l >= distanceMax2) return; // Limit forces for very close nodes; randomize direction if coincident. if (quad.data !== node || quad.next) { if (x === 0) x = jiggle(), l += x * x; if (y === 0) y = jiggle(), l += y * y; if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l); } do if (quad.data !== node) { w = strengths[quad.data.index] * alpha / l; node.vx += x * w; node.vy += y * w; } while (quad = quad.next); } force.initialize = function(_) { nodes = _; initialize(); }; force.strength = function(_) { return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength; }; force.distanceMin = function(_) { return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2); }; force.distanceMax = function(_) { return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2); }; force.theta = function(_) { return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2); }; return force; } function radial(radius, x, y) { var nodes, strength = constant(0.1), strengths, radiuses; if (typeof radius !== "function") radius = constant(+radius); if (x == null) x = 0; if (y == null) y = 0; function force(alpha) { for (var i = 0, n = nodes.length; i < n; ++i) { var node = nodes[i], dx = node.x - x || 1e-6, dy = node.y - y || 1e-6, r = Math.sqrt(dx * dx + dy * dy), k = (radiuses[i] - r) * strengths[i] * alpha / r; node.vx += dx * k; node.vy += dy * k; } } function initialize() { if (!nodes) return; var i, n = nodes.length; strengths = new Array(n); radiuses = new Array(n); for (i = 0; i < n; ++i) { radiuses[i] = +radius(nodes[i], i, nodes); strengths[i] = isNaN(radiuses[i]) ? 0 : +strength(nodes[i], i, nodes); } } force.initialize = function(_) { nodes = _, initialize(); }; force.strength = function(_) { return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength; }; force.radius = function(_) { return arguments.length ? (radius = typeof _ === "function" ? _ : constant(+_), initialize(), force) : radius; }; force.x = function(_) { return arguments.length ? (x = +_, force) : x; }; force.y = function(_) { return arguments.length ? (y = +_, force) : y; }; return force; } function x$2(x) { var strength = constant(0.1), nodes, strengths, xz; if (typeof x !== "function") x = constant(x == null ? 0 : +x); function force(alpha) { for (var i = 0, n = nodes.length, node; i < n; ++i) { node = nodes[i], node.vx += (xz[i] - node.x) * strengths[i] * alpha; } } function initialize() { if (!nodes) return; var i, n = nodes.length; strengths = new Array(n); xz = new Array(n); for (i = 0; i < n; ++i) { strengths[i] = isNaN(xz[i] = +x(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes); } } force.initialize = function(_) { nodes = _; initialize(); }; force.strength = function(_) { return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength; }; force.x = function(_) { return arguments.length ? (x = typeof _ === "function" ? _ : constant(+_), initialize(), force) : x; }; return force; } function y$2(y) { var strength = constant(0.1), nodes, strengths, yz; if (typeof y !== "function") y = constant(y == null ? 0 : +y); function force(alpha) { for (var i = 0, n = nodes.length, node; i < n; ++i) { node = nodes[i], node.vy += (yz[i] - node.y) * strengths[i] * alpha; } } function initialize() { if (!nodes) return; var i, n = nodes.length; strengths = new Array(n); yz = new Array(n); for (i = 0; i < n; ++i) { strengths[i] = isNaN(yz[i] = +y(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes); } } force.initialize = function(_) { nodes = _; initialize(); }; force.strength = function(_) { return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength; }; force.y = function(_) { return arguments.length ? (y = typeof _ === "function" ? _ : constant(+_), initialize(), force) : y; }; return force; } function forceStraightenPaths(paths) { var _nodes, _inputPaths = paths || [], _paths, _id = function(n) { return n.index; }, _angleForce = 0.1, _pathNodes = function(p) { return p.nodes; }, _pathStrength = function(p) { return typeof p.strength !== 'undefined' ? +p.strength : 1; }, _debug = false; var force = function(alpha) { function _dot(v1, v2) { return v1.x*v2.x + v1.y*v2.y; } function _len(v) { return Math.sqrt(v.x*v.x + v.y*v.y); } function _angle(v1, v2) { var a = _dot(v1, v2) / (_len(v1)*_len(v2)); a = Math.min(a, 1); a = Math.max(a, -1); return Math.acos(a); } // perpendicular unit length vector function _pVec(v) { var xx = -v.y/v.x, yy = 1; var length = _len({x: xx, y: yy}); return {x: xx/length, y: yy/length}; } function _displaceAdjacent(node, angle, pVec, k) { var turn = Math.PI-angle, turn2 = turn*turn; return { kind: 'adjacent', x: pVec.x*turn2*k, y: pVec.y*turn2*k }; } function _displaceCenter(dadj1, dadj2) { return { kind: 'center', x: -(dadj1.x + dadj2.x), y: -(dadj1.y + dadj2.y) }; } function _offsetNode(node, disp) { node.x += disp.x; node.y += disp.y; } var report = []; _paths.forEach(function(path, i) { var pnodes = path.nodes, strength = path.strength; if(typeof strength !== 'number') strength = 1; if(pnodes.length < 3) return; // at least 3 nodes (and 2 edges): A->B->C if(_debug) { report.push({ action: 'init', nodes: pnodes.map(function(n) { return { id: _id(n), x: n.x, y: n.y }; }), edges: pnodes.reduce(function(p, n) { if(!Array.isArray(p)) return [{source: _id(p), target: _id(n)}]; p.push({source: p[p.length-1].target, target: _id(n)}); return p; }) }); } for(var i = 1; i < pnodes.length-1; ++i) { var current = pnodes[i]; var prev = pnodes[i-1]; var next = pnodes[i+1]; // we can't do anything for two-cycles if(prev === next) continue; // calculate the angle var vPrev = {x: prev.x - current.x, y: prev.y - current.y}; var vNext = {x: next.x - current.x, y: next.y - current.y}; var angle = _angle(vPrev, vNext); // angle in [0, PI] var pvecPrev = _pVec(vPrev); var pvecNext = _pVec(vNext); // make sure the perpendicular vector is in the // direction that makes the angle more towards 180 degree // 1. calculate the middle point of node 'prev' and 'next' var mid = {x: (prev.x+next.x)/2.0, y: (prev.y+next.y)/2.0}; // 2. calculate the vectors: 'prev' pointing to 'mid', 'next' pointing to 'mid' var prev_mid = {x: mid.x-prev.x, y: mid.y-prev.y}; var next_mid = {x: mid.x-next.x, y: mid.y-next.y}; // 3. the 'correct' vector: the angle between pvec and prev_mid(next_mid) should // be an obtuse angle pvecPrev = _angle(prev_mid, pvecPrev) >= Math.PI/2.0 ? pvecPrev : {x: -pvecPrev.x, y: -pvecPrev.y}; pvecNext = _angle(next_mid, pvecNext) >= Math.PI/2.0 ? pvecNext : {x: -pvecNext.x, y: -pvecNext.y}; // modify positions of nodes var prevDisp = _displaceAdjacent(prev, angle, pvecPrev, strength * _angleForce); var nextDisp = _displaceAdjacent(next, angle, pvecNext, strength * _angleForce); var centerDisp = _displaceCenter(prevDisp, nextDisp); if(_debug) { report.push({ action: 'force', nodes: [{ id: _id(prev), x: prev.x, y: prev.y, force: prevDisp }, { id: _id(current), x: current.x, y: current.y, force: centerDisp }, { id: _id(next), x: next.x, y: next.y, force: nextDisp }], edges: [{ source: _id(prev), target: _id(current) }, { source: _id(current), target: _id(next) }] }); } _offsetNode(prev, prevDisp); _offsetNode(next, nextDisp); _offsetNode(current, centerDisp); } }); if(_debug) console.log(report); }; function find(nodeById, nodeId) { var node = nodeById.get(nodeId); if(!node) throw new Error('node missing: ' + nodeId); return node; } function init() { if(!_nodes) return; var nodeById = d3.map(_nodes, _id); _paths = _inputPaths.map(function(path) { return { nodes: _pathNodes(path).map(function(n) { return typeof n !== 'object' ? find(nodeById, n) : n; }), strength: _pathStrength(path) }; }); } force.initialize = function(nodes) { _nodes = nodes; init(); }; force.paths = function(paths) { if(!arguments.length) return _paths; _inputPaths = paths; init(); return this; }; force.id = function(id) { if(!arguments.length) return _id; _id = id; return this; }; force.angleForce = function(angleForce) { if(!arguments.length) return _angleForce; _angleForce = angleForce; return this; }; force.pathNodes = function(pathNodes) { if(!arguments.length) return _pathNodes; _pathNodes = pathNodes; return this; }; force.pathStrength = function(pathStrength) { if(!arguments.length) return _pathStrength; _pathStrength = pathStrength; return this; }; force.debug = function(debug) { if(!arguments.length) return _debug; _debug = debug; return this; }; return force; } exports.forceCenter = center; exports.forceCollide = collide; exports.forceLink = link; exports.forceManyBody = manyBody; exports.forceRadial = radial; exports.forceSimulation = simulation; exports.forceX = x$2; exports.forceY = y$2; exports.forceStraightenPaths = forceStraightenPaths; Object.defineProperty(exports, '__esModule', { value: true }); })));